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Messages - Soy-Yo

cant beat it cause it keeps crashing or I get stuck in a glitch in a corner where zombies spawn.
Super clever map tho so fun and addicting to try to beat. id love to know if it gets fixed me and my team really wanna beat it. I don't know about how the maps work but when it crashes I get a code of exceeding limits. Will td4 fix that?
Anyway I only play with a team of three if you need people to test
I've never figured out why the map crashes and, honestly, I don't feel like working on this map now, sorry. :-[
For me it has always crashed without showing up any error. If you get a limit error while playing, I don't think t4m would help, as I think it only affects sounds, materials, fxs, etc., and they're loaded with the map. You can try it if you want, though.
8 years ago
In dlc3_code:
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maps\_zombiemode_weapons::add_limited_weapon( <weapon_name>, <max_amount> );
This?
8 years ago
Thank you very much for a fast reply I appreciate the help. I was able to get the script working and very well to the point that it is seamless in game at detecting zombie damage and type/ weapon. The waittill("death") can also be used instead if you only wanted to do something on death, but my purposes is setting up a basic weapon script which can be used to attach effects, damage events, physics etc to a specific group of weapons being fired.
I want to make a base template for lack of better words in which I can make several scripted weapons with different effects.

I will post the code I have, but I see already some downsides to using this notify as opposed to how let's say the scavenger script works. In the scavenger script the players are all threaded to waittill("projectile_impact")
this means even if your projectile hits not one zombie, the point, vector, player can be used for useful things, Like spawning effects, returning the lost ammo, etc. My original question was if anyone knows more about the different player notifications when shooting guns, I know projectile_impact is one but I can find no information on any of the others. I have tried bullet_impact and bullet_small_impact and they don't seem to work but perhaps they are in another format?

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get_weapon_strike() 
{
wait 6;
iprintln("script started");
while(1)
{
wait .1;
ai = getaiarray("axis");
for(i=0;i<ai.size;i++)
{
thread damage_check(ai[i]);
}
}
}

damage_check(zombie)
{
zombie waittill( "damage", amount, attacker, direction_vec, point, type);
weapon = attacker getCurrentWeapon();
if(type == "MOD_MELEE")
iprintln(amount + " Melee damage detected");
else if(type == "MOD_GRENADE" || type == "MOD_GRENADE_SPLASH")
iprintln(amount + " Grenade damage detected");
else if(weapon == "zombie_colt")
iprintln(amount+ " of the COLT Damage detected THAT's what we're looking for");
else
iprintln(amount+ " "+weapon+" damage detected Not what we wanted");
}
There is a "weapon_fired" notify on the player every time he fires his weapon.
And "grenade_fired" for any grenade thrown:
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self waittill( "grenade_fire", grenade, weapon_name );
If I'm not wrong grenade is the actual grenade model.
There must some more notifies but these are the only ones I can think of right now.

And as for your script, your getting all zombies every 0.1 seconds and threading the function for zombies that has already been "used" (can express it better in English lol, but I think you can understand me).
I would recommend you moving the damage_check() function to where zombies are spawned in _zombiemode.gsc:
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ai = spawn_zombie( spawn_point ); 
if( IsDefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
So the function is only called once for each zombie. Or maybe adding a boolean attribute to the zombies and check it before threading the function.

Another thing is that you can thread the function on an entity, so you don't have to pass the zombie as a parameter.
You can use:
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ai[i] thread damage_check();
And then get the ai in the other function as self:
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self waittill( "damage", amount, attacker, direction_vec, point, type);
8 years ago
To get when and how a zombie is damaged:
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zombie waittill( "damage", amount, attacker, direction_vec, point, type );
I'm not sure what direction_vec is. Probably the direction of the bullet (?). I guess that point is the impact point. And type is the MOD (MOD_MELEE, MOD_BURNED, MOD_PISTOL_BULLET, etc.).
Don't know if it gives more info.
8 years ago
Yes. That's what i would like to make. Testing it now...


Double Post Merge: August 05, 2016, 01:42:52 pm
Works perfect now. Thanks. But how can i move the fx a little bit higher?
(Image removed from quote.)
Sum something to the impact_point:
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impact_point += ( 0, 0, z );
8 years ago
Well this isn't necessarily true because there is bullet spread, which you can manually script to perfect accuracy, but bullet spread is random meaning the actual weapon can hit in one point within the spread while your script could end up hitting another.
Yeah, that's right. Didn't think in that. But that's the most accurate way I know... :(
8 years ago
Wait until the player shots and use this:
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trace = bulletTrace( <start>, <end>, <hit characters>, <ignore entity> );
impact_point = trace[ "position" ];
Use for <start> the eye of the player (player getEye()), and for <end> a far point in front of the player.

At least this is what I did.

If you want the entity hit use:
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entity = trace[ "entity" ];
8 years ago
Is it possible to delete a zone-volume via script or to disable the spawners in the zone?
I've recently done this in a script.
What I did was copy the enable_zone() function and make it do just the opposite.
But you would need to disable spawns manually by copying the part of manage_zones() function that disables spawns or they will be still working.

I think that's what you mean.
8 years ago
Use the notify "zom_kill". It's supposedly notified on the player every time he kills a zombie. Set an xp var on the player and when it reaches an specific amount, level him up with another var.

I was told that you can't save numbers over 255 in a stat, so you'll probably need to use a bunch of stats. For example divide the xp number in units, tens, hundreds...
8 years ago
Lol, I like the idea. Really fun. +1 :D
8 years ago
Very good map, but i've encountered a bug, every time i move or i get points appear this text, so i can't see anything in the center, so i killed myself and the text disappeared
https://gyazo.com/7428ad2e16df44e5d6b9d7999ded3925
Ugh... It should only happen when you buy a perk. I changed that script in the last update. Maybe I fucked something up. :(
8 years ago
I used just this to add a fire fx to zombies, but I'm not sure if it works with players.
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// self is the zombie here
while(1) {
    playfxOnTag( level._effect[ "explosive_trap_flames" ], self, "j_neck" );
    wait 8;
}
8 years ago
Hi Soy yo :)

A new performance for entry in the top Escapist ^^


I can't read the last name, can't zoom the image.
8 years ago
Darkpoto and me find a new bug of this map: https://youtu.be/JZaSO_oQWtI
Haha, no idea. He must have died and somehow didn't get his revive trigger deleted. But I'm not sure why this could have happened. ???
8 years ago
Hahahaaaa
Nice map, watch the screenshoot 😱😍😍
http://www.noelshack.com/2016-26-1467405383-iphone-image-07-01-2016.jpg
Uhm... I don't think it's even possible to beat the map in round 4... :o
8 years ago
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