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Topics - ERAWEX

Hi there,

I have implemented two boss zombies into my map and they both work fine for a certain amout of time. Past round 30/31/32/33 none of them will spawn anymore and I have tried to figure out why but can't find an answer. It seems to not be directly related to the rounds but to the time that has past ingame to get there. Would anyone know whats causing this?

Any help on this issue would be greatly appreciated!
ERAWEX
4 years ago
Hello there,

I have added some looping sound emitters to my map and for some reason the sounds are looping in to each other, meaning the sound gets lounder/more agressive until the sound is almost unbearable to hear. Is there a way to just loop the sound how it is like let the sound playout fully and then just play it again?

The sound im using is just shy of 3 seconds long idk if that's important.

Any help would be appreciated.

ERAWEX
4 years ago
Hi there,

I have made a solo loading screen for my map and it works perfectly. Now the problem is, if I make a installer and send it to a friend, they don't have the loading screen when they play solo.

I thinks it's because the loading screen file is located in ROOT/main/videos with all the other .bik files which means it's not included in the mod.

My question is then, is it possible to add the .bik file to the mod so other people who play the map in solo will have the loading screen instead of the standard activision one?

Thank you for your time.

ERAWEX
4 years ago
Hi there,

Im looking to give the player who triggers the trigger a weapon as part of an easter egg.

I have a script that works but if one player triggers the trigger all players in the game get the weapon.

Code Snippet
Plaintext
eeScript()
{
    eeTrigger = GetEnt("ee_trigger", "targetname");
        eeTrigger waittill("trigger");
        eeTrigger Delete();
        players = get_players();
        for(i=0;i<players.size;i++)
        {
        players[i] GiveWeapon("tesla_gun_upgraded");
        players[i] SwitchToWeapon("tesla_gun_upgraded");
    }
}
Would anyone know how to modify the script in order to only give the weapon to the person/player who triggers the trigger?
Thanks for any help.
ERAWEX
4 years ago
HI there,

I have recently added some custom weapons to two of my maps One test map and one proper map. The sounds and weapon work fine on the test map but on the proper map,
the only the pack a punched version of the weapon is in the map even when using give custom_weapon in consol + no sound of the weapon is in the game.

Ive ticked it in the IWD file list, ive checked the dlc3 code and the _weapons file and they seem good. The soundalias is just the way its sopposed to be since it workes on the test map. Would anyone know why only the PAP version of a gun appears and why theres no sound even though everything else works on other maps?

Thank you for your time any help is appreciated.

ERAWEX
4 years ago
Hi,

I have been trying to get a pice of music to play ambiently throughout the map, yet it never seems to workout no matter what I try.

I completed Marsvinking's Ambient sound tutorial and it doesn't seem to work.

Does anyone have a .csv that works and knows what else needs to be done in order to get ambient music?

This is the .csv that im using right now.
Code Snippet
Plaintext
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold,distance_lpf

# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
shi_amb,,ambient/shi_amb.wav,1,0.9,1,1,1,,,,,,,ambience,,2d,,,,,,,curve2,,,,,,,,looping,,all_sp,,,,,,,,,ambience,,,,,,,,,,,,,
Thanks for your help
ERAWEX
4 years ago
SHI NO MORI 2.0​​​​​​


A cross between Nacht der Untoten, Shi No Numa and Mob of the Dead.

Shi No Mori is a complete recreation of the first zombies map released by Treyarch, with some slight alterations.
You have access to the outside and have a room dedicated to the power switch.
With an array of perks from almost all treyarch games, custom weapons, songs and easter eggs, Shi No Mori enhances the experience of
Nacht der Untoten to a whole new level.

The Map plays well and should give you some nostalgia while also giving you a feeling of freshness.

You can decide how you want to play the map. There are three main ways to play:

- Classic: Play just like in the old days and do not open any additional space so only the classic Nacht der Untoten layout can be played.

- Embracing the additons: Open the entire map and enjoy an easier gameplay.

- OP Mode: Completing the easter eggs to gain access to the secret rooms and stock up on perks and weapons.

