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Contact Support - Help Center Get help on the UGX Discord. Join it now!xmodel,bo2_c_zom_inmate_body1
xmodel,bo2_c_zom_inmate_body1_g_larmoff
xmodel,bo2_c_zom_inmate_body1_g_legsoff
xmodel,bo2_c_zom_inmate_body1_g_llegoff
xmodel,bo2_c_zom_inmate_body1_g_lowclean
xmodel,bo2_c_zom_inmate_body1_g_rarmoff
xmodel,bo2_c_zom_inmate_body1_g_rlegoff
xmodel,bo2_c_zom_inmate_body1_g_upclean
xmodel,bo2_c_zom_zombie_barbwire_head
xmodel,bo2_c_zom_zombie_hellcatraz_head
xmodel,bo2_c_zom_zombie_mask_head
xmodel,bo2_c_zom_zombie_mask_head_device
xmodel,bo2_c_zom_zombie_slackjaw_head
xmodel,bo2_c_zom_guard_body
xmodel,bo2_c_zom_guard_body_g_larmoff
xmodel,bo2_c_zom_guard_body_g_legsoff
xmodel,bo2_c_zom_guard_body_g_llegoff
xmodel,bo2_c_zom_guard_body_g_lowclean
xmodel,bo2_c_zom_guard_body_g_rarmoff
xmodel,bo2_c_zom_guard_body_g_rlegoff
xmodel,bo2_c_zom_guard_body_g_upclean
xmodel,bo2_c_zom_guard_hat
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}
if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}
if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}
if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}
level.head_gibs_this_frame++;
self.head_gibbed = true;
self zombie_eye_glow_stop();
size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);
self Detach("bo2_c_zom_guard_hat", "" , true);
}
self play_sound_on_ent( "zombie_head_gib" );
self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}
self thread damage_over_time( self.health * 0.2, 1, attacker );
}
timed_delete(time)
{
wait time;
self delete();
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?
awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?
if(self.body_select_num == 2)
{
self setModel("char_ger_honorgd_bodyz1_1");
self.zomb_text = "_1";
self.headModel = codescripts\character::randomElement(xmodelalias\char_inmate_zombie_head_alias::main());
self attach(self.headModel, "", true);
}
if(self.body_select_num == 3)
{
self setModel("char_ger_honorgd_bodyz2_1");
self.zomb_text = "_2";
self.headModel = codescripts\character::randomElement(xmodelalias\char_inmate_zombie_head_alias::main());
self attach(self.headModel, "", true);
}
self.voice = "german";
if(self.body_select_num == 0 || self.body_select_num == 1)
{
self.torsoDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_upclean";
self.torsoDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_larmoff";
self.torsoDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
self.legDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_lowclean";
self.legDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rlegoff";
self.legDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_llegoff";
self.legDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_legsoff";
}
if(self.body_select_num == 2 || self.body_select_num == 3)
{
self.torsoDmg1 = "char_ger_honorgd_body1_g_upclean";
self.torsoDmg2 = "char_ger_honorgd_body1_g_rarmoff" + self.zomb_text ;
self.torsoDmg3 = "char_ger_honorgd_body1_g_larmoff" + self.zomb_text ;
self.torsoDmg4 = "char_ger_honorgd_body1_g_rarmoff" + self.zomb_text ;
self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
self.legDmg1 = "char_ger_honorgd_body1_g_lowclean";
self.legDmg2 = "char_ger_honorgd_body1_g_rlegoff" + self.zomb_text ;
self.legDmg3 = "char_ger_honorgd_body1_g_llegoff" + self.zomb_text ;
self.legDmg4 = "char_ger_honorgd_body1_g_legsoff_1";
}
self.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";
self.gibSpawnTag1 = "J_Elbow_RI";
self.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";
self.gibSpawnTag2 = "J_Elbow_LE";
self.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";
self.gibSpawnTag3 = "J_Knee_RI";
self.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";
self.gibSpawnTag4 = "J_Knee_LE";
codescripts\character::precacheModelArray(xmodelalias\char_honorgd_body1_zombie_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_honorgd_body2_zombie_alias::main());
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "char_ger_honorgd_body1_g_upclean";
a[1] = "char_ger_honorgd_body1_g_rarmoff_1";
a[2] = "char_ger_honorgd_body1_g_larmoff_1";
a[3] = "char_ger_honorgd_body1_g_lowclean";
a[4] = "char_ger_honorgd_body1_g_rlegoff_1";
a[5] = "char_ger_honorgd_body1_g_llegoff_1";
a[6] = "char_ger_honorgd_body1_g_legsoff_1";
