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Topics - Wolf_Silver

Hey,

can't find a fonction to change player model and viewhands in game (in my case after buying an armor) here my script:
Code Snippet
Plaintext
#using scripts\zm\_zm_score;



function main()
{
// INIT
 armor = getEnt("armor_model", "targetname");
 armor_model = "viewmodel_armored_player"; // le wiewmodel apres achat de l'armure
 viewhands_armor = "viewhands_armored_hands"; // les mains après achat de l'armure
 trig_armor = getEnt("armor_trig", "targetname");
 trig_armor setCursorHint("HINT_NOICON");
 trig_armor SetHintString("Maintenez &&1 pour prendre l'armure");
 cost = 2000; // Coût de l'armure mettre à '0' pour mettre gratuit.
 thread waittill_player(trig_armor, armor_model, viewhands_armor);
}

Function waittill_player(trig, model, viewhands)
{
trig waittill("trigger", player);
if(player.score >= cost)
{
player zm_score::minus_to_player_score(cost);
        break;
}
wait 0.1;
thread get_armor(player, model);
}

function get_armor(player, model, viewhands)
{
//player SetViewModel(model); // test
//player SetOffhandVisible(viewhands); // test
}

so these function must be located at get_armor()

thanks in advance :)
7 years ago
Hey guys , i know how appears this error (too less ressources in my computer to compile) so i have tried too close all background programs like chrome, restarting my PC a lot of time , doesn't nothing... and i really think that's just a bug with linker_pc because about 5GB of rams is enough (my precedent computer had 4GB rams in total so about 2.5 GB to compile and that's worked very well....) i have also try to insert a priority for this programs...
proove here with only chrome + launcher + task manager open:


PS: My OS is Win10 as you can see but that's not the problem because before i can compile...
8 years ago
Hey , so recently i have a freeze after 5 about seconds of gameplay and sometimes when i shoot zombie so i has check all zones and spawner kvp include .gsc and apparently no problem... i have  also a lot of custom script so i check my last script but no problem also....
but i think problem is in the raw or csv file because freeze happens now on all maps... i reinstalled all gsc in raw/maps but thats continue... :(

i has already running /developer 2 + /developer_script 1 + /logfile 2 at launch and while playing but no real debug on that... just (in console.log) :
Code Snippet
Plaintext
script runtime error: potential infinite loop in script - killing thread.
@ 13226

as you can see the "@ 13226" is very intriguing!

i am using the T4M

thanks for help :) i have no idea how to fix them
8 years ago
Hello all! i have ported weaponfiles and model for auto turrets from bo1 all works but i want make an AUTO turret not manual so i have follow tutorial of ugx wiki to add turrets here script:
Code Snippet
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#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;
    main()
    {
iprintlnbold("tourelles init");
    level thread manage_mg();
    }
    manage_mg()
    {
   while(1)
   {
   // SET COST HERE
   cost = 1000;
   player = undefined;
   trigs = getentarray( "activate_mg", "targetname");
   for(i = 0; i < trigs.size; i++)
   {
   trig = trigs[i];
   trig setcursorhint("HINT_NOICON");
   trig usetriggerrequirelookat();
   trig sethintstring("Maintenez &&1 pour activer la tourelle [ cout: 1000]");
   trig waittill("trigger", player);
   if(!is_player_valid(player))
        {
           continue;
        }
   if(player.score >= cost)
        {
           level thread activate_mg();
           player playsound("cha_ching");
           player maps\_zombiemode_score::minus_to_player_score( cost );
           trig sethintstring("^3Tourelles Automatique ^2Activee!");
           wait(60); // Wait 30 seconds and then turn them off
           trig sethintstring("Tourelle non disponible!");
           wait(120); // Cool-down for 120 seconds
           trig sethintstring("Maintenez &&1 pour activer la tourelle [ cout: 1000]");
        }
        else
        {
           player playsound("no_cha_ching");
        }
     }
     wait(0.05);
     }
  }
        activate_mg()
     {
  mgs = getentarray( "auto_mg", "targetname" );
         for(i=0;i<mgs.size;i++)
  {
     mg = mgs[i];
     mg setTurretTeam( "allies" );
     mg SetMode( "auto_nonai" );
     mg thread maps\_mgturret::burst_fire_unmanned();
  }
  wait(60); // Leave turrets on for 60 seconds
  for(i=0;i<mgs.size;i++)
  {
     mg = mgs[i];
     mg notify("stop_burst_fire_unmanned");
     mg SetMode( "manual" );
  }
   }
 

(include also _mg_turrets.gsc)

But when i buy turret it doesn't fire at all....  radiant is good so i don't know why sentry turrets doesn't work...

and also as you can see i am a perfect englsih guy (or not) no my english is horrible :) lol

thanks for help!
8 years ago
Hi i have a problem in my map when i try to compile my map i get this:
Code Snippet
Plaintext
CoD2Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- cod2map ----
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/main
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_27.iwd (60 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_26.iwd (522 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_25.iwd (139 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_24.iwd (502 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_23.iwd (3 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_22.iwd (529 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_21.iwd (13 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_20.iwd (69 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_19.iwd (52 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_18.iwd (51 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_17.iwd (42 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_16.iwd (44 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_15.iwd (145 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_14.iwd (655 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_13.iwd (400 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_12.iwd (453 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_11.iwd (366 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_10.iwd (549 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_09.iwd (413 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_08.iwd (484 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_07.iwd (755 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_06.iwd (537 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_05.iwd (569 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_04.iwd (711 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_03.iwd (743 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_02.iwd (694 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_01.iwd (350 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_00.iwd (808 files)
C:/Program Files (x86)/Activision/Call of Duty - World at War//main
C:/Program Files (x86)/Activision/Call of Duty - World at War//main_shared
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/raw
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/raw_shared
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/devraw
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/devraw_shared
C:/Program Files (x86)/Activision/Call of Duty - World at War//raw
C:/Program Files (x86)/Activision/Call of Duty - World at War//raw_shared
C:/Program Files (x86)/Activision/Call of Duty - World at War//devraw
C:/Program Files (x86)/Activision/Call of Duty - World at War//devraw_shared
C:/Program Files (x86)/Activision/Call of Duty - World at War//raw/english
C:/Program Files (x86)/Activision/Call of Duty - World at War//devraw/english

