First of all, I am really enjoying the BO3 UGX-Mod and will be playing this for a long time! That being said, I have encountered some bugs/stuff that doesn't seem right:GunGame on Gorod Krovi is unplayable due to the fact that the first weapon is... well, i have no idea actually. It says XM-53 with 0 ammo, but it fires two to three green flame bursts and then the weapon in unusable. So you are unable to advance to the next weapon; Purchasing Gobblegums and using those re-rolls the attachments & camos of the current weapon you are holding; The standard powerups are still present and able to be pickup up when performing actions (linking teleporters in TG, calling the tram in DE, etc. ). Not really a bug, but still something to note;One last thing that I find funny is that the MR6 can and will have attachments after you slashed a web (Gobblegum machine in spawn for instance) on ZnS.These are all that thing that I found using this awesome modKeep up the good work!
Thanks for the report.The Gobblegum machines are supposed to be disabled in every gamemode except Classic and Arcademode... so that must be broken on Gorod Krovi?? Have you tested the same thing on Shadows of Evil? I would have tested the DLC maps better myself but I don't own the DLC on PC and I have no intention of spending that much money on something I already own on Xbox lol.Regarding the standard powerups showing up for certain actions, I can't really do anything about that because they are hardcoded events in map scripts that we aren't given access to by Treyarch. There might be some hacky way to prevent it but I haven't found a way yet.
OMG! My favourite MOD is back, and even better than ever! Question: will custom guns come too? And like older COD guns? For example, I'd love to see the M&S, the Boomhilda, stuff like the Blundergat etc. back in BO3 (and in case people reply "port them yourself": I simply can't).I cannot wait to see more updates. You are my hero. Period.
Glad you like it! We do have plans for some custom guns, last I heard Luke was looking into porting some for the mod. We'll post updates when we get them.
I've always loved it, it adds some much fun to the game Also, I don't want to go offtopic, but is there a tutorial released how to port guns to BO3 or is there somebody in your great staff team who can make one and put it on the wiki?Keep up the good work!
I'm making a map, if I want to put the UGX Mod im my map, what should I do?Thanks.
I used dvars + menu items to display the score values in WaW because the string limit was so easily overflowed, but since BO3 doesn't let us use menufiles I was forced to use HUD items. Fucking great.
precacheString( &"You've dealt &&1 damage to &&2" );
precacheString( &"MYLOC_MYSTRING" );
hud.label = &"You've dealt &&1 damage to &&2"; // or &"MYLOC_MYSTRING" for obvious reasonshud SetText( "", "" ); // or hud SetValue( 0, 0 );
hud SetText( 80, "Blaster Zombie" /*no matter if localized or not since your hud's already localized, you know you're just messing with &&2*/ );
That error is due to using SetText() (or whatever equivalent BO3 has) with non-localized string. It will accumulate till the overflow happens.
PS. Also hello after more than likely one year absence
Thanks but honestly that's not going to solve the issue and I'm already aware of how the caching works. I'm not storing my numbers as integers, that's the whole point. The numbers get larger than the MAX_INT in WaW and even BO3, and in BO3 they format the int into scientrific notation after you get high enough, which is useless. I'm storing strings, there's no way around it unless 3arc updates the exe to supporta 64bit MAX INT. I'm waiting for the mid-December update, they promised a fix for me on Reddit.Welcome back!