a[7] = "char_ger_honorgd_bodyz1_1";
return a;
}
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "char_ger_honorgd_body1_g_upclean";
a[1] = "char_ger_honorgd_body1_g_rarmoff_2";
a[2] = "char_ger_honorgd_body1_g_larmoff_2";
a[3] = "char_ger_honorgd_body1_g_lowclean";
a[4] = "char_ger_honorgd_body1_g_rlegoff_2";
a[5] = "char_ger_honorgd_body1_g_llegoff_2";
a[6] = "char_ger_honorgd_body1_g_legsoff_1";
a[7] = "char_ger_honorgd_bodyz2_1";
return a;
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating
i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}
if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}
if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}
if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}
level.head_gibs_this_frame++;
self.head_gibbed = true;
self zombie_eye_glow_stop();
size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);
self Detach("bo2_c_zom_guard_hat", "" , true);
}
self play_sound_on_ent( "zombie_head_gib" );
self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}
self thread damage_over_time( self.health * 0.2, 1, attacker );
}
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}
if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}
if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}
if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}
level.head_gibs_this_frame++;
self.head_gibbed = true;
self zombie_eye_glow_stop();
size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);
self Detach("bo2_c_zom_guard_hat", "" , true);
}
self play_sound_on_ent( "zombie_head_gib" );
self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}
self thread damage_over_time( self.health * 0.2, 1, attacker );
}
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
self.body_select_num = randomint(2);
if(self.body_select_num == 0)
{
self setModel("bo2_c_zom_inmate_body1");
self.zomb_text = "inmate_body1";
self.headModel = codescripts\character::randomElement(xmodelalias\char_inmate_zombie_head_alias::main());
self attach(self.headModel, "", true);
}
if(self.body_select_num == 1)
{
self setModel("bo2_c_zom_guard_body");
self.zomb_text = "zom_guard";
self.headModel = "bo2_c_zom_zombie_mask_head";
self attach(self.headModel, "", true);
self attach("bo2_c_zom_guard_hat", "", true);
}
self.voice = "german";
self.torsoDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_upclean";
self.torsoDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_larmoff";
self.torsoDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
self.legDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_lowclean";
self.legDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rlegoff";
self.legDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_llegoff";
self.legDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_legsoff";
self.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";
self.gibSpawnTag1 = "J_Elbow_RI";
self.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";
self.gibSpawnTag2 = "J_Elbow_LE";
self.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";
self.gibSpawnTag3 = "J_Knee_RI";
self.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";
self.gibSpawnTag4 = "J_Knee_LE";
}
precache()
{
//codescripts\character::precacheModelArray(xmodelalias\char_ger_honorgd_bodyzalias::main());
codescripts\character::precacheModelArray(xmodelalias\char_inmate_zombie_head_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_inmate_zombie_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_guard_zombie_head_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_guard_zombie_alias::main());
precacheModel("char_ger_honorgd_body1_g_rarmspawn");
precacheModel("char_ger_honorgd_body1_g_larmspawn");
precacheModel("char_ger_honorgd_body1_g_rlegspawn");
precacheModel("char_ger_honorgd_body1_g_llegspawn");
precacheModel("char_ger_honorgd_body1_g_upclean");
precacheModel("char_ger_honorgd_body1_g_behead");
}
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "bo2_c_zom_guard_body";
a[1] = "bo2_c_zom_guard_body_g_larmoff";
a[2] = "bo2_c_zom_guard_body_g_legsoff";
a[3] = "bo2_c_zom_guard_body_g_llegoff";
a[4] = "bo2_c_zom_guard_body_g_lowclean";
a[5] = "bo2_c_zom_guard_body_g_rarmoff";
a[6] = "bo2_c_zom_guard_body_g_rlegoff";
a[7] = "bo2_c_zom_guard_body_g_upclean";
a[8] = "bo2_c_zom_guard_hat";
return a;
}