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Topics - oshawat750

I was wondering how I could maybe make a slide. Like, you go down to the certain area and you just slide down it, not being able to go back up it, like an escape route. What would I need to do to make one? Kinda like a zipline, but with nothing extra, just a slide that you go down fast on and reach the bottom as an escape route.
8 years ago
So, I was making my map, and I tried testing it. For some reason, some zombies don't go for me, they don't even hit me if I'm right in front of them, and they go to the middle of the zone, and just die. It is so weird. What tf is happening?
8 years ago
So, I am trying to do a map WITHOUT t4m. I try to launch my map, it has nothing except for Harry's Perks and NSZ's weapons (Which is A LOT), and I tried every tutorial to fix the fx error. I did the one with the singles folder and stuff, did that and it said I went over the sound limit. I fixed that, than the fx error came back. I am not sure what I could do next to reduce the fx. Any help?
8 years ago
Hello, my new map will have the UGX Mod 1.1, but when I try to add perk machines, the game crashes when it loads after I click to skip. I have added the Pandora's Box and it works fine in my map. What is going on?

Double Post Merge: June 07, 2016, 02:21:17 am
lol does nobody know?

Double Post Merge: June 07, 2016, 02:11:16 pm

Double Post Merge: June 07, 2016, 02:27:19 pm
Hello, my new map will have the UGX Mod 1.1, but when I try to add perk machines, the game crashes when it loads after I click to skip. I have added the Pandora's Box and it works fine in my map. What is going on?

Double Post Merge: June 07, 2016, 02:21:17 am
lol does nobody know?

Double Post Merge: June 07, 2016, 02:11:16 pm
Here is what the error says:

Here is the log that appears with developer 2 and devolper_script 1:
Spoiler: click to open...
Code Snippet
Plaintext
g Characters: None!
Loading Characters: None!
_LOAD END TIME = 0
_LOAD END TIME = 0
semtex: semtex
Error: Could not load fx "shellejects/pistol_view".
Error: Could not load fx "shellejects/pistol".
gersch: gersch
qed: qed
concussion: concussion
Error: Could not load xmodel "weapon_m1911_upgraded_boxmodel".
Error: Could not load xmodel "weapon_fmg_upgraded_boxmodel".
Error: Could not load xmodel "weapon_1887_upgraded_boxmodel".
Error: Could not load fx "ugxm/elemental/elemental_acid_impact".
Error: Could not load fx "ugxm/elemental/elemental_electric_impact".
Error: Could not load fx "ugxm/elemental/elemental_fire_impact".
Error: Could not load xmodel "weapon_1887_elemental_boxmodel".
Error: Could not load fx "ugxm/elemental/elemental_ice_impact".
Error: Could not load fx "ugxm/elemental/elemental_wind_impact".
Error: Could not load xmodel "weapon_fmg_elemental_boxmodel".
Error: Could not load fx "ugxm/elemental/elemental_explosive_impact".
electrip: WEAPON_BETTY
matchtrap: matchtrap
bear_trap: bear_trap
Error: Could not load xmodel "zombie_pickup_perk_bottle".
zombie_knuckle_crack: WEAPON_ZOMBIE_PERK_BOTTLE
zombie_d2p_generic: WEAPON_ZOMBIE_PERK_BOTTLE
zombie_d2p_pistol: WEAPON_ZOMBIE_PERK_BOTTLE
zombie_d2p_rifle: WEAPON_ZOMBIE_PERK_BOTTLE
zombie_d2p_smg: WEAPON_ZOMBIE_PERK_BOTTLE
zombie_d2p_sniper: WEAPON_ZOMBIE_PERK_BOTTLE
zombie_d2p_fdw: WEAPON_ZOMBIE_PERK_BOTTLE
Error: Could not load xmodel "zombie_vending_item_on".
-----------------------------------

Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
SV_DirectConnect()
Connecting player #0 has a zero GUID
****Coop CodeCallback_PlayerConnect****
****Coop CodeCallback_PlayerConnect****
Going from CS_FREE to CS_CONNECTED for  (num 0 guid 0)
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Received packet 0 of stats data
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Received packet 1 of stats data
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Received packet 2 of stats data
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Received packet 3 of stats data
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Received packet 4 of stats data
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Received packet 5 of stats data
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Received packet 6 of stats data
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
OshaPoo : dropped gamestate, resending
SV_SendClientGameState() for OshaPoo
Going from CS_CONNECTED to CS_CLIENTLOADING for OshaPoo
--
DynEnt_WriteGameState wrote 2 bytes
--
Sending 21330 bytes in gamestate to client: 0
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
Error: Must use a string as the name of a dvar, not a Int
*************************************init::onPlayerConnect
*************************************init::onPlayerConnect
Database: Assets Sync Started
Database: Assets Sync Finished
Setting state to CA_LOADING in CL_DownloadsComplete
ImpCount: Counting non-prod map!
Incrementing leaderboard num 3, entry 4 to 1!
impcount: 0:
impcount: 0: 0
impcount: 0: 0 0
impcount: 0: 0 0 0
impcount: 0: 0 0 0 0
impcount: 0: 0 0 0 0 0
impcount: 0: 0 0 0 0 0 0
impcount: 0: 0 0 0 0 0 0 0
impcount: 0: 0 0 0 0 0 0 0 0
impcount: 0: 0 0 0 0 0 0 0 0 0
impcount: 0: 0 0 0 0 0 0 0 0 0 0
impcount: 0: 0 0 0 0 0 0 0 0 0 0 0
impcount: 1:
impcount: 1: 0
impcount: 1: 0 0
impcount: 1: 0 0 0
impcount: 1: 0 0 0 0
impcount: 1: 0 0 0 0 0
impcount: 1: 0 0 0 0 0 0
impcount: 1: 0 0 0 0 0 0 0
impcount: 1: 0 0 0 0 0 0 0 0
impcount: 1: 0 0 0 0 0 0 0 0 0
impcount: 1: 0 0 0 0 0 0 0 0 0 0
impcount: 1: 0 0 0 0 0 0 0 0 0 0 0
impcount: 2:
impcount: 2: 0
impcount: 2: 0 0
impcount: 2: 0 0 0
impcount: 2: 0 0 0 0
impcount: 2: 0 0 0 0 0
impcount: 2: 0 0 0 0 0 0
impcount: 2: 0 0 0 0 0 0 0
impcount: 2: 0 0 0 0 0 0 0 0
impcount: 2: 0 0 0 0 0 0 0 0 0
impcount: 2: 0 0 0 0 0 0 0 0 0 0
impcount: 2: 0 0 0 0 0 0 0 0 0 0 0
impcount: 3:
impcount: 3: 0
impcount: 3: 0 0
impcount: 3: 0 0 0
impcount: 3: 0 0 0 0
impcount: 3: 0 0 0 0 1
impcount: 3: 0 0 0 0 1 0
impcount: 3: 0 0 0 0 1 0 0
impcount: 3: 0 0 0 0 1 0 0 0
impcount: 3: 0 0 0 0 1 0 0 0 0
impcount: 3: 0 0 0 0 1 0 0 0 0 0
impcount: 3: 0 0 0 0 1 0 0 0 0 0 1
Patchmaps:
Patchmaps: 0
Patchmaps: 0 0
Patchmaps: 0 0 0
Patchmaps: 0 0 0 0
Patchmaps: 0 0 0 0
Setting state to CA_LOADING in CL_InitCGame
Player 0 no longer burning at time: 0
Player 0 no longer electrified at time: 0
Player 0 no longer transporter sick at time: 0
Error: Could not load material "nightvision_overlay_goggles".
Error: Could not load material "ammo_counter_tesla".
Error: Could not load material "decode_characters".
Error: Could not load material "decode_characters_glow".
Error: Could not load material "killicondied".
Error: Could not load material "killiconcrush".
Error: Could not load material "killiconfalling".
Error: Could not load material "killiconsuicide".
Error: Could not load material "killiconheadshot".
LOADING... collision map
LOADING... graphics
LOADING... maps/hellokitty_remastered.d3dbsp

