I have created some weapon sound aliases in my user_aliases.csv for my ported gun, the Olympia. I have defined the sounds on the bulletweapon file and in the reload anims, and I have exported the sounds in 48000Hz, but they still won't work. Here is the code from my user_aliases.csv
I am also using a custom template_mod.csv. Here is that:
Here are some screenshots of the weapon in APE:
The modtools console gives me no errors relating to the sounds. Help is greatly appreciated!
For example, using GetLocalPlayer( 0 ); does not work, the game starts but then shows an error saying the following:
****1 script error(s): "getlocalplayer" with 1 parameters in "scripts/zm/zm_test.gsc" at line 122**** ****Unresolved external "getlocalplayer" with 1 parameters in "scripts/zm/zm_test.gsc"****
Another example is the usage of the variable "player". Treyarch gives this example to disable aim assist on an entity: player DisableAimAssist(); But when putting this exact code in my script, I get this error in the compiler: ^1ERR(6E) scripts/zm/zm_test.gsc (122,0) : Compiler Internal Error : Uninitialized local variable 'player'
Honestly I'm probably just being stupid, but help is appreciated! Maybe I'll be able to figure out (most likely) simple things like this in the future by myself.
As the title says, a lot of the sounds you would normally hear in game are not playing in my map. These sounds include the character burping after drinking a perk bottle, that perk bottle smashing on the ground, the perk jingles, the pack a punch machine sounds (the jingle is there), the character cracking their knuckles when they pack a punch a weapon, and many more.
But I don't know where to put it. I have watched every scripting tutorial I could find and I have a bit of C++ knowledge and still can't figure it out. Any help and advice on how to figure things like this out by myself in the future is appreciated!
This is part of a .csc file that is required for this script to work. I know some scripting and to me this looks like a basic if function. What could be the problem?
In UGX Mod 1.1, a new mystery box was added. It's basically a demonic cabinet. It's a great feature, but it just doesn't fit my map. Is there any way to change it back to the regular mystery box while keeping the same UGX Mod version? Thanks
8 years ago
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