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Messages - Wolf_Silver

yeah thanks that's certainly it:



i will trie to fix that but i don't rembember that i had disabled character dialog... strange

Double Post Merge: March 11, 2016, 08:17:03 pm
fixed by changing in dlc3.csv:
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//sound,dlc3_vox,nazi_zombie_factory,all_sp

in:
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sound,dlc3_vox,nazi_zombie_factory,all_sp
8 years ago
that's what I've done but no effect (only for custom script) and scripts custom are not in map test but that still freeze
8 years ago
Hey , so recently i have a freeze after 5 about seconds of gameplay and sometimes when i shoot zombie so i has check all zones and spawner kvp include .gsc and apparently no problem... i have  also a lot of custom script so i check my last script but no problem also....
but i think problem is in the raw or csv file because freeze happens now on all maps... i reinstalled all gsc in raw/maps but thats continue... :(

i has already running /developer 2 + /developer_script 1 + /logfile 2 at launch and while playing but no real debug on that... just (in console.log) :
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script runtime error: potential infinite loop in script - killing thread.
@ 13226

as you can see the "@ 13226" is very intriguing!

i am using the T4M

thanks for help :) i have no idea how to fix them
8 years ago
yeah i have the same problem sometimes
8 years ago
oh a new version of decapitator is here ^^
8 years ago
if you are using bamskatter33 prefab that's normal , reason is the model will be placed in game with script not directly with radiant
8 years ago
use script placer 1.3 because it supports ndu style but i would recommanded to make an der riese style and change them for more look like to ndu style
8 years ago
 really useful! thanks! i can really edit my main menu!
8 years ago
a der riese remake in future is possible like Gbomb with ndu?? if yes that will awesome! thanks or sharing!
8 years ago
great work man! thanks for sharing!
8 years ago
have  you installed mod tools in your cod waw root?

if yes, try to reinstall your mod tools
8 years ago
in _loadout.gsc replace:

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	add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

by

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random_starting_gun = randomIntRange(1,4);
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );

switch (random_starting_gun)
{
case 1:
                add_weapon( "m1911" );
set_switch_weapon( "m1911" );

set_laststand_pistol( "m1911" );
break;

case 2:
                add_weapon( "tac45" );
set_switch_weapon( "tac45" );

set_laststand_pistol( "tac45" );
break;

case 3:
                add_weapon( "p99" );
set_switch_weapon( "p99" );

set_laststand_pistol( "p99" );
                break;

                default:
                add_weapon( "five_seven" );
set_switch_weapon( "five_seven" );

set_laststand_pistol( "five_seven" );
break;
}
8 years ago
Hello all! i have ported weaponfiles and model for auto turrets from bo1 all works but i want make an AUTO turret not manual so i have follow tutorial of ugx wiki to add turrets here script:
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#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;
    main()
    {
iprintlnbold("tourelles init");
    level thread manage_mg();
    }
    manage_mg()
    {
   while(1)
   {
   // SET COST HERE
   cost = 1000;
   player = undefined;
   trigs = getentarray( "activate_mg", "targetname");
   for(i = 0; i < trigs.size; i++)
   {
   trig = trigs[i];
   trig setcursorhint("HINT_NOICON");
   trig usetriggerrequirelookat();
   trig sethintstring("Maintenez &&1 pour activer la tourelle [ cout: 1000]");
   trig waittill("trigger", player);
   if(!is_player_valid(player))
        {
           continue;
        }
   if(player.score >= cost)
        {
           level thread activate_mg();
           player playsound("cha_ching");
           player maps\_zombiemode_score::minus_to_player_score( cost );
           trig sethintstring("^3Tourelles Automatique ^2Activee!");
           wait(60); // Wait 30 seconds and then turn them off
           trig sethintstring("Tourelle non disponible!");
           wait(120); // Cool-down for 120 seconds
           trig sethintstring("Maintenez &&1 pour activer la tourelle [ cout: 1000]");
        }
        else
        {
           player playsound("no_cha_ching");
        }
     }
     wait(0.05);
     }
  }
        activate_mg()
     {
  mgs = getentarray( "auto_mg", "targetname" );
         for(i=0;i<mgs.size;i++)
  {
     mg = mgs[i];
     mg setTurretTeam( "allies" );
     mg SetMode( "auto_nonai" );
     mg thread maps\_mgturret::burst_fire_unmanned();
  }
  wait(60); // Leave turrets on for 60 seconds
  for(i=0;i<mgs.size;i++)
  {
     mg = mgs[i];
     mg notify("stop_burst_fire_unmanned");
     mg SetMode( "manual" );
  }
   }
 

(include also _mg_turrets.gsc)

But when i buy turret it doesn't fire at all....  radiant is good so i don't know why sentry turrets doesn't work...

and also as you can see i am a perfect englsih guy (or not) no my english is horrible :) lol

thanks for help!
8 years ago
yeah i agree with that sometimes i got a unknow fonction error or memory error and by restarting my map that's fixed
8 years ago
In your zombie.str located in raw/english/localizedstrings

add this:
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REFERENCE           WEAPON_M14_500
LANG_ENGLISH       "Press and hold &&1 to buy M14 [Cost: 500]"
8 years ago
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