Foliage: --------------------------
Foliage: smodelCount = 0
Foliage: foliage model count = 0 (max=16384)
Foliage: sizeof(g_modelInfos) = 16384, element size = 1
Foliage: --------------------------

vertex stream 2: --------------------------
vertex stream 2: needs 0 bytes
vertex stream 2: already allocated 0 bytes
vertex stream 2: --------------------------
LOADING... game media
LOADING...  - textures
Error: Could not load material "headicondisconnected".
Error: Could not load material "headiconyouinkillcam".
Error: Could not load material "objective_up".
Error: Could not load material "objective_down".
Error: Could not load material "compassping_friendly".
Error: Could not load material "objective_friendly_chat".
Error: Could not load material "compassping_enemy".
Error: Could not load material "compass_radarline".
Error: Could not load material "compass_objpoint_airstrike_busy".
Error: Could not load material "compass_objpoint_airstrike_friendly".
Error: Could not load material "hud_flashbangicon".
Error: Could not load material "hud_banzai".
Error: Could not load material "hud_banzaigrenade".
LOADING...  - models
LOADING...  - items
Error: CG_RegisterWeapon: No such bone tag (tag_zfuckmyass) for weapon (m14)
Error: CG_RegisterWeapon: No such bone tag (tag_scope_vzoom) for weapon (l96a1)
Error: CG_RegisterWeapon: No such bone tag (tag_scope) for weapon (l96a1_upgraded)
LOADING...  - inline models
LOADING...  - server models
Error: Could not load fx "env/electrical/fx_elec_wire_spark_dl_oneshot".
Error: Could not load fx "weapon/bouncing_betty/fx_explosion_betty_generic".
Error: Could not load fx "weapon/bouncing_betty/fx_betty_trail".
Error: Could not load fx "misc/fx_zombie_elec_trail_oneshot".
Error: Could not load fx "env/electrical/fx_elec_short_oneshot".
Error: Could not load fx "ugx_scriptplacer_weather_efx".
Error: Could not load fx "maps/mak/fx_cigarette_smoke".
Error: Could not load fx "env/smoke/fx_fog_zombie_amb".
Error: Could not load fx "misc/fx_zombie_grain_cloud".
Error: Could not load fx "ugxm/thundergun/fx_thundergun_knockback_ground".
Error: Could not load fx "maps/zombie_moon/fx_moon_qbomb_explo_distort".
Error: Could not load fx "1".
Error: Could not load fx "weapon/grenade/fx_american_smoke_grenade".
Error: Could not load fx "misc/fx_flare_sky_white_10sec".
Error: Could not load fx "weapon/grenade/fx_gas_grenade_22sec".
Error: Could not load fx "misc/fx_fire_manager1".
Error: Could not load fx "misc/fx_fire_manager2".
Error: Could not load fx "misc/fx_fire_manager3".
Error: Could not load fx "misc/fx_fire_manager4".
Error: Could not load fx "misc/fx_fire_manager5".
Error: Could not load fx "misc/fx_fire_manager6".
Error: Could not load fx "misc/fx_fire_manager7".
Error: Could not load fx "misc/fx_fire_manager8".
Error: Could not load fx "misc/fx_fire_manager9".
Error: Could not load fx "misc/fx_fire_manager10".
Error: Could not load fx "weapon/molotov/fx_molotov_burn_trail".
Error: Could not load fx "weapon/molotov/fx_molotov_burn_trail2".
Error: Could not load fx "weapon/molotov/fx_molotov_wick".
Error: Could not load fx "weapon/rocket/fx_trail_bazooka_geotrail".
Error: Could not load fx "env/fire/fx_fire_player_torso".
Error: Could not load fx "env/fire/fx_fire_player_sm".
Error: Could not load fx "env/fire/fx_fire_player_sm_smk_2sec".
'0' is not a valid value for dvar 'bg_shock_viewKickPeriod'
  Domain is any number from 0.001 to 1000
Error: Could not load rawfile "shock/zombie_death.shock".
Error: couldn't open 'shock/zombie_death.shock'.
Error: Could not load fx "treadfx/heli_dust_default".
Error: Could not load fx "treadfx/heli_water".
Error: Could not load fx "smoke/smoke_trail_white_heli".
Error: Could not load fx "smoke/smoke_trail_black_heli".
Error: Could not load fx "fire/fire_smoke_trail_L".
Error: Could not load fx "fire/jet_afterburner".
Error: Could not load fx "impacts/fx_water_hit_sm".
Error: Could not load fx "impacts/fx_water_hit_md".
Error: Could not load fx "impacts/fx_water_hit_lg".
Error: Could not load fx "impacts/fx_water_object_ripple".
Error: Could not load fx "vehicle/water/fx_wake_lvt_churn".
Error: Could not load fx "bio/player/fx_water_hit_player_bubbles".
Error: Could not load fx "bio/player/fx_player_water_waist_ripple".
Error: Could not load fx "bio/player/fx_player_water_knee_ripple".
LOADING...  - game media done
LOADING... clients
Error: Could not load menufile "ui/scriptmenus/briefing.menu".
Error: Could not load menufile "ui/scriptmenus/ugxm_elemental.menu".
Error: Could not load material "blank".
Error: Could not load material "waypoint_targetneutral".
Error: Could not load material "waypoint_capture".
Error: Could not load material "waypoint_defend".
Error: Could not load material "ugxm_maxammo".
Error: Could not load fx "misc/fx_fire_fthrow_vert_short".
*** CLIENT SPAWN 0 script_brushmodels 0 script_models.
deactivating bus
deactivating bus
activating bus 'immediate_off'
activating bus 'immediate_off'
Registering zombify
Registering zombify
*** ClientScripts : Added no effects.
*** ClientScripts : Added no effects.

