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Messages - trebeltom1

what is the correct procedure of adding custom weapons to a map running ugx?
I have tried adding them the way I usually do but it doesn't work 100%.
I can get weapon by using "give weapon_name" in console. BUT when I type "give all" it doesn't give the gun along with the other ugx weapons. I don't think its added right.
-Luke

*EDIT*
sorry I fixed it

uh how did you do this? I can't get my gun to appear in game...
11 years ago
yeah, not my intention at all...

how many free weapon spaces are there in ugx mod?
11 years ago
hey guys does the waw plugin work on more recent maya than 8.5?

and if not does anyone know where I can get a copy of maya 8.5?
11 years ago
Hi I am looking for a mapper who is interested on working on a large map, by making some of the buildings, and also designing a monorail (the actual rail car)

any help is welcome, as long as you are at least as experienced as me.... (i.e. not very at all)

post or pm, sorry this isn't a work in progress thread...
11 years ago
new link in 1st post
11 years ago
Invisible ladder-fixed
elevator leaving you behind - well this is a "problem" in that it told you to get on the lift, but I have made it so you have to activate the lift from on it the first time.
Overlapping textures - fixed.
Stuck on elevator - I have made it so when the lift goes up an down you can't move if you are on it. This is not a problem since it only moves at the end of rounds.

Will upload a new version in approx 4 hours, for now I will leave the other one up so people can find other issues, thank you for your feedback
11 years ago
found the problem, new version uploading now...
11 years ago
yeah as soon as I get any bug notifications, I will attempt to fix them, I would be happy to wait as long as it takes...
11 years ago
This map features UGX Mod v1.0! For a full list of features, click here.

My second map, Compound
thanks to so many people:
SAJEONE, who was on hand whenever I needed him for scripting advice/help/help with lift
ugx team,
yaphil
bamskater
everyone else who helped reply to all my questions
goony for the buildables...

Custom Zombies - Compound: We Need to Find the Key to the Work Bench (Part 3)

http://www.gamefront.com/files/23191174/Compound.exe

















please comment any issues you find here...
also I forgot to update the menu, will sort ASAP

EDIT: (11/04/13)
fixed elevator issue ( not moving at end of round )
11 years ago
cheers thanks a lot
11 years ago
here is my easy fx script, the thread trigger_progress_fx, is meant to trigger an effect when a level notify occurs with the same name as the script_struct's script_string. I'm not sure this is right though, and I wasn't sure how to show a script_string of progress(with a number after it)...

some guidance is needed, thanks




Code Snippet
Plaintext
fx_setup() //This is where the FX are precached. Any FX you want to use must be added to your mapname_patch.csv as well as listed below. 
{
//|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

//Usage: level._effect["alias"] = loadFX("path/to/fx/name");
//Where 'alias' is your personal name for the fx that you will use later in the code, and 'path/to/fx/name' is the file location + name of the fx you want to assign to the variable. See below for examples:
//When entering the fx path, be sure to only include folder names that are within /raw/fx, and make sure to leave off the file extension (.efx).
//If you want to preview any of these FX, open Launcher, click the EffectsEd button, then File>Open the file you wish to preview. Then press the green play button.

//Fire\\
level._effect["fire1"] = loadFX("env/fire/fx_fire_brush_smolder_sm");
level._effect["fire2"] = loadFX("env/fire/fx_fire_detail_fade_14");
level._effect["fire3"] = loadFX("env/fire/fx_fire_blown_md_blk_smk_distant_w");
level._effect["fire4"] = loadFX("env/fire/fx_fire_oil_md");
level._effect["fire5"] = loadFX("env/fire/fx_fire_campfire_small");
level._effect["fire6"] = loadFX("env/fire/fx_fire_player_torso");
//End Fire\\

//Smoke/Smolder\\
level._effect["smoke1"] = loadFX("env/smoke/fx_smoke_smolder_sm_blk");
level._effect["smoke2"] = loadFX("env/smoke/fx_smoke_smolder_md_gry");
level._effect["smoke3"] = loadFX("env/smoke/fx_smoke_smolder_lg_gry");
level._effect["smoke4"] = loadFX("env/smoke/fx_smoke_wood_chimney_med");
//End Smoke/Smolder\\
level._effect["bogsmoke"] = loadFX("smoke/tunnel_smoke_bog_a");

//Explosions\\
level._effect["explosion1"] = loadFX("explosions/fx_default_explosion"); //non stationary
level._effect["explosion2"] = loadFX("explosions/tank_impact_dirt"); //non stationary
//End Explosions\\


