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Messages - ZMBS DON GOONY

man, you stretched the crap out of that texture  ;D

glad we got a billboard spot though  :D

yeah thats how much i like ugx :)   
12 years ago
3 QUIZZNADES WINS THESE PERKS

12 years ago
Man your maps just be looking so amazing u got real talent  :D
12 years ago
Hey Don, I've uploaded a texture here http://www.mediafire.com/?psihkycath99n7k which is an old poster I did for UGX Cabin, and would be suitable to put as a poster or a wall decal in pretty much any map, so it should be suitable for you. :) Just drag and drop the "raw" folder into your WaW root directory, click Yes to all and everything will extract to the right place. I believe the texture in Radiant is called "aaa_ugx_propoganda_poster" and can be found under textures --> usage --> sign.

thanks so much i just hope this map does ok because i want to release future maps under ugx i have lots of great ideas in mind as well. I'm just not as exxperienced as u guys tho  :)
12 years ago
I dont really see a problem with advertising UGX MODS in your map xD. Its kinda like free advertisement for us i guess?
Im sure we can put something together for a nice and clean texture or even model you can use.
anybody come up with anything yet im pretty close to releasing my map fixed alot of stuff in there and vid is being made right now as well
12 years ago
looking sweet  ;D
12 years ago
lol, none of them. There is no weapon file for the thundergun in waw, and there are no scripts for it. The thundergun will do absolutely nothing without the scripts and a proper weapon file. This is why it took me some time to port :)
and probaly the reason why others been hesitant to do it too  ;)
12 years ago
MAP  FIXES ;

door hintstrings
decals in kitchen
detail removed/ and added
more custom sounds
mystery boxes have been customized to fit each location
mystery boxes have been relocated thru out map

wip
working on tryin to learn how to build custom models
have to detail 2 more areas "fairly big ones :( "
12 years ago
i hope this not unappriopate but Winged where is that map nazi_zombie_hm2 ?
12 years ago

I don't see it anywhere :\
[/quote]
http://ugx-mods.com/forum/index.php?topic=122.msg614#msg614

it's waiting approval it says still?
12 years ago
Quote
As soon as someone replies on ZM that it works, post the topic here: http://ugx-mods.com/forum/index.php?board=11.0

Posted hope it's not a fail  :)
12 years ago
copy _zombiemode_perks from raw/maps to root/mods/mapname/maps

add this at the very bottom
Code Snippet
Plaintext

thegtlad()
{
vending_triggers = GetEntArray( "zombie_vending", "targetname" );

perks = [];
for( i = 0; i < vending_triggers.size; i++ )
{
perk = vending_triggers[i].script_noteworthy;

if ( isdefined ( self.perk_purchased ) && self.perk_purchased == perk )
{
continue;
}

if ( !self HasPerk ( perk ) )
{
perks[ perks.size ] = perk;
}
}

if ( perks.size > 0 )
{
perks = array_randomize( perks );
self SetPerk( perks[0] );
self perk_hud_create( perks[0] );
}
}

copy _zombiemode_powerups from raw/maps to root/mods/mapname/maps
find this
Code Snippet
Plaintext
add_zombie_powerup( "carpenter",  	"zombie_carpenter",	&"ZOMBIE_POWERUP_MAX_AMMO");
and add this under it
Code Snippet
Plaintext
add_zombie_powerup( "gtlad",  	"static_berlin_bread_loaf",	"gtlad");

next find this
Code Snippet
Plaintext
powerup_grab()
and replace that whole function with this one
Code Snippet
Plaintext
powerup_grab()
{
self endon ("powerup_timedout");
self endon ("powerup_grabbed");

while (isdefined(self))
{
players = get_players();

for (i = 0; i < players.size; i++)
{
if (distance (players[i].origin, self.origin) < 64)
{
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);

if( IsDefined( level.zombie_powerup_grab_func ) )
{
level thread [[level.zombie_powerup_grab_func]]();
}
else
{
switch (self.powerup_name)
{
case "nuke":
level thread nuke_powerup( self );

/* chrisp - adding powerup VO sounds */
players[i] thread powerup_vo("nuke");
zombies = getaiarray("axis");
players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
players[i] notify("nuke_triggered");

break;
case "full_ammo":
level thread full_ammo_powerup( self );
players[i] thread powerup_vo("full_ammo");
break;
case "double_points":
level thread double_points_powerup( self );
players[i] thread powerup_vo("double_points");
break;
case "insta_kill":
level thread insta_kill_powerup( self );
players[i] thread powerup_vo("insta_kill");
break;
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
case "gtlad":
level thread gtlad_powerup( self );
break;
default:
println ("Unrecognized poweup.");
break;
}
}

wait( 0.1 );

playsoundatposition("powerup_grabbed", self.origin);
self stoploopsound();

self delete();
self notify ("powerup_grabbed");
}
}
wait 0.1;
}
}

next find this
Code Snippet
Plaintext
nuke_flash()
{
players = getplayers();
for(i=0; i<players.size; i ++)
{
players[i] play_sound_2d("nuke_flash");
}
level thread devil_dialog_delay();


fadetowhite = newhudelem();

fadetowhite.x = 0;
fadetowhite.y = 0;
fadetowhite.alpha = 0;

fadetowhite.horzAlign = "fullscreen";
fadetowhite.vertAlign = "fullscreen";
fadetowhite.foreground = true;
fadetowhite SetShader( "white", 640, 480 );

// Fade into white
fadetowhite FadeOverTime( 0.2 );
fadetowhite.alpha = 0.8;

wait 0.5;
fadetowhite FadeOverTime( 1.0 );
fadetowhite.alpha = 0;

wait 1.1;
fadetowhite destroy();
}
and put this under it (this will give whoever picks up the powerup perks when power is turned on)
Code Snippet
Plaintext
gtlad_powerup( drop_item )
{
    PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
flag_wait( "electricity_on" );

players[i] maps\_zombiemode_perks::thegtlad();

}
}
NOTE: if you want to recieve perks before the power is on then use this one instead
Code Snippet
Plaintext
gtlad_powerup( drop_item )
{
    PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{

players[i] maps\_zombiemode_perks::thegtlad();

}
}

go to raw/maps mapname.gsc find this
Code Snippet
Plaintext
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

and put this under it
Code Snippet
Plaintext
include_powerup( "gtlad" );

so it looks like this
Code Snippet
Plaintext
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );

go to root/zone source mapname.csv and add this at the bottom
Code Snippet
Plaintext
xmodel,static_berlin_bread_loaf

Fully compile map and make sure you select the following in mod builders
_zombiemode_powerups
_zombiemode_perks

THAT'S IT  dance1




CREDIT GOES TO ME AND RAMPAGE_619
12 years ago
i know  Trem looks for something "eyebrow raising"  when going over a map with that being said i want mine to stand out  :)
;)

HEY TREM can you post this topic on the site
http://www.zombiemodding.com/index.php/topic,6823.0.html

it's a tut by me a really nice one :)
12 years ago
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