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Messages - thezombieproject

i like your maps man u have become one of my favorites. I like the look and style of your maps there are definitely my style. great work weezy
9 years ago
step 1
get the xmodel name of the viewhands you want to use

step 2
open up the fixed loadout i sent you on zombiemodding. make sure you edit the loadout in mods/youmapname/maps
if you dont have a _loadout.gsc there then put it there.

step 3.
Open the _loadout.gsc in notepad

step 4.
search this -- 
Quote
set_player_viewmodel
and replace the default viewhands xmodel name with the xmodel name of your custom viewhands
note: there will be a bunch of these lines it wont hurt to replace them all with the name of the hands your using.
if u get stuck it should look like this https://gyazo.com/8a458e4f19e005ca7bab0463308df33a

step 5.
in mod.csv add this
Quote
xmodel,youmodelname
change youmodelname to the name of your model
if you get stuck it should look like this https://gyazo.com/6a124b934a5c36100daa22dd88dfa8cd

then do a full compile

Like i told u on "ZM" if you do a quick search you can find answers. I think there's a tut already on how to do this i think it was yaphil that made one
9 years ago
I have 11 pages :troll:
your stupid lol :D
i do got nearly 18 though :P
but who gives anyway.  8)

9 years ago
nearly 18 pages of getting nowhere. this could have all been avoided if done the right way
shit you guys can go back and forth for days and still not agree.

You have to think of the pros and cons and then come to an agreement on what is best for the community this is not about one person.

The best way to go about this the fair and respectable way to go about it is to VOTE!
You guys have had your debate now put it to a vote.

Now no matter the outcome people cant say shit cause the final decision was made by the community.

I would make a poll but i dont think its my place to so all i can do is give the idea.

(note: i think no matter what  the ugx site should profit cause it cost money to run this site. When it comes to mappers profiting put it to a vote if people cant agree)
9 years ago
wow! this map looks amazing STILL!  Can't wait to beta test it!   Have any youtubers done vids on this?  and can you upload a small vid of exclusive features?

thanks dude and no The first videos will be posted to and will release a week early to my channel also ugx beta requesters will get it a week early.
9 years ago
great work again man, ill be using this on Atlas Labs!
9 years ago
Will there be exo suits in this map?
         

honestly I haven't decided yet. I think I could get it done
if I wanted but I'm still unsure. I currently having issues with my 3d printer once
I figure that out I might make a basic jump script to test out and see how it looks in game
on the map.

Double Post Merge: September 02, 2015, 12:46:38 pm
added exo suits + update pics added to post.
9 years ago
removed my post. nevermind i just realized i posted the same thing Scobalula did.
9 years ago
if your using my perks, giveweapon() will break mule kick

need to use the "harrybo21_give_gun( gunname )" from my utility script

it will "remove" the old gun automatically, and will do the "switchto" or you too

i know this is a old post but are you saying if some1 comes along and decides to use a tutorial  that has example: giveweapon(); in script.  then its going to break mule kick?
If i think alot of tuts have giveweapon() in there scripts.
im just wondering ?



 
9 years ago
Whats you steam name

TheZombieProjectCOD

Double Post Merge: August 23, 2015, 04:15:00 pm
try this i just disabled the trigger instead of giving it a hint replace with this one


Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_anim;
// ****Credits*****
/*
######################################################################################
TheZombieProject:
Now using real switch. Added power / build fx!
I Removed power_ready() function
so now once all parts are added. I  *thread maps\dlc3_code::power_electric_switch();*
######################################################################################
ZK: buildable script
Don Goony: knuckle_crack()
######################################################################################
*/

main(){
PrecacheShader( "buildable_panel_shader" ); // name of shader materials
PrecacheShader( "buildable_handle_shader" );
PrecacheShader( "buildable_wire_shader" );
PrecacheItem( "zombie_knuckle_crack" ); // - TZP -
    thread build();
}

build(){
flag_wait("all_players_connected");

level.power_build = 0; // moved here // - TZP
level.power_total_parts = 3; // total parts // - TZP