//Light Rays\\
level._effect["light1"] = loadFX("env/light/fx_glow_hanginglamp");
level._effect["light2"] = loadFX("env/light/fx_glow_emergency_red_blink");
//End Light Rays\\


//Electrical\\
level._effect["electric1"] = loadFX("env/electrical/fx_elec_player_md"); // 1.4 only!
level._effect["electric2"] = loadFX("maps/zombie/fx_zombie_wire_spark"); // 1.4 only!
//End Electrical\\


//User-Additions\\
//Place your fx lines below this line, or below other fx in their respective sections.
level._effect["bugs1"] = loadFX("bio/insects/fx_insect_carcass_flies");
level._effect["meteor1"] = loadFX("maps/zombie/fx_meteor_ambient");
level._effect["lazer"] = loadFX("maps/zombie/fx_zombie_lght_marker");
level._effect["battle1"] = loadFX("env/smoke/fx_battlefield_smokebank_low_thick");
level._effect["beach1"] = loadFX("env/smoke/fx_battlefield_beach_smokebank_ling_lg");
level._effect["billow1"] = loadFX("maps/ber3b/fx_smk_plume_xlg_slow_blk_3b");
//End User-Additions\\

//|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
//DEBUG SETTING:

level.fx_debug = 1; // '1' = ON, 'undefined' = OFF

//|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
//Do not edit or add anything below this line.
}

fx_start()
{
fx_spots = getstructarray("fx","targetname");

if(isDefined(level.fx_debug))
{
if(fx_spots.size == 0 || !isDefined(fx_spots))
iPrintLn("Easy-FX: ^1ERROR: ^7No FX structs were found! Ensure that you used SCRIPT_STRUCTS and you gave them the correct TARGETNAME.");
else
iPrintLn("Easy-FX found "+fx_spots.size+" fx structs in your level.");
}


for(i=0;i<fx_spots.size;i++)
{
usage = fx_spots[i].script_string;
if(usage == "stationary")
fx_spots[i] thread stationary_fx();
if(usage == "stationary_loop")
fx_spots[i] thread stationary_fx(true);
else if(usage == "touch")
fx_spots[i] thread triggered_touch_fx();
else if(usage == "use")
fx_spots[i] thread triggered_use_fx();
else if(usage == "use_loop")
fx_spots[i] thread triggered_use_fx(true);
else if(usage == "touch_loop")
fx_spots[i] thread triggered_touch_fx(true);
else if(usage == "damage")
fx_spots[i] thread triggered_damage_fx(true);
else if(usage == "progress[i]")
fx_spots[i] thread triggered_progress_fx(true);
else if(!isDefined(fx_spots[i].script_string))
if(isDefined(level.fx_debug)) iPrintLn("Easy-FX: ^1ERROR: ^7FX struct at origin "+fx_spots[i].origin+" is missing its stript_string for fx usage! Set it as stationary, use, or touch.");
}
}

stationary_fx(loop) //These are untriggered FX that will play on loop while the level is running.
{

fx = self.script_noteworthy;
if(!isDefined(fx) && isDefined(level.fx_debug)) iPrintLn("Easy-FX: ^1ERROR: ^7 FX struct at origin "+self.origin+" is missing its script_noteworthy for fx name!");

    fxTag = "tag_origin";
   
    self.fx = Spawn( "script_model", self.origin );
    self.fx SetModel( "tag_origin" );
    self.fx.angles = self.angles;
    self.fx.origin = self.origin;
    self.fx LinkTo( self, fxTag );

if(isDefined(loop))
{
if(!isDefined(self.speed))
{
self.speed = 1;
if(isDefined(level.fx_debug))iPrintLn("Easy-FX: ^1ERROR: ^7No speed was specified on the struct at origin "+self.origin+". It has defaulted to 1 second.");
}
PlayLoopedFX(level._effect[fx], self.speed, self.origin);
}
else
PlayFxOnTag( level._effect[fx], self.fx, fxTag );
}

triggered_touch_fx(loop) //These are triggered FX. They are triggered when the player walks though a trigger_multiple that you create in Radiant.
{
trigger = getEnt(self.target,"targetname");
if(!isDefined(trigger.script_string))
trigger.script_string = "SET THIS TEXT USING THE SCRIPT_STRING KVP ON THE TRIGGER";
trigger setHintString(trigger.script_string);
trigger SetCursorHint("HINT_NOICON");
fx = self.script_noteworthy;
trigger waittill("trigger");

