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Messages - shinged

Replace
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level.playSoundLocation PlaySound("welcoming_sound");
With
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self PlayLocalSound( "welcoming_sound" );

Also that diamond_text script is from my minecraft map  :)
7 years ago
Hi  :)

I use this code to spawn "FX"

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fx = spawn("script_model", (-337.5,640,178.5));
fx setModel("tag_origin");
playFxOnTag("dlc0/factory/fx_laser_hotspot_factory",fx,"tag_origin");
//wait 5;

But i don't know how can i stop or delete after X seconds.

Can someone help me ? Thanks a lot  ;)

wait( x );
fx delete();
7 years ago
Can someone make a custom boss for me for my zombies map baed on Mike Myers?

Even if its just a reskin of Brutus still i would highly appreciate it
You gotta get a model, place it over the default zombie model in maya and rig / paint skin weights. To get it to spawn you can just set the model in script as often as you want the model to spawn. Its how i created this boss here

7 years ago
Is it true this cant be played with a controller?
It could but it would be really weird, i havent tested the controls but you would use the D-pad
7 years ago
That's... actually really cool. Really nicely executed idea.

Thank you so much
7 years ago
This is a map entirely based around playing space invaders. There are no zombies and the game ends when you want it to. Try to get the high score and beat all 10 waves on this Space Invaders recreation!


7 years ago
I made a custom model for the perk machine and bottle weapon. How do I refer to them in the gsh though? I don't tink just putting the name in from APE works.
You also need to precache the model either in your zone file or by placing the model somewhere in your map. Usually you replace the machine model in radiant with yours
7 years ago
The bik files must manually be put into this directory
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C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War\main\video
Also they only play in solo, at least thats how it worked for me in my Kingdom Hearts map
7 years ago
I want to make a script where you have to shoot something and then eleport to the next room.
Any help? :) :D

This is what i have so far...


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 function init()
{
    level.buttonNeeded = 1;
    level.buttonFound = 0;
 
    level thread button();
}
 
function button()
{
    model_teleport_1 = GetEnt("teleport_model_1", "targetname");
    trig_1 = GetEnt("button_1", "targetname");
    model_1 = GetEnt("button_model_1", "targetname");
 
    trig_1 SetHintString("");
    trig_1 SetCursorHint("HINT_NOICON");
 
    while(1)
    {
        trig_1 waittill("trigger", player);
 
        level.buttonFound++;
 
        IPrintLn("Button found!"); // Not Needed
 
        thread button_found(player);
 
        break;
    }
 
    //trig_1 Delete();
    //model_1 Delete();
}
 
function button_found(player)
{
    while(1)
    {
        self waittill(level.buttonFound >= level.buttonNeeded);
 
        if(level.buttonFound == level.buttonNeeded)
        {
            self MoveTo("teleport_model_1", .5, .05, .05);
            IPrintLn("round2");
            player_fudge_moveto( teleport_model_1 );
        }
 
        break;
    }
}

Okay so quite a few problems here.
1. you dont need a while loop if your using waittill
2. self MoveTo("teleport_model_1", .5, .05, .05); your trying to move the player to something thats not defined in that function. Also you would just move the player to model_1 as thats what you defined it as.

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function button()
{
    model_teleport_1 = GetEnt("teleport_model_1", "targetname");
    trig_1 = GetEnt("button_1", "targetname");
    model_1 = GetEnt("button_model_1", "targetname");
    trig_1 SetHintString("");
    trig_1 SetCursorHint("HINT_NOICON");
    trig_1 waittill("trigger", player);
    IPrintLn("Button found!"); // Not Needed

    //level.buttonFound++; ?

    player SetOrigin( model_teleport_1.origin );
    PrintLn("round2");
    //player_fudge_moveto( teleport_model_1 );
}
That should maybe do what you want it to do
7 years ago
copy the gsc, gsh, and csc. And you would have to rename a bunch of variables. Then put #using in your mapname GSC and CSC. Also add them too your zone file. Its gonna take a bit of scripting knowledge to figure out and i'd prefer people to try to learn it themselves. It makes it much easier to understand treyarchs coding down the line
7 years ago
Hey guys, today i'm gonna guide you guys through making a custom perk. You need at least a bit of scripting knowledge to do this as your perk won't actually do anything without scripting it ;)
IT IS EXTREMELY EASY TO GET CLIENT MISMATCH ERRORS WITH THIS,
HOWEVER IF YOU ARE POSITIVELY SURE YOU DID EVERYTHING 100% CORRECTLY LET ME KNOW
AND I WILL TRY TO FIX IT

First download my scripts here: https://mega.nz/#!Rk8D2JbI!rcYRTDhkgdYxC4TJiyHZW5N5k-dBMVHU8ZjjB1QJt9c

