UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - MakeCents

BO3 MC Launcher v1.1 Released. Alternate option for your launcher. Use beside the default launcher or replace it.


8 years ago


This is a drag and drop tool that will:
    - Convert Exports (xmodel and xanim to bin)
    - Convert Images (dds to tiff, tag to png)
    - Create a Gdt (for xmodel exports and their materials)
    - v 1.2 tries to check if material needs alpha
    - v 1.2.1 made some more tweaks for material settings based on spec or no spec
    - v 1.3 added simple UI with output box

C3IG
 
GDT Overrides


8 years ago
This tool runs export2bin on the xmodel_exports you drag to it.



It will not convert any models that you could not convert via console, it only gives it a drag and drop ability.
8 years ago
Sublime 3 plugin for a COD formatted color picker
      r/255, g/255, b/255




short cut key
ctrl+shift+c

context menu added


Original credit:
https://github.com/weslly/ColorPicker

and

https://github.com//jnordberg//sublime-colorpick
https://github.com//animehunter//SublimeColorPickerWindowsOnly
8 years ago
Pack up your gdts or sound alias.
v1.1 now add any file to the tool, and it will copy the path from root like my share path tool, in addition to packing gdts and aliases
v_1.2 added search box and selector and panels for adjusting size
v_1.2.1 fixed a fx in xanim issue.

Simply drag your gdt or sound alias to the tool, multiple if you like, and click export.
There are options to include or not include certain items in the gdt or sound alias.
Select combine all into one to combine gdts, sound aliases, and folders into one
You can also drag other csvs to the tool but they will not combine or pull any information, just copy to the folder (used for templates and stuff)




8 years ago
MC Mod [ZM]
Gungame, continuous spawning, players trading weapons, and zombie counter (per player) options added. More to come...




Future plans:
 - More game types
 - Difficulty settings
 - Modify powerups per gametype
 - More options per game type
   

- CLASSIC
     - drop guns on death
     - share points
     - Wall weapon gun trading/swaping
     -
   

- GUNGAME
     - gun penalty
     - randomize or not to randomize
     -


Currently gungame has:
   - One gun penalty for dying
   - Randomizes gun order from all non upgraded guns each game
        - Players can trade weapons, option

8 years ago
Beginner tut for understanding the script to radiant relationship, and how to setup both to work together. Some radiant experience required.

This tutorial series will guide you through developing a shootable EE, but more importantly, how to setup radiant and how to script in a more dynamic way, requiring less changes in the future even when you change what you want to do, creating reusable code.


BASIC SHOOTABLE SETUP


ADDING FX TO SHOOTABLES


ADDING RANDOMIZED POSITIONS AND CLIPS


ZONING
8 years ago
Pick the color you want to use in the COD format.
When you click the color, the format of #.##, #.##, #.## is copied to your clipboard.



v1.2
8 years ago
Growing Soul Collectors



Rewards per soul collector can be randomized or collector specific.
 - script_string kvp on the collector will override level settings
 - Can change weapons rewarded or level reward without randomization
Can play a looping animation of collectors - optional, requires uncommenting of a few lines
Includes prefabs to get you started
Only setup for one set of soul collectors and one final reward on a map
Many level vars to edit, including fx and sounds (be sure to add fx to precache and zone if adding more fx)


v 1.1
  - Added level var option to not grow
  - Added level vars to reward on completion the following:
          - gun
          - door
          - buyable ending

v1.2
  - Fixed developer 2 errors

v1.3
  - Added multiple soul collector support with multiple reward support, and individual sizing with script_noteworthy

v1.3.1
  - Find player.cost and replace it with player.score to fix buyable ending

v1.4
  - Added rotating door prefab, updated normal door prefab, fixed endgame trigger, and updated endgame text

Instructions
Code Snippet
Plaintext


MakeCents
v1.4
Updated 12-20-16

Prefabs - in multiple folders (each folder is a different system with different kvps)
  grow_soul_complete - everything you need with gun reward
  grow_soul_complete_door - everything you need with door reward
  grow_soul_complete_ending - everything you need with end game reward
  grow_soul - just one of the soul collectors
  grow_soul_door - just the door reward
  grow_soul_ending - just the end game reward
  grow_soul_with_clip - jus one of the soul collectors with a clip
  grow_soul_door_rotate - door that rotates, script_string controls angle

To make this work you can use one of the complete prefabs, stamp once, and then chose the soul
collector with a clip or without and delete the other.
Next copy the soul collector you kept around where you want them and place the reward where you want it
- end game trigger, door, or gun structs

Then in the script there are notes at the top.

