i just can't get my custom sounds to work.... I have converted them succesfully, they appear in: C:\Users\Dale\Desktop\nazi zombies\raw\sound (my root is C:\Users\Dale\Desktop\nazi zombies). I add a sound alias which is for a cave sound and looks like this:
it is called dalesdig.csv and is in: C:\Users\Dale\Desktop\nazi zombies\raw\soundaliases
I added these lines to my dalesdig.csv in: C:\Users\Dale\Desktop\nazi zombies\zone_source :
I compiled my map, ran it, and the sound is not emitting from a script struct with the kvps:
script_wait_max 20 script_wait_min 10 script_sound cave targetname cave script_label random
Hey I have an idea for revamping the weapons system, using the framework of ugx mod. I want to be able to assign each gun a tier from one to ten, including pap versions. Then you put both your guns into a machine, and the machine gives you a gun equal to the total of your previous two guns + a cost which changes depending on the two guns. Could you help me with the scripting, or give me an idea of where to start?
when I press y, or select advanced edit dialog from the patch menu, my radiant just goes faded out (like it is deselected) and the dialog box does not appear. any ideas?
hey guys, has anyone here used unity much, and is it worth getting in to. I do love the cod tools, but they are very limited, and the unity engine seems like a good place to start to learn. how does it compare to other engines, I have seen forums on this, but they are all quite biased thanks
Hi I am looking for a mapper who is interested on working on a large map, by making some of the buildings, and also designing a monorail (the actual rail car)
any help is welcome, as long as you are at least as experienced as me.... (i.e. not very at all)
post or pm, sorry this isn't a work in progress thread...
This map features UGX Mod v1.0! For a full list of features, click here.
My second map, Compound thanks to so many people: SAJEONE, who was on hand whenever I needed him for scripting advice/help/help with lift ugx team, yaphil bamskater everyone else who helped reply to all my questions goony for the buildables...
here is my easy fx script, the thread trigger_progress_fx, is meant to trigger an effect when a level notify occurs with the same name as the script_struct's script_string. I'm not sure this is right though, and I wasn't sure how to show a script_string of progress(with a number after it)...