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Topics - Nelonn

The thing is when you export gun fire sounds they miss this random "metal-clanking" effect, but i do not know how to setup them in the way they supposed to mean.

I got the files, they locate at mw3\.FF Files\weapons\mechanism (thanks to master131 for mw3 .ff files)
So the question is how to correctly apply these metal gun sound effects in APE ?
7 years ago
Is there any way to change HUD ? I would like to have good ol' WAW display, with points counter and ammo counter.
7 years ago
Does anyone knows how to add a custom glowing iron sight to a ported weapon, like made of tritium.
What do I need to do in APE ?  ???
7 years ago
Hello everyone, so the idea is to play a sound in the start or middle of the black screen (just when it begins to fade)
What i tried is this script below, but it doesn't work for some reason. And I don't have line under function main()
Need help !

function on_player_spawned()
{
level.playSoundLocation PlaySound("welcoming_sound");
}

7 years ago
Does anyone know how to get rid of errors such these ? Console is just spamming errors every second.

Can't find xanim 'o_zombie_base_packapunch_worldgun_taken' in gdtDB
Can't find xanim 'o_zombie_base_packapunch_worldgun_dw_taken' in gdtDB
Can't find xmodel 'fx_cube_createfx' in gdtDB
8 years ago
It appears that after changing vanila round start/end to custom files,  after round 6 (always) my custom round change effect resets to default the giant file, any help ?

Double Post Merge: October 06, 2016, 07:44:59 pm
p.s wakka has the same problem, just test his devil's workshop map.
8 years ago
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