******* script runtime error *******
loadedfx could not find effect bio/player/fx_footstep_dust - ensure that effect is precached in the server script, and included in appropriate CSVs.
:
: (file 'clientscripts/dlc3_code.csc', line 17)
 clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
 
 
   
   
     
     
       
       
         
         
           
           
             
             
               
               
                 
                 
                   
                   
                     
                     
                       
                       
                         
                         
                           
                           
                             
                             
                               
                               
                                 
                                 
                                   
                                   
                                     
                                     
                                       
                                       
                                         
                                         
                                           
                                           
                                             
                                             
                                               
                                               
                                                 
                                                 
                                                   
                                                   
                                                     
                                                     
                                                       
                                                       
                                                         
                                                         
                                                          *
Error: called from:
(file 'clientscripts/hellokitty_remastered.csc', line 20)
 clientscripts\dlc3_code::DLC3_FX();
 
 *
Error: started from:
(file 'clientscripts/hellokitty_remastered.csc', line 5)
main()
*
Error: ************************************

******* script runtime error *******
assert fail: Need to define the mud footstep effect.:
assert fail: Need to define the mud footstep effect.: (file 'clientscripts/_utility.csc', line 257)
 assertEx(IsDefined(fx), "Need to define the mud footstep effect.");
 
 *
Error: called from:
(file 'clientscripts/dlc3_code.csc', line 17)
 clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
 
 *
Error: called from:
(file 'clientscripts/hellokitty_remastered.csc', line 20)
 clientscripts\dlc3_code::DLC3_FX();
 
 *
Error: started from:
(file 'clientscripts/hellokitty_remastered.csc', line 5)
main()
*
Error: ************************************

Database: Assets Sync Started
Database: Assets Sync Finished
********************
ERROR: script runtime error
(see console for details)
assert fail: Need to define the mud footstep effect.
********************
PROFILES: setting server info to 0.0.0.0:0
Couldn't get profiles instance, are we logged on?
*** Client script VM : Local client disconnect 0
*** Client script VM : Local client disconnect 0

******* script runtime error *******
assert fail: Need to define the mud footstep effect.:
assert fail: Need to define the mud footstep effect.: (file 'clientscripts/_callbacks.csc', line 75)
 player notify("disconnect");
 
