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someone mind explaining to me how to set up the hintstrings for new custom weapons?
They say ZOMBIE_WEAPON_DESERT_EAGLE or similar when you go up to them, after youve bought it the correct text appears (but doesnt reference the name, just buy ammo, buy upgraded ammo, I think thats normal)
The stg, which i replaced with the Origins one and those guns still work right but i guess thats expected
Also, my prefab works, in that the gun appears when you buy it, but shouldnt it disappear when you drop it? Mine stays there the rest of the game?
Thanks all, im determined to make these guns perfect
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The hintstring for wallbuys are handled in _zombiemode_weapons.gsc Open this .Gsc, and search for the function:
Code Snippet
Plaintext
init_weapons()
In this func, you'll find all the guns, which are included in your map. When you import a custom gun, you always have to add it to this function, following one of the next templates:
Code Snippet
Plaintext
add_zombie_weapon( "WEAPONNAME", &"HINTSTRING DEFINED IN LOCALIZEDSTRINGS", COST, "VOX", VARIATION NUMBER (VOX), AMMO_COST (Not needed);
Or:
Code Snippet
Plaintext
add_zombie_weapon( "WEAPONNAME", "HINTSTRING DEFINED HERE", COST, "VOX", VARIATION NUMBER (VOX), AMMO_COST (Not needed );
As you can see, when you remove the "&" symbol, it doesn't look in a String file (Normally Zombie.str), but it displays the text between "". You have the choise to edit your hintstring here in script, or add it to a .str file.
So, just remove the "&" from your weaponline, and put something between the "".
For example:
Code Snippet
Plaintext
add_zombie_weapon( "deagle", "Press & hold &&1 to buy the Desert Eagle [Cost: 1000]", 1000, "vox_crappy", 8, 450 (Not needed);
The "&&1" part will show up as the use button in your game, so it will say: Press & hold F to buy the Desert Eagle.
Hope this helped, and if you have more questions, feel free to reply.
Lukkie1998
Last Edit: October 22, 2014, 10:58:54 pm by lukkie1998
The hintstring for wallbuys are handled in _zombiemode_weapons.gsc Open this .Gsc, and search for the function:
Code Snippet
Plaintext
init_weapons()
In this func, you'll find all the guns, which are included in your map. When you import a custom gun, you always have to add it to this function, following one of the next templates:
Code Snippet
Plaintext
add_zombie_weapon( "WEAPONNAME", &"HINTSTRING DEFINED IN LOCALIZEDSTRINGS", COST, "VOX", CHANCE YOU'LL GET IT IN THE BOX );
Or:
Code Snippet
Plaintext
add_zombie_weapon( "WEAPONNAME", "HINTSTRING DEFINED HERE", COST, "VOX", CHANCE YOU'LL GET IT IN THE BOX );
As you can see, when you remove the "&" symbol, it doesn't look in a String file (Normally Zombie.str), but it displays the text between "". You have the choise to edit your hintstring here in script, or add it to a .str file.
So, just remove the "&" from your weaponline, and put something between the "".
For example:
Code Snippet
Plaintext
add_zombie_weapon( "deagle", "Press & hold &&1 to buy the Desert Eagle [Cost: 1000]", 1000, "vox_crappy", 8 );
The "&&1" part will show up as the use button in your game, so it will say: Press & hold F to buy the Desert Eagle.
Hope this helped, and if you have more questions, feel free to reply.
The hintstring for wallbuys are handled in _zombiemode_weapons.gsc Open this .Gsc, and search for the function:
Code Snippet
Plaintext
init_weapons()
In this func, you'll find all the guns, which are included in your map. When you import a custom gun, you always have to add it to this function, following one of the next templates:
Code Snippet
Plaintext
add_zombie_weapon( "WEAPONNAME", &"HINTSTRING DEFINED IN LOCALIZEDSTRINGS", COST, "VOX", CHANCE YOU'LL GET IT IN THE BOX );
Or:
Code Snippet
Plaintext
add_zombie_weapon( "WEAPONNAME", "HINTSTRING DEFINED HERE", COST, "VOX", CHANCE YOU'LL GET IT IN THE BOX );
As you can see, when you remove the "&" symbol, it doesn't look in a String file (Normally Zombie.str), but it displays the text between "". You have the choise to edit your hintstring here in script, or add it to a .str file.
So, just remove the "&" from your weaponline, and put something between the "".
For example:
Code Snippet
Plaintext
add_zombie_weapon( "deagle", "Press & hold &&1 to buy the Desert Eagle [Cost: 1000]", 1000, "vox_crappy", 8 );
The "&&1" part will show up as the use button in your game, so it will say: Press & hold F to buy the Desert Eagle.
Hope this helped, and if you have more questions, feel free to reply.
Lukkie1998
This is all correct, (although I find it much tidier to edit the hintstrings in the .str file) except the number at the end of the line is NOT how common it is in the box...
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This is all correct, (although I find it much tidier to edit the hintstrings in the .str file) except the number at the end of the line is NOT how common it is in the box...
It is what the character says, they have multiple dialog for the same thing. ie vox_crappy, is usually when you get a kar98 or something from the box, the number indicates what vox file the game uses. Hope I explained it right lol
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
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It is what the character says, they have multiple dialog for the same thing. ie vox_crappy, is usually when you get a kar98 or something from the box, the number indicates what vox file the game uses. Hope I explained it right lol
Wow, that's quite a difference I'll change it in the tutorial. Thanks for letting me know!
I marked you as best answer Lukkie, I havent actually tested it yet, but your explanation was pretty clear. Looks spot on to me, will go set it up right when I get in
Thanks again, +1 respect
I was unaware of the str file, I knew it'd be something like that. Thanks again
Last Edit: October 23, 2014, 12:33:10 am by Harry Bo21
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Box Mappers Elite
Has released one or more maps to the UGX-Mods community.
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Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
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This user has access to the Black Ops 3 Modtools Alpha
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Box Mappers Elite
Has released one or more maps to the UGX-Mods community.
Has the ability to mute, kick, or ban chat members for being abusive or breaking the rules of the forum.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
I remember reading here a lot that there is a limit on hint strings?
Wouldnt this contribute to that? If you can "specify" strings anywhere, why do people have a problem?
Is this something that is gonna come bite me later in other words lol
Well, I did all my custom guns like that, never hit the limit. Once you hit the limit, new hintstrings won't show up in-game. If you may hit the limit, there is always another way, to make your hintstrings show. This is using a HUD element. A complete tutorial on what it means, and how it does it, can be found here!