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Messages - X0master

The error you getting when compiling is normal. also make sure your sound is 44100hz in audacity
9 years ago
the build sounds errors thing is normal usually. maybe check your soundaliases again? 
9 years ago
Nice. You should add some ambients sounds to map. 
9 years ago
Would be great if it has like variations of attack abilities instead of having it biting the crap out of a zombie. :lol:
9 years ago
#Update :

- Changed the background music .
- Modified Weapon settings " like BO2 " .
- Added sun effect .
- Added Ak47 & New Model Army.
- More detail in the lighting & houses .
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Progress So Far : 75%
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BEAUTIFUL!! :rainbow:
9 years ago
maybe it has to do with how you set it up in asset manager
Edit: nvm i didn't see it was solved already
9 years ago
in search you see direction :up and down then press find next
9 years ago
search zombie_colt in notepad
9 years ago
find this in loadout.gsc replace zombie_colt with your new starting weapon

Code Snippet
Plaintext
else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) || level.script == "zombie_test_map" || level.script == "zombie_area" ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
return;
}
else if( IsSubStr( level.script, "intro_" ) ) // Support for the intro movies for the campaigns
{
return;
}
else if( level.script == "credits" )
{
set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");
level.campaign = "american";
return;
}


also to fix the one weapon bug: change zombie_colt from _zombiemode_weapons to the name of your starting pistol

Code Snippet
Plaintext
if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}

make sure you include your weapon in mod.csv 
Code Snippet
Plaintext
weapon,sp/something
9 years ago
you should add a option to have idle sounds  :P
9 years ago
i hope its not one of those maps that was put lot of details but with broken weapons stats and no sounds on ported weapons   :troll:. one suggestion(if you are still taking suggestion): maybe add ambients sounds to the map.
9 years ago
I love it reminds me of a another wip map exo origins by  Sedozz and Knightwing.  :D
9 years ago
I should have known to change the fonts_exo_zombies folder name to just fonts. Totally slipped my mind. But now for some reason, the round number is not on the hud. It is not chinease letters or anything, its just invisible. Is that stored in another font that it possibly isnt finding?

Edit: Nevermind, I figured it out
where exactly is the custom round number? all i see was the regular chalk round instead of the custom one ???
Edit: Actually i found already lol
9 years ago
it maybe it had to do with this in _zombiemode_weapons?  if( primaryWeapons == "zombie_colt" ) if it is then change zombie colt with the name of your beginning weapon
9 years ago
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