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
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
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)
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.
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 pmadded exo suits + update pics added to post.
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 ?
TheZombieProjectCOD Double Post Merge: August 23, 2015, 04:15:00 pmtry this i just disabled the trigger instead of giving it a hint replace with this one
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.
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 pmok so i just double checked the tut and everything worked for me
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.. 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...
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 under that add the name of your power script heres an example..
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.
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.