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Topics - whippytrout

Hey guys. I was finishing up my Alcatraz map when everything went wrong. My map broke during an installation of updated perk machines so I decide to make a new map and just copy over all my scripts and .map file. My mod was called Alcatraz and so was my .map file. It broke so I created a new map/mod with the script placer called it Alcatraz_Whippy. I added all my scripts back and just renamed my Alcatraz.map file to Alcatraz_Whippy.map then compiled everything. I tried redoing the spawners and zones but they still don't work.

My problem now is that the zombies only spawn on the single zombie spawner instead of the riser structs. See:



Here are my riser, spawner, and zone kvp's:







Double Post Merge: September 11, 2016, 02:47:13 am
Well after 2 days of trying to fix this glitch I somehow resolved the issue. I'm not entirely sure how though but I believe it was some kind of conflict between some of my many scripts. All I know now is that they seem to be rising like normal again.  ;D  :nyan:
8 years ago
Hey guys,

A long time ago I must have edited something and now I don't have footstep sounds. I'm not sure exactly where they are defined but I would appreciate any help on fixing this issue. It's kinda weird playing with no footstep sounds.  :-[ 

Thanks,

WhippyTrout
8 years ago
Hey guys I have a script model that plays animations using the easy animation tutorial found here: https://ugx-mods.com/forum/index.php/topic,9299.msg102275.html#msg102275

My problem is that only the host see's the model.  :'(  I just became aware of this problem and have no idea how to fix it or what is causing it. Is it the easy animation script?

Any help would be greatly appreciated because as of now if I can't fix this issue Alcatraz's release date will be delayed tremendously.  :'(

Thanks,

WhippyTrout
8 years ago
Hey guys!

I'm trying to write a script that spawns script_models at a location and then launches them randomly. The models are smoke bombs by the way so I'm trying to make it look like they are being thrown. I can't seem to make the model spawn and I also can't get PhysicsLaunch() to make the model move. (it just drops to the ground like no force is being applied to it  :-[ ).

Here is the test script:
Code Snippet
Plaintext
launch()
{
level.gas_grenade_spawner = GetEnt("gas_grenade_spawner", "targetname");
trig = getEnt("fling_grenade", "targetname");
trig UseTriggerRequireLookAt();
trig SetCursorHint( "HINT_NOICON" );
trig waittill ("trigger");
trig delete();


players = get_players();
for( i = 0; i < players.size; i++ )
thread fling_grenade();

}


fling_grenade()
{
precacheModel("weapon_us_smoke_grenade_green_burnt");
grenade_launch = spawn("script_model",level.gas_grenade_spawner.origin + (10,0,10));
grenade_launch setmodel("weapon_us_smoke_grenade_green_burnt");
wait(2);
grenade_launch PhysicsLaunch( self.grenade_launch.origin, (0,100,100) );
}

Any help would be appreciated.

Thanks,
WhippyTrout
8 years ago
The new trailer for Cod Infinite Warfare Zombies is out and it looks amazing! It may be better than Treyarch.  :o
I'm so hyped now. I wasn't going to even buy the game but now I will gladly fork over the dough.  :nyan:
8 years ago
Hey guys!

I'm finishing up my Alcatraz map but I have a quick question. I have some doors that can only be opened from one side but my problem is that players can still open them from the other side. I have the trigger on one side and the door is clipped. How do you stop players from being able to see/use the trigger through the door/wall?

Thanks,

WhippyTrout
8 years ago
Hey guys!

I've been working on my Alcatraz map and want to get it below all of the engine limits so I wont have to use T4M. I know this is a common problem but for some reason I cannot get rid of the 400FX error. I've tried everything I know to do. I followed every tutorial on fixing the issue such as using _ignore files and weapon FX cleaners, and even the singles fix that takes out risers and dogs. But I can't get rid of the FX error.  :'(

So I was wondering if anyone could help me make a fresh new mod that has nothing from der reise in it. So no teleporters, no weapons, no fx, no sounds, NOTHING. I want somewhat of a blank canvas to work with. This way I can simply add my own FX, weapons, and other stuff. If i need the der reise crap I can always add it in later.

My map is mostly all custom textures models and edited stock fx so I don't need all the stock fx and crap loaded.

