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Topics - maddog6767

I was just wondering if there was a tut that shows how to add bo 1 perks and  to waw   when useing ugx_mod standalone_v1.0.4.
 
i really like know how add bo perks. like  Deadshot,Electric_cherry,Mulekick,Whos_who_point,Widows,tomstone.
2 years ago
Does any one know what this error is    .(Exceeded limit of 1 'game_map_mp' assets)
3 years ago
I was just wondering? Can a person use the ugx scipt placer to help makeing  call duty waw maps  use for muliplayer dm,td,ctf,sd,dom or is only good for makeing zombie maps.
3 years ago
zombies will spawn in the start zone but they will not spawn in any other zone i did want tut  told me to and the video about zoning  here my myname.gsc
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{

level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\zombieland_art::main;
level.DLC3.createFX = maps\createfx\zombieland_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = "zombieland";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = false;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();


maps\_zombiemode::main();



/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );


          add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
          add_adjacent_zone( "zone1",     "zone2", "enter_zone2" );
          add_adjacent_zone( "zone2",     "zone3", "enter_zone3" );
          add_adjacent_zone( "zone3",     "zone4", "enter_zone4" );
          add_adjacent_zone( "zone4",     "zone5", "enter_zone5" );
          add_adjacent_zone( "zone5",     "zone6", "enter_zone6" );
          add_adjacent_zone( "zone6",     "zone7", "enter_zone7" );
          add_adjacent_zone( "zone7",     "start_zone", "enter_start_zone" );


}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

// level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense"




i gave  my door trigger with kvp of the zone i was entering 

all so i am not get the power ups at all in my map and i have a trigger  with right kvp as well

 can  any one help?

8 years ago
 i get this  at the start of the map [imghttp://][

i made Zombie Spawner
actor - axis - zombie - ger - ber_sshonor

count | 9999
script_forcespawn | 1
script_noteworthy | zombie_spawner
spawnflags | 3
targetname | start_zone_spawners

and i did this

info - volume

target | start_zone_spawners
targetname | start_zone

and i saw yellow lines  connect to the volume i did

but when i go in to the game zombies wont spawn  and tell me  have no volume for zone
which i do have.  so any ideas what could be how i go about fixing it
8 years ago
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