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Topics - Deer2014

Hi guys,

I would like to ask for help.

My zombie map is about 80-85 percent complete. I use T4M r45.
When I test the map about the 5th or 6th levels I get the following error:
G_spwn: no free entities.

I checked the map info:

Map_Info" border="0

What can I do?
Which entitiy should be reduced for a bug free game?


6 years ago
Hi,

Can I convert my 3D zombie map to 2D (like a minimap)?
It would be a mini map (a decal) for my zombie map,
for example where there are important objects in the rooms, etc.
6 years ago
Hi guys,

I would like a little help.
I use DuaLVII's Rotating/Swinging Doors Script + Prefabs.
(https://www.ugx-mods.com/forum/index.php/topic,3849.msg41423.html#msg41423)

My problem is when the door is opened, the player and the spawner can go through the door.

How can I do that neither the player nor the zombie will go through the open door?
How do I do it?
6 years ago
Hi

Can someone help me? I downloaded Blundergat v1.1 from CGFactory (by MrDunlop4).
I want it to be available in the magic box, but unfortunately, there is no world model  :( (maybe it is necessary to be able to choose a weapon from the magic box).
Can anyone make available to me the complete Blundergat weapon files?  :)

Thank you very much.
6 years ago
Hi guys,

I would like to ask for help.

So, I used Sniperbolt's treasure chest, but now missing texture for the teddy bear in game. In the Radiant is this correct, but in the game isn't. I try placed another prefab (original treasure_chest), the problem is same.



The IWI files belonging to the teddy bear are in place (..\raw\images\):
bear_n.iwi
bear_c.iwi
~bear_s-rgbl-11.iwi

What is the problem with this?
Does anyone have any idea?

Thanks

6 years ago
I can't load my map into Radiant, when I open the map file. The Windows hourglass displayed.
I tried in system adminstrator and compatibility mode, but not working.  :(
I tried with Launcher and without Launcher, not working.
I tried load other map, not working (Windows hourglass waiting), not working.

Windows 10 64bit.

What can I do?
Can somebody help me?
6 years ago
I can't load map into Radiant, when I open the map file. The Windows hourglass displayed. I tried in system adminstrator and compatibility mode, but not working.
I tried with Launcher and without Launcher. Windows 10 64bit.

Can somebody help me?
6 years ago
Hi,

I need a debug help.

I use UGX Mod V1.0.4. When I load the map, de menu is displayed, but
when I launch my map I get an Unhandled Exception Caught every single time, but I don't know what is wrong.
CODWAW is freeze.

How can I find out what may be causing the errors? Debug, or something Log...
I have no idea. :(

Can someone help me with this??
8 years ago
Hi guys,

I would like to change the number of zombies in first round for example 10 or 15.  :)
Which is the *.gsc script file where the number of zombies modifiable per round?

Someone can help me?
8 years ago
Hi guys,

I would like to ask for help. I have an EE (Find the key to the locked door).
In the Radiant I have

a misc_model KVP's:
Code Snippet
Plaintext
target = key_trig
classname = misc_model
model = zombie_old_key  <- this is a custom model, not a Treyarch retail
targetname = key_model
a trigger_use KVP's:
Code Snippet
Plaintext
targetname = key_trig
classname = trigger_use
a script_brushmodel KVP's:
Code Snippet
Plaintext
targetname = mydoor
classname = script_brushmodel
and a trigger_use KVP's:
Code Snippet
Plaintext
targetname = mydoortrigger
target mydoor
classname = trigger_use
Here is the script that I use:
Code Snippet
Plaintext
	maps\_zombiemode::main();

flag_init("myflagname");
thread key_req_door();
thread key();
Code Snippet
Plaintext
key_req_door()
{
mydoortrig = getEnt("mydoortrigger","targetname");
mydoor = getEnt("mydoor","targetname");
mydoortrig SetCursorHint( "HINT_NOICON" );
mydoortrig SetHintString( "You need the key first!" );
flag_wait( "myflagname" );
mydoortrig SetHintString( "Press &&1 to Unlock door." );
mydoortrig waittill("trigger");
mydoortrig delete();
mydoor delete();

}
Code Snippet
Plaintext
key()
{
key_model = getEnt("key_model","targetname");
key_trigger = getEnt("key_trig","targetname");
key_trigger SetCursorHint( "HINT_NOICON" );
key_trigger SetHintString( "Press &&1 To take the key." );
key_trigger waittill( "trigger", myplayer);
flag_set( "myflagname" );
key_trigger delete();
key_model delete();

}
My problem is:
When I take the key (I can open the door), the key misc_model does not disappear in my map (is not deleted)...  :'(
What's wrong? Can someone help me?
9 years ago
Hi guys,

For the perk machines (power) when I go near a sound is played (bottles crash).
I think this is a trigger and when passing through it or touch it plays a sound.
Can someone give me a script?   ::)

Thanks a lot.
9 years ago
Hi guys,

I saw the dynamic lamp model in the Verrückt map. When I shot it the lamp model moving with the light (and glow effect).