I think making a mod like this would help me and community tremendously because then there wouldn't be 7000 posts on 400FX help. lol

Here are my zonesource files:
Alcatraz.csv - http://paste.md-5.net/fesemukuci.cs

zombiemode.csv - http://paste.md-5.net/yovepojeti.hs

dlc3.csv - http://paste.md-5.net/miduvihufe.pl

_ignore.csv - http://paste.md-5.net/sewaqariru.pl


Pleas help me out guys so I can get this Alcatraz done before summer ends.

Thanks,

WhippyTrout
8 years ago
So I was doing some mapping on my Alcatraz map and I ran into a problem. Anytime in-game if I press the Esc key my game crashes. I didn't add anythink script-wise I just added some stairs and a new info_volume. Both of which work fine. Anyone know what could cause this? I get no console error it just crashes.  :'(

8 years ago
Hey guys,

I'm trying to add the MOTD music for each area of my Alcatraz map but can't seem to get it to work. I followed the "DESIGNATING ROOMS AND PACKAGES" tutorial here: http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_SP_-_Enviromental_Audio_System
but I don't hear anything in-game.

I believe it may be my soundalias here's what it looks like:


I referenced it in my mod.csv and even checked to see if it worked by playing the sound in-game using a looping ambient script_struct. So I know the sound works.

I added the package info in my mod/clientscripts/Alcatraz_amb.csc and it looks like this:


I've read other peoples posts on using this tutorial but couldn't find anything related to my issue. If anyone could help me out I'd be extremely grateful.

Thanks,

Whippy
8 years ago
So I followed Bwc66930's tutorial here: http://ugx-mods.com/forum/index.php/topic,11285.msg125429.html#msg125429
and it works great but for some reason when I shoot a zombie in the head the game crashes and I get this error:


I converted all my xmodels and added the Roebuck hitbox on them so I'm confused as to what's causing this. It happens on all aitypes too not just custom ones. The picture above is actually the error from shooting the stock german zombie spawner. Based on which zombie i shoot determines the head model in the error message.

Here's my Asset Manager settings: (i have a lot of characters, the're all the same zombie but they have a different headmodel. I didn't know how to exactly get it to choose random heads using asset manager so I just included all the different character files in the aitype in asset manager)






Any help would be deeply appreciated.

Thanks,

Whippy
8 years ago
I'm working on a wonder weapon that does something upon impact but I only want it to do it on certain textures. For example if I shoot a brick texture nothing happens but If I shoot a specifically made texture such as "custom1" then the weapon impact will work. Right now it works on every surface type which is not what I want. Is there a way to get what surface or texture is being shot? Or maybe another way to force it to only work on certain textures?

Thanks,
Whippy
8 years ago
I was working on a few animations and I came across this error in asset manager: "ERROR: xanim: "animname" has bad angle delta on frame 7"

I can't figure out how to fix it. I tried deleting that frame but then I just the same error only for a later frame such as frame 11. It would help if in knew what the error meant then maybe I could fix it.

if anyone knows how to fix this issue that would be great. I've tried converting the anim as absolute and relative but the animation plays like a blobby mess. hahaha

Thanks,

Whippy
8 years ago
I have a metal grate texture I want to use but I cannot get the grey background to disappear. I've tried GE128 and Blend in Asset Manager but nothing seems to make a difference. I tried manually deleting the grey using paint.net but it looks like crap. What you see below is before I tried deleting the grey myself.

Is there a way to remove the grey that I'm just not seeing?

Thanks,
Whippy
8 years ago
Wayne Manor

Message from WhippyTrout:
This is the final version of Wayne Manor updated and moved from the contest boards to here. This is my largest and most exciting map to date. I chose Wayne Manor as my ideal place to go during the zombie apocalypse because I figured I would have everything I needed to survive. I mean you'd be under the same roof of the worlds greatest detective and crimefighter, and oh yea there's the BATCAVE!  ;D Little did I know that Batman was away searching for Robin who had gone missing and that the Joker had taken over Wayne Manor. So now Joker has me and Robin and is holding us hostage.

