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Topics - Chadric273

Hello!
 
So I know it is possible to create drivable vehicles within asset editor. I played around with it a little bit and I am at a loss as to how to properly make a vehicle within asset editor that I can then drive within my zombie map. Does anyone know how to do this or have a tutorial I could follow? Thanks in advance!!
6 months ago
Hello. Basically I have a weapon already ported and functioning perfectly just like a normal weapon, but I am wondering about how to turn it into a specialist weapon? I want it to stay with the player and just have to recharge to use again just like annhilator. I look at the annhilator weapon script which is below:
 
Code Snippet
Plaintext
#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;
#insert scripts\shared\abilities\_ability_util.gsh;

#using scripts\codescripts\struct;

#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\hud_util_shared;
#using scripts\shared\system_shared;
#using scripts\shared\util_shared;

#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_hero_weapon;
#using scripts\zm\_zm_spawner;
#using scripts\zm\_zm_utility;

#using scripts\shared\ai\zombie_utility;
#using scripts\shared\ai\systems\gib;

#define STR_ANNIHILATOR "hero_annihilator"

#namespace zm_weap_annihilator;

REGISTER_SYSTEM( "zm_weap_annihilator", &__init__, undefined )
   
function __init__()
{
    zm_spawner::register_zombie_death_event_callback( &check_annihilator_death );
   
    zm_hero_weapon::register_hero_weapon( STR_ANNIHILATOR );
   
    level.weaponAnnihilator = GetWeapon( STR_ANNIHILATOR );
}

function check_annihilator_death( attacker )//self = zombie
{
    if ( isdefined( self.damageweapon ) && !( self.damageweapon === level.weaponNone ))
    {
        if ( IS_EQUAL( self.damageweapon, level.weaponAnnihilator ) )
        {
            self zombie_utility::gib_random_parts();        
            GibServerUtils::Annihilate( self );            
        }
    }
}

Can I just rename some of the items in this and associate it with the custom weapon's name and file name?
 
Any help would be much appreciated!
2 years ago
Hello. I followed this tutorial on modme for bank style doors where each player can deposit points in 250 pt increments to open an expensive door. The tutorial worked perfectly, except for one issue. It says to set the door in radiant up the same way you would a normal door minus a few key changes. I put the script_flag kvp in order to activate the next zone like you would on a normal door. Unfortunately, with the way the bank door is scripted, it does not register the script_flag and it does not activate the next door. Does anyone know how to go about fixing this?
 
Here is the tutoria I followed:
https://forum.modme.co/wiki/threads/2322.html
 
I appreciate any and all help! :)
 
UPDATE:
 
Anyone who may also be wondering about this, go to this link to the original creator's YouTube video on it and then look in the comments section for his updated version. I managed to reach the original creator through the comments and he was kind enough to update the script. I have tested on solo and it works for sure on solo, but I have yet to test it coop. Here is the video link:
https://www.youtube.com/watch?v=xTrS6Eq_P2o
2 years ago
As the title states, I basically am wondering how to enable/disable infinite zombie spawning. My example is basically while a player is standing in a specific trigger_multiple, I want zombies to spawn infinitely. Once the player leaves the trigger_multiple, I want the infinite zombie spawning to return to normal spawning. Any ideas?
2 years ago
Hello all. So I know how to script an script_model or script_brushmodel to move however I please, but I can not figure out how to get the PaP to move. I tried giving the prefab a targetname and then refer to that in the scripts using GetEnt. I have also attempted to use GetEnt by setting up a script_string KVP on the PaP prefab and then calling it out in scripts. Both methods did not work. It seems like the KVP's of targetname and script_string are not working to call out the PaP in my scripts with GetEnt. So, does anyone know how to move use GetEnt on the PaP prefab or simply how to move the PaP so it lowers down to a lower position? Thanks in advance!

