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Topics - wumbi

I've made sure the zones are touching and I also have these 2 pieces of code in my map gsc

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//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
init_zones[1] = "parkinglot2";

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function usermap_test_zone_init()
{
zm_zonemgr::add_adjacent_zone( "start_zone", "parkinglot2", "enter_parkinglot2" );
level flag::init( "always_on" );
level flag::set( "always_on" );
}

The spawners activate when I buy the debris with a KVP of script_flag enter_parkinglot2 but I still die when I enter the zone. Any ideads?
7 years ago
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

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# Fire Plr,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_fire_plr,,,olympia\shot_plr.wav,,,WPN_SHOT_PLR,,,,,BUS_FX,,,wpn_cmn_shot_plr,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Fire Npc,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_fire,,,olympia\shot_plr.wav,,,WPN_SHOT_NPC,,wpn_fire_npc_dist,,,BUS_FX,,,wpn_cmn_shot_3p,,,,,500,5000,6000,,,,,,,3,oldest,-300,200,,,,,,3d,,,NONLOOPING,,,,,,,0.3,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_fire_npc_dist,,,olympia\dist.wav,,,WPN_DIST_NPC,,,,,BUS_FX,,,,,,97,97,250,,,,,,,10,oldest,3,oldest,0,0,,,,,,3d,,,NONLOOPING,pitch,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Foley,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_open,,,olympia\reload\fly_rott_open.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_close,,,olympia\reload\fly_rott_close.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_switch,,,olympia\reload\fly_rott_switch.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_shellin,,,olympia\reload\fly_rott_shell_in.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Pap Plr,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# wpn_fire_plr_pap,,,weapons\pap\pap.wav,,,WPN_PAP_SHOT_PLR,,wpn_flux_l_plr_pap,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# wpn_flux_l_plr_pap,,,weapons\pap\pap_flux_left.wav,,,WPN_PAP_FLUX_L,,wpn_flux_r_plr_pap,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# wpn_flux_r_plr_pap,,,weapons\pap\pap_flux_right.wav,,,WPN_PAP_FLUX_R,,wpn_fire_plr,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

I am also using a custom template_mod.csv. Here is that:

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Name,FileSpec,Template,Loadspec,Secondary,VolumeGroup,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMaxCurve,WetMaxCurve,DryMinCurve,WetMinCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,PanType,Storage,Looping,RandomizeType,Probability,StartDelay,ReverbSend,Duck,Pan,CenterSend,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,Futz,ContextType,ContextValue,Compression,Timescale,IsMusic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Bus,FutzPatch,NeverPlayTwice,WiiUMono,IsCinematic,DuckGroup,DopplerScale,GPAD,GPADOnly
#  UIN - USER INTERFACE TEMPLATES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
UIN_MOD,,,,,grp_menu,86,86,,,,,,,,2,oldest,,,0,0,100,100,0,1,2d,,,,,,0,,front,,,,,,,,,,,,,,,,,,,,no,,bus_ui,,,yes,,snp_never_duck,,,
WPN_SHOT_PLR,,,,,grp_weapon,100,100,,,,,,,,2,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_all,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p_shot,,,
WPN_ACT_PLR,,,,,grp_weapon,100,100,,,,,,,,3,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_fnt,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p_act,,,
WPN_RING_PLR,,,,,grp_weapon,100,100,,,,,,,,3,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_fnt,,,,,,,no,,,,,,ringoff_plr,outdoor,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_PLR_FLUX_L,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve2,,,,3,oldest,,,-200,200,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,left_shot,2000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_PLR_FLUX_R,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve2,,,,3,oldest,,,-200,200,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,right_shot,2000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_RELOAD_PLR,,,,,grp_weapon,100,100,,,,,,,,,,,,-88,84,70,70,0.25,1,2d,,,,,,88,,,,,,,,,,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_SHOT_NPC,,,,,grp_weapon_3p,100,100,500,4000,5000,rcurve3,rcurve2,,,10,priority,3,oldest,-100,100,40,90,0.25,1,3d,,,pitch,,,100,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p,,,
WPN_ACT_NPC,,,,,grp_weapon_3p,1,1,250,750,1000,rcurve2,rcurve1,,,10,priority,3,oldest,-100,100,40,90,0.25,1,3d,,,pitch,,,90,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p,,,
WPN_DIST_NPC,,,,,grp_weapon_decay_3p,99,99,1200,20000,25000,cos,,sin,,10,priority,3,oldest,-100,100,40,90,0.25,1,3d,,,pitch,,,100,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p_decay,,,
WPN_NPC_FLUX_L,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve1,,,,,,8,oldest,-200,350,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,left_shot,3000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p_decay,,,
WPN_NPC_FLUX_R,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve1,,,,,,8,oldest,-200,350,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,right_shot,3000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p_decay,,,
WPN_PAP_SHOT_PLR,,,,,grp_weapon,100,100,,,,rcurve3,,,,1,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_all,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p_shot,,,
WPN_PAP_SHOT_NPC,,,,,grp_weapon_3p,98,98,150,2500,,rcurve2,rcurve2,,,10,priority,3,oldest,-100,100,50,90,0.35,1,3d,,,pitch,,,100,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p,,,
WPN_PAP_FLUX_L,,,,,grp_weapon_decay_3p,95,95,50,1800,,rcurve2,,,,4,priority,,,-34,34,90,90,0.25,1,3d,,,pitch,,,94,,,,,,,,,no,left_shot,4000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_PAP_FLUX_R,,,,,grp_weapon_decay_3p,95,95,50,1800,,rcurve2,,,,4,priority,,,-34,34,90,90,0.25,1,3d,,,pitch,,,94,,,,,,,,,no,right_shot,4000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,

Here are some screenshots of the weapon in APE:


   

 


The modtools console gives me no errors relating to the sounds. Help is greatly appreciated!
7 years ago
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.
8 years ago
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.

Help is greatly appreciated! Thank you!
8 years ago
This post will  teach you how to change the starting weapon on your map.
Step 1: Naviagte to root/usermaps/scripts/zm/mapname.gsc

Step 2: Below this line:

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zm_usermap::main();

Add this code
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	startingWeapon = "ray_gun";
weapon = getWeapon(startingWeapon);
level.start_weapon = (weapon);

Make sure to change ray_gun to the weapon of your choice. List of current weapons included in the stock map can be found here: https://confluence.ugx-mods.com/display/UGXMODS/BO3+%7C+Weapon+List

Step 4. Save and close, then check the Link box when building your map or else changes WILL NOT TAKE EFFECT!

Done! You have successfully changed your starting weapon!
8 years ago
I know what code to use

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system::wait_till( "player_spawned" );
IPrintLn("Hi");

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!
8 years ago
So I've just installed this script by alaurenc9
http://ugx-mods.com/forum/index.php/topic,11593.0.html
and when launching my map I get the following error:

unknown function
if( system_info[0] == "all" || system_info[0] == string( level.player_id_number[ localclientnum ] ) )

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?
8 years ago
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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