So lets start off by copying some shit.
 - Drag and drop everything but the .txt into your mapname/scripts/zm folder.
 - Open up your mapname GSC and paste this somewhere at the top
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#using scripts\zm\zm_custom_perk_shader;
#using scripts\zm\_zm_perk_custom_perk;
- at the bottom of main() function put this
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level thread custom_perk_shader::custom_perk_shaders_init();

 - Now open up your mapname CSC and paste this somewhere at the top
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#using scripts\zm\_zm_perk_custom_perk;

 - Open up your mapname ZONE file and paste this at the bottom
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// custom perk shader script by Matarra
scriptparsetree,scripts/zm/zm_custom_perk_shader.gsc
// custom perk
scriptparsetree,scripts/zm/_zm_perk_custom_perk.gsc
scriptparsetree,scripts/zm/_zm_perk_custom_perk.csc
scriptparsetree,scripts/zm/_zm_perk_custom_perk.gsh
xmodel,kh_elemental_nade_vending // CHANGE THESE TO YOUR VALUES - XMODEL NAME FOR YOUR MACHINE
material,kh_perk_elemental_nades // CHANGE THESE TO YOUR VALUES - THIS IS YOUR PERK SHADER MATERIAL NAME

 - Now in Radiant, copy quick revive and stamp the prefab. Delete everything but the struct at the bottom.
 - Change these KVP's
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"specialty_customperk", "script_noteworthy"
"your xmodel name for perk machine", "model"

Now lets move on to APE, we'll save scripting for last
 - Make a material and call it something you'll remember, this will be the perk shader.
 - Give this these settings




Now for the scripting part, there really isn't that much to do because i mostly did it all for you. If you want to change variable names you can, but i suggest leaving them alone and just changing whats in the gsh, and certain things like hintstrings in the gsc.
 - Open up the custom_perk.gsh and change everything to your own shit. I suggest leaving the price really low for testing.
 - Dont worry about this variable
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CUSTOM_SHADER
we dont have access to treyarchs hud elements so i had to script them in manually. So just leave the value alone.
 
Open up the custom_perk.gsc
 - At the top add this somewhere
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#precache( "material", "kh_perk_elemental_nades" ); // CHANGE THIS TO YOUR PERK SHADER
Obviously change kh_perk_elemental_shit to your own material name in APE.
 - Find this
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zm_perks::register_perk_basic_info( PERK_CUSTOM_PERK, "customperk", CUSTOM_PERK_COST, "Hold [{+activate}] for Elemental-Nades [Cost: &&1]", GetWeapon( CUSTOM_PERK_BOTTLE_WEAPON ) );
change the hintstring to your perkname.
 - Find this
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trigger = GetEnt("vending_customperk", "target"); // CHANGE THIS TO YOUR PERK MACHINE NAME
change "vending_customperk" to whatever you might have changed it to in the gsh.
 - Find this
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trigger SetHintStringForPlayer(self, "Hold [{+activate}] for Elemental-Nades [Cost: 3000]"); // CHANGE THIS TO YOUR HINTSTRING ABOVE

and change it to your hintstring once again. This time you will need to specify the cost of it.
 - In the final function is where you will script your perk effect, the function gets called one time when the player purchases the perk.

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give_custom_perk()
and
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take_custom_perk( b_pause, str_perk, str_result )
both only get threaded a single time.

So there you have it. This tutorial is probably my largest tutorial yet and might have some errors. If you guys find any let me know and i will fix them asap.

If you follow my tutorial you MUST credit me. Simply saying: "Matarra - Custom perk shader script and custom perk tutorial" will suffice
7 years ago
This is what i used to give the player the wunderwaffe in my Minecraft map
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weapon = getweapon( "tesla_gun" );
player zm_weapons::weapon_give(weapon, false, false);
7 years ago
I was wondering if anyone had or could create a script that acts as a portal like in the map Shadows of Evil. Just a simple portal would be nice too. If the player touches it they get transported to another location. If any one could help it would be greatly appreciated  :)

Here
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function player_teleporter_init()
{
player_tp = GetEntArray( "teleport_player", "targetname" );
for( i = 0; i < player_tp.size; i++ )
{
player_tp[i] thread player_teleport();
}
}

function player_teleport()
{
destination = GetEnt( self.target, "targetname" );
while(1)
{
self waittill( "trigger", player );
player SetOrigin( destination.origin );
player SetPlayerAngles( destination.angles );
}
}

Create a trigger radius or trigger multiple then give it the KVP "teleport_player" "targetname". Now create a script origin, set its client KVP to server, and deselect it. Now select your trigger first, then your script_origin and hit w. Now you can select both and copy them as many times as you want. Changing the angle of the origin will change the player angle after tp'ing.
7 years ago
Thanks for this! BTW loved your minecraft map, could you teach us how to make those cells some day too?

Yep, maybe at some point ill make a tutorial for them, since they are super easy to setup
7 years ago
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