Im using weapons from waw mp and when I put it as a wall buy there's no hintstring and its free (also if you try to buy upgraded ammo it just gives you a new gun). How do you set it up properly? I think I have it set up right in _zombiemode_weapons
Hey folks, how do you make it where when you hold down a certain button (on your keyboard not trigger_use) you'll drop your gun and it can be picked up by anyone? Double Post Merge: July 07, 2016, 01:52:58 amI did some research and I know the dvar for dropping your weapon is "dropweapon" now how do I bind that to a button?
You have the first parameter which is your first zone, the second which is your adjacent zone, the third which is the flag to enter the zone, but you also have a 4th one that is set to false by default.
If you put it to true, that sets it so the zombies will only spawn in that zone if a player is currently in that zone. You can just set all the zones to true, and then the zombies will only spawn in the zone you are currently in.
BTW congrats on 20 posts. You are now a "regular"
work for the initial zone or start_zone? (as it does not)
I looked at the zombie_bowie_flourish file but found damage was blank, and went into _zombiemode_bowie.gsc but couldn't find the script for how much damage it does. How do you change the damage the bowie deals?
I'm hitting the damn 400 fx limit and I've commented out all the fxs on zone_source\mapname.csv Is there anything else I can do? btw I'm using harrybo21's perks Double Post Merge: July 01, 2016, 12:38:22 amUPDATE: whenever I don't include my custom weapons it works but when I do include them it says ive passed the fx limit
you know that glitch where if you shoot yourself with the wunderwaffe it makes jugg not work? How do you fix it?! It ruins the wunderwaffe and really gets under my skin
when you make a der riese telporter the teleporter pad and mainframe doesn't shoot out electricity, like in the stock map (Also the teleporting cut seen doesn't work). If someone could make a script that can be applied to dlc3_teleporters.gsc that will make a script_origin placed at the mainframe or a teleporter shoot out electricity (I know this is possible because on the kino teleporters https://ugx-mods.com/forum/index.php?topic=2013.0 it works using script_origin) or if you could fix the teleporting cut screen (which btw also works on kino teleporters from https://ugx-mods.com/forum/index.php?topic=2013.0) then god bless you.
My der riese teleporters work fine but the teleporters and mainframe don't shoot out electricity when used like in the stock map der riese. Also while teleporting there's no teleporting cut scene, just blackness. And yes I'm using the dlc3_teleporter.gsc script.