players = get_players();
for(i=0;i<players.size;i++){
players[i].part_hud = [];
}
// ########### PARTS 1 - 3
// part 1
panel_pick = getEnt("panel_pick", "targetname"); // PANEL PICK UP MODEL
panel_pick_trig = getEnt("panel_pick_trig", "targetname"); // PANEL PICK UP TRIGGER
panel_build = getEnt("panel_build", "targetname"); // PANEL BUILD MODEL
panel_build_trig = getEnt("panel_build_trig", "targetname"); // PANEL BUILD TRIGGER
// part 2
handle_pick = getEnt("handle_pick", "targetname"); // HANDLE PICK UP MODEL
handle_pick_trig = getEnt("handle_pick_trig", "targetname"); // HANDLE PICK UP TRIGGER
handle_build = getEnt("power_switch", "targetname"); // HANDLE BUILD MODEL
handle_build_trig = getEnt("handle_build_trig", "targetname"); // HANDLE BUILD TRIGGER
// part 3
pick_up_cord = getEnt("pick_up_cord", "targetname"); // WIRE PICK UP MODEL
pick_up_cord_trig = getEnt("pick_up_cord_trig", "targetname"); // WIRE PICK UP TRIGGER
place_cord = getEnt("place_cord", "targetname"); // WIRE BUILD MODEL
place_cord_trig = getEnt("place_cord_trig", "targetname"); // WIRE BUILD TRIGGER
// part 1
thread build_part(panel_pick, panel_pick_trig, panel_build, panel_build_trig, "buildable_panel_shader");
// part 2
thread build_part(handle_pick, handle_pick_trig, handle_build, handle_build_trig, "buildable_handle_shader");
// part 3
thread build_part(pick_up_cord, pick_up_cord_trig, place_cord, place_cord_trig, "buildable_wire_shader");

}

build_part(part, part_trig, place_part, place_part_trig, shader){

da_guy = undefined;
trig = getent("use_power_switch","targetname"); // - TZP
// trig sethintstring("POWER PARTS NEEDED!"); // ADDED HINT FOR POWER FEEL FREE TO DISABLE! // - TZP
trig disable_trigger();
place_part hide();
        place_part_trig UseTriggerRequireLookAt();
        place_part_trig SetCursorHint( "HINT_NOICON" );
place_part_trig setHintString("Parts required");
part_trig UseTriggerRequireLookAt();
part_trig SetCursorHint( "HINT_NOICON" );
part_trig setHintString("Press &&1 to pick up part");
part_trig waittill("trigger", da_guy);
part_trig delete();
part delete();
hud = create_simple_hud( da_guy );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "SUBLEFT"; // i moved shaders to top left so it's not close to perk ones --- tzp
hud.alignY = "top";
hud.horzAlign = "SUBLEFT";
hud.vertAlign = "top";
hud.x = da_guy.part_hud.size * 45;
hud.y = 10;
hud.alpha = 1;
hud SetShader( shader, 40, 40 );
da_guy.part_hud[ shader ] = hud;
place_part_trig enable_trigger();
place_part_trig sethintstring("Press &&1 to add part");
place_part_trig setvisibletoplayer(da_guy);

for(;;){
place_part_trig waittill("trigger", da_guy);
   
if( !isDefined(da_guy.is_adding_part) ){
da_guy.is_adding_part = true;
place_part_trig delete();
da_guy thread crack_knuckles();

da_guy waittill("part_added");

hud destroy_hud();
// MAKE (ADDPART) FX PLAY ON POWER STRUCT  - TZP
playfx(level._effect["powerup_grabbed"] ,getstruct("power_switch_fx","targetname").origin);

place_part show();

level.power_build++; // - TZP
// iPrintLn( "Nice," + level.power_build + " parts added " ); // - TZP
if(level.power_build == level.power_total_parts) // - TZP
{

trig enable_trigger();
thread maps\dlc3_code::power_electric_switch(); // - TZP

// iPrintLn( "threading dlc3_code - power ready" ); // - TZP
}
wait 1.5;
da_guy.is_adding_part = undefined;
break;
}
wait .5;
}
}

