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Messages - ProGamerzFTW

You can check
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flag("electricity_on")
It will be set once the power is turned on.

- Phil.

and i can reverse that by doing

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!flag("electricity_on")

where it checks if the power is not on

right? :)
10 years ago
Well I figured out how to make a powerup more rare in get_next_powerup() with

while( powerup == "powerup_name" && randomint(100) > 10)

but how would i run a check if the power is on?

10 years ago
I dont know how to do this But I think you have to script something like that

Well I know that, which is why I posted it in the scripting section. xD
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
Sorry if wrong section. Move if necessary.

This bug can be reproduced if, lets say a small map has 2 or 3 close to reach boxes, and while fire sale ends, all boxes are open. If you do this, the boxes goes away as normal but, the bug that occurs is that the box will no longer function, losing its trigger and its hintstring.

Steps to reproduce:

1. Get a fire sale from the boss.
2. Make all boxes open before fire sale ends.
3. After fire sale ends, try to buy a weapon from the original box.
4. You won't be able too, as its glitched.
10 years ago
UGX Download Updated
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
10 years ago
UGX Download Updated
3/19 [UGX] Added Difficulty Setting, Added Infinite Ammo Shader, Added Round Sounds from MOTD, Buried and Origins.
10 years ago
ive heard that the approximate release date for the US(and im guessing other countries too) is April 17, 2014. Now this is from the cod online wiki so take that for what its worth

that was removed from the wiki

Edit: realized how old that post was *facepalm*
10 years ago
This is resolved.

In the tutorial over on zombiemodding for weapon glow had an error.

If you followed that tutorial, you'll need to replace

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weapon_glows thread glow_weapons();

with

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weapon_glows[i] thread glow_weapons();
10 years ago
I should mention you'll need to add the sound to the ugx mod csv for that to work.

I mentioned that on a later post. :P
10 years ago
So first I have to say that my WaW was a little bit buggy so some messages just don´t pop up.
So If (as example) i hitted a Teddy and then a Text would pop up I never saw it.

So, that was the first problem but after I played Mini Labor from YaPh1l it worked but then another bug happend.
After this I couldn´t start the Map "TMG_Armory" ´cause there is always the Error: Exceeded Limit of 400 fx assets.
But before I played Mini Labor it worked fine :/

Someone who knows what it could be so it will work again?
I hope so :)

Psy0ch

is there any loose files in the mods folder?
10 years ago
root/mods/mapname/clientscripts/mapname_amb.csc
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  declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
//musicwaittilldone();

  declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("dog_fire", 0, 4);
//musicwaittilldone();

declareMusicState ("round_end");
    musicAlias ("round_over", 2);
//musicwaittilldone();

declareMusicState("WAVE_1");
musicAliasloop("dog_fire", 0, 4);

  declareMusicState("eggs");
musicAlias("mx_eggs", 0);

  declareMusicState("mx_dog_round");
musicAliasloop("mx_dog_wave", 0, 0.5);

declareMusicState("end_of_game");
musicAlias("mx_game_over", 2);
comment out musicwaittilldone(); so the game wont have to wait for music to finish when another one starts, it will just fade out while playing the new one. I think that BO2 buried sounds were acting the same in bo2 btw.

i think he meant the origin sounds, which is the longest round ending sound of them all.
10 years ago
what do you mean a map with the UGX mod installed?

yeah, but i figured it out, it seems it has to be added to ugx_mod's mod.csv
10 years ago
For some reason this won't work for me :(, atleast for UGX.

its still playing the normal sounds.

edit nvm, mod.csv is being dumb again lol
10 years ago
I implemented it just fine into UGX without extra scripting, but I am kind of stuck as far as what could be causing this, I probably recommend trying and read through the tutorial thoroughly and double check every is where they are suppose to be.

Edit: If you want I can try to assist you more easily via steam. :P

(click on steam icon under my profile)
10 years ago
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