Code Snippet
Plaintext
function PaPelevator()
{
    upstairsTrigger = GetEnt("PaPelev_topLevel","targetname");
    upstairsLeftDoor = GetEnt("PaPdoor_topLeft","targetname");
    upstairsRightDoor = GetEnt("PaPdoor_topRight","targentame");

    upstairsTrigger SetHintString("Power must be turned on.");
    upstairsTrigger SetCursorHint( "HINT_NOICON" );

    level flag::wait_till( "power_on" );

    upstairsTrigger SetHintString("Requires activiation from the lower level panel.");

    elevatorPlatform = GetEnt("PaPelev_platform","targetname");
    PaP = GetEnt("PaP","targetname");
    Cargo1 = GetEnt("PaPelev_cargo1","targetname");
    Cargo2 = GetEnt("PaPelev_cargo2","targetname");
    Cargo3 = GetEnt("PaPelev_cargo3","targetname");
    Cargo4 = GetEnt("PaPelev_cargo4","targetname");

    elevatorPlatform MoveZ(-100, 5);
    PaP MoveZ(-100, 5);
    Cargo1 MoveZ(-100, 5);
    Cargo2 MoveZ(-100, 5);
    Cargo3 MoveZ(-100, 5);
    Cargo4 MoveZ(-100, 5);
}
This is what I have written. The cargo elements work perfectly. The PaP does not however.
3 years ago
Hey guys! Is there a line of code that makes it so the script waits until the next round starts before it runs the rest of the script?
4 years ago
Hey guys! So, I tried looking on this link for a built-in function but I could not find anything (link: https://aviacreations.com/modme/scriptdocs/#). What line of code would I write to have it so the player has to hold F for 5 seconds before it allows th rest of the script to run? I know how to do it for pressing F once, but I do not know how to write it so that you have to hold F for 5 seconds. Any help with this would be much appreciated!

On a second note, how do I go about making it so that while the player is holding F , a "progress bar" appears that fills up to show you how much longer you have to hold F for?

4 years ago
Hello! I was windering how do I go about playing a sound in my level so that way it plays lovally on an object. Example: as I walk up to a generator I can hear that the generator is running.
5 years ago
Hello all!

I was wondering how would i go about coding an object so that it can not be seen in level initially but spawn in later after an easter egg step. My main question is how do I make an object spawn in the level through code at an origon of my choice or at the location of a script struct.
5 years ago
Question for you all, how would I go about scripting something so that I can make it move from one script_struct to the next? I know there moveTo functions and such and I tried making them work using a script struct, but I could not get it to work. Anyone that can help me with this?
5 years ago
Hey guys! I'm sure this is a simple thing to script, but I am lost as how to do it. How would one script it so that when I press "F" on a trigger, it will temporarily be unavailable to use until the script for that trigger has run? Example:

I press "F" on a trigger and it turns on a trap. While the trap is running I want the trigger to be unavailable and to have it give no indications of being able to press "F" (it will no longer say press F for blah blah, instead it will saying nothing) until the trap has finished running. Once the trap has finished running I then want the trigger to be able to be used again and to say "Press F to use".

I know how to change the hint icon for the trigger, but what I am mostly wondering is how to make the trigger temporarily unavailable. Any help would be much appreciated!
5 years ago
Hey guys! I'm sure this is something simple, but how would I go about writing in my script so that step two of the EE cannot be accessed until step one is completed?
5 years ago
Hey guys!

Question is as the title says it. I was wondering how to write a line of script that makes it so you have to use only the bowie knife in order to enable a trigger damage? I am wanting the player to have to cut a chord in the map, but I want it so that only the bowie knife can cut the chord. Any help would be much appreciated!
5 years ago
Hey guys! So I wrote  a script where you can destroy a wall by hitting a trigger_damage with an explosive that will then allow zombies to walk through it. The problem I am having is the zone that I want players to be able to access after being destroyed needs to be "turned on" somehow. Typically with a zombie_door you would use a script_flag kvp. I tried putting that KVP on my trigger_damage but it didn't work. Is there someway to "turn on" the zone through scripting that way once the wall is destroyed the script will then follow it up with turning on the next zone? Any help will be much appreciated!
5 years ago
Hey guys! Just as the title says, I am wondering how to make it so that something in my script does not happen until a certain round has been passed. I am sure it is something simple, but I am newer to scripting so I am unsure how to do this. Any help is much appreaciated!
5 years ago
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