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WIP Vulture Aid Standalone

HOT
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Created 10 years ago
by jei9363
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since the generators and Vulture-Aid both utilize waypoints I figured I should co-develop them to avoid conflicts.


(Image removed from quote.)



the logic so far

Code Snippet
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vulture_think()
{
for(i=0;i<level.vending_triggers_vulture.size;i++)
{
level.vending_triggers_vulture[i].hud = NewClientHudElem(self);
level.vending_triggers_vulture[i].hud setShader(level.vending_triggers_vulture[i].script_noteworthy + "_zombies",64,64);
level.vending_triggers_vulture[i].hud setWaypoint( true,level.vending_triggers_vulture[i].script_noteworthy + "_zombies");
level.vending_triggers_vulture[i].hud SetTargetEnt(level.vending_triggers_vulture[i].vulture_origin);
}
}
Great mod Perfect for my Custom zombies map: Black ONI
Last Edit: June 03, 2014, 12:47:22 am by conn6orsuper117
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These drop-in modifications being released will not necessarily work with UGX Mod maps because we are already taking advantage of all available ff filenames that the engine supports, and our scripts are different. These mods would overwrite our UGX files, breaking the mod. If the mapper wants to not use his _patch or _load files for his mapname, he can rename these drop-in modifications to use those ff names because UGX Mod does not need them. That being said, I still doubt that these scripts would work alongside UGX Mod v1.1 without any specific compatibility modifications.

Good job on all these mods, Jay. They are very cool :)
So, when 1.1 comes out, I won't be able to use this and 1.1?
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So, when 1.1 comes out, I won't be able to use this and 1.1?
No because his zombiemode_perks script and bo1 perk integrations would not work with the mod scripts at all. The filename conflicts could be avoided by not using your _patch.ff like I mentioned in the post you quoted but the scripts would not work without some modification.
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No because his zombiemode_perks script and bo1 perk integrations would not work with the mod scripts at all. The filename conflicts could be avoided by not using your _patch.ff like I mentioned in the post you quoted but the scripts would not work without some modification.
I'm not a scripter, but is there any way to add Vulture Aid that is compatible with 1.1?
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I'm not a scripter, but is there any way to add Vulture Aid that is compatible with 1.1?
I answered that in my response. It would need modifications to work with the mod.
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I answered that in my response. It would need modifications to work with the mod.
I hope that once 1.1 is released (whenever that will be) the scripter can fix Vulture Aid to be compatible.

 
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