to grab the model from the prefab and use that instead of the trigger itself
if you use weapon_spawns.target and play fx on model most prefabs have half of the gun is in the wall and the origin of the weapon model is in wall? also some weapon origins are not centered on the model so fx will play few units away from the center of the prefab? Just wondering
Show options.txt file, maybe something got added there, which program tries to run with failure
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// Options can also be set via this file including the command line. // -o --outdir Output directory (creates if dose not exsist) // -p --nopause program exits after completion // -s --noskip don't skip image if exsists in output folder (0/1) // -v --verbose Verbose Level (0,1,2) // -f --filter Filters models by name // --ex_filter Filters models out that contain the substring // -l --single_lod Only export higest lod // --list dose not load only list models // --inc_normals export the normals // --inc_spec export the spec's // --img_local export images local // --white_vert_col_xe force white vertex colors in XE // // --ma Export .ma(mel) // --obj Export .obj(mtl) // --xe Export xmodel_export // --smd Export SMD // --gdt Export GDT // // Options are set in the following format option:value // // Examples: // verbose:1 // filter:viewmodel_ // inc_normals // img_local // // Short form is also possible // f:viewmodel_ // // Multiple filter example: // f:viewmodel_,body,car,plane // // The tool also support a exclude filter. // which will skip any models matching the filter. // Fror example: // ex_filter:viewmodel_ // // Will skip all models that contain 'viewmodel_' in the name //
i just purchased ghost so i can get models. when i try exporting the models with lime64 i keep getting this error. i havent used lime 64 that much so i have no idea what this means https://gyazo.com/96f067bd16024a0080596795d3a9b65b
I was thinking about making a GOONIES map. finding the treasure will be part of the easter egg. players would need to find hidden treasure map, locate hidden caves, find away past the deadly traps ect. theres alot of other cool shit from the movie that could be added in. if done right i think this would be a great idea for a map.
in modbuilder iwd list tick _zombiemode_cymbal_monkey.gsc then build mod
so this checks if monkey is in playable area or if monkey is in valid zone if monkey is not in valid spot it deletes monkey and plays child laugh sound this has been tested and works
i made this back when i didnt know shit about scripting and posted it on zm. ill send you a fixed version soon if someone else doesnt fix it first also back when i made this i think i was using script origin not script struct as dest position
i think most perks systems use "specialty_boost" for electric cherry specialty_boost works but you should change it to something different or you will most likely run into problems if using cherry. I made a custom perk and specialty_leadfoot works so maybe try that one or try 1 from the list that Mcents gave you.
all game constantly checking all players for perk is really not needed. you should do something more like what cents told you. only thing with that is all players are going to get 400 points when player goes down but thats an easy fix if you dont want that.