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Contact Support - Help Center Get help on the UGX Discord. Join it now!Looked into and GetLocalPlayers()[0] (which is the player) isn't considered an entity for some reason. So naturally self/player waittill("weapon_fired"); won't work.
Haven't found a solid method of getting a local player since method: GetLocalPlayer() doesn't exist.
E: Could make the same system I did for dw_weapon_fired and make a notify + add_listen_thread for CSC to do it but that makes it delayed by about 5 frames.
E: weapon_fired notify should work in CSC too :| or you can just send a CSC-notify from GSC too.
Sync Dual Wield Muzzleflash/Shelleject Scripts (created by Offthewall, be sure to credit him ): https://www.mediafire.com/?3nmceh1nnsl213j
When I discovered the camo feature in WaW I immediately tossed it out of my mind because of the stats issue - but using it for the perk bottles is a good idea.
How about a Zap Gun in one hand and a Mark 2 in the other, screw OPness, OP has no meaning in zombies, though in all seriousness i thought the best WW setup for hybrid akimbo would be both Ray Guns and that could be as far as it would go
Do you plan on releasing this duel-wield script to the public someday?
I believe the Mystery box already has coding that would work for this for bouncing betties. You might be able to use that to redirect a function for the Akimbo weapons.
As interesting as this is, I'm actually wondering right now as to how you could get these hybrid akimbo weapons.
For example, depending on which weapon you're currently using right now, do you just go up to a random weapon (that supports hybrid akimbo) and "Press F to do Hybrid Akimbo With This" or what? ???
dont go crazy like that guys
id prefer to just support a pretty good smg with a shotgun
I must have misunderstood which gun I was watching you use - you're right your anim is correct. Did you have the issue we currently have where the brass ammo holder is coming through the hand?
This is what I meant with the acid texture being wrong: http://i.imgur.com/L5lxzZF.png
Notice the bottom of the acid tubes are covered on the stock, the ammo cartridges are covered by armor near the receiver, and the tips of the barrels are covered in a gold metal texture.
The gun is swaying inward like a raygun when you walk, you're missing the muzzleflash effects on the gun, your reload anim does not flip open the doghead armor on the top of the gun, and the acid texture on your projectile and on the gun itself is wrong - not trying to be mean, just pointing the stuff out so that you can improve the port even more. Good job on having the kit though, that's really cool. We thought about adding it but we are trying to avoid having anything which mappers have to place in their maps beyond the perk machines.
I really like your acid explosion effect, better than mine. I get really tired of spending time in EffectsEd trying to replicate someone else's work in that shitty excuse for a program so lately I've been a bit lazy in that department lol.
Not exactly, how do you think we save user ranks in UGX-MOD within the solo engine? You can save stats to the player profile that will exist any time the player opens the mod, unfortunately they will only reside in that mod and not be game-wide.
i know hint the reason this is called ideas but i love the feedback
Already in ZCT mod for protoype-style maps.
Bandolier: Allows you to hold 30% more ammo
Clipped Wings: Allows a player to jump higher and farther than normal and if you jump into a zombie he takes a certain amount of damage.
Helen Killer: Able to be activated once per round and lasts 30 seconds. You are invincible and every zombie you run into dies, however your screen goes black and you lose audio during that time. Great if you are about to get trapped in a corner.
Point-whore Pro: The damage your bullets do drops in half but your ammo capacity doubles.
Serious Revive: When you go to pick up a fallen teammate it drops a turret that defends you for 5 seconds.