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broken avatar :(

C_Kyle

Posts
6
Respect
1
Forum Rank
Legless Crawler
Primary Group
Member

Forum Stats

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Date Registered
August 01, 2020, 09:09:43 pm
Posts
6 (0.003 per day)
Last Active
May 23, 2026, 11:06:40 pm

Forum Profile

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Real name
Talle
Country
de
Local Time
June 04, 2026, 03:39:20 am
Nice boss ... afaik the rounds do end even if the boss is still alive ... to archieve this, find this line in "_zombiemode_ai_mech.gsc":
 
Code Snippet
cpp
mech = spawn_zombie( chosen_spot );
and insert this below:
 
[code lang=cpp]mech.ignore_enemy_count = true;[/c...
4 months ago
bro tried to implement buildables logic without loosing a word about it lol ... but great stuff
 
If people having the problem that the zombies arent slipping on the goo (accompanied with "cannot cast undefined to bool" error in _zombiemode_weap_sliquifier.gsc), do the following ...
4 months ago
[BO1] Weapon Port (Mod): Galvaknuckles from BO2 (Animations, Sounds, FX, Prefab)

 
Hello everyone,
 
Since I couldn't find a full Galvaknuckles weapon port for BO1 anywhere, I decided to do it myself.
4 months ago
hey, i dont see any reason why it shouldnt...in gsc there are DoSpawn(), Hide(), Show() and Delete() functions which can be run on different entities like the power switch parts...maybe it is worth taking a look at the magic box spawn logic to see how treyarch handels this problem... it is probably ...
5 months ago
Update:  I've fixed it. For everyone having the same problem, a single bo1 mod cant use two different soundalias files. If your mod already has one, just add your new sounds to the existing one instead of creating a new soundalias.
10 months ago
Hey guys,
 
i know bo1 modding is rare, but i hope there is still somebody left who can help me.
 
Currently im working on a raygun mk2 weapon port from bo2 to bo1. Ive set everything up and the textures as well as the animations work properly. The efx are stil sketchy but ill fi...
1 year ago
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