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Topics - whippytrout

Hey guys I have been working on a boss zombie recently and used some of this tutorial found here: http://www.zombiemodding.com/index.php?topic=4099.0
It works alright I changed it a little but the one issue that I cant figure out is how to disable points when you shoot the boss. I've tried adding a check in zombie_damage() and zombie_damage_ads() in zombiemode_spawner.gsc but I cant figure out a way to write it. Every time I try to add a check it just disables points for all zombies. Is there a way I can set some kind of variable for the boss so only he doesn't have points?
This is one example of what I tried which takes all points away:
Code Snippet
Plaintext
if(level.boss == true)  // I need some kind of variable here
{
        set_zombie_var( "zombie_score_kill", 0 );
set_zombie_var( "zombie_score_damage", 0 );
set_zombie_var( "zombie_score_bonus_melee", 0 );
set_zombie_var( "zombie_score_bonus_head", 0 );
set_zombie_var( "zombie_score_bonus_neck", 0 );
set_zombie_var( "zombie_score_bonus_torso", 0 );
set_zombie_var( "zombie_score_bonus_burn", 0 );

}

Any help would be appreciated.
10 years ago
I came across a tutorial on zombiemodding that triggered fx on zombies but it seemed to be broken, a couple of years old, and had a lot of controversy over how to do it the right way in the comments so I followed npissoawsome's comments which had his version of a script (shown below). To summarize what I'm trying to do is simple, I created a trigger_multiple in front of my zombie spawns, then i created a trigger that starts the zombie rounds and activates the trigger_multiple. My problem is that the fx doesn't play on the zombie when it passes through the trigger_multiple, but it plays on me if I pass through the trigger_multiple. If Someone can please take a look at the code below and see why the zombies don't play the fx I would be grateful, plus it could be added to the tutorials if it gets solved and can finally be a resolved issue.

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

effect_init()
{
//Original script by blackwe11
//Modified by npissoawsome
level waittill("start_rounds");
//EDIT THESE///////////////////////////////////////////////////////////
trig = getEnt("cell_trig", "targetname");
thread effect_think("zombie_effect_trigger", trig, undefined);
// thread effect_loader("targetname of trigger, you need to have this", "targetname of activating trigger, undefined if no trigger", "1 = needs power, undefined = doesn't need power");

/////////////////////////////////////////////////////////////////////////
}

//////////////////////////////////////////////////////
//DON'T EDIT ANYTHING BEYOND THIS POINT///
/////////////////////////////////////////////////////

effect_think(trigger_name, start_trigger_name, power)
{
if(isdefined(power))
{
if(power == 1)
{
flag_wait("electricity_on");
}
}
trigger = getent(trigger_name, "targetname");
if(isDefined(start_trigger_name))
{
start_trigger = getent(start_trigger_name, "targetname");

if(isDefined(start_trigger.script_noteworthy))
{
start_trigger setCursorHint(start_trigger.script_noteworthy);
}

if(isDefined(start_trigger.script_string))
{
start_trigger setHintString(start_trigger.script_string);
}

while(true)
{
start_trigger waittill("trigger", player);
if(isDefined(start_trigger.zombie_cost))
{
cost = start_trigger.zombie_cost;
if(player.score >= cost)
{
player playsound("cha_ching");
player maps\_zombiemode_score::minus_to_player_score(cost);
thread effect_loader(trigger);
break;
}else
{
player playsound("no_cha_ching");
}
}else
{
thread effect_loader(trigger);
break;
}
}
}else
{
thread effect_loader(trigger);
}
}

effect_loader(trigger)
{
iPrintLn("Flame On!!!");
while(true)
{
trigger waittill("trigger", player);
damage = (player.max_health / 4);
player dodamage(damage, player.origin);
if(isDefined(trigger.script_noteworthy))
{
switch(trigger.script_noteworthy)
{
case "fire":
if(isDefined(trigger.script_flag) && trigger.script_flag == "looping")
{

while(IsAlive(player))
{
playfxontag(level._effect["zombie_fire"] , player, "j_spine4");
playfxontag(level._effect["zombie_fire"] , player, "j_neck");

wait(5);
}
}else
{
playfxontag(level._effect["zombie_fire"] , player, "j_spine4");
playfxontag(level._effect["zombie_fire"] , player, "j_neck");
}
break;

case "electric":
if(isDefined(trigger.script_flag) && trigger.script_flag == "looping")
{
while(IsAlive(player))
{

playfxontag(level._effect["electricity"] , player, "j_spine4");
playfxontag(level._effect["electricity"] , player, "j_neck");

wait(5);
}
}else
{
playfxontag(level._effect["electricity"] , player, "j_spine4");
playfxontag(level._effect["electricity"] , player, "j_neck");
}
break;

case "random":

randomfx = randomint(2);

if(isDefined(trigger.script_flag) && trigger.script_flag == "looping")
{

while(IsAlive(player))
{

if(randomfx == 0)
{
playfxontag(level._effect["electricity"] , player, "j_spine4");
playfxontag(level._effect["electricity"] , player, "j_neck");
wait(3);
}else if(randomfx == 1)
{
playfxontag(level._effect["zombie_fire"] , player, "j_spine4");
playfxontag(level._effect["zombie_fire"] , player, "j_neck");
wait(5);
}

