Ok I have Dual Wield M1911's, and I made a model of the 2 guns close to each other like how dual wield shows in the box in BO1/2, just a static xmodel, now how do I make the box show this in the box for the M1911 rather than the guns worldmodel? would it be a script or something?
So I ported the BO2 knife animations, and the BO2 knife model, in maya, I attatched tag_knife to tag_knife_attach on the hands, and had to rotate the knife around 90 degrees for it to sit right in hands during anim, I dragged anims on, they work fine.
In game, I tested them on my start pistol, they work fine, yet on ANY other gun, the knife appears as if I hadn't rotated it, despite the same anims, knife model and viewhands
Ok so most colour maps im using are transparent in 75% of the image and barely have anything on them, yet look fine in game, this makes it very hard for me to make proper specular/cosine maps.
They look like this: (Remington R5)
They look like this in most cases, if I use IWI to DDS to get them, or even come like this when I export them from BO1.
how do I get the full colour map? I have been told alpha channels do this, yet removing these in paint.net or GIMP results in the image going white, and not having the full colour map, I know removing them in photoshop fixes it, but I don't fancy paying several hundred £ to fix my damn colour maps. Is there any way I can sort this?
Im using the CoD Ghosts Remington R5 with MW3 CM901 anims, and everything works fine, except ADS anims, in game, all it does is zoom in slightly.
Im using the hands joined to gun, both binded for animated model in assman, and for the anim, im aligning the gun correctly by moving j_gun, then im dragging the idle tanim on, then the ads_up/down tanim on, selecting tag_view and tag_ads, and exporting (IW ADS anim tags) Converting in assman and they don't work in game. My viewhands are set in weaponfile.
Im using BO1 hands in maya, and different BO1 hands in game (these are set in weaponfile) It is also worth mentioning the BO hands im using do work with other IW ADS anims, and even the same CM901 anims when used with the CM itself, so no idea where I am going wrong with converting the tanims for the R5
Ok I found this after someone suggested it to me to recover the lost entities in my map, however after downloading it the readme is extremely unclear, specifically what file to put where? I would have posted on its topic, but it is over a year old so posting here will more likely get me a reply.
The Readme looks like this:
The files I have are: common_scripts maps MapEntityDump.files MapEntityDump.IWD
Can anyone help me to run this on my compiled map?
Right so Radiant crashed, and it deleted ALL entites and models and whatnot from my map file, so I panicked, but managed to recover a version of it from a couple hours ago with some recovery software, except it recovered a .autosave5 file, It has everything I need in it, all the text inside is that of my map file. However if I change name to .map, Radiant gives fatal error upon loading it:
This is what line 1652 looks like in the map file:
When I try removing that bit, or messing with it at all, the same error happens, as if I haven't even changed line 1652.
If someone could help me run the map file just once so I can save it I will have my map back, at the minute what im left with is unusable....
In waw when using 3 round burst guns, there is a small delay between each burst, and I want to remove this. It is most noticeable on the Mark 2 where in BO2 you could keep firing and it would be almost full auto, but in waw you keep firing there is an extremely noticeable delay between each 3 round burst.
Also, anyone know how to fix the problem with the last mag of a 3 round burst gun going to single fire?
Not sure if this is the right section to post, but im trying to do the death machine spin up as per Tom's tutorial, however when I come to drag the tanim (converted straight from BO) onto the scene, the hands appear too far forward into the model:
Sorry the picture doesn't show it better but you can see the hands are out of place, it is like this on every gun/scene/anim I try, even when trying to drag the idle anim on first. Also I don't know how to change the perspective properly (alt+click doesn't help) as the grid is at an angle as you can see (and im still new to maya)
This is my 3rd map, created for the UGX mapping contest, I have spent around 3 months on it, and I hope you enjoy it!
