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Topics - Eternal_Fire

So ive been making a script recently and when i add a wait 0.1; it just breaks it so the radius damage doesnt work

Code Snippet
Plaintext
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
self endon( "disconnect" );
players = get_players();
for(i = 0; i<players.size ; i++)
{
players[i] thread weapon_check();
}
}

weapon_check()
{
while(1)
{
self waittill("weapon_fired");

Weapon = self getcurrentweapon();
if(weapon == "zombie_shotgun")
{
self thread gravity_spikes_main();
}
else if(weapon == "gravity_spikes_upgraded")
{
self thread gravity_spikes_upgraded_main();
}
}
}

gravity_spikes_main()
{
if (self isonground())
{
iprintln("Ground Activate");
self SetVelocity( (AnglesToUp(self.angles + (6,0,0))) * 1000);
self thread SpikeRadiusDamage();
}
else if (!self isonground())
{
iprintln("OffGround Activate");
self SetVelocity( (AnglesToUp(self.angles + (600,0,0))) * -1);
}
}

SpikeRadiusDamage()
{
if (self IsOnGround())
{
iprintln("Radius dmg");
RadiusDamage(self.origin, 500, 1000, 600);
}
}

It works here, but it activated straight away because it still sees a player on the ground so i added a wait 0.1 before "self thread SpikeRadiusDamage" but then the function doesnt work and i dont get the iprintln from that function... Any ideas?
9 years ago
Hi, I would like to know how i would set up a radius damage for a gravity spikes script I'm making, thanks.
9 years ago
So I went to port a model from csgo and as i was converting it in assman, i got this error, anyone know how to fix it?

https://gyazo.com/62b9350272a71c4d042fac0964ca9988

Double Post Merge: September 25, 2015, 11:15:13 am
Well that was weird... I just deleted 1 edge and it took away 9k verts, 8k faces and 7k edges  :derp:
9 years ago
So i was wondering how i would teleport a player infront of themself 2 metres or so. I thought that I could do this by doing something like
Code Snippet
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newplayerangles = player.angles + direction + angles(angles needed)

Yes i know that's not how it is supposed to be layed out but thats the sort of thing I want. Not sure how to check direction so if anyone could help that would be great :3
9 years ago
So i recently ported a bunch of destiny weapons and they have a high poly rate with 1 weapon have 18k faces and 12k vertices, i'm curious as to how many faces/verts waw can handle before crashing/lagging.
9 years ago
So about 2 minutes ago, treyarch released an update that allows everyone on steam to download the beta.
9 years ago
So I made a new weapon and for the reload i want the FX to appear on a joint (will name it tag_fx_reload) Pretty much, it is like the bo2 sliquifier where when you reloaded, you would push a button at the bottom that was like a pump and it played an fx there.
9 years ago
how would I make it was if I was holding a weapon and then i press 6, it uses the attachment like the grenade launcher on the m1 carbine?

EDIT: Oh, and i would also like it if it could play an anim when pressed.
9 years ago
So I've just written up a quick jump script but for some reason it isn't working, when i press the "use" button in the air, it doesn't do what it should do. Script is below.
Code Snippet
Plaintext
jump_test()
{
        wait 2;
        player = get_players();
        array_thread(player,::play_in_air_check);
}
 
play_in_air_check()
{
self endon( "death" );
self endon( "disconect" );
angles = self getplayerangles();
 
        while( !self IsOnGround() )
        {
                if( self UseButtonPressed() )
                {
                        iprintln("test jump");
                        self SetVelocity( (AnglesToUp(angles)) * 800 );
                        wait 0.1;
                        continue;
                }
        }
 
}

Double Post Merge: August 09, 2015, 11:36:17 am
Ech, never mind, i fixed it
9 years ago
So I was just wondering how I would make the player jump without the player himself pressing the jump button but instead, have something checked through script and then makes the player jump. There doesn't seem to be a function that I know of that does this.
9 years ago
So yesterday, I spent 8 hours or so making my first model in maya, a Karambit Knife, modeled like the one in cs:go. What I'm asking is if anyone is interested in UV mapping it, if you do then you can keep the model as well so I guess it's a win win situation :please: Anyways, pictures of the model are shown down below, I will send you the model file via pm if you are interested.




9 years ago
So today I was keylogged and hacked by someone *Cue sad violins*

No, but in all honesty, this has made me really mad, I have around 300 dollars worth of games on that account and if I don't get it back then I will hunt down the man that did this rip out every limb he has and feed it to my dog...  :nyan: I've contacted steam but their support is pretty crappy tbh and it may take a week for them to actual give my account back. Anyways, I have a picture below of the bastard that did this...

http://prntscr.com/7ycpk1
9 years ago
So I am quite new to scripting and I made a simple script and decided to test it in game to see if it works but nothing happens
Code Snippet
Plaintext
test_script()
{
        self endon("death");
self endon("disconnect");
        self waittill("spawned_player");
        self thread radius_check();
}
radius_check()
{
 
        while(1)
        {
                if (self isonground(true))
                {
                        iprintln ( "Player is on the ground" );
                        wait 0.1;
                }
                if (self isonground(false))
                {
                        iprintln ( "Player is not on the ground" );
                        wait 0.1;
                }
                else
                {
                continue;
                wait 0.1;
                }
         }
}

It should print those things but it just doesn't and i don't know why, any help is appreciated.
9 years ago
So I have made some custom animations for the remington from ghosts but the ads up and down animations arn't working, i exported them by selecting tag_view and tag_ads and that didnt work so i tried exporting them with tag_view and tag_torso but that also didnt work, ingame it just zooms in and the gun doesnt do anything. Here is an img of what it looks like when i ads
9 years ago
So I'm trying to make a map that has fluent player movement in it and i was wondering if there was anyway to make the player run on walls and jump off of them (like in titanfall). Not even sure if this is possible in waw but I thought it was worth a shot.
9 years ago
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