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Messages - Riptide1106

work's been crazy lately, havent had time to work on the map =(

I would like to say, i've looked at some other wip's and their looking great (props to you mappers)!

Hopefully I can return to mapping soon... Until then any suggestions of things I should include??
9 years ago
update #2

hi there =) here's what ive been working on since the last update:
creating some other buildings
adding a couple models
adding some scripts

ive been trying to make it more medieval-y, can be hard at times tho =/

but what your really here to see... pics:
1st is a fisherman hut/dock

2nd is a blacksmith (which im still working on)

9 years ago
im trying to get toms melee weapons in my map that is using ugxm

this is what im getting:

steps i've taken:
1) put all files from toms download into root/raw except the weapons folder
2) in my mod folder i deleted the m9 weapon file from ugx_guns.iwd and put in tom_shovel weapon file
3) renamed tom_shovel to m9. saved changes.
4) put xmodel/xanims in mod.csv:
5) built mod, ran script mover... the result is above (looks like camera is in player)

ive asked around in the chat, to no avail... any advice peeps?
9 years ago
for terrain tutorials, BlackJackJonnyy has good stuff:
https://www.youtube.com/playlist?list=PLAB38E6D9392A8D02

for custom weapons Treminator has some videos on that:
https://www.youtube.com/watch?v=9xYRbMmNZaA&list=PL29D93C24D94696C5&index=6

i'd also suggest SajeOne's tut's for importing new models to COD:
https://www.youtube.com/watch?v=qmwHUlI4y50

best of luck =)
9 years ago

Dead Palace
Version 1.1



Mediafire:
Google Drive:

Description:
You find yourself on a small island... and the tide is rising. It doesn't help that you can't swim. You must find a way get to safety before you are overtaken by the water. And if that's not bad enough, the natives are all Zombies!

Dead Palace Patch 1.1:
-Added hide-seek mini game
-Added music easter-egg
-Fixed respawning without a weapon
-Modified Scripting, Pathing, Clipping
-Switched Shovel on Gungame to Sticky Bombs (making Gungame playable)

Credits and Thanks
BluntStuffy, Tutorials & Scripts
ZK, Tutorials & Scripts
SajeOne,  Tutorials
BlackJackJonny, Tutorials
TomBMX, Melee Weapons
David Larson, Models
Unity, Models

Development Log:
Update #6

Update #5

Update #4
(Picture from Radiant)

Update #3
(Picture from Radiant)

Update #2
(Pictures from Radiant)


Update #1

9 years ago
i want to use custom melee models (like tom bmx's melee pack) but with my own models. i assume i would have to make some xanims in maya. (ive only done static models before) . Any info how to Make and Add these new melee anims would be sweet.
9 years ago
thanks makecents,

and yes, i tried to install bams bo perks, but never got it working =(. and yes it looks like some phd stuff got added to jugg, take a look:


 
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}


Would I just remove the:

Code Snippet
Plaintext
if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

to return back to regular jugg?
9 years ago
the jugg in a map im building also takes away fall damage. i fall from a HIGH ledge without jugg I die (as i should) then same fall with jugg, no death, no damage, nothing. Anyone have any ideas on what script may be causing this weirdness?
9 years ago
hi, i have a problem...

ive compiled and packaged my map for others to install, to test some things in coop. We can get into the lobby together ok, but when I try to start the map he gets an error saying: "patch_map_missing". And when he tries to host I get the error. Also I should note singleplayer works for both of us.

Also I have looked for other topics on this and my map name length 'isnt too long.' my map name is only 2 letters so i should b good there.

Any help on this is appreciated.
9 years ago
dang this looks toooo good. keep it up!
10 years ago
ie. hold 8 instead of the normal 4? I've seen it in maps before (i think they were prolly zct maps tho). I would like to know how to do this using ugx mod. I looked in the gsc's where i thought it might be defined but couldn't find it.

thx in advance for any help =)
10 years ago
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