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Topics - Samoth

​Hello, I present to you my first and short map "Undead City".
I started this map a long time ago but didn't want to continue.
Today I would like to extend the map but I am publishing this playable version. So I don't consider this map realy finished, I would add some additional details, fx, easter egg ext.
I hope you enjoyed this map! Do not hesitate to let me know your feedback and your review or any bugs if you find any.
 
Download link: https://mega.nz/folder/lVViCBoL#5neXiGSeIs6QnwvtBfmpIg
 
Spoiler: click to open...

 

 

 

 
FEATURES:
Buildable Powerswitch
Shippuden Perks BO2 & BO3
Customs Weapons
egg music
Buyable max ammo
ending
and more..
 
ps: you have to search on this map a bit to unlock some features.
 
CREDITS:
 
Shippuden
Ville
NGcaudle
2 months ago
Hello this is my first post and "tutorial". This fonction is inspired by NGcaudle tutorial (buyable ending) so thx.
This have for effect to buys with a trigger a bonus spawnable in a script_struct. Exemple for max ammo.
 
Step 1- Go to yourmapname.gsc, u can find this file in Blackops/raw/maps and open it.
 
Step 2- Find this line in youmapname.gsc "maps_zombiemode::main();" below past this :
Code Snippet
Plaintext
    ammo_trig = getentarray( "max_ammo","targetname" );
    array_thread( ammo_trig,::max_ammo );
Step 3 - At the bottom of this same file "yourmapname.gsc" paste this
 
Code Snippet
Plaintext
//////Buyable bonus by Samoth
 
max_ammo()
{
    user = undefined;
    cost = 5000;                        // Cost here
    self setCursorHint("HINT_NOICON");
    self UseTriggerRequireLookAt();
    self setHintString("press ^3&&1 ^7Max Ammo [Cost: "+cost+"]"); // Hintstring for buyable ammo
 
    while(1)
    {
        self waittill("trigger", user);
        if( is_player_valid(user) && user.score >= cost )
        {
            play_sound_at_pos( "cha_ching", self.origin );
            user thread maps\_zombiemode_score::minus_to_player_score( cost );
 
            //self delete(); add this if u want delete trigger after use
 
            level notify( "max_ammo" );
            level thread give_max_ammo();
        }
        else
        {
            play_sound_at_pos( "no_cha_ching", self.origin );
        }
    }
}
 
give_max_ammo()
{
    struct = getstruct("maxammo_spawn","targetname"); // name of struct
    maps\_zombiemode_powerups::specific_powerup_drop( "full_ammo", struct.origin ); // full ammo= name of bonus
}
////////

You can change variable of text u want say and the cost, as well as your bonus type.
I don't know if it's necessary but I advise you to copy the following files in your mods/map. (if you don't have this map folder create it).
go to blackops/raw/maps:
 
_zombiemode_powerups
And
_zombiemode_score
 
this is for the function access thread
 
Steps4 go to radiant ---> and create a trigger use with thats keys:
targetname  "max_ammo" and target "maxammo_spawn"

 
And a script_struct with thats key:
targetname maxammo_spawn

 
The bonus spawns at the location of the script_struct that can be activated by the trigger. Because the trigger targets the struct.
Don't forget to build and compile. You'r done.
 
Credit:
Samoth
NGcaudle
Tom_BMX
Vertasea
3 months ago
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