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Messages - PROxFTW

how would i get this to move to random location except the box location in spawn?
I can add in a few things when I get home for this while I work to fix the 1 weapon glitch.
9 years ago
Not sure if I've missed how to fix this, when the player has one weapon and uses the box, it only changes the weapon in the hand, meaning that you can't have two weapons unless the player has 2 already.

(I have changed the starting weapon in loadout and the box gsc, and have the latest mysterybox.gsc)
I can fix it when I get home then.
9 years ago
This is an updated version of the hitmarkers. Not really necessary to update but should be a little better than the original script. This includes headshot sounds and no longer shows hitmarkers on dead zombies. This does require a little more scripting but should be more reliable. Also MZslayer11 if you want to update you can but up to you. If there are any issues let me know. My files are completely different so I tried to determine the exact spots they should be but I could have messed something up still.

Step 1
------------------------------
In mapname.gsc above
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maps\_zombiemode::main();
add
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precacheShader( "damage_feedback" );

Step 2
-------------------------------
In _zombiemode_spawner.gsc in the function
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zombie_death_event( zombie ) { CODE }
below
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zombie waittill( "death" );
add
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if( IsDefined( zombie.attacker ) && IsPlayer( zombie.attacker ) ) zombie.attacker thread maps\_damagefeedback::updateDamageFeedback( zombie );

Step 3
--------------------------------
In _zombiemode_spawner.gsc in the function
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zombie_damage( mod, hit_location, hit_origin, player ) { CODE }
below
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if( !IsDefined( player ) )
{
return;
}
add
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if( IsDefined( player ) && IsPlayer( player ) ) player thread maps\_damagefeedback::updateDamageFeedback( self );

Step 4
--------------------------
Do the same thing in Step 3 for Step 4 but this time in the zombie_damage_ads function
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zombie_damage_ads( mod, hit_location, hit_origin, player ) { CODE }

Step 5
--------------------------
In _zombiemode.gsc find
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onPlayerSpawned() { CODE }
and below
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self add_to_spectate_list();
add
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if( !IsDefined( self.hud_damagefeedback ) )
self thread maps\_damagefeedback::init();

Step 6
---------------------------
Download: https://www.mediafire.com/?p1clt5klq6g1lny
And simply put the files where they belong. The sound files are default waw files just placed correctly for you. There are also 2 csv files because the sound info came from 2 different csv files and I didn't feel like modifying them to work in 1. Then just copy the mod.csv lines into your mod.csv and done.

Video of the updated version for those wondering
Spoiler: click to open...
9 years ago
UGX Requiem
 - http://ugx-mods.com/beta/
 - Although the map has quite a bit of bugs still a fun map to come back to every now and then to play. Love the layout of the map and just all the gamemodes that it gives out to play so the map doesn't get as boring as a lot of other maps. Also all the features in the map are just very well done and fit along with the map pretty good as well.
 - https://twitter.com/PROxFTW/status/581986261180805120
9 years ago
Last stand Christmas
 - http://zommods.com/2013/12/16/christmas-themed-zombie-maps/ ( Includes 4 maps but can choose last stand christmas to download )
 - One of my most favorite christmas maps of all time. I honestly love coming back to this map every christmas to get back in the christmas jolly mood. The map layout was very well thought out and everything in the map just gives one great experience.
 - https://twitter.com/PROxFTW/status/581608600604426241
9 years ago
Leviathan
- http://ugx-mods.com/forum/index.php?topic=6039.0
 - Just an amazing map. The detail on the map was great, the play through of it was amazing as well. The black ops 1 mod made the map just have a great feel overall. Just enjoyed the entire gameplay of the map from start to finish. Minus the few minor issues, it was defiantly one of my favorite maps I have ever played.
  - https://twitter.com/PROxFTW/status/581238369268699136
9 years ago
I can assist in scripting, been working on a mod for mine/Pashan's map that will be released when it is fully perfected. As well as I can help slightly in weapons, did a few weapons for mine/Pashan's map. I won't be able to help a lot until about summer, but I can be there if any scripting help is required, needs implementing, etc until then.
9 years ago
Just to make sure, is the OP Download the updated version?
Yah, should be the most updated
9 years ago
You could just check if the zombie is alive after they get damaged,
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if(isAlive(zombie))
Yah I know, was going to be my way to fix it, but just got to lazy to ever do it.
9 years ago
There were a few reasons why I never posted this, not cause I didn't want anyone to know, but if you can tell, the sound doesn't exactly work, I believe the SP_hit_alert was changed to MP_hit_alert for the sound, and maybe something else but can't remember. And there was an issue where you could get hitmarkers on an already killed zombie. I was just never in the mood to exactly go about fixing any of this, so why I never posted it, and wanted to redo the script a bit. Also, the one you copied had an issue in co-op, just if you are going to keep it just update it, the updated script was like 3 post below.
9 years ago
thank you for quick reply back,

Could it also be precaches on huds ?

that the amounts of numbers changing in a time like 30 seconds,  around more then 300 changes ?

or not ? I don't know.


best regards,
Gamer9294
It could be any kind of precache a believe. So precacheShader, precacheItem, precacheModel, etc. dont know if there are anymore precaches but those are all examples of things that might cause the error. My recommendation is look over what is happening at that instance in time and it might help figure it out, if you find something that might have an effect maybe post the code or a vid of it if you can get ingame or if you are fine with posting the code and I can take a look. If you can't get ingame then just reduce the amount of precache's you are using. Also the number thing might have an effect don't know but based off what the error says, that could be a factor.
9 years ago
Hello guys,

I have a strange error when I'm playing my map.

I played my map today for testing.

but after a while the game crashed and I get these error:

(Image removed from quote.)


I hope that someone could help me with this,  I don't no what this means and how can get this error ?


best regards,
Gamer9294
I had this error a long time ago. I believe it was something to do with precaches but don't remember exactly if that was it. I also had it about 2 months ago and think it was the same reason. Try and see if that might be it by reducing the amount of precaches,if not I won't be able to help till later unless someone else knows.
9 years ago
Mystery Box 2.0 update
- Fixed host glitch: Had to rework some stuff so hacker device might be a little glitchy/weird when using it but should still work the same.

Will update the first post in a bit, until then download this one.
9 years ago
Have you managed to fix the host glitch? I tried this last week and the box only worked once for me (I was host of course lol) ;)
Don't know if it is. Haven't messed with this in a while since I plan to make something bigger off of this same idea but is no where close to being ready. I can defiantly take a look at it and check if it is fixed tomorrow then if not work on it and have it ready and working tomorrow.
9 years ago
In the main.menu file located in raw/ui open it up and look for monkeytoy. Next to that should be a number, I believe it should be 1 since console is disabled. And replace it with 0 everywhere it says monkeytoy. Then if you ever want to disable it, just change it back to 1. Also at the top if you are using the ugx mod, maybe w/o don't remember atm but you will need to set UGX_ENABLE_CONSOLE to 1 as well. Hopefully this should do it. If you need assistance let me know since I haven't messed with main.menu in a while don't know how well this will work.
9 years ago
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