Here's a video:
https://vid.me/sCG6

Is this a script?
I would like to do this, but I can't how to link the light entity... :(
Someone doing this before and can help me?
9 years ago
Hello,

I would like to ask for help.

The window tearing animation of the official Der Riese map is flawless,
but window board tear animation is incorrect on my Der Riese style map.
The zombie can not correct hang on to the plank.

What can I do? Any idea?
Can someone help me?
9 years ago
Hi guys,

I have a very general error... but it is very annoying
I need a little help.
I got an error: "Exceeded limit of 400 'fx' assets"


I use UGX Asset Counter v0.9.3 BETA, this result is:
Code Snippet
Plaintext
nazi_zombie_test.csv
nazi_zombie_test_load.csv
nazi_zombie_test_patch.csv

Summary of assets:
 - image        | 1331 of max 2400
 - material     | 916 of max 2048
 - loaded_sound | 1338 of max 1600
 - weapon       | 58 of max 128
 - fx           | 178 of max 400
 - techset      | 354       
 - aitype       | 2         
 - character    | 8         
 - col_map_sp   | 1         
 - com_map      | 1         
 - game_map_sp  | 1         
 - gfx_map      | 1         
 - lightdef     | 3         
 - map_ents     | 1         
 - menu         | 32       
 - menufile     | 1         
 - mptype       | 1         
 - physpreset   | 4         
 - rawfile      | 89       
 - xanim        | 416       
 - xmodel       | 455       
 - xmodelalias  | 15

The number of the 'fx': 178, is less than 400. I removed earlier unused 'fx' from the patch file.

It is not possible to put more effects in the map (fire, fog, smoke, etc.)?
What can I do?
9 years ago
Hi guys,

No dog attack sound (Der Riese style map).
When coming the dog's level the start sound "Fetch me their souls" is OK, but no dog attack sound, no dog growl sound, nothing.

What can I do?

my _callbacks.csc file looks like this:

Code Snippet
Plaintext
#include clientscripts\_utility;
#include clientscripts\_vehicle;
#include clientscripts\_lights;
#include clientscripts\_fx;
statechange(clientNum, system, newState)
{
 if(!isdefined(level._systemStates))
  {
     level._systemStates = [];
  }
  if(!isdefined(level._systemStates[system]))
  {
     level._systemStates[system] = spawnstruct();
  }
  //level._systemStates[system].oldState = oldState;
  level._systemStates[system].state = newState;
     if(isdefined(level._systemStates[system].callback))
  {
     [[level._systemStates[system].callback]](clientNum, newState);
  }
  else
  {
     println("*** Unhandled client system state change - " + system + " - has no registered callback function.");
  }
}
maprestart()
{
  println("*** Client script VM map restart.");
     // This really needs to be in a loop over 0 -> num local clients.
  // syncsystemstates(0);
}
init_fx(clientNum)
{
  waitforclient(clientNum);
  clientscripts\_fx::fx_init(clientNum);
}
localclientconnect(clientNum)
{
  println("*** Client script VM : Local client connect " + clientNum);
     level.usetreadfx = 1;
  if(isdefined(level._load_done) && clientNum > 0)
  {
     level notify( "kill_treads_forever" );   // doesn't work in split screen yet.
     level.usetreadfx = 0;   
      }
  if(!isdefined(level._laststand))
  {
     level._laststand = [];
  }
   level._laststand[clientNum] = false;
  level notify("effects_init_"+clientNum);
}
localclientdisconnect(clientNum)
{
  println("*** Client script VM : Local client disconnect " + clientNum);
  player = getlocalplayers()[clientNum];
  player notify("disconnect");
}
entityspawned(localClientNum)
{
  self endon( "entityshutdown" );
    if( self.type == "vehicle"  )
  {
        // if _load.csc hasn't been called (such as in most testmaps), set up vehicle arrays specifically
     if( !isdefined( level.vehicles_inited ) )
     {
        clientscripts\_vehicle::init_vehicles();
     }
     if(isdefined(level._customVehicleCB))
     {
        keys = getarraykeys(level._customVehicleCB);
           for(i = 0; i < keys.size; i ++)
        {
           if(self.vehicletype == keys[i])   // This vehicle type matches an entry in our custom CB array.
           {
              self thread [[level._customVehicleCB[keys[i]]]](localClientNum);
           }
        }
     }
      // aircrafts don't need treadfx/exhaustfx
     if ( !( self is_aircraft() ) && level.usetreadfx == 1 )
     {
        self thread vehicle_treads(localClientNum);
        self thread playTankExhaust(localClientNum);
        self thread vehicle_rumble(localClientNum);
        self thread vehicle_variants(localClientNum);
        self thread vehicle_clientinit(localClientNum);
        self thread vehicle_weapon_fired();
     }
     else if (self is_aircraft())
     {
        //println("*** Client : Aircraft dustkick.");
        self thread aircraft_dustkick();
     }
     }
}   
scriptmodelspawned(local_client_num, ent, destructable_index)
{
  if(destructable_index == 0)
     return;      // Get out of here.
   if(!isdefined(level.createFXent))
     return;
  fixed = false;
      for(i = 0; i < level.createFXent.size; i ++)
  {
     if(level.createFXent[i].v["type"] != "exploder")
        continue;
         exploder = level.createFXent[i];
     if(!isdefined(exploder.needs_fixup))
        continue;
        if(exploder.needs_fixup == destructable_index)
     {
 //structinfo(exploder);
               //exploder.v["origin"] = ent.origin;
        //exploder.v["angles"] = ent.angles;
/*         println("exp org " + exploder.v["origin"]);
        println("ent org " + ent.origin);
        println("ent ang " + ent.angles); */
        exploder.v["angles"] = VectorToAngles( ent.origin - exploder.v["origin"] );   
        exploder clientscripts\_fx::set_forward_and_up_vectors();
/*         keys = getarraykeys(exploder.v);
                 for(i = 0; i < keys.size; i ++)
        {
           println(keys[i] + " : " + exploder.v[keys[i]]);
        }         
        println("** Fixed up exploder " + i);   */
        exploder.needs_fixup = undefined;
        fixed = true;
     }
  }   
}
callback_activate_exploder(exploder_id)
{
  if(!isdefined(level._exploder_ids))
     return;
   keys = getarraykeys(level._exploder_ids);
 exploder = undefined;
    for(i = 0; i < keys.size; i ++)
  {
     if(level._exploder_ids[keys[i]] == exploder_id)
     {
        exploder = keys[i];
        break;
     }
  }
 if(!isdefined(exploder))
  {
     println("*** Client : Exploder id " + exploder_id + " unknown.");
     return;
  }
  println("*** Client callback - activate exploder " + exploder_id + " : " + exploder);
  clientscripts\_fx::activate_exploder(exploder);
}
callback_deactivate_exploder(exploder_id)
{
  if(!isdefined(level._exploder_ids))
     return;
  keys = getarraykeys(level._exploder_ids);
  exploder = undefined;
     for(i = 0; i < keys.size; i ++)
  {
     if(level._exploder_ids[keys[i]] == exploder_id)
     {
        exploder = keys[i];
        break;
     }
  }
 if(!isdefined(exploder))
  {
     println("*** Client : Exploder id " + exploder_id + " unknown.");
     return;
  }
println("*** Client callback - deactivate exploder " + exploder_id + " : " + exploder);
clientscripts\_fx::deactivate_exploder(exploder);
}
level_notify(notify_name, param1, param2)
{
  level notify(notify_name, param1, param2);
}
sound_notify(client_num, entity,  note )
{
  if ( note == "sound_dogstep_run_default" )
  {   
     entity playsound( client_num, "dogstep_run_default" );
     return true;
  }
     prefix = getsubstr( note, 0, 5 );
  if ( prefix != "sound" )
     return false;
     alias = "anml" + getsubstr( note, 5 );
entity play_dog_sound( client_num, alias);
}
dog_sound_print( message )
{
/#
  level.dog_debug_sound = false;
   if (!level.dog_debug_sound)
     return;
       println("CLIENT DOG SOUND: " + message );
#/
}
play_dog_sound( localClientNum, sound, position )
{
  dog_sound_print( "SOUND " + sound);
     if ( isdefined( position ) )
  {
     return self playsound( localClientNum, sound, position );
  }
   return self playsound( localClientNum, sound );
}

and my dlc2_share.csv:

Code Snippet
Plaintext
# Dogs,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
dog_round_start,SFX\Levels\zombie\dog_round\dog_round_start,,1,1,1,50,1500,1,reject,1,reject,full_vol,,curve2,,,,,1,1,,2d,,,,master,,,,,,,music_all,,,,,,0.5,,,,,,10,25,0.25,1,,
zombie_dog_death_vox,SFX\Levels\zombie\hellhound\death_##,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,
dog_trail_fire,SFX\Levels\zombie\hellhound\fire\loop_00.wav,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,
dog_trail_fire_breath,SFX\Levels\zombie\hellhound\fire\zdog_breath_loop.wav,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,
zdog_close,SFX\Levels\zombie\hellhound\close_##,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,
zombie_dog_death,SFX\Levels\zombie\hellhound\death2_##,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,
anml_dog_attack_jump,SFX\Levels\zombie\hellhound\bite_##,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,
dogstep_run_default,SFX\Levels\zombie\hellhound\step_##,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,
anml_dog_bark,SFX\Levels\zombie\hellhound\attack_##,,,0.75,1,75,1000,2,priority,1,reject,voice,,,0.8,1200,,curve2,1,1.1,,3d,,,,,,,,,,,,,,75,250,0.75,0.15,,,no,,,70,90,0.25,1,,

How can I fix it? Please help.
9 years ago
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