crack_knuckles()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
if ( self GetStance() == "prone" ){
self SetStance( "crouch" );
}
gun = self GetCurrentWeapon();
weapon = "zombie_knuckle_crack";
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self GiveWeapon( gun );
self SwitchToWeapon( gun );
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self notify("part_added");
return gun;
}
9 years ago
ok the last time you worked on your map you add something to your map that is causing this. Try going to root/map source find  yourmapname.map file.  (make a back up of this file just in case) Next open that file in notepad and scroll all the way to the bottom. Now when you get to the bottom that will be the stuff u last added to your map. I recommend removing 1 thing at a time starting from the bottom till radiant opens up again. don't forget to save .map file after you remove something, save and then try and open radiant.  A model most likely caused this. A brush / entity usually starts with a // and ends with } or }}  makes sure you don't remove part of something else. here is  example https://gyazo.com/db4af817ef3b55a606de0704db86f1a3
hope this helps.
9 years ago
hey man the script works but how can i fix the hit parts still needed because if you go up and press f it turns on the power with out parts

u have to go in dlc3 code and comment out those lines. if you did that correct theres no way you can turn the power on till all parts are added.   dlc3_code power code doenst get called till all parts are added. Well if u forgot to comment out those lines then the power function gets called at the start of the game and you can flip the switch before you add parts and thats what seems to be the issue.
Anyway i will go and double check everything either way just incase. If you dont get it fixed feel free to message me on steam and ill walk you through it.


also i would like to add make sure u edit the dlc3_code.gsc thats in your mods/maps folder and not the one in raw / maps

Double Post Merge: August 22, 2015, 09:04:08 pm
ok so i  just double checked the tut and everything worked for me
9 years ago

Some Quick Changes I Made....
1. using proper power switch. You dont need a hidden dummy switch on map anymore!
now power fx, pap fx, and proper sounds work.
2. moved shader placement to top left away from perk shaders.
3. added build fx (green poof) When parts added
4. Removed power_ready(); function not needed anymore!
5. made a prefab of switch and parts (download above) stamp it in radiant and move parts where ever!



make sure u have dlc3_code.gsc in mods/maps
next open dlc3_code.gsc and comment out these lines they can be found near lines 125
it should look like this when finished..

Code Snippet
Plaintext
        // if( isDefined( level.DLC3.useElectricSwitch ) && level.DLC3.useElectricSwitch )
// {
// level thread power_electric_switch();
// }
// else
// {
// level thread power_electric_switch_on();
// }
here is a pic just incase!! when done save and close dlc3_code.gsc
https://gyazo.com/afc274f90936d174a6b96fe5abc70d59

NEXT

open your buildable script and replace everything with this...

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_anim;
// ****Credits*****
/*
######################################################################################
TheZombieProject:
Now using real switch. Added power / build fx!
I Removed power_ready() function
so now once all parts are added. I  *thread maps\dlc3_code::power_electric_switch();*
######################################################################################
ZK: buildable script
Don Goony: knuckle_crack()
######################################################################################
*/

main(){
PrecacheShader( "buildable_panel_shader" ); // name of shader materials
PrecacheShader( "buildable_handle_shader" );
PrecacheShader( "buildable_wire_shader" );
PrecacheItem( "zombie_knuckle_crack" ); // - TZP -
    thread build();
}

build(){
flag_wait("all_players_connected");

level.power_build = 0; // moved here // - TZP
level.power_total_parts = 3; // total parts // - TZP

players = get_players();
for(i=0;i<players.size;i++){
players[i].part_hud = [];
}
// ########### PARTS 1 - 3
// part 1
panel_pick = getEnt("panel_pick", "targetname"); // PANEL PICK UP MODEL
panel_pick_trig = getEnt("panel_pick_trig", "targetname"); // PANEL PICK UP TRIGGER
panel_build = getEnt("panel_build", "targetname"); // PANEL BUILD MODEL
panel_build_trig = getEnt("panel_build_trig", "targetname"); // PANEL BUILD TRIGGER
// part 2
handle_pick = getEnt("handle_pick", "targetname"); // HANDLE PICK UP MODEL
handle_pick_trig = getEnt("handle_pick_trig", "targetname"); // HANDLE PICK UP TRIGGER
handle_build = getEnt("power_switch", "targetname"); // HANDLE BUILD MODEL
handle_build_trig = getEnt("handle_build_trig", "targetname"); // HANDLE BUILD TRIGGER
// part 3
pick_up_cord = getEnt("pick_up_cord", "targetname"); // WIRE PICK UP MODEL
pick_up_cord_trig = getEnt("pick_up_cord_trig", "targetname"); // WIRE PICK UP TRIGGER
place_cord = getEnt("place_cord", "targetname"); // WIRE BUILD MODEL
place_cord_trig = getEnt("place_cord_trig", "targetname"); // WIRE BUILD TRIGGER
// part 1
thread build_part(panel_pick, panel_pick_trig, panel_build, panel_build_trig, "buildable_panel_shader");
// part 2
thread build_part(handle_pick, handle_pick_trig, handle_build, handle_build_trig, "buildable_handle_shader");
// part 3
thread build_part(pick_up_cord, pick_up_cord_trig, place_cord, place_cord_trig, "buildable_wire_shader");