File Handles:
----------------------
10658 files in iwd files
Loading map file C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_frmapping.map
Map _prefabs/cfg factory/colonel_story_20_big.map, Entity 0, Brush 405: mirrored plane
writing C:\Program Files (x86)\Activision\Call of Duty - World at War\raw\maps\nazi_zombie_frmapping.d3dprt

finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...

but after launcher doesn't go to next step and for infinite time it stay here ( launcher after about 25 min gives me "Error 255")... thanks for help :)
9 years ago
Hello here my entire script for gungame :
Code Snippet
Plaintext
/*
Non du script : gungame.gsc
Auteur : [inVc] Wolf_silver
Version : 1.0
Note : Script pour le mode jeu d'armes du  "frmappingmod". Ne prenez pas ce script pour votre propre map sans permission!! en revanche pour les utilisateurs du frmappingmod, ce script peut-être modifiées.
*/
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_anim;

main()
{
iprintlnbold("init");
players = get_players();
    level.gungame = true;
players.gungame_points = 0;
if( level.gungame == true)
{
for(i=0;i<players.size;i++)
{
players[i] AllowMelee( false );   // Désactive le couteau
players[i] thread GungameAmmo(); // Désactive les grenades et redonne des munitions en permanence
}
}
}

GungameCheckPoints(gungame_points)
{
players = get_players();
 for(i=0;i<players.size;i++)
{
players[i].gungame_points++;
iprintlnbold("point ajoute");
GungameWeapons(players[i],gungame_points);
}


}
/*
//////////////////////////////////////////////////////////////////////////////////////////////// Armes////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////// Vous pouvez personnaliser les armes ici/////////////////////////////////////////////////////
*/
GungameWeapons(players,gungame_points)
{
if(players.gungame_points == 4)
{
players giveweapon( "makarov" );
players takeWeapon( "bo1_m1911" );
players switchtoweapon( "makarov" );
current_gun = players getcurrentweapon();
}
}
/*
//////////////////////////////////////////////////////////////////////////////////////////////// Armes////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////// Vous pouvez personnaliser les armes ici/////////////////////////////////////////////////////
*/
GungameAmmo()
{
players = get_players();
for(i=0;i<players.size;i++)
{
while(level.intermission == false)
{
current_gun = players[i] getcurrentweapon();
if(self HasWeapon("molotov"))
self TakeWeapon("molotov");

if(self HasWeapon("zombie_cymbal_monkey"))
self TakeWeapon("zombie_cymbal_monkey");

if(self HasWeapon("fraggrenade"))
self TakeWeapon("fraggrenade");

if(self HasWeapon("stielhandgranate"))
self TakeWeapon("stielhandgranate");
self giveMaxAmmo(current_gun);
wait 0.1;
}
}
}

I have also put this:
Code Snippet
Plaintext
if(level.gungame == true)
{
for(i=0;i<players.size;i++)
{
thread maps\gungame::GungameCheckPoints(players[i].gungame_points);
wait 0.1;
}
}

in _zombiemode_score.gsc after:
Code Snippet
Plaintext
case "death":
points = level.zombie_vars["zombie_score_kill"];
points += player_add_points_kill_bonus( mod, hit_location );
if(IsDefined(self.kill_tracker))
{
self.kill_tracker++;
}

all works exept major thing.. when i kill only 1 zombies i obtain makarov becausa after many test i think gungame_points of function "GungameChecksPoints()" is not same as function "GungameWeapons()"

i hope you will understand me and my terrible english :) thanks to read this message and double thanks if you can help me ^^
9 years ago
hello, i want add heavy reflection on weapons like kino (especially scopes) :rainbow:
i have always noticed that only in this map reflections are very higher than other maps

so how make them in WAW?
9 years ago
Hello, I want add rank system in zombie (like realism mod) i have read code of realism where rank is defined to create my own script but i don't understand   :alone: this script... thanks for help :)
9 years ago
Hello guys i want that if a specific models (viewmodel_bo2_hachet) touch a trig he si trigered i have already try to fix myself problem but i fail  :'(

Here my current script:
Code Snippet
Plaintext
Crane3()
{
    Crane3 = getEnt("crane3", "targetname");
    Crane3_trig = getEnt("crane3_trig", "targetname");

while(true)
{
hatchet_detect = spawn("script_model", self.origin);
hatchet_detect setmodel("viewmodel_bo2_hachet");
Crane3_trig waittill("trigger", hatchet_detect);
if(hatchet_detect isTouching(Crane3_trig))
{
iprintlnbold("ok");
}

With this script it doesn't work and trig is actived when i move around the triggers...

thanks you for reading this and double thank you to try to help me ^^
9 years ago
Hello, I try put .ff with an other names but content is not load.
If I want add new fastfile's name it's just because I try combine all zombies skins here:
http://ugx-mods.com/forum/index.php?topic=5045.0

And in all pack I must put a "localized_mapname.ff" so Actually I can put 1 pack of zombies skin :'(!

P.S: Sorry for my bad english
9 years ago
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