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Where can the UGX FX be removed from?

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Created 11 years ago
by dabadguy4273
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I turned every weapon into blasters to fix a '1600 Sound Assets' error, and I guess changing all of the weapon's fire fx to one of a few blaster fx i'd put together pooped out a '400 fx' error. I've been stuck on this for a couple weeks now.

I've asked a bunch of times in the chat but god knows how helpful people there are with simple questions.

Anywho. Is it possible to remove some of the UGX fx from the other gamemodes or anything? I figured they were hogging a lot of fx space.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Chat is not for support - chat is for chit chat

comment unneeded fx out of your zone_source files

Code Snippet
Plaintext
root/zone_source/yourmapname.csv
root/zone_source/yourmapname_patch.csv
root/zone_source/nazi_zombie_factory.csv (as this is used in 1.4 maps)

also, its my understanding that having the same fx on 20 guns, will just mean that one fx is loaded 20 times, not once and shared

as for your sounds, comment sounds out of :

Code Snippet
Plaintext
root/raw/soundaliases/weapons.csv

as these are the WaW guns and are still being loaded
Last Edit: June 01, 2015, 01:53:40 am by Harry Bo21
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See, other than removing from nazi_zombie_factory.csv , this is the stock answer I always get when people skim through and see the keywords "400fx error".

I commented every fx,___ from every csv I could, and still no luck.

If you read the original post carefully, I also ask if there's a way to remove FX from other UGX gamemodes. Because I know they're there, using up FX space and not being used in gameplay at all.
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I "did" read it "carefully" and that "is" how you remove fx

the csvs are loaded into your mod, any fx that is loaded is in one of those csvs

Theres 6 different csvs in that folder that are loaded into you mod, i cant remember the other 3 names

and you must recompile the whole thing, not just build mod

the only other way is to use "ignore" files

Im gonna upload mine later and post them to a topic so people can just drag em in, as explaining this is always tricky
Last Edit: June 02, 2015, 12:12:34 am by Harry Bo21
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Is it possible to remove some of the UGX fx from the other gamemodes or anything?
yes theres !one! way. delete ugx mod.
ugx mod has space for less than 10 custom fx. if you add ugx easy fx that wont help either
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Well dang then, I figured it would be like the other ugx stuff and just be included in an .iwd or something. But i'll try the ignore file thing you're talking about, it sounds like it would be my best bet at this point, other than removing some of the weapons.

&

I would just remove the ugx mod to save a lot of hassle, but i'm not sure what I have to remove exactly to not just break the map completely.
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Well dang then, I figured it would be like the other ugx stuff and just be included in an .iwd or something. But i'll try the ignore file thing you're talking about, it sounds like it would be my best bet at this point, other than removing some of the weapons.

&

I would just remove the ugx mod to save a lot of hassle, but i'm not sure what I have to remove exactly to not just break the map completely.

To remove it I think you just need to replace the original files in raw/ui - Ugx mod includes copies with "- ORIGINAL" in there, so just replace those over the others

As for the rest, prob best to create a new map via a script placer - then rename your .map file to that name. Transfer any scripts/images/etc from the old mod into the new mod, compile and build it again

I believe thats all you would need to do, but some of the other UGX guys might know a little more about it ;)
Last Edit: June 02, 2015, 09:15:36 pm by Harry Bo21
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Quote
Q. How do I compile my map without UGX Mod? I'm done with my UGX Mod map, how do I go back to making regular stock-style maps?
A.When you want to compile a map without UGX Mod loaded into it, you need to rename your "ui" folder to "ui - UGX_MOD" and rename the "ui - ORIGINAL" folder to ""ui". Same goes for "ui_mp". Then you need to go into /root/zone_source/ and rename zombiemode.csv to zombiemode.ugx and dlc3.csv to dlc3.ugx, then rename zombiemode.original to zombiemode.csv, and dlc3.original to dlc.csv. Lastly remove ugx_mod.iwd, ugxm_guns.iwd, localized_common.ff, and localized_mapname.ff from your root/mods/mapname folder and appdata/mods folder. To go back to UGX Mod compile mode, reverse these steps. You are basically just swapping between the stock ui + csv and the ugx_mod ui + csv.
source- ugx wiki
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I did all of that but now i'm getting this bolony.



I'm thinking it has something to do with the Black Ops perks, but who knows.

I'm sure it will take a long time to redo everything I had to do after using a script placer.
So I want to try everything I can to not have to do that lol.
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nah should be a straight up copy paste

The only thing youll need to edit and add the changes back into is "yourmapname.gsc"

in which, you can practically copy most of the other one

as for the error

developer 1

/devmap yourmapname

wait for the crash

shift + `

show us what it gives you there. Should tell you exactly which script its coming from
Last Edit: June 02, 2015, 10:46:38 pm by Harry Bo21
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Alrighty, I fixed that, but NOW i'm getting this lol

I suspect leftovers.
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Hmm... yeah seems like youve got a number of errors in dev mode

Will take a while to get through them all, kinda hard to explain via forum. If you want you can add my on skype, after work today im off the next 3 days so can spend a bit of time helping you out if you need

if you do, theres like 6,000,000 of me on skype, so easier  to add by email - [email protected]

 
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