UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Mods => Topic started by: jei9363 on April 27, 2014, 04:30:10 pm

Title: WIP Vulture Aid Standalone
Post by: jei9363 on April 27, 2014, 04:30:10 pm
since the generators and Vulture-Aid both utilize waypoints I figured I should co-develop them to avoid conflicts.


(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F11l5rpe.jpg&hash=5f6ba3c1fa7c3b95bdc94e5edf68a4e9feefcb6e)



the logic so far

Code Snippet
Plaintext
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);
}
}
Title: Re: WIP Vulture Aid Standalone
Post by: Gunoftruth on April 27, 2014, 04:48:17 pm
Awesome i hope you make this would be great to add to my map! :D
Title: Re: WIP Vulture Aid Standalone
Post by: fatboypro on April 27, 2014, 04:49:55 pm
looking good!
Title: Re: WIP Vulture Aid Standalone
Post by: DeletedUser on April 27, 2014, 04:55:14 pm
you should make the perk symbols see-through like in buried, so there not as in-the-way. But in all cases awesome work Bam! cant wait to see it in the future!
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 27, 2014, 07:05:03 pm
its gettn better :D

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F11l5rpe.jpg&hash=5f6ba3c1fa7c3b95bdc94e5edf68a4e9feefcb6e)

now for bo1 and bo2 perks
Title: Re: WIP Vulture Aid Standalone
Post by: DeletedUser on April 27, 2014, 07:08:42 pm
its gettn better :D

(http://i62.tinypic.com/11l5rpe.jpg)

now for bo1 and bo2 perks
epic :D, are you re-doing your bo perks so they can be fixed this time around? ???
Title: Re: WIP Vulture Aid Standalone
Post by: Dust on April 27, 2014, 07:09:44 pm
Are you also going to recreate whos who and tombstone from bo2? I love these easy to set up mods!
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 27, 2014, 07:19:47 pm
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
Title: Re: WIP Vulture Aid Standalone
Post by: chromastone10 on April 27, 2014, 07:24:27 pm
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

really hope you could do firesale next :)
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 27, 2014, 07:25:45 pm
Are you also going to recreate whos who and tombstone from bo2? I love these easy to set up mods!

Im leaning away from what will be in UGX 1.1. but possibly
Title: Re: WIP Vulture Aid Standalone
Post by: Dust on April 27, 2014, 07:28:07 pm
really hope you could do firesale next :)

I second that, I loved that powerup drop in bo1/bo2 and would love to see it in custom zombies more often.

Same with death machine and bonfire sale
Title: Re: WIP Vulture Aid Standalone
Post by: timelordalex on April 27, 2014, 07:28:52 pm
Im leaning away from what will be in UGX 1.1. but possibly

 this and EC + v1.1 will be perfect
Title: Re: WIP Vulture Aid Standalone
Post by: n123q45 on April 27, 2014, 08:09:00 pm
this may be too much for big maps so try to put a warning when u release it
Title: Re: WIP Vulture Aid Standalone
Post by: lordkurt6 on April 27, 2014, 08:20:03 pm
it depends what stuff they have in ther maps u basey u can add a lot of things just make sure del waw stuff from ur map
to make room for stuff to be added it allways work for me as im making bo2 map iv got a lot of stuff iv not got one waw weapons in my map
Title: Re: WIP Vulture Aid Standalone
Post by: treminaor on April 28, 2014, 12:00:32 am
this and EC + v1.1 will be perfect
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 :)
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 28, 2014, 12:25:54 am
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

Title: Re: WIP Vulture Aid Standalone
Post by: daedra descent on April 28, 2014, 12:49:46 am
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...
Title: Re: WIP Vulture Aid Standalone
Post by: treminaor on April 28, 2014, 12:56:19 am
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.
Title: Re: WIP Vulture Aid Standalone
Post by: DeletedUser on April 28, 2014, 02:21:37 am
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?
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 28, 2014, 02:28:51 am
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?

