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Topics - NoScopeNinja25

I pretty much have every thing completed for the M1911 but I am having trouble figuring out how to fix the sliding animation.  Most of the animations have a empty version, but the slide animation doesn't.  Since there is no slide empty animation, when I slide with the empty M1911 the slide on the top of the gun moves forward and the moves back after the animation ends.  I have linked a video of what is happening.



Is there a way to fix this?  Any help would be appreciated, this is the last thing I have to fix.  It does the same thing for the dual wield animations.
6 years ago
Description:
The Community Bank allows you to share your points with your friends in a large money pool.  When you add money to the bank everyone can access it.  Points do not carry on to the next game.  You can use whatever object you would like for the bank.

Installation Instructions:
Part 1: Code
A. Paste the following code at the bottom of your <mapname>.gsc file which can be found in "Call of Duty Black Ops III\usermaps\<mapname>\scripts\zm":

Code Snippet
Plaintext
function bank_comm()
{
    level.balance = 0;
    level thread deposit();
    level thread withdraw();
}

function deposit()
{
    trig_depo = GetEnt("deposit_trig","targetname");
    trig_depo SetHintString("Hold ^3[{+activate}]^7 to Deposit into Community Bank[Amount:1000]");
    trig_depo SetCursorHint("HINT_NOICON");
    while(1)
    {
        while(1)
        {
            trig_depo waittill("trigger", player);
            if (player zm_score::can_player_purchase(1000))
            {
                level.balance += 1000;
                player zm_score::minus_to_player_score(1000);
                //player PlayLocalSound("purchase_accept");
                IPrintLn("Deposited $1000(New Total = " + level.balance + ")");
            }
            else
            {
                //player PlayLocalSound("purchase_deny");
                IPrintLn("Not Enough Money");
            }
            break;
        }
        wait(0.25);
    }
}

function withdraw()
{
    trig_with = GetEnt("withdraw_trig", "targetname");
    trig_with SetHintString("Hold ^3[{+activate}]^7 to Withdraw From Community Bank\n[Amount: 1000][Fee: 100]");
    trig_with SetCursorHint("HINT_NOICON");
    while(1)
    {
        while(1)
        {
            trig_with waittill("trigger", player);
            if (level.balance >= 1000 && player zm_score::can_player_purchase(100))
            {
                player zm_score::add_to_player_score(1000);
                level.balance -= 1000;
                wait(0.01);
                player zm_score::minus_to_player_score(100);
                //player PlayLocalSound("purchase_accept");
                IPrintLn("Withdrew $1000(New Total = " + level.balance + ")");
            }
            else if (level.balance < 1000)
            {
                //player PlayLocalSound("purchase_deny");
                IPrintLn("Insufficient Funds(Total = " + level.balance + ")");
            }
            else
            {
                //player PlayLocalSound("purchase_deny");
                IPrintLn("Not Enough Money");   
            }
            break;
        }
        wait(0.25);
    }
}
B. Paste the following code at the top of your main() function in your <mapname>.gsc:

Code Snippet
Plaintext
level thread bank_comm();
C. Paste the following code at the top of your <mapname>.gsc:

Code Snippet
Plaintext
#using scripts\zm\_zm_score;
Part 2: Radiant
A. Open your map in radiant
B. Open the Entity Browser by pressing B
C. Search for trigger_use
D. Drag it into your map and place it where you want to deposit money
E. Open the Entity Info by pressing N and select the trigger
F.  Change the "cursorhint" value to "HINT_NOICON"
G. Change the "targetname" value to "deposit_trig"
H. Deselect the trigger and drag a new in from the Entity Browser
I.  Place it where you want to withdraw money
J.  Once again change the "cursorhint" value to "HINT_NOICON"
K. Change the "targetname" value to "withdraw_trig"
L. Compile and run your map before moving onto Part 3

Part 3: Sounds(optional)
A. Go into your <mapname>.gsc
B. Uncomment(delete "//") the 5 lines that say:
        //player PlayLocalSound("purchase_accept");
        //player PlayLocalSound("purchase_deny");
C. Go into your useraliases.csv which can be found in "Call of Duty Black Ops III\share\raw\sound\aliases"
D. Open useraliases.csv with a text editor(ie. notepad)
E. Paste the following at the bottom(if you already have this then skip this step):

Code Snippet
Plaintext
purchase_accept,,,zombie\purchase\accept\accept_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,90,90,0,500,500,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
purchase_deny,,,zombie\purchase\deny\deny_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,90,90,0,500,500,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
F. Download the following sound files:

G. Drag the folder from the zip file into your root folder "Call of Duty Black Ops III"
H. Now compile and run your map!

Please leave a comment if you are having trouble getting it to work.

Update:
Made it easier to install sound files and added description to each part
Extended description and changed some text sizes
7 years ago
How do you make a custom dvar?

When I run this code it crashes my game.

Code Snippet
Plaintext
function bank()
{
    players = GetPlayers();
    for (i = 0;i<players.size;i++)
    {
        players[i].balance = players[i] GetDvarInt("bank_points", 0);
    }
   
    level thread deposit();
    level thread withdraw();
}
I'm trying to use it to make a bank that saves your points between games but I can't get it to work.

Help fixing the dvar or any other way to save a variable between games would be greatly appreciated.
7 years ago
I was wondering if there is a way to add more than just the pack-a-punch camos from one map?

Right now if I want to add the Revelations camos(id 121-125) I just put this in my main function.

Code Snippet
Plaintext
level.pack_a_punch_camo_index = 121;
level.pack_a_punch_camo_index_number_variants = 4;
But if I want to add the Der Eisendrache camos(id 75-80) and the Revelations camos(id 121-125) what do I do?
I can't just put in 75 for the index and 50 for the number of variants because I would get all the camos in between.

I would guess you have to change something in the get_pack_a_punch_camo_index function in _zm_weapons.gsc

Spoiler: click to open...
Code Snippet
Plaintext
function get_pack_a_punch_camo_index( prev_pap_index )
{
if( isdefined(level.pack_a_punch_camo_index_number_variants) )
{
if( isdefined( prev_pap_index ) )
{
camo_variant = prev_pap_index + 1;
if( camo_variant >= (level.pack_a_punch_camo_index+level.pack_a_punch_camo_index_number_variants) )
{
camo_variant = level.pack_a_punch_camo_index;
}
return camo_variant;
}
else
{
camo_variant = randomIntRange( 0, level.pack_a_punch_camo_index_number_variants );
return level.pack_a_punch_camo_index +  camo_variant;
}
}
else
{
return level.pack_a_punch_camo_index;
}
}
7 years ago
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