Creator of the map:

ERAWEX










Patch Notes
Added - Origins Staffs
Added - Blundergat/Acidgat
Added - Wave Gun
Added - Sliquifier
Added - Scavenger
Added - More playable space
Added - New easter eggs
Added - Loading screens and mission screen - The solo loading screen is in the mod folder and needs to be placed in the rootfolder manually
Added - More sounds, music and background music
Added - Two new power ups (Unlimited Ammo for 45 Sec and Blood money)
Added - Acidgat buildable kit
Added - Second boss zombie "Brutus" that appears from round 15 onwards
Added - The "Lab"
Added -  A weapon trading table to trade weapons between players
Added - More detail to the map
Added - Challenges to recive the staff (Is within the bigger easter egg)
Added - More FX to the map
Added - Pack A Punch Camo for all weapons

Fixed - The G-Spawn error that came from Vulture Aid
Fixed - Issues where players would get stuck in certain areas
Fixed - Clipping on stairs
Fixed - Visual errors where you could see through the map
Fixed - The easter egg guns that you were not able to pack a punch
Fixed - Issues with 3d sound
Fixed - Weapon stats to rebalance them

Removed - M14
Removed - Skorpion
Removed - M16

Other

- Zombies don't grab you anymore
- Redone the napalm boss zombie - now the acutall model and effects of the one in Shangri-La
- Balenced nearly all weapons to be nice to play with
- Message added at the start to warn about the issue with quick restart and death-restart (Reload the game and mod to fix this issue)
- Perk limit set to 12
- Staffs are available in the mystery box if they are lost.

Known Issues

- If either of the boss zombies are killed befor they spawn in fully, (Achieved with the staffs charge shot) the boss zombies will not spawn in the map anymore since the game thinks they never died.


Credits for scripts, support and other additions
HarryBo21 - BO 1-3 Perks/Ray Gun MKII

Bluntstuffy - Mortar Strike

Tobin_g1213 - MW Weapons

Gympie6 - Help desk support

Gogeta - Blundergat/Acidgat

Shippuden1592 - Staffs, Brutus, Napalm, Sliquifier, Scavenger and others

Erwin T. - Testing and Scripting

Thank you to all here and the ugx help desk for your support. If you feel like you should be on here please send me a message!



Easter Eggs
I will be making a full easter egg video soon. But until then this should help

Skulls:

Shoot three skulls that are outside the map to open the secret secret room with perks, pap, the game ending, the Lab, and Staff room. This needs to be completed in order to start with the other easter eggs.

Skull locations for the secret room. View at your own risk if you want to spoil the hunt for them. FYI there are more then just this easter egg.

https://imgur.com/a/W3tFBjj

Staffs:

Step 1. Go to the lab and press the middle red button to start the EE. First you need to find the only five burning barrels around the map and shoot them in a specific order.  (you will hear sounds if you hit the right ones) This opens the door to the Staff room where you can pick them up.

Step 2. Go back down to the Lab and press the left button to start with the four staff challenges.

First challenge: Burn the bodies around the plane area.                  

Second Challenge: Shoot the sparking lights and electricity pylons around the map with the Wunderwaffe (there a five of them).

Third Challenge: Shoot the leaking pipes (you can hear dripping sound when near to them and there are only three of them).

Fourth Challenge: Destroy the crashed Japanese Zero's around the map with explosives (there are three and not to hard to see).

Step 3. You can now grab the staffs in the Staff room located by the first burning barrel you need to shoot. If you head back to the lab and press the last button you can recive another gift just bewere you will lose your gun.


Besides these, there are many other smaller easter eggs on the map you can look for and have fun with.

While doing the staff challenges you will be hearing sounds for completion so you know when your done aswell as the corresponding lights down in the lab.

Have fun!

Download Version 2.0 (T4M Required)

www.mediafire.com


For the people asking: Yes, the map was created from scratch by me. I took a lot of screenshots from nacht to rebuild the entire map myself.

If you come across any issues, bugs or have any questions please send me a message or leave a comment.

Enjoy!

- ERAWEX

Speedrun by Erwin T.


4 years ago
Hello there,

Within my game for some reason a couple of sounds don't work or are missing.
For example: The sizzling noise zombies make when burning, footsteps on certain terrain, when the power gets switched on there is no sound and many more.

They are always very specific and seem to be completely radom.

Would anyone know why this occurs?  