https://www.youtube.com/watch?v=YkmXkO9zX3c (https://www.youtube.com/watch?v=YkmXkO9zX3c)

yep! all BO2!
Title: Re: WIP Vulture Aid Standalone
Post by: MAK911 on April 28, 2014, 04:10:29 am
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.
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 28, 2014, 12:37:28 pm
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.

sorry I dont understand..
Title: Re: WIP Vulture Aid Standalone
Post by: MAK911 on April 28, 2014, 09:19:47 pm
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.
Title: Re: WIP Vulture Aid Standalone
Post by: jjbradman on April 28, 2014, 09:41:33 pm
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
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 29, 2014, 05:19:43 pm
Update:

The icons on objects in  the game will only be visible within a certain radius set by the user

Code Snippet
Plaintext
level.vulture_range = 512

Question to those who've played buried:

how many zombies out of ten drop ammo or points?

how often does a stinky zombie spawn?

how long can you charge the stink?

how long will the stink last on full chage?

how long will the stink smoke be available after a zombie drops it?

Post Merge: April 29, 2014, 06:43:07 pm
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2F2yn2jyg.jpg&hash=cd9d8f9d2c4198489f1de9ba6a24722297c53dd4)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2Fimqxdk.jpg&hash=9ecbe0aea67dfa2ea42e69b87d8740606e4f235b)
Title: Re: WIP Vulture Aid Standalone
Post by: Dust on April 29, 2014, 07:28:52 pm
If you are taking requests for new mods, could you possibly make the chalk/weapons thing that was in buried, where you can pick where you want certain weapons to go. I tried making it myself but couldnt get it to work. That would be amazing
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 29, 2014, 07:41:55 pm
I know howd id do it, Id probably have to be lame and use the knuckle crack instead of the drawing anim, but I might make it happen!
Title: Re: WIP Vulture Aid Standalone
Post by: RamboBadass on April 29, 2014, 09:41:07 pm
that wouldn't be that lame man, and the buried stuff ill look in to how many out of 10 drop things
Title: Re: WIP Vulture Aid Standalone
Post by: jei9363 on April 30, 2014, 12:58:27 am
thanks man!

got it all worked out, just need the odds factored in!

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F1zzku2e.jpg&hash=60f7d838ce8789af1f071c1fc6e95cc76a658063)

Post Merge: April 30, 2014, 07:21:46 am
https://www.youtube.com/watch?v=noXfg6yUH9w&feature=youtu.be (https://www.youtube.com/watch?v=noXfg6yUH9w&feature=youtu.be)
Title: Re: WIP Vulture Aid Standalone
Post by: timelordalex on April 30, 2014, 12:57:57 pm
i believe every 5th zombie killed (not by you specifically) will drop something. Stinky zombies are quite frequent and multiple ones can come in, no real time limit as such, up to you. Assuming how long can you charge the stink means how long doers it take for it to affect you, its about 1 second. The stink lasts for 30 secs from when a zombie drops it and it will not change even if you stand it, if its left for 25 secs, then you stand in it - you'll get 5 secs. Hope this helps :)
Title: Re: WIP Vulture Aid Standalone
Post by: conn6orsuper117 on June 03, 2014, 12:46:07 am
since the generators and Vulture-Aid both utilize waypoints I figured I should co-develop them to avoid conflicts.


(http://i62.tinypic.com/11l5rpe.jpg)



the logic so far

Code Snippet
Plaintext
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
Title: Re: WIP Vulture Aid Standalone
Post by: BioAftermath on July 20, 2014, 04:02:13 am
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?
Title: Re: WIP Vulture Aid Standalone
Post by: treminaor on July 20, 2014, 04:45:36 am
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.
Title: Re: WIP Vulture Aid Standalone
Post by: BioAftermath on July 20, 2014, 04:47:37 am
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?
Title: Re: WIP Vulture Aid Standalone
Post by: treminaor on July 20, 2014, 04:48:16 am
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.
Title: Re: WIP Vulture Aid Standalone
Post by: BioAftermath on July 20, 2014, 04:49:43 am
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.