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Messages - SponsoredByCloro

I will make a video either tonight, or tomorrow!
Awesome! What's your YouTube channel?

Double Post Merge: October 09, 2016, 03:01:45 pm
Go to your map gsc file under your map's scripts folder and than under function main add
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thread init_power();
than copy and paste this to the bottom of your gsc script
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function init_power()
{
    level flag::wait_till("power_on");
    level util::set_lighting_state(3);
}

Change the lighting state number to the lighting state of the lights on mode. (Note: Some people are having a glitch where the script lighting state number does not match with the radiant editor lighting sate numbers for some reason for example lighting state 3 in the script is lighting state 2 in radiant. I recomend you play around with the lighting state number in
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level util::set_lighting_state(statenumberhere)

Big thanks to Author for teaching me on discord!

Man, I tried EVERYTHING and the lights won't turn on with the power!

I tried changing the lighting state, creating a new map, changing it's position in the .gsc, nothing will work man..

Is there something im missing?

Heres my .gsc
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#using scripts\codescripts\struct;
#using scripts\zm\sliding_door;

#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#insert scripts\zm\_zm_utility.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;

#using scripts\shared\ai\zombie_utility;

//Custom
#using scripts\zm\zm_claymore;

//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_widows_wine;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
//#using scripts\zm\_zm_powerup_weapon_minigun;

//Traps
#using scripts\zm\_zm_trap_electric;

#using scripts\zm\zm_usermap;

//*****************************************************************************
// MAIN
//*****************************************************************************

function main()
{
thread init_power();
level.dog_rounds_allowed = false;
zm_usermap::main();
startingWeapon = "pistol_burst";
weapon = getWeapon(startingWeapon);
level.start_weapon = (weapon);
level.perk_purchase_limit = 9;
level.player_starting_points = 0;
level.zombie_ai_limit = 36;

level._zombie_custom_add_weapons =&custom_add_weapons;
level.pack_a_punch_camo_index = 75;
level.pack_a_punch_camo_index_number_variants = 5;

//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
level thread zm_zonemgr::manage_zones( init_zones );

//Custom
thread zm_claymore::init();

level.pathdist_type = PATHDIST_ORIGINAL;
}

function usermap_test_zone_init()
{
zm_zonemgr::add_adjacent_zone( "start_zone", "outside_zone", "enter_outside_zone" );
zm_zonemgr::add_adjacent_zone( "outside_zone", "hallway_zone", "enter_hallway_zone" );
zm_zonemgr::add_adjacent_zone( "hallway_zone", "jug_zone", "enter_jug_zone" );
zm_zonemgr::add_adjacent_zone( "hallway_zone", "power_zone", "enter_power_zone" );
zm_zonemgr::add_adjacent_zone( "start_zone", "speed_zone", "enter_speed_zone" );
level flag::init( "always_on" );
level flag::set( "always_on" );
}

function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}

function init_power()
{
    level flag::wait_till("power_on");
    level util::set_lighting_state(3);
}

And yes, I changed the lighting state on the lights I wanted on by the power, for testing I created 3 lights that had 3 different colors, red was lighting state 2, blue was lighting state 3, and green was lighting state 4.

But didn't turn on with the power.
8 years ago
Ah well, I didn't know that! Thanks everyone for your responses :D
8 years ago
So, since I have zoning it's required to stamp the prefab, when I do, what exactly do I need to do to get it working?

This has been breaking my brain, i've tried fixing myself, but can't get it to work.

Edit: Fixed it, turns out the zombie counter I was using broke all the trigger_use's
8 years ago
You say this isn't the right way, yet you don't include the proper way to do so?

If you guys are really interested, i'd be glad to make a quick tutorial - just let me know..
Yes please do!
8 years ago
Yeah, i'm sick of the current PaP Cammo.

I want mine to be, 3D Animated glowing godlike cammo :P
8 years ago
Alright so after playtesting through my map I discovered that only 24 zombies can be alive at once, is this a normal thing in Black Ops 3 Zombies , is there a setting somewhere or just a bug with my map?

I have tried adding more spawns around the map, but that didn't help.

It makes it incredibly easy to train and get to high rounds.
8 years ago
This map is a work in progress and is being updated every day and it's in the Alpha Stages.

Note: This is my first map with Radiant, so don't judge me :^)

Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=774411870

Pictures:







Credit:
Rampage_619 - For the Zombie Counter!
JBird632 - For  the Claymores!
8 years ago
its not the correct way anyway, as its either "all on or "all off" disregarding solo revive
Well i'd still like to know how to do it, I don't want it just for the Perk Machines, I want my entire map to light up when you turn the power on.
8 years ago
Good work, anyway we can change the "Souls Needed" text to just "Zombies Left"?
8 years ago
I'd highly recommend for you to make a YouTube video on it, many people don't know how to do it and i've researched everywhere over Google & YouTube and i can't find any info on how to.
8 years ago
Found the .gsc, I looked through it all, don't understand much though.. :/

I've found
level util::set_lighting_state( 0 );

and
function power_electric_switch()

I'm not to sure how to implement it into my map though.
8 years ago
I was able to do this today after extensive hours spent by creating two lighting states!

Lighting state 1 was just zombie factory, then after you switch the power switch it switches to lighting state 2.
I set all my perk machines to lighting state 2 so when the power switch was flipped the lights turned on.

However it gets a little tricky because you have to copy the zm_giant.gsc power aspects over to your new maps gsc...

If you need any further help i'd be glad to make a video for you
I looked for the zm_giant.gsc, but there doesn't seem to be one.. :/
8 years ago
Aight, so i've been trying to figure this out for quite a while, can't seem to get it to work.

I'm trying to get my lights turn on when the power has been turned on, but I don't know the KVPs for it.

Any help is appreciated, thanks :)
8 years ago
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