I have tried adding the soundaliases to the mod.csv but not luck. (exp. sound,character,,all_sp)

Thanks for your help

ERAWEX
4 years ago
Hi there,

I have recently added radios to my map and for some reason the sound/music will not play after activating the radio trigger.

I have converted the sounds correctly, ticked them in the IWD file list  etc.

This is the script in the mapname.gsc
Code Snippet
Plaintext
radio1()
{
    radio = getEnt("radio1", "targetname"); //this is the radio model that the sound will come from
    radio_trigger = getEnt("radio1_trigger", "targetname"); //the trigger that you will use to start the sound

    radio_trigger setCursorHint("HINT_NOICON");
        radio_trigger UseTriggerRequireLookAt();
        radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring
   
    for(;;)
    {
        radio_trigger waittill("trigger");

        if( level.radio_playing == 0 )
        {
            level.radio_playing = 1;
            radio_trigger disable_trigger();

            radio playsound("radio1");

            wait 330; //change this to the length of your sound
         
            radio_trigger enable_trigger();
            level.radio_playing = 0;
        }

        if( level.radio_playing == 1 )
        {
            iprintln("Please wait until other radios have finished playing");
            wait 5;
        }
    }
}
This is the soundalias
Code Snippet
Plaintext
name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

#2d sounds
radio1,radios\radio1.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,master,,,,,,,music_all,,,,,,,,,,,,90,90,0.25,1,,
radio2,radios\radio2.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,master,,,,,,,music_all,,,,,,,,,,,,90,90,0.25,1,,


#3d sounds
#radio1,radios\radio1.wav,,,1,1,50,200,,,,,music,,,0.8,1800,,curve0,1,1,,3d,streamed,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1,,
#radio2,radios\radio2.wav,,,1,1,50,200,,,,,music,,,0.8,1800,,curve0,1,1,,3d,streamed,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1,,


#full_vol - for sound effects
#music - for music
#voice - for dialog
Would anyone know what is wrong?
Any assistance is greatly appreciated
- ERAWEX
4 years ago
Hi,

While adding a new weapon to one of my maps I ran into a script runtime error.

while compiling it gives me this error:
ERROR: xmodel 'dempsey_viewhands' not found
    failed loading xmodel 'dempsey_viewhands' for asset 'sp/mortar_strike' found in source file '../zone_source/mod.csv'
    failed loading 'dempsey_viewhands' of type 'xmodel' found in source file '../zone_source/mod.csv'
    failed loading 'sp/mortar_strike' of type 'weapon' found in source file '../zone_source/mod.csv'

When compiling is finished it tells me that there is a script runtime error and that it cannot find the item "mortar_strike" or the weapon itself.

Would anyone know what's wrong?

ERAWEX

This is the console: https://imgur.com/a/5vNxmE7
4 years ago
Hi there,

I have created a sun for one of my most recent maps and when loading in the sun won't "shine" and cast any shadows on to the brushes. The models I have placed
seem to receive the light yet don't produce any shadows.

I have placed reflection probes and encased the whole map with a light grid.

Within radiant the shadows seem to be present but only if I am at a point where Im in the light, if that makes any sense.

Would anyone know why this is?

- ERAWEX
4 years ago
Hi everyone,

A few days ago I imported some xmodels from bo2 to waw.

In Radiant and after compiling the map from the launcher the models look as they should. I now made the map in to an .exe with the UGX Installation Creator v1.1 and all the Imported xmodels are not textured in game, they are just white (blank).

Does anyone know whats going on?

ERAWEX
5 years ago
Hi everyone,

I have gotten a compiling error (Error -1073741819) and I have no clue what has caused it and how I can fix it.

For some reason the compiling process stop's as it is trying to finish the last task on the console. (splitting windings into lightable areas...)

Could anyone help?

Thanks.

