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Call of Duty: Black Ops 3 => Help Desk => Mapping => Topic started by: OptomusPrime22 on January 29, 2017, 11:56:00 pm

Title: Custom Perk Machines
Post by: OptomusPrime22 on January 29, 2017, 11:56:00 pm
I changed the model on a few perks, but the models are different sized but the original perk clip box and fx are still in effect. Is there any way to remove them? My model is a lot smaller and looks weird with floating some and the original clip...
Title: Re: Custom Perk Machines
Post by: mapping_noob on January 30, 2017, 02:14:28 am
I changed the model on a few perks, but the models are different sized but the original perk clip box and fx are still in effect. Is there any way to remove them? My model is a lot smaller and looks weird with floating some and the original clip...

Well for starters are you using Prefabs? Because if so you must stamp them in Radiant which is found in the top right corner. After that you can remove the stucts you do not want and also adjust the clips/ triggers.


You can also remove the Fx buy going into your _zombiemode_perk.gsc and finding where the turn on functions are for the perks and simple commenting out the perk Fx.

Change each perk from

turn_sleight_on()
{
   machine = getentarray("vending_sleight", "targetname");
   level waittill("sleight_on");

   for( i = 0; i < machine.size; i++ )
   {
      machine setmodel("zombie_vending_sleight_on");
      machine vibrate((0,-100,0), 0.3, 0.4, 3);
      machine playsound("perks_power_on");
      machine thread perk_fx( "sleight_light" );
   }

   level notify( "specialty_fastreload_power_on" );
}

To this:

turn_sleight_on()
{
   machine = getentarray("vending_sleight", "targetname");
   level waittill("sleight_on");

   for( i = 0; i < machine.size; i++ )
   {
      machine setmodel("zombie_vending_sleight_on");
      machine vibrate((0,-100,0), 0.3, 0.4, 3);
      machine playsound("perks_power_on");
      // machine thread perk_fx( "sleight_light" );
   }

   level notify( "specialty_fastreload_power_on" );
}
Title: Re: Custom Perk Machines
Post by: Harry Bo21 on January 30, 2017, 06:41:49 am
do not need to stamp.... just go "into" the prefab...

and "removing" the fx is just lazy
Title: Re: Custom Perk Machines
Post by: OptomusPrime22 on January 30, 2017, 03:53:19 pm
do not need to stamp.... just go "into" the prefab...

and "removing" the fx is just lazy

Neither stamping or going into the prefab allows me to remove the clip... I am not using the prefab anyway... The clip is somehow integrated through scripts to be there, i was just wondering if any one knew how to fix it...
Title: Re: Custom Perk Machines
Post by: Harry Bo21 on February 18, 2017, 09:42:50 pm
The collisions are spawned in script on bo3 yes

And I didn't spot that was the game before, the guy above is giving advice for waw