 *
Error: called from:
(file 'clientscripts/_callbacks.csc', line 71)
localclientdisconnect(clientNum)
*
Error: called from:
(file 'clientscripts/_utility.csc', line 257)
 assertEx(IsDefined(fx), "Need to define the mud footstep effect.");
 
 *
Error: called from:
(file 'clientscripts/dlc3_code.csc', line 17)
 clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
 
 *
Error: called from:
(file 'clientscripts/hellokitty_remastered.csc', line 20)
 clientscripts\dlc3_code::DLC3_FX();
 
 *
Error: started from:
(fi

script runtime error
(see console for details)
assert fail: Need to define the mud footstep effect.
8 years ago
Hello, I am trying to make a new map with UGX Mod 1.1, but after I compile my map and try to build my mod, it gives me this error: (!) UNRECOVERABLE ERROR: duplicate menu name 'options_game'
I'm not sure what to do. I just generated and compiled my new map, haven't even done anything else to it.
8 years ago
Welcome to the Unterwegs! An underground prison, built for a small group of people. It is also abandoned, as you have been unconscious for quite a while. You need to call for help, so you can get saved! {This is my first custom zombie map, so I hope you enjoy! This was super fun making!}

NOTICE: REQUIRES T4M! (I need to reduce the assets XD) DOWNLOAD T4M: http://ugx-mods.com/forum/index.php?topic=8092.0

UPDATED: I think it's playable in co-op and the file size is WAY smaller!

FEATURES
WaW, Black Ops 1, Black Ops 2, and Black Ops 3 Perks (12 Perks)
BO2 Weapons, 1 WaW Weapon, 1 BO1 Weapon
Avagadro Boss Zombie
Tranzit Zombies
Small-Medium Sized Map
Close Corners
1 Barrier and TONS of risers!
3-Hit Down
Buildable Switch
Dolphin Diving (THIS IS YOUR FRIEND TO FIND A SECRET!)
Soul Boxes (OPTIONAL! Only if you want an OP weapon)
Der Eisendrache Mystery Box
Buyable Ending
Images:




Perk List:
Spoiler: click to open...
Quick Revive
Double Tap 2.0
Juggernog
Speed Cola
Mule Kick
Deadshot Daquri
Stamin-Up
PHD Flopper
Who's Who
Electric Cherry
Vulture Aid (NOTE: It is only for the mist, points, and ammo. NO SEE THROUGH WALLS! Price is 2500)
Widow's Wine
Weapon List:
Spoiler: click to open...
AN94
Blundergat
M1927 {MotD Thompson}
BO2 Raygun
Raygun Mark II
Executioner
LSAT
MK48
QBB LSW
M27
M8A1
MP7
MSMC
MTAR
Peacekeeper
S12
SWAT
TAC45
Uzi {MotD}
Vector
SVU
XPR
PPSH-41
Scavenger
Trailer:

How To Complete The Map: (DON'T OPEN IF YOU WANT TO FIGURE IT OUT YOURSELF!)
Spoiler: click to open...
1. Get to the power room and turn on the power.
2. Find the 3 parts for the switch. 1st part is next to Stamin-Up in the 2nd room. 2nd part is in the area with Deadshot and it's on the wall on the 3rd room. Last part is located right next to the box begin location, under the water tank.
3. Build the switch next to Electric Cherry.
4. Go to the area with Speed Cola, and a door has opened to a new area.
5. Go behind the counter of the bar, next to Vulture Aid, and there is a button.
6. Go to the PaP room and open the PaP door.
7. Go back to the bar, and a button has been revealed.
8. Buy it, and go to Deadshot, and the door to the buyable ending is revealed!

How to unlock Widow's Wine:
Spoiler: click to open...
1. Shoot the 3 barrels.
2. 1st barrel is on the stack of barrels in the Deadshot room.
3. 2nd barrel is on the wing of the warplane in the power room.
4. 3rd barrel is on the water in the PaP room.
5. Your new perk is now in the spawn room waiting for you.