}

build_part(part, part_trig, place_part, place_part_trig, shader){

da_guy = undefined;
trig = getent("use_power_switch","targetname"); // - TZP
trig sethintstring("POWER PARTS NEEDED!"); // ADDED HINT FOR POWER FEEL FREE TO DISABLE! // - TZP
place_part hide();
        place_part_trig UseTriggerRequireLookAt();
        place_part_trig SetCursorHint( "HINT_NOICON" );
place_part_trig setHintString("Parts required");
part_trig UseTriggerRequireLookAt();
part_trig SetCursorHint( "HINT_NOICON" );
part_trig setHintString("Press &&1 to pick up part");
part_trig waittill("trigger", da_guy);
part_trig delete();
part delete();
hud = create_simple_hud( da_guy );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "SUBLEFT"; // i moved shaders to top left so it's not close to perk ones --- tzp
hud.alignY = "top";
hud.horzAlign = "SUBLEFT";
hud.vertAlign = "top";
hud.x = da_guy.part_hud.size * 45;
hud.y = 10;
hud.alpha = 1;
hud SetShader( shader, 40, 40 );
da_guy.part_hud[ shader ] = hud;
place_part_trig enable_trigger();
place_part_trig sethintstring("Press &&1 to add part");
place_part_trig setvisibletoplayer(da_guy);

for(;;){
place_part_trig waittill("trigger", da_guy);
   
if( !isDefined(da_guy.is_adding_part) ){
da_guy.is_adding_part = true;
place_part_trig delete();
da_guy thread crack_knuckles();

da_guy waittill("part_added");

hud destroy_hud();
// MAKE (ADDPART) FX PLAY ON POWER STRUCT  - TZP
playfx(level._effect["powerup_grabbed"] ,getstruct("power_switch_fx","targetname").origin);

place_part show();

level.power_build++; // - TZP
// iPrintLn( "Nice," + level.power_build + " parts added " ); // - TZP
if(level.power_build == level.power_total_parts) // - TZP
{
thread maps\dlc3_code::power_electric_switch(); // - TZP
// iPrintLn( "threading dlc3_code - power ready" ); // - TZP
}
wait 1.5;
da_guy.is_adding_part = undefined;
break;
}
wait .5;
}
}

crack_knuckles()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
if ( self GetStance() == "prone" ){
self SetStance( "crouch" );
}
gun = self GetCurrentWeapon();
weapon = "zombie_knuckle_crack";
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self GiveWeapon( gun );
self SwitchToWeapon( gun );
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self notify("part_added");
return gun;
}

NEXT

GO TO RADIANT AND DELETE ALL POWER SWITCHES AND PARTS  THAT YOU CURRENTLY HAVE ON YOUR MAP. Then download prefab i provided and add that power switch to  your map you can stamp the prefab and move parts where ever you want.

next

go to mapname.gsc and look for
Code Snippet
Plaintext
 
        /*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
under that add the name of your power script heres an example..
Code Snippet
Plaintext
maps\script_name::main();

next add the name of your shader materials to mod.csv
example
material,buildable_wire_shader
material,buildable_panel_shader
material,buildable_handle_shader

next
 check everything in your iwd file list. (Images, script ect)
now full compile and build mod.
9 years ago
Well my opinion i never really liked the way this power buildable worked. Yes the script works ok but it doesnt use the real power switch if i remember correctly. You have to add a second power switch and not only that not many notice but pack a punch fx dont work after power is on. i will post a fix  for this shortly so your using real power switch / script.
9 years ago
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