UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Psych

so i was told by someone on here that to add moving perks in the style of nuketown in bo2 i would have to use "Entity + Vehicle Pathing" i have no idea how to do that or what that even is ? is anyone able to link me to a tutorial or video that will teach me how to implement this into my map ?

any help is welcome !

thanks in advance - James

P.S: im not sure whether this is the right place for this so tell me if im wrong !

https://www.youtube.com/watch?v=Kcbfh3R7CXg

Something like this should help. Watch the whole series if you do not know anything about GSC Scripting. The video is not exact but the use is similar. If you mean moving perks as in they fall from the sky or whatever like in Nuketown it would be pretty easy to do if you learn some basic GSC. Hope this helps a bit!

and this topic is not really in the right place as this is a scripting issue/question
8 years ago
You can edit it Psych, you just gotta go into the weapons.gsc or wherever the weapons hintstrings are stored, and change it from "AN-94" to "Uzi".

oops you're right I just looked and it is correct in there so it must have been the hintstring issues I have noticed with the map after I added my Easter egg. I am trying to figure out how to fix that too
8 years ago
The MSMC wall hintstring is labeled incorrectly (it's listed as an AN-94).

Also, I purchased some Bouncing Betties on Round 11 but the game crashed on me when I tried to pull them out; I don't remember the error message but it said something about checking to see if the weapon was "precached".

Interesting, the betty issue has never happened to me before I will check it out. The MSMC thing I cannot fix because it is natsmith's weapon pack but thank you for reporting that stuff I will check it now  :D

Yep I just tested the bettys and they didn't crash the game for me the first time but the second time it did. I will work on getting that fixed along with some other stuff. Thank you for reporting that!
8 years ago
I persdonally did not dislike the COD IW Trailer. I don't hate the game I just don't really support it. But I may give campaign a chance. However,
@daedra descent So why did they cease Ghosts story then? The story needed to be continued. Don't tell me Infinite Warfare is a sequel because Rorke, Logan and Hesh will be long dead before the IW takes place. And Brian Bloom is the actor for the player character while he did play Keegan in Ghosts. Why didn't they make a sequel of Ghosts without keeping the things people hated in it?

Probably because it had a really bad reputation attached to the brand of "Ghosts." It was their worst selling game and it was an awful mess and that is being conservative. Think of it like how a lot of companies kill certain product names if they flop. For example, like Microsoft skipped windows 9 due to windows eight having a bad reputation and them wanting to distance themselves from it. They probably just killed the series because they seriously dropped the ball on it.
8 years ago
With the newest update there's no zombie counter at the bottom of the screen anymore, or at least there isn't for me.  Aside from putting all the grpahics settings to automatic, anything else I can try to get it back?  Thanks!

I took it out due to it not working properly in coop. I figured it would be better to take it out than to have it give a wrong number. Sorry man!
8 years ago
The weapons on this map look killer ;)

Oh yeah for sure  :D

UPDATE 1.1 is now out! Enjoy!
8 years ago
Update ready yet? Sorry  :(

No because I have some issues with models currently that is preventing the map from running. I am getting it worked out as we speak and hopefully it can be released by tomorrow.
8 years ago
If your not doing anything with the model(s) via script then developer(and developer_script) probably isn't going to help you. Its the engine itself thats throwing the unhandled exception, not the GSC compiler.

Yeah that makes sense and you know a lot more about the engine than I do so would there be any reason for this? Seems kind of odd that adding a model, something I have done a hundred times before into the map, would cause this sort of error all of the sudden? Oh and no they are not even script_models they are just normal xmodels so idfk

Double Post Merge: May 15, 2016, 07:57:43 pm
copy it into mods\mapname\maps\ and comment out only line 42.
_loadout is compiled into your mapname_patch, so if you havent recompiled that it still grabs the old version from there. Add it to your mod and edit it to fix the error, then it overwrite's the one that's in your _patch

Turns out it was a memory limit issue that only occurred on some compiles and not others. Fixed it by removing assets and such.
8 years ago
_loadout is compiled into any map, it just grabs the one from raw when compiling if it's not in your mod. What's the error?

oops my bad I did not mean my mod folder. I mean I actually removed it from maps and even after a full recompile it still called the same error from it somehow even though it didnt exsist in maps anymore lol. But anyways here is the error:

I actually commented out those lines and it somehow still called the same error on the same line  :o


8 years ago
Are you sure, because it useally is. Either that or a corrupt model maybe.
You could open the console and type 'meminfo' to see if you're anywhere near


Because the error that is causing the unhandled exception occurs at the end of loading the map, and these 'unrelated' errors are preventing it from even getting that far. An error is an error, the console isn't making those up. If you want the error for the unhandled execption to show up ( if there's any ) you would need to fix all other stuff first so it would run in developer mode

Well I have concluded that the error is caused by new models being entered into the map for sure and once I remove them it runs fine. The issue with DEV mode only happens when the models are added not when they are removed. The error it gives is also in a file that simply does not exist which would seem to be impossible but I am looking right at it now. It calls an error from my _loadout.gsc in my mod/mapname/maps folder despite it not even being there which makes no sense at all which is why I am so confused. Even when I add it there and resolve the error it claims to have with the script it still shows the same error on the same line somehow. I have no idea what to do at this point I have tried to resolve it all day and have gotten nowhere not sure what else I can even try
8 years ago
So I have avoided this error a few times now but it appears I finally have to get some help about it. Recently I implemented my Easter egg in Contrivance but now I get a crash at launch due to an Unhandled exception being caught. Now I have received this error before actually fairly recently when I tried to add the clutter_lilypad xmodel into my map... Deleting the lilypads solved the issue but this was an odd thing to cause the error in my opinion. I thought it was the model limit or possibly the memory limit but it is definitely neither so now I am kind of stuck as I need to add new models into my map for the Easter egg. Anyone ever experience this? Have seen a few posts with no solutions and barely any replies so I am hoping this is the one to resolve it.

Just a note developer 1 and such returns errors that do not make sense they are unrelated and do not help at all.

Thanks!
8 years ago
I don't understand why anybody wants to wait for the easteregg to be packaged with the BO2 guns in the update? If you don't want to download the 300 mb again just for the guns, then wait till the easter egg update comes out. In the meantime, everyone else who just cares about the updated guns has to wait for no real reason, SMH.

Yeah well it doent matter now anyways because I just finished the Easter egg on my test map and it will be implemented by tomorrow! Sorry for the wait I know it took a lot longer than expected but it will be nice to have one huge update instead of multiple  :D
8 years ago
You would have to create your own font to do this, which is insanely difficult without an actual tool.
That or just replace some of the unused characters in the existing font image with your symbols (so long as there aren't too many) this is what I did in the Black Ops mod to get the Xbox X symbol in the hintstring.

hmmm interesting. Glad to know it is actually possible but it probably isn't plausible for what I wanted to do as far as replacing existing characters goes. Might have to find a different solution  :( Thanks for the help J
8 years ago
So I am scripting Easter eggs right now and I was going to make use of a translator style device but I have come to find (not a surprise because it would not make sense to already be included) that I cannot put Japanese characters in hint-strings it just returns a "." in game. I have thought about it and I am not sure how this would work. I do not know a lot about fonts so if anyone has any wild ideas I am down to try and make a tutorial on it afterwards. Thanks a head of time!  :D

characters example: 晴耕雨読
8 years ago
Call of Duty: Uninspired Game Design
8 years ago
Loading ...