Special credit goes to HarryBo21, this map would not have been possible without your help and input
PICTURES:
FEATURES:
A multitude of weapons from BO1,BO2,BO3,MW2,MW3,Ghosts and BF4 Dual Wield weapons 9 randomly spawning perks Buildables - Power, Zombie Shield and Pack a Punch Shrieker zombie Origins and Shangri-La zombie models, spawning in their own areas Jungle theme and atmosphere - Thunderstorm atmosphere too New Powerups - Zombie Cash, Bonfire Sale and Random Perk BO3 Pack a Punch fire sounds Custom Font and HUD The Scavenger, the Ray Gun, the Ray Gun Mark II and the Blundergat feature as Wonder Weapons Capped zombie numbers, to make higher rounds (30/40+) go faster Walking zombies in higher rounds, like BO2 Toggleable Hitmarkers (Host operated in co op) FOV slider
Easter Egg song - Copyright free - "Beauty of Annihilation - The Giant Remix"
NOTES:
- The map is geared more towards survival and high rounds, than EE hunting - A few features shown in the WIP were cut, due to time constraints and other issues - There is no major EE, for reasons as above - No buyable ending, as I don't like them, want an ending? Set yourself a point goal or something, that's all endings achieve anyway - There is a 4 perk limit, to get more, you must rely on the Random Perk bottle drops
KNOWN ISSUES:
There are a few issues I do not have the time or the knowhow to fix: The Ray Gun Mark II will occasionally leave 2 impact FXes Hintstrings for the buildable tables will show when you are above or below the table itself Zombies may sometimes derp out in some spots, I think ive eliminated them all, but beware The Mystery Box has no open sound, The sound just refuses to work at all for me The first Mystery Box Teddybear Laugh sound doesn't play, same as above Some Upgraded Dual Wield guns may show 2 shell ejects from the left gun
CREDITS: (In no particular order)
HarryBo21 HitmanVere lukkie1998 Steviewonder87 JBird632 RadimaX lilrifa BluntStuffy Ege115 DidUKnowIPwn Dual VII Rollonmath42 Scobalula Exofile Koan TheScotchGuy Rorke Tom-Bmx ElTitoPricus Ricko0z Anyone who tested the map at any stage Anyone who has helped me in chat or forum
Im sure ive forgotten a few - Please PM me if you remember helping at all, or just think you should be here, I will quickly add to the list!
LEADERBOARD:
Send me screenshots or videos of your high round attempts on this map, I will keep track of them here
1: mxtxm - Round 50 - 1 Player
2: eliudjb - Round 35 - 1 Player
3: ShinyPorygon and Exofile - Round 33 - 2 Players
So when you respawn after bleeding out in co op on my map, you aren't given a gun, you can only buy one, and up to 2 with Mule Kick, also until you buy a gun, you cannot knife, and can only throw grenades. Any idea of a possible fix? I have already changed all references to any type of colt in scripts to zombie_colt (my start pistol weaponfile) and it still doesn't work.
Ok I know I posted about this before, but this is one of the last things holding me back from updating my map, I have no idea of the cause, but dogs in game only show anims for the host of the co op game, for clients, they just show idle anim and glide along the floor, with no fx or anything.
I haven't tampered with any dog scripts or anything, all scripts and files are in the right place. I have tried adding all the anims to mod.csv, nothing Tried adding all animscripts into my mod, nothing. Tried adding a mapname_patch from another map, and renaming it, nothing.
Any suggestions of a cause or fix for this? Its the last bug in my map.
Ok, the zombies all go to the window on the left shown in the picture, which shows my node layout, how would I make them go to each window with a 50/50 split? I have another bit in the map where one spawner leads to 2 windows and that works fine, half the zombies walk past the first and go to the second, but this is refusing to work
I am trying to make it so the Thundergun does not get ammo from the drops, as it would be OP, and I have tried using a getcurrent weapon with Thundergun, then saying no ammo, but it stops all guns with under 10 clip size getting ammo, this is the script I am using: (Harry's)
The bits in the //=== are the Dvar to make Pwn's HUD update properly
Can someone help me with this? I want all weapons except Thundergun to get ammo.
******* script runtime error ******* getent used with more than one entity: (file 'maps/_zombiemode_weapons.gsc', line 628) lid = GetEnt(self.target, "targetname"); * Error: called from: (file 'maps/_zombiemode_weapons.gsc', line 615) pieces = self get_chest_pieces(); * Error: called from: (file 'maps/_zombiemode_weapons.gsc', line 576) level.chests hide_chest(); * Error: called from: (file 'maps/_zombiemode_weapons.gsc', line 545) init_starting_chest_location(); * Error: called from: (file 'maps/_zombiemode_weapons.gsc', line 12) treasure_chest_init(); * Error: called from: (file 'maps/_zombiemode.gsc', line 60) maps\_zombiemode_weapons::init(); * Error: called from: (file 'maps/nacht_reimagined.gsc', line 129) maps\_zombiemode::main(); * Error: started from: (file 'maps/nacht_reimagined.gsc', line 9) main() * Error: ************************************
I literally haven't changed any scripts since the last working version, and this is now happening... Any ideas what this error is or any fixes?
Ok, been adding new Thundergun model to allow for new fx, and now this comes up, I get "Unknown item: Zombie_thundergun"
All the scripts are calling it correctly All the models are correctly named and called in mod.csv All the sounds and anims are correct and called in mod.csv The weaponfile is in the mod and ticked in IWD builder Is called by weapon,sp/zombie_thundergun All the fx are called in mod.csv
This started happening after I added the new models into the weaponfile, is there any fix to this? The last time I started getting this error on a gun there was no option but to remove it, I truly hope this isn't the case as the update for NDU is very nearly done and this seems to be one of the final hurdles, can anyone help me?