its gettn better :Depic :D, are you re-doing your bo perks so they can be fixed this time around? ???
(http://i62.tinypic.com/11l5rpe.jpg)
now for bo1 and bo2 perks
yep Im actually getting all the bo perks into one file now. will release soon!
in your zombiemode.gsc ill also have a level.perk_limit so you can set the perk limit
Are you also going to recreate whos who and tombstone from bo2? I love these easy to set up mods!
really hope you could do firesale next :)
Im leaning away from what will be in UGX 1.1. but possibly
this and EC + v1.1 will be perfectThese 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.
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 :)
I made these new perks turn on whenever jugg turns on. thats about it for me making sure the new perks dont turn on in UGX gamemodes. Ill update the tutorials with my mod.csv(s) so people with the models might be able to implement them without overwriting .ffs
Jug turns on whenever the power notify is sent when a player flips the power switch, so what does jug have to do with Vulture aid if their all activated the same way? just wondering...There are specific notifies that 3arc wrote to turn on each perk machine individually. All of the notifies are sent at the same time when the power switch is turned on. So to keep compatibility he used existing notifies instead of adding new ones. i did the same with all of the perks I added to UGX Mod, except that was just because I was too lazy to add more notifies and also wanted to keep compatibility with other scripts that messed with perks.
believe it or not one of the biggest things that bugged me about your old bo perks was how the shaders were messed up, im assuming your fixing this by adding the bo2 shaders?
It might help to make the ammo packets the zombies drop instead the zombies torso, head, arm, leg, or etc. It would remove any potential lag and save from having to make an ammo and a money bag model.
JJbradman is working on the same project right now. I know that zombies, when they die, are supposed to drop body parts and, using vulture's aid, they would also drop ammo packets and money bags. I'm proposing scripting it so that Vulture's aid doesn't make the zombies drop ammo and money bags physically, but the money and ammo can be picked up from the body parts the zombies drop so it can help remove lag, save time from getting the required models, and make the game run smoother. I'm sorry if I'm not coming across clear enough.i ended up deciding that just some zombies would spawn the ammo packets, and it does not cause any lag. o.o i used triggers and waittill to avoid the code runing while unneeded and just some zombies spawn pachets to avoid the entity limit
since the generators and Vulture-Aid both utilize waypoints I figured I should co-develop them to avoid conflicts.Great mod Perfect for my Custom zombies map: Black ONI
(http://i62.tinypic.com/11l5rpe.jpg)
the logic so far
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.So, when 1.1 comes out, I won't be able to use this and 1.1?
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?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.
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?
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.
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.