I noticed something in the script: Your functions pick1() and pick2() both thread your build() function, so essentially you have 2 of the same build() functions running in parallel, and build() won't break if you only have 1 part, because the first line wait's until the variable level.allParts equals 2.
Does this explain why some custom maps are playing the power up sound twice for players when you hit the power switch?
The way you have it set up is perfect, but instead of threading build() two times in the pick1() and pick2() functions, just thread build() once before pick1() & pick2() are threaded, and it will only execute once after the variable level.allParts= 2. Then of course remove the "thread build()" line from pick1() and pick2().
Maybe i'm reading it wrong or something, but just thought I would give some potentially helpful feedback. Thanks again, this is very useful.
You are correct, from what I see there is also no need to use a while loop inside the build function since waittill only needs to be called once and it will continue to wait.
I believe this was the first script he released so its safe to assume that it might have errors.
I was not aware there was legal legal aspect to it. thanks!
Just an fyi, it wouldn't be illegal for all games. Any of the call of duty games that have full mod support and give us access to the raw files would be fine(World at War, some of bo3). The only reason it is illegal is because you are technically stealing assets then using them for yourself without activision giving them out publicly.
I Can't remember all of it, but I know you forgot about the .CSC file, and maybe even the .gsc.i think they're was more.
Are you talking about for perks or something? Nothing was required to be added to csc for my tutorial, mine was just purely for a shootable that can be used for anything not about a shootable giving perks or weapons like yours does.
Yeah, Reck, your tutorial didn't work, you were missing a few parts and had weird spacing characters, so I found a similar thing and modified it. I tried posting this, but I lost connection do idk if it posted.
Really? I didn't notice that, guess its something ill need to fix. Also, what do you mean by missing a few parts?
Any prefabs of my favorite guns?? Sliquifier!!! Wanna add it to my maps!! Or the Wave gun? Or Winter ?? Why are these Best wonder weapons not available?? ANYONE PLEASE HELP ME WITH THIS??
IDK how to port things and dont have the software to learn how.
Well nobody is going to post the ported weapons since its technically illegal to do that, the only way you could get them unless you have someone who sent them directly would be to do it yourself by buying the game and following a porting tutorial which I guess you can't do currently.
Set three diferent models as script models with the following targetsnames: Then place a trigger_damage around each of them, and set the triggers with the following targetnames
In the .gsc and .csc Place the following at the top of your .gsc and .csc files:
In the .zone Place the following at the bottom of the zone file:
In the .gsc Place the following into the main function:
Place this at the bottom of your file:
In root\share\raw\scripts\zm\_zm_perk_electric_cherry.gsc Replace the contents of the file with:
someone help me with this error on mod tools please i had everything working in my map, i change the scripts for teleporters etc before a update then after a mod tools update it just stopped working, so if i make a map i cant edit the scripts to add anything. please help me if you can and if possible add my steam Lukeglaptop thanks. LINK TOO ERROR
You must have messed something up when doing #using for a script either in mapname.gsc or mapname.csc
A common mistake is when adding perks like widows wine and electric cherry, make sure to add them to mapname.gsc AND mapname.csc
If it isn't either of those, I believe everyone was having this error a while back because the update had overwritten some of the files people edited. Make sure everything is where it should be in all of your scripts.
i would ask if there a way to put a console comand like "/timescale 0.5" into a value of a trigger, somethink like this "Press and hold F to change the timescale to 0.5"
Use the trigger like normal then once the trigger is activated use this:
Haven't actually used this but it seems its something people use for their anti-cheat to disable cheats like god by setting them to 0.
Hey guys, here is a simple script to add ways to teleport zombies in your map. So lets say you have a map with multiple zones and those zones are spaced apart, normally you would need to have a way for the zombies to get to the other like a hidden tunnel or something, this script is a good replacement for that. Here's a quick vid of it: (Content removed from quote.)
Spoiler: click to open...
Radiant The setup for this is very simple. The zombies need to be able to path to the area they are teleporting too. This can be done in a bunch of different creative ways such as using player clips or setting walls to non-colliding. - First create a trigger_multiple and give it this KVP "teleport_zombies" - targetname. - Now create a script origin and place it halfway into the ground. Open the KVP's and set it to server. Now deselect everything, select the trigger first, then select the script_origin and hit W. What this will do is set the script_origin's targetname to an auto generated name so it can be copied without sharing targetnames. - Now you should see a line connecting the trigger to the origin. Double check to make sure its the trigger_multiple targeting script_origin and your good to go. - To add multiple teleporters just select the trigger and the origin and hit space. Check the kvp's to make sure the targetname on the origin is different from the targetname on the other origin and your done with radiant.
Here is an example of how i have mine setup, the clip is a clip_ai and not a player clip so only the zombies can cross that path.
Scripting The scripting is extremely simple. Just open your mapname.gsc and copy this code.
Spoiler: click to open...
- Paste that code into the bottom of your mapname.gsc. - Now at the bottom of the main function paste this - It should look something like this: Now your done! Make sure when setting this up that the zombies are able to path to the destination otherwise they wont go into the portals. Also make sure to space the origin away from the portal a bit to avoid an infinite loop.
Let me know if you guys would like more simple scripting tutorial's like this.
Nice tutorial, this could be used in all sorts of ways. A cool thing anyone using this could also do is just add some fx to them when they teleport to make it seem like they aren't just appearing.
Hello, someone could tell me what some volumes do? Here are what I need to know: Umbra volume, Fpstool 60 or die, Sky, Sun volume Thanks
I'm pretty sure umbra is just like the portal volume from waw but automatic, it doesn't let the game render areas that you can't see. Fpstool is probably just as it says, an fps tool to give your map better performance. Sky is the area where your skybox will appear. Sun is where you setup all of your sun settings and your sun ssi.