Story:
Two years ago Joker escaped Arkham Asylum along with several of Gotham's other notorious criminals. What was expected to be mass chaos in Gotham turned out to be the complete opposite. Following the escape there were no sightings or crimes regarding Joker, it was as if he had disappeared. Dick Greyson (Nightwing) left to establish himself in another city (Bludhaven) and Batman began training Jason Todd to be the new Robin. One night Jason went on a solo run but never returned. Night after night Batman scoured the city, running down every lead, pressing every underworld connection, but no one had seen any sign of Robin. He expanded his search on into Bludhaven with the assistance of Nightwing. One night while returning home from Bludhaven after months of  searching Batman noticed he had a missed call and a voice message...

Voicemail machine: "You have one missed call"

Joker: "Ring Ring! So how do you keep a secret from the world's greatest detective? Well do you know? It's easy, you stick it right in front of him. Right under his long pointy nose, and wait Ha Ha"

Voicemail machine: "End of new messages"


Official Trailer:
!Wayne Manor Trailer

Images:










Features:
Spoiler: click to open...
  • MW2 Bo1 weapons
  • Custom Batman Themed weapons
  • Batman playermodels
  • Mission oriented objectives to save Robin (Note the 10,000 point purchase is not the ending)
  • A never before seen in custom zombies massive boss battle
  • Randomized Batman villain bosses with sound effects
  • Randomized magic crate spawn at start
  • Secret access to batcave
  • easter egg song
  • Buried aristocrat undead zombies models risen from Wayne Family Cemetery
  • And much much more

Map Download:
(Note Map Name is now Wayne Manor and not batman)
Mirror Download:
Update Release Notes After Contest:
Spoiler: click to open...
  • Fixed the Hyenas (aka dogs) where they don't get lost
  • Increased the zombies mobility around the map to improve the intensity and difficulty
  • Decreased the price to "free robin"  ::)
  • added additional features to the ending
  • tweaked the boss zombies to randomize and spawn more frequently
  • fixed several clipping issues as well as other visual issues
  • adjusted the maps layout slightly in order to increase difficulty and player movement

Note you MUST download the .dll file below and put it in your Call of Duty WaW root directory in order to play this map. This is an engine mod that increases the limits of Call of duty WaW
The original post for this mod which has more details on what it does can be found here: http://ugx-mods.com/forum/index.php/topic,8092.0.html

Instructions:
To install the engine mod simply go to your steam library, right click Call of Duty WaW, Click properties, Click the Local Files Tab, Then click browse local files. Then drag the .dll into that window that opens.
If you don't have the Steam version of the game your game is probably in C/programfiles(86)/Activition/Call of Duty - World at War


If you have a disk version of Call of Duty WaW then you must download and use a lanfix.exe. A Google search for a Call of Duty WaW lanfix exe will take you to what you need. I personally don't have the disk version of the game but I've seen respected members of this community with disk versions of the game use a lanfix in order to play and they seemed to have no issues. If you have any issues please search the UGX site for details, there are several maps using T4M and this question has been answered quite often.

Credits:
Spoiler: click to open...
BluntStuffy - General help and a huge help creating the epic boss battle. It wouldn't of happened without him.  :D
DidUknowiPwn - Engine mod
elfenliedtopfan5 - easter egg song
OfficialMT22 - Custom shaders
scriptz - buildables
UGX - easy fx
UGX Rorke - MW2 weapons
TomBMX - Lime and Lemon
and if I left anyone out please let me know and i'll add you to the list, Thank you all for your support
8 years ago
Hey guys I need a little help.

My PC shuts off completely when I open large environments in Unity 5 and does the same thing with large scenes in Cinema 4D. I'm not sure what to do.  :'(  I've tried restarting my PC and having nothing but Unity running but it still shuts off.

My PC specs:
OS: Windows 7
CPU: AMD FX 8150 (8 core)
RAM: 8GB
GPU: Nvidia GTX 780 Ti super-clocked
PSU: CORSAIR RM750
Motherboard: Gigabyte M68MT-S2
Storage: 1TB drive and a 2TB drive
Optical Drive: 1 DVD/CD RW
Fans: 3 120mm fans with LED's


Any help would be great. Maybe some tips for monitoring tools or a possible hardware component that needs upgrading.

Thanks,

WhippyTrout


8 years ago
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