}
}else
{
if(randomfx == 0)
{
playfxontag(level._effect["electricity"] , player, "j_spine4");
playfxontag(level._effect["electricity"] , player, "j_neck");
}else if(randomfx == 1)
{
playfxontag(level._effect["zombie_fire"] , player, "j_spine4");
playfxontag(level._effect["zombie_fire"] , player, "j_neck");
}
}

break;

case "both":

if(isDefined(trigger.script_flag) && trigger.script_flag == "looping")
{
while(IsAlive(player))
{

playfxontag(level._effect["electricity"] , player, "j_spine4");
playfxontag(level._effect["zombie_fire"] , player, "j_neck");

wait(4);

}
}else
{
playfxontag(level._effect["electricity"] , player, "j_spine4");
playfxontag(level._effect["zombie_fire"] , player, "j_neck");
}

break;

default:
if(isDefined(trigger.script_flag) && trigger.script_flag == "looping")
{

while(IsAlive(player))
{

playfxontag(level.lelectric_fx, player, "j_spine4");
playfxontag(level.lelectric_fx, player, "j_neck");

wait(5);
}
}else
{
playfxontag(level._effect["electricity"] , player, "j_spine4");
playfxontag(level._effect["electricity"] , player, "j_neck");
}
break;
}
}else
{
iPrintLn("Trigger Undefined");
}
wait(0.5);
}
}

P.S. I also checked all my zombies and they have the right joints for attaching the fx each model has a j_spine4 and a j_neck. Here is the original tutorial: http://www.zombiemodding.com/index.php?topic=3234.msg92035#msg92035
10 years ago
Hey guys I need a little help with something. I have two zombie models from black ops that work great but I want the player to be able to choose in-game which zombie model will spawn. I created two triggers in my map, each one activates the zombie rounds start, but  I also want it to select the zombies model itself. For example if i choose trigger_1 then round 1 will start and moon zombies will spawn and start attacking. On the other hand if I choose trigger_2 then the round will start but hazmat zombies will spawn. It will be up to the player which kind of zombies will spawn. As of now the zombie models are being randomly set in my char_ger_honorguard_zombies.gsc. Any help would be appreciated.
10 years ago
I like to use custom models for my maps but for some reason when I import a large model my Radiant freezes, then if I close it and open my map back up the map doesn't display in the 3D view and I cant move the 2D view around. Its weird because I can see the imported model in asset viewer and all looks fine. It seems Radiant cant handle the model and just keeps breaking any map I try to put it in. Perhaps the model has to many polys? Also is there a way to delete the model from my map in a file due to not being able to delete it in radiant? That would at least save my map cause it wont load or compile as of now. Any help regarding this issue would be of great help.
10 years ago
Christmas With The Joker
Created By WhippyTrout

On the download page, be sure to UNCHECK the box labeled "Download with sendspace accelerator and get recommended offers." before clicking the blue download button.


This Is my first publicly released map. I figured it was Christmas and I havnt seen any Christmas Maps this year so I decided to make my own. I put in around 50 to 60++ hours making this map.
PS: If you want to play SinglePlayer type /map Nazi_zombie_arkham in the console. I recommend playing with friends for the best experience.

StoryLine:
Joker Escaped his cell in Arkham Asylum and kidnapped Commissioner Gordon. Somehow Joker has converted the guards into zombies using Venom, a highly unstable toxin that can grant super strength and agility. Joker is hiding out in the old maximum security wing of Arkham. You will have to fight your way through each inmates area of the prison to get to him. Its Christmas Eve and Its up to Batman to save the Commissioner.

Features:
Custom Typewriter Intro (Thanks To YaPh1l)
Custom Joker Intro
Custom Melee weapons which you can find in first room (Thanks to Tom_bmx)
Custom Mr Freeze gun
Almost all custom textures and models
Custom Digsites (Thanks to Bluntstuffy)
Custom playable Characters (Batman, Robin, Nightwing, Batman Beyond)
Custom Zombie models (guard zombies and 10ft tall venom guards in later sections of the prison)
Ugx Jukebox with hidden radios that add songs to jukebox (Thaks to KDXDARK)
Custom songs (including batman themed songs and Christmas songs and a few easter egg songs)
Custom Ai names including my own and several of my friends
Secret buyable ladder in poison ivy room
Custom Door Prices (Beware this is a challenge map so the door prices are high)
Custom PaP random crate
Custom priced Zipline
Custom Riddler Game
Custom audio for each villain
Custom Harley Quinn swinging on a wrecking ball
A Buyable ending to save Commissioner Gordon with a little scripted fun for an ending that includes Joker
Includes the four basic perk machines (Jugg, doubleTap, Quick Revive, SpeedReload)
Custom Death Music When you lose
Custom Scripted Tv's
Also Thanks to anyone else if I forgot anyone's name above

I would like to give a special Thanks to SajeOne who helped me out with Maya.

ScreenShots:










I hope everyone has as much fun playing this map as I did making it
Merry Christmas Everyone
10 years ago
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