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Contact Support - Help Center Get help on the UGX Discord. Join it now!man, you stretched the crap out of that texture
glad we got a billboard spot though
http://www.youtube.com/watch?v=3brMseYZI58&feature=player_embedded
hope you guys enjoy
+1 for using actual music.
Map looks awesome btw.
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.
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.
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
As soon as someone replies on ZM that it works, post the topic here: http://ugx-mods.com/forum/index.php?board=11.0
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] );
}
}
add_zombie_powerup( "carpenter", "zombie_carpenter", &"ZOMBIE_POWERUP_MAX_AMMO");
add_zombie_powerup( "gtlad", "static_berlin_bread_loaf", "gtlad");
powerup_grab()
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;
}
}
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();
}
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();
}
}
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();
}
}
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );
xmodel,static_berlin_bread_loaf
i know Trem looks for something "eyebrow raising" when going over a map with that being said i want mine to stand out