How to get more than 4 perks:
Spoiler: click to open...
1. Go to the room with Speed Cola.
2. The broken window, dolphin dive into it.
3. Go around the corner and buy the door.
4. Go next to Electric Cherry and enjoy your buyable perk slots!

Credits:
Oshawat750 (Me) - Porting the Zombie Models, Viewhands, and making the map!
WhippyTrout - Helping me with porting, modeling, and scripting!
Harry Bo21 - Perks, Ray Gun Mark II, and HUD
NateSmithZombies - Weapons and PaP Camo
HitmanVere - How to PROPERLY export with Maya
Deadnaut - Perk Shaders
F3arxReaper666 - Raygun MK II and Raygun fix
ZK - Tutorials
TomBMX - Buyable Ending and Tools
Aidan - XModel exporter Tool for Maya 2014
OffcialMT22 - Round Chalk Shaders
Bwc66930 - Aitype tutorial
BluntStuffy - Soul Boxes
BYZMODZ - Buildables
Tim Smith - Der Eisendrache Box

If I forgot anyone, please let me know!
8 years ago
I am wondering how I could make it so that if someone lands in water, he dies, but dosen't restart the game, and teleports him back to the playable area, kinda like ZNS on the zipline.
8 years ago
I am trying to port over the Origins Mystery Box. I am using Lime, and what is the model for the mystery box? I have the p6_anim_zm_tm_magic_box thing, but it's the incomplete one. Also, does anyone know of a tutorial on how to include this into my map? (Btw, I will not be able to use any of the _localized or _patch files, as they are used already.)
8 years ago
I am trying to add a door that only opens with the power, like Verrukt and Der Riese, but when I put the KVP's "targetname : electric_door" on the trigger and I load the game up, the door is already up. The power isn't on, as I can still turn it on. I copied and pasted the door from my other doors that work, and changed the targename on the trigger and removed the scriptflags and zone kvp's. (The door is in the same zone as another door.) Anyone know what I did wrong?

Double Post Merge: June 03, 2016, 02:33:08 pm
Does nobody know what is happening?
8 years ago
Does anyone know of a good tutorial on how to port zombie models, like Brutus or a zombie model, from BO2 to WaW? I tried and I get weird errors. I am very new, and I am trying to use Maya 2014, and it is hard to do this when people have Maya 8.5
8 years ago
Hello, I am trying to port a skin for a zombie from BO2. I am using Lime, and whenever I tried to convert in Asset Manager, it would pop up with an error with converting. Here is a picture: http://imgur.com/wwtn7ow  I tried to do a Ray Gun Mark II, and it worked fine. I think it might be conflicting with this.
8 years ago
This has been questioned, and Harry has answered that he was going to create a tutorial, but hasn't yet. Is there any way people could post a tutorial via text or video on this? I would like to know, as I am really interested to create one. And maybe give a tutorial on how to install this perk: http://www.mediafire.com/download/wvsaox4n9f786vu/F3ARxReaper666+guardian+angel.zip
with Harry Bo21's Perks, for example.
8 years ago
I am trying to port some xmodels from BO2 with Lime, but when I open the game and I click Find Game, it says No Supported Games Found. I am using the one that supports it, and I bought BO2 on Steam. Any reason why this is happening?
8 years ago
I am wanting my zombies to come from the roof, like how they do in Call of the Dead. What would I do in radiant or, if needed, scripting to get them to come out from the roof like that. Is this even possible? If so, any help with it?
8 years ago
Hello everyone!  :D  This is a perk shader pack made by Deadnaut. Yes, it is not made by me, but I added Widow's Wine. I reuploaded it to UGX, so everyone could enjoy these shaders. ALL RIGHTS TO THESE SHADERS, EXCEPT FOR WIDOW'S WINE, GOES TO DEADNAUT!

Thanks Deadnaut for these AWESOME shaders!
NOTE: The Widow's Wine shader ONLY comes in x64 and x512!



Download Link:
8 years ago
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