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Topics - ville88

I'm trying to add a "script_struct" to the map without "radiant" using only the scripts but:
this script does not work
Code Snippet
Plaintext
main()
{
level thread struct_sounds();
}

struct_sounds()
{

struct_sounds = [];
struct_sounds[0] = spawnstruct();
struct_sounds[0].origin = (-208, 48, 16);
struct_sounds[0].targetname = "couch_loop";
struct_sounds[0].script_sound = "couch_loop";
struct_sounds[0].script_label = "looper";

}


help me fix it please :)
6 years ago
Spoiler: click to show...

Double Post Merge: June 25, 2018, 03:56:28 pm

need help, if you want:
https://www.ugx-mods.com/forum/index.php/topic,16517.msg158149.html#msg158149
6 years ago

Double Post Merge: June 22, 2018, 10:15:32 pm
(Content removed from quote.)
Is this the only problem for me? Or this glitch at all?
6 years ago
6 years ago
Style map - Der Riese
4 Perks
Hidden power box (need find all brains for opening)
Teleporter
PAP
Elec. Traps
Magic Box
crazy runners (no verruckt. )

Easter eggs:

Hide and seek
3 radio
4 handle radio
hidden message

[update: 12.11.2017]
+ Buyable end
+ launch map from menu

Author - Ville88

Special Thanks:

C.H.N
BlackJackJonnyy
Tom-BMX
MakeCents
and forums:
UGX-mods
zombiemodding
customcod
cybercod dot org
mappersunited
cfgfactory
modsonline
and more...

Download Link:

video:
Egg Work:

Teleport Work:

Elec/Trap Work:

Secret PowerSwitch Door:
images:





6 years ago
Is it possible to add a custom or standart dialog (oiceovers) to the map? How?
6 years ago
Need to be able to add a custom sound to the script
I changed the name of the sound in the script but it does not work.
And need to change the speed of opening the door.
The script is very good but needs improvements

any ideas?

source:
https://ugx-mods.com/forum/index.php/topic,3849.msg41423.html#msg41423

Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

/*
DuaLVII's Rotating Door Script v1
 - Standard Zombie Cost doors
 - Electric doors
 - Electric doors with zombie cost (players must get the electric on then pay to open it)
 - Runs on script_vector for easier use (x,y,z) = (rotate like normal, like a garage door, like a sliding door but it rolls to the side)
 - Like all other doors, Uses script_flag for zone setting
*/

config()
{
level.rotating_door_hint = "Press &&1 to open the door"; // Cost area will be added after by the script
level.rotating_door_electric_hint = "You need to turn the power on";
}

init()
{
config();
rotating_doors = GetEntArray("rotating_door", "targetname");
array_thread(rotating_doors,::rotating_door_init);
}

rotating_door_init()
{
iTarget = GetEntArray(self.target, "targetname");
for(i = 0; i < iTarget.size; i++)
{
iTarget[i] rotating_door_setup();
}
if( isDefined(self.script_flag) && !IsDefined( level.flag[self.script_flag] ))
{
flag_init( self.script_flag );
}
if(isDefined(self.script_noteworthy) && self.script_noteworthy == "electric_door")
{
self setHintString(level.rotating_door_electric_hint);
}
else
{
self setHintString( level.rotating_door_hint + " [Cost:" + self.zombie_cost + "]" );
}
self SetCursorHint( "HINT_NOICON" );
self thread rotating_door_think();
}

rotating_door_think()
{
iTarget = GetEntArray(self.target, "targetname");
while(1)
{
if(isDefined(self.script_noteworthy) && self.script_noteworthy == "electric_door" && !isDefined(self.zombie_cost))
{
flag_wait( "electricity_on" );
}
else
{
if(isDefined(self.script_noteworthy) && self.script_noteworthy == "electric_door")
{
flag_wait( "electricity_on" );
self setHintString( level.rotating_door_hint + " [Cost:" + self.zombie_cost + "]" );
}
self waittill( "trigger", player);
if(player in_revive_trigger())
{
continue;
}
if(is_player_valid(player))
{
if(player.score >= (self.zombie_cost - 1)) // -1 to remove the horrible glitch where a player needs 10 points more than the exact total needed
{
player maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
}
else
{
play_sound_at_pos( "no_purchase", self.origin);
continue;
}
}
}
for(i = 0; i < iTarget.size; i++)
{
if(isDefined(iTarget[i].script_sound))
{
play_sound_at_pos( iTarget[i].script_sound, self.origin );
}
else
{
play_sound_at_pos( "door_slide_open", self.origin );
}
if(!isDefined(iTarget[i].script_transition_time))
{
iTarget[i].script_transition_time = 1;
}
if(isDefined(iTarget[i].script_vector))
{
if(iTarget[i].script_vector[0] != 0) // DuaLVII :: script_vector = an array? huh
{
iTarget[i] RotateYaw( iTarget[i].script_vector[0], iTarget[i].script_transition_time, ( iTarget[i].script_transition_time * 0.5 ) );
}
if(iTarget[i].script_vector[1] != 0)
{
iTarget[i] RotatePitch( iTarget[i].script_vector[1], iTarget[i].script_transition_time, ( iTarget[i].script_transition_time * 0.5 ) );
}
if(iTarget[i].script_vector[2] != 0)
{
iTarget[i] RotateRoll( iTarget[i].script_vector[2], iTarget[i].script_transition_time, ( iTarget[i].script_transition_time * 0.5 ) );
}
}
iTarget[i] NotSolid();
array_thread(iTarget,::rotating_door_connect);
}
if( IsDefined( self.script_flag ) )
{
flag_set( self.script_flag );
}
triggers_related = GetEntArray(self.target, "target");
for(i = 0; i<triggers_related.size; i++)
{
triggers_related[i] disable_trigger();
}
break;
}
}

rotating_door_setup()
{
iTarget = GetEntArray(self.target, "targetname");
for(i = 0; i < iTarget.size; i++)
{
iTarget[i] linkto(self);
iTarget[i] disconnectpaths();
}
}

rotating_door_connect()
{
iTarget = GetEntArray(self.target, "targetname");
for(i = 0; i < iTarget.size; i++)
{
iTarget[i] NotSolid();
iTarget[i] connectpaths();
}
}
6 years ago
map ready 85%-90%

First version - prototype, this second Version it was planned for "verrukt" but...

Radiant work:

Egg Work:

Teleport Work:

Elec/Trap Work:

Secret PowerSwitch Door:

Finished:
http://ugx-mods.com/forum/index.php/topic,16002.0.html
6 years ago
me need one perk (vulture aid or mule kick)
nazi_zombie_factory scripts - no DLC3 code

Double Post Merge: October 13, 2017, 11:01:45 pm
all fine, I found the post I needed. now I will try
https://ugx-mods.com/forum/index.php/topic,6536.0.html

Double Post Merge: October 14, 2017, 12:10:00 pm
7 years ago
How add (zm Giant or Shadow of evil) voiceovers in custom map?
7 years ago
need find position in stock maps
It is possible?
me need coordinates  example->( origin (304, 000, 200) ) of place map
7 years ago
PROJECT HAS BEEN CLOSED. BUT RESUMED WORK.



Double Post Merge: November 30, 2016, 03:23:31 am
7 years ago
 can't find function "hollow" Help
 Black Radiant
8 years ago
How add in custom map "COD BO III" Voiceovers?
8 years ago
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