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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
If anyone knows a easy way I can add this two perks without messing up my map, It would be greatly appreciated. I really don't want to release another map with only 4 perks.
There are plenty of tuts of course, but I know how you could be scared to add them at this point...
I have a script in the works for this, but unfortunately put releasing it on hold when I started customizing it for ORBiT. But later, there will be a rewrite of the zombiemode_perks script that will do just this, easier scripting (one line and reward function), and still works with sniperbolts prefabs, as well as my custom ones with a load of extras, just not resources.
For now, staminup is a fairly easy one, depending on how you want it to work, but mule kick gets a little more involved. Both require editing in the zombiemode_perks gsc, but then mule kick requires a little more in weapons gsc, for the box, and wall weapons, and if you have any custom other things related to giving weapons, there too. Basically checking if they have mulekick and how many guns they have.
So no, there isn't an "easy" way yet, but it's not awfully difficult, and you can back up those gscs before you start trying editing them to add the perks.
Start by creating your prefabs, copying existing ones, changing kvps and models. Then edit your perks script by copying everything they did for each, you do for your new one, using a new specialty. Then address mule kick.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Thanks, after looking into it more it seems really risky to add them in now. I may add them in a update. I probably should have done it before I started the map.