This goes in your main function in your mapname.gsc
grow_soul::init(  );

This goes in your mapname.gsc with the other using's
#using scripts\zm\growing_soulbox;

This goes in your zone file:
scriptparsetree,scripts/zm/growing_soulbox.gsc
fx,zombie/fx_ritual_pap_energy_trail


1.3.1 fixes end game score

1.4 adds more prefabs, rotating door, updates normal door, edits endgame text

To make multiple systems work, do the same you did for the first system, but select from another folder.
In these other folders each item has a different kvp.
You can add more if you like, I provided 3 systems.
8 years ago
Weapon Karosel displays 4 weapons at a time of the type/group you set. Swap through the type or change the type. (could be edited to show more easily) Now with spinning karosel support.



8 years ago
Make your scripts nice and neat. Drag your script onto the tool and it will fix bracketing and indenting making your script pretty for all to read.




This tool will overwrite your original file.
Always backup scripts before using this tool.
If your script has errors in it, don't use this tool, it could make it worse, fix the errors first.

v1.02 - released
v1.03 - fixed little things
v1.04 - fixed newlines for notepad users
v1.05 - fixed some inline /**/ comments and extra return bugs
8 years ago

Halo 2's Lockout plus some additions for other mp game types. Releasing as a WIP for now, with plans to update.

Included:
- Halo sword
- Grav lifts
- Moving platforms
- All game types

   

   



Thanks to:
- SevenGPLuke
- ElijahB1
- Bungie
8 years ago
   On Player Connect and Spawned has changed from WAW to BO3


  • WAW method:
Code Snippet
Plaintext
init()
{
thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connecting", player);
player thread onPlayerSpawned();
}
}
OnPlayerSpawned()
{
//do this
}

It now uses a function in another script and calls the function passed when the player connects or spawns depending which you chose

  • BO3 method:
Code Snippet
Plaintext
//put this up top of script
#using scripts\shared\callbacks_shared;

function init(){
callback::on_connect( &on_player_connect );
callback::on_spawned( &on_player_spawned );
}
function on_player_connect(){
        //do stuff each time a player connects
}
function on_player_spawned(){
        //do stuff stuff each time player spawns
}
8 years ago

    This tut includes some basic how-to call a script from another script and namespace explanations




- When calling scripts in other gsc's or csc's:
    - Add #using pathandnameoffile
    - Use either the name of the file, before it, or the namespace used before the functions you want, followed by two colons (::) and then the function name.
    - In the zone file for you map you will need to add the script that has the functions in it you want to call.


Example below is for zm or zombiemode scripts:
  The gsc mc_test, with the following inside:
Code Snippet
Plaintext
#namespace testing;

function test(name){
    wait(5);
    iPrintLnBold(name);
}
In your script you will call it from you will need at the top:
Code Snippet
Plaintext
#using scripts\zm\mc_test;
Where you want to call the function you will:
Code Snippet
Plaintext
    testing::test("MakeCents");
        -or
Code Snippet
Plaintext
    thread testing::test("MakeCents");
Open the zone file for your map in a text editor and locate the other related scripts, gsc or csc and add:
Code Snippet
Plaintext
scriptparsetree,scripts/zm/mc_test.gsc

     Only link need selected and build
8 years ago
Auto Sliding Doors



INSTRUCTIONS

 - Add the script to your scripts folder with your usermaps\MAP NAME\scripts\zm\zm_mapname.gsc

 - Add this to the top of you zm_mapname.gsc:
Code Snippet
Plaintext
#using scripts\zm\sliding_door;
- Add this to your main function in your zm_mapname.gsc
Code Snippet
Plaintext
	sliding_door::init(  );
- Add this to your zone file:
Code Snippet
Plaintext
	scriptparsetree,scripts/zm/sliding_door.gsc

 - Add the prefab to your map. (If you stamp it, make sure the trigger use targets the trigger multiple, the multiple targets each door, and each door targets a script_struct, where the door will move to)

 - Compile map and link at the least.

NOTE
Sound setup not included. Script is setup that the trigger multiple will have a script_sound kvp that will be the alias for your sound.


INCLUDES
Two door examples included
 - slide apart
 - quad expand door
Script
Updated 2-11-17 -  supports comma delimited script_flags, both default and mc methods.
8 years ago
Loading ...