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Topics - ProGamerzFTW

Spoiler: click to open...
Specular maps in my graphics options are on, but not appearing ingame.

One on left is without specular map, one on right is with specular map which is the one im using, but the spec map isnt appearing ingame.



anyone know why?

Post Merge: March 27, 2014, 11:39:19 pm
Got it to work, but it looks a little strange.


SOLVED
10 years ago
All of the custom powerup shaders I made has a little white line below them, all other ones are fine.



How can I fix. I've seen a similar problem before, but not exactly sure what to search. :P

Post Merge: March 28, 2014, 11:26:27 pm
Anyone know? Here is my asset manager.

10 years ago
I am trying to make a power up rarer and only appear after the power is enabled. Can someone give me an idea, if not , an example of how I could do this.

I appreciate the help. :)
10 years ago
EDIT: I got it working but if you know a way to allow the vars to waittill("ugxm_voting_complete"); inside _zombiemode instead of moving some of them to ugxm_init, feel free to tell me.



Ok, I pretty much got everything up and working in the vote menus (tested with prints) but how would I be able to add a

Code Snippet
Plaintext
level waittill("ugxm_voting_complete");

to some zombie vars?

i tried putting a

Code Snippet
Plaintext
level thread hankey_difficulty();
and then tried putting this in init_levelvars() but didnt work as that people start off with 0 points with all 3 difficulty settings

Code Snippet
Plaintext
hankey_difficulty()
{
level waittill("ugxm_voting_complete");
if(GetDvarint( "hankey_difficulty" ) == 1)//Easy
{
set_zombie_var( "zombie_spawn_delay", 1.5 );
        set_zombie_var( "zombie_health_start", 150 );
set_zombie_var( "zombie_score_start", 500 );
}
else if(GetDvarint( "hankey_difficulty" ) == 2)//Medium
{
set_zombie_var( "zombie_spawn_delay", 1   );
set_zombie_var( "zombie_health_start", 350 );
set_zombie_var( "zombie_score_start", 250 );
}
else if(GetDvarint( "hankey_difficulty" ) == 3)//Hard
{
set_zombie_var( "zombie_spawn_delay", 0.2 );
set_zombie_var( "zombie_health_start", 650 );
set_zombie_var( "zombie_score_start", 0 );
}
}

however, when i remove the waittill, it almost works as intended, if i set the difficulty, it requires a restart to take effect.

Any help is appreciated.

edit: i tried changing things to level.ugxm_settings["hankey_difficulty"].
almost everything seems to work, the zombie health changes like it should, but the players still only starts with 0 points.

edit2: omg, i think i got it working O_O

edit3: yes indeed it appears to be working, i need to test in multiplayer though.

ive moved the three vars into ugxm_init, and made the player.score wait till the vote is complete, seems to work fine.
10 years ago
When I click on game options in UGX 1.0.3, nothing appears to happen.
Also when I set UGX_ENABLE_CONSOLE to 0, i still have a console.

I haven't messed with any menu files, except for the top 3 values in menu.menu.

How can I fix this? :D
10 years ago
When I try to open "ugx_mod_user_assets.gdt" my Asset Manager crashes saying "Asset Manager has stopped working." Anyone know how I can fix? :)

Edit: Happens with all GDT files.
10 years ago
PGZ's Small Map
This is my first map, please be kind. :)

Difficulty: Hard

DOWNLOADS


Changelog:
3/3 Updated Download Links - Contained unnecessary -extract files.
3/4 Added More Detail (probably as far as I am going to go as far as detail.)
3/5 Removed XM8, increased soul box timeout from 75 to 120.
3/5 Changed Mudpit, a random path is chosen, and static for the entire game.
3/5 Increased Soul Boxes Trigger Radius, lowered buyable ending price from 50000 to 35000 (seems the best for a small map).
3/12 Added UGX download.
3/19 [UGX] Added Difficulty Setting, Added Infinite Ammo Shader, Added Round Sounds from MOTD, Buried, Origins.
3/23 [UGX] Renamed name in mod list to "PGZ's Small Map UGX Edition", Fixed Gamebreaking bug with infinite ammo powerup, and while I fixed it, just for fun, added UGX Fire Sale to Classic, changed Random Perk Powerup model to UGX question mark, enchanced solo quick revive fx when going away after 3 uses, disabled buying ammo for wonder weapons, changed HUD to a MOTD style HUD

Fixes:
Wunderwaffe Fix (doesn't take you down to 1 health)
Juggernaut Fix (4-5 hit)
Double Points Nuke/Carpenter
Some Custom Script Fixes

Features:
- Black Ops Perks
- Black Ops 2 Shaders
- Difficulty/Timed Gameplay Toggle
- Zombie Counter
- Tom Bmx Melee Weapons
- Soul Box
- Music Box
- Kino-Style Teleporter
- Kino-Style Spawn
- Shangri-La Style Mudpit [Fixed]
- 2 Custom Poweups
- Small Easter Egg, easy to find.
- Buyable Ending

Screenshots:




www.youtube.com/watch?v=iU_EkYH6Yak

Credits to, in no specific order

Bamstaker33 - For Black Ops Perks v2.0
AwesomePieMan - Solo Revive Modified
Mrhankey91 - Zombie Counter (and difficulty mod?)
Tom_bmx - Timed Gameplay, Melee Weapons, Music Box, and Buyable Ending
jei9363 - Weapon Glow and Random Spawn Character
Aidan(Addicted) - Kino-Style Teleporter v2
BioAftermath - HD Perk/Powerup Shaders
KDXDARK - Kino-Style Spawn, Infinite Ammo Powerup
ZMBS DON GOONY & GTLAD for original, modified by steeltoedkoiak - Droppable Perks
Quizz - Impact-Nades
BluntStuffy - Soul Chests
Swazzy - HUD

and Special Thanks to YaPh1l
for being an awesome help solving some problems.

Anyone I've missed? Comment below and I'll add you to the credits. :)
10 years ago
When I'm pulling weapons from the box, for some reason there is no character dialog (or the raygun/monkey bomb sound.) What could be causing this?

SOLVED Issue was introduced with bamstakers perks, had to reintroduce some play_weapon_vo functions.
10 years ago
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