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Messages - thezombieproject



could also use

weapon_spawns.target

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 :)

8 years ago
also try removing the &
level.DLC3.introString = &"nazi zombie tes";
so it looks like this
level.DLC3.introString = "nazi zombie tes";

build mod and try again
8 years ago
i removed my post.

nvm i just realized  all you have to do is replace all  "nazi_zombie_factory" with "your_map_name" thats should fix it i miss read post


8 years ago
Running as Admin? And has Ghosts updated in the past week?

Does Lemon work?


Im running admin

I just purchased and downloaded ghost last night

I did run a quick test on lemon thats not working either its not finding any anims
https://gyazo.com/4c699895756a7c1aac9cb9b40cd8d818



8 years ago
you can change it  in _zombiemode.gsc
if you only want it for first round
search for
Code Snippet
Plaintext
	else if ( level.first_round )
{
max = int( max * 0.2 );
}
8 years ago
Try with:

Code Snippet
Plaintext
ma:1
obj:0
xe:0
smd:0
gdt:0

I dont think you can access his temp site anymore due to people finding out about it. Havent checked in ages though, so not sure


i tried this
Code Snippet
Plaintext
ma:1
obj:0
xe:0
smd:0
gdt:0
and still no luck

i also tried using an older lime 64 version
but im still getting this
https://gyazo.com/abe0e3259a33c126a2c1f460c8f45341
8 years ago
Use an older lime64 for ghosts I think it's in root site/temp

ill give it a try thanks

Double Post Merge: July 04, 2016, 06:10:55 am
Show options.txt file, maybe something got added there, which program tries to run with failure


Code Snippet
Plaintext
// 	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
//


ma:1
obj:0
xe:1
smd:0
gdt:1

inc_normals
white_vert_col_xe

8 years ago
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
8 years ago
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.



8 years ago
Thanks :D
But the link is dead?

lol should be good now
8 years ago
i made a quick fix for this, here you go ;)


put in - MODS / YOURMAPNAME / MAPS

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

8 years ago
self thread land(); is your issue there no function
8 years ago
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
8 years ago
you still need help with this?
i think i have script i made a while back that should work for this

8 years ago

Code Snippet
Plaintext
 
players_daisies()
{
players = getPlayers();
for (i=0; i<players.size; i++)
{
players[i] pushing_daisies();
}
}

pushing_daisies()
{
while(true)
{
if (self maps\_laststand::player_is_in_laststand() && self hasperk ( "specialty_boost" ))
{
IPrintLnBold("Pushing Daisies Acticated");
self thread nuke_explosion();
wait 10;
}
wait 0.1;
}
}



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.
8 years ago
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