fxTag = "tag_origin";
    self.fx = Spawn( "script_model", self.origin );
    self.fx SetModel( "tag_origin" );
    self.fx.angles = self.angles;
    self.fx.origin = self.origin;
    self.fx LinkTo( self, fxTag );

if(isDefined(loop))
{
if(!isDefined(self.speed))
{
self.speed = 1;
if(isDefined(level.fx_debug))iPrintLn("Easy-FX: ^1ERROR: ^7No speed was specified on the struct at origin "+self.origin+". It has defaulted to 1 second.");
}
PlayLoopedFX(level._effect[fx], self.speed, self.origin);
}
else
PlayFxOnTag( level._effect[fx], self.fx, fxTag );
}

triggered_use_fx(loop) //These are triggered FX. They are triggered when the player uses a trigger (by pressing F) that you create in Radiant.
{
trigger = getEnt(self.target,"targetname");
if(!isDefined(trigger.script_string))
trigger.script_string = "SET THIS TEXT USING THE SCRIPT_STRING KVP ON THE TRIGGER";
trigger setHintString(trigger.script_string);
trigger SetCursorHint("HINT_NOICON");
fx = self.script_noteworthy;
trigger waittill("trigger");

fxTag = "tag_origin";
    self.fx = Spawn( "script_model", self.origin );
    self.fx SetModel( "tag_origin" );
    self.fx.angles = self.angles;
    self.fx.origin = self.origin;
    self.fx LinkTo( self, fxTag );

if(isDefined(loop))
{
if(!isDefined(self.speed))
{
self.speed = 0.5;
if(isDefined(level.fx_debug))iPrintLn("Easy-FX: ^1ERROR: ^7No speed was specified on the struct at origin "+self.origin+". It has defaulted to 0.5 seconds");
}
PlayLoopedFX(level._effect[fx], self.speed, self.origin);
}
else
PlayFxOnTag( level._effect[fx], self.fx, fxTag );
}
triggered_damage_fx(loop)
{
trigger = getEnt(self.target,"targetname");
fx = self.script_noteworthy;
trigger waittill("trigger");

fxTag = "tag_origin";
    self.fx = Spawn( "script_model", self.origin );
    self.fx SetModel( "tag_origin" );
    self.fx.angles = self.angles;
    self.fx.origin = self.origin;
    self.fx LinkTo( self, fxTag );

PlayFxOnTag( level._effect[fx], self.fx, fxTag );
}
triggered_progress_fx (true)
{
self waittill("self.script_string");
fx = self.script_noteworthy;


fxTag = "tag_origin";
    self.fx = Spawn( "script_model", self.origin );
    self.fx SetModel( "tag_origin" );
    self.fx.angles = self.angles;
    self.fx.origin = self.origin;
    self.fx LinkTo( self, fxTag );

PlayFxOnTag( level._effect[fx], self.fx, fxTag );
}
11 years ago
hi im looking for a couple of people to test the map, find the bugs, problems etc, pm me if you're interested
11 years ago
Code Snippet
Plaintext
elevator()
{
 platform1 = getent ("startplatform","targetname");
 platform = getent ("startrail","targetname");
 while(true)
 {
  level waittill( "round_over" );
  wait(1);
  platform movez (48,3,0.5,0.5);
  wait(3);
  platform1 movez (-320,5,0.5,0.5);
  wait(10);
  platform1 movez (320,5,0.5,0.5);
  wait(5);
  platform movez (-48,3,0.5,0.5);
 }
}


yeah this works, thanks a lot YaPh1l
11 years ago
sorry about that, I wish no one had ever downloaded it  ;D, thank you for hosting it, and I hope the people who can't download maps aren't too annoyed, sorry
11 years ago
thanks very much solved that one. I am trying to make something move at the end of every round
at the moment the function looks like this:

elevator()
{
platform1 = getent ("startplatform","targetname");
platform = getent ("startrail","targetname");
level waittill( "round_over" );
wait(1);
platform movez (48,3,0.5,0.5);
wait(3);
platform1 movez (-320,5,0.5,0.5);
wait(10);
platform1 movez (320,5,0.5,0.5);
wait(5);
platform movez (-48,3,0.5,0.5);
level endon( "between_round_over" );
}

what should i do so it moves at the end of every round, not just the first one?

I know i am a scripting noob, sorry
11 years ago
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