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Contact Support - Help Center Get help on the UGX Discord. Join it now!I don't think commenting them out in zombiemode_weapons does anything really just doesn't include them in the map. I'm no expert though but I would advise like I said go into zone source from your root folder and look for dlc3 and open it and start commenting out weapons from there. Again I'm no expert so this may not fix your problem, but it helped me a lot. Good luck hopefully it fixes it for you.
Is the error from compililg the map or when testing co op. When I test my map 4 players we load and play just fine. When game over if we restart in the same lobby we get the error. Also the dogs use up some fx if you have removed them you can free up some fx there too.
You sir, are a life saver. Thank you!!
Ok well when I save and export it, it changes it to a .tanim file. Is this supposed to happen?
wow thanks!
Where is the aliasname located in zombiemode? Also, how do I convert sounds to work with WaW?
I'd wager you're lacking a whole lot more than just creativity when you release a single tiny box with one window and call it a 'challange'....the only 'challenge' about making a map like this is how the hell they managed to succeed in making a map that's actually WORSE than the Sniperbolt Tutorial map; deleting, rearranging and mangling shit on a tutorial map until it's considerably shittier doesn't count as 'mapping' in any way, shape or form.
What baffles me most is how they managed to go to all the trouble of installing the Mod Tools, opening Radiant and compiling, just to release a fucking one window box, seriously why go to all that trouble? Save yourselves the time, hassle and humiliation and just download one of the numerous shitty box maps out there if you're so desperate to play a map with no features/thought/creativity/fun/replayability, etc.
It worked perfectly after binding.
This is what i did when i ported bo2 character.
1. Get a fullbody model from cod5 & export it to maya. (Example "char_usa_marine_polonsky_zomb").
2. Open the maya file and delete everything except the joints. (You could save the file for later use.).
3. Import the bo2 character in your maya scene and delete the joints that came with the character.
4. Click on the joints and "Select Hierarchy", now open the Hypergraph: Hierarchy window.
5. Deselect all the tags (Like "tag_sync", "tag_inhand" etc..)...
6. Now select the bo2 character while you have still the joints selected.
7. Go to Skin:Bind Skin: Smooth Bind (Click on the box). Make sure you have these settings.
(Image removed from quote.)
8. Click on Apply & then Bind Skin.
9. Export the model and it should be working.
If you still don't understand i might make a video.
scope overlay in the weapon file i think that is