This is the console of my launcher

---- cod2map ----
----- FS_Startup -----
Current search path:
D:\Steam\steamapps\common\Call of Duty World at War\bin/main
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_27.iwd (60 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_26.iwd (522 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_25.iwd (139 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_24.iwd (502 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_23.iwd (3 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_22.iwd (529 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_21.iwd (13 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_20.iwd (69 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_19.iwd (52 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_18.iwd (51 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_17.iwd (42 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_16.iwd (44 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_15.iwd (145 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_14.iwd (655 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_13.iwd (400 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_12.iwd (453 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_11.iwd (366 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_10.iwd (549 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_09.iwd (413 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_08.iwd (484 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_07.iwd (755 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_06.iwd (537 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_05.iwd (569 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_04.iwd (711 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_03.iwd (743 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_02.iwd (694 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_01.iwd (350 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_00.iwd (808 files)
D:/Steam/steamapps/common/Call of Duty World at War//main
D:/Steam/steamapps/common/Call of Duty World at War//main_shared
D:\Steam\steamapps\common\Call of Duty World at War\bin/raw
D:\Steam\steamapps\common\Call of Duty World at War\bin/raw_shared
D:\Steam\steamapps\common\Call of Duty World at War\bin/devraw
D:\Steam\steamapps\common\Call of Duty World at War\bin/devraw_shared
D:/Steam/steamapps/common/Call of Duty World at War//raw
D:/Steam/steamapps/common/Call of Duty World at War//raw_shared
D:/Steam/steamapps/common/Call of Duty World at War//devraw
D:/Steam/steamapps/common/Call of Duty World at War//devraw_shared
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw06.iwd (1804 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw05.iwd (1246 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw04.iwd (363 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw03.iwd (28 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw02.iwd (3163 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw01.iwd (5164 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw00.iwd (4592 files)
D:/Steam/steamapps/common/Call of Duty World at War//raw/english
D:/Steam/steamapps/common/Call of Duty World at War//devraw/english

File Handles:
----------------------
27018 files in iwd files
Loading map file D:\Steam\steamapps\common\Call of Duty World at War\map_source\YokotaAirBase.map
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 3 tiny portals
node reference point 1216.31 0.00 448.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 4 tiny portals
node reference point 832.00 -1920.00 -230.50
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
**********************
******* leaked *******
**********************


================================

WROTE BSP LEAKFILE: D:\Steam\steamapps\common\Call of Duty World at War\map_source\YokotaAirBase.lin

================================


finding triangle windings...
assigning primary lights...
finished in 82 seconds
splitting windings into lightable areas...
7 years ago
Hi everyone,

I have used a script from a youtube tut. everything was fine until the bad syntax error poped up. I checked the script and I cannot find the error. Could anyone help?

The error reads: "Bad Syntax {" that's it.

This is the script that I placed in the MAPNAME.gsc:

Code Snippet
Plaintext
radio1()
{
radio = getEnt("radio1", "targetname"); //this is the radio model that the sound will come from
radio_trigger = getEnt("radio1_trigger", "targetname"); //the trigger that you will use to start the sound

radio_trigger setCursorHint("HINT_NOICON");
    radio_trigger UseTriggerRequireLookAt();
    radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring

for(;;)
{
radio_trigger waittill("trigger");

if( level.radio_playing == 0 )
{
level.radio_playing = 1;
radio_trigger disable_trigger();

radio playsound("radio1");

wait 366; //change this to the length of your sound

radio_trigger enable_trigger();
level.radio_playing = 0;
}

if( level.radio_playing == 1 )
{
iprintln("Please wait until other radios have finished playing");
wait 5;
}
}
}
radio2()
{
radio = getEnt("radio2", "targetname"); //this is the radio model that the sound will come from
radio_trigger = getEnt("radio2_trigger", "targetname"); //the trigger that you will use to start the sound

radio_trigger setCursorHint("HINT_NOICON");
    radio_trigger UseTriggerRequireLookAt();
    radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring

for(;;)
{
radio_trigger waittill("trigger");

if( level.radio_playing == 0 )
{
level.radio_playing = 1;
radio_trigger disable_trigger();

radio playsound("radio2");

wait 10; //change this to the length of your sound

radio_trigger enable_trigger();
level.radio_playing = 0;
}

if( level.radio_playing == 1 )
{
iprintln("Please wait until other radios have finished playing");
wait 5;
}
}
}
7 years ago
Hi everyone!

I have a problem with my riser's, they spawn correctly but won't start walking or attacking my player. I have set all the pathnodes right, also the scipt with "find_flesh" is fine. I can't explain why they won't move/walk.

Could anyone help?

Thanks.
7 years ago
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