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Messages - Dust

That rising water script is pretty cool, would love a tutorial for it ;).

And I would love to see more simple tutorials similar to this.
8 years ago

Sorry, this is the first thing I've posted on here, I'm not very  used to this site. And yes, it is a work in progress, thank you.

No problem. Glad to have you apart of this site anyway :)
8 years ago
Moved to WIP since there is no link to download the map from the workshop.

If you meant for this to be an actual release, then please post the steam workshop link to the map in the comments, and me or another mod will move it back into releases for you.

Also your image isn't working, says I don't have permissions to view it. Please upload it to another site.
8 years ago
kkkkkkkkk,se tivesse os modelos deles eu colocava,é só um(talevz dois)trolls

"Coop Surprise", Só falta os personagens serem o SO7, o Hayashii, o Colono e o Jeff  :poker:

Since this is mainly a English speaking forum, please only write in English(unless you provide a translation for it), even if both of you are from Brazil, not everybody understands what you write.

Uma vez que este é principalmente um fórum falando Inglês, por favor, só escrever em Inglês (a menos que você fornecer uma tradução para ele), mesmo se ambos são do Brasil, nem todo mundo entende o que você escreve.
8 years ago
No...

The prefab was "always there" - check the date of the file...

It has just been ENABLED

Well regardless if the prefab was always there or not(I have never seen it there before the update), it doesn't really matter. What I said would help the OP get the gobblegums working in his map.
8 years ago
Treyarch included the prefab for gobblegum with the last update. You just need to add it into your map, its called vending_bgb_struct, and its found in the same place as the other perks.
8 years ago
I just downloaded this map and I continue to get this error.  How do I fix this problem?

(Image removed from quote.)

You dont have T4M installed

T4M DOWNLOAD LINK:
8 years ago
Have the prefab selected, and then right click on the 2d view, and click "Enter Prefab", now make your changes, and when you are done right click and choose "Leave Prefab".
8 years ago
Since you cant edit the stock scripts yet for bo3, you can just get the array of the zombie ai, and do a waittill death

something like this.

Code Snippet
Plaintext
function zombies_init()
{
while(1)
{
zombies = getaispeciesarray( "axis", "all" );
for( i = 0; i < zombies.size; i++ )
zombies[i] thread watch_for_death();
}
wait 0.1;
}

function watch_for_death()
{
self waittill("death");

//Whatever you want
}
8 years ago
There is currently an issue with editing most stock scripts in the beta. Can't do anything about it right now unfortunately, got to wait for a fix
8 years ago
Oh okay, and you basically did remove it by merging it with my earlier post

I meant we wont remove the limit until you reach 20 posts
8 years ago
Also, why do all my posts require approval? Can a mod or someone remove that please? And then also remove this post

It's an anti spam measure. Your post will require approval by a mod until you reach 20 posts. And no we will not remove it.

Find out more about it here: http://ugx-mods.com/forum/index.php/topic,4386.0.html
8 years ago
yea i just want to use the prefab but i cant find any vids on how to make them work, it just gives me a message that says: "not available"

You need to include the scripts.

Open up your mapname.gsc and where it has the #using lines at the top, add this line under them all
Code Snippet
Plaintext
#using scripts\zm\_zm_trap_electric;

Underneath that paste these lines
Code Snippet
Plaintext
//Trap
#precache( "fx", "dlc0/factory/fx_elec_trap_factory" );
#precache( "fx", "maps/zombie/fx_zombie_light_glow_green" );
#precache( "fx", "maps/zombie/fx_zombie_light_glow_red" );
#precache( "fx", "fx_zombie_light_elec_room_on" );
#precache( "fx", "zombie/fx_elec_player_md_zmb" );
#precache( "fx", "zombie/fx_elec_player_sm_zmb" );
#precache( "fx", "zombie/fx_elec_player_torso_zmb" );
#precache( "fx", "electric/fx_elec_sparks_burst_sm_circuit_os" );
#precache( "fx", "electric/fx_elec_sparks_burst_sm_circuit_os" );
#precache( "fx", "zombie/fx_powerup_on_green_zmb" );

Now at the bottom put this function
Code Snippet
Plaintext
function precache_fx()
{
level._effect["zapper"] = "dlc0/factory/fx_elec_trap_factory";
level._effect["zapper_light_ready"] = "maps/zombie/fx_zombie_light_glow_green";
level._effect["zapper_light_notready"] = "maps/zombie/fx_zombie_light_glow_red";
level._effect["elec_room_on"] = "fx_zombie_light_elec_room_on";
level._effect["elec_md"] = "zombie/fx_elec_player_md_zmb";
level._effect["elec_sm"] = "zombie/fx_elec_player_sm_zmb";
level._effect["elec_torso"] = "zombie/fx_elec_player_torso_zmb";
}

and at the top in the main() function put this line
Code Snippet
Plaintext
precache_fx();

Do these exact same steps in your mapname.csc, except where it says
Code Snippet
Plaintext
#precache( "fx"
change it to
Code Snippet
Plaintext
#precache( "client_fx"

and then in launcher right click on your map, and click "Edit Zone File", and paste this at the bottom
Code Snippet
Plaintext
scriptparsetree,scripts/zm/_zm_trap_electric.gsc

Now the script should be included properly.
8 years ago
I tried to download his Mystery Box pack,but I don't have acess to that topic,lol

                                     

                                                 (Image removed from quote.)

That's cause he originally left the site, and deleted the download for the pack so we(the mods) deleted the topic
8 years ago
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