Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gympie6

Thanks! I really appreciate you helping me out! Just curious, what does"self" exactly do in terms of scripting? I've seen it used before, but I don't fully understand how it works.
The person executing that task.
It could be a player, ai, trigger, model ect..

Cod likes to work with who does what?
Person1 wants to push a button. (player)
Person2 (the trigger) wants to be turned off for 15 seconds.
Person3 likes to walk a path.(ai)

You can also see "self" as "this" but "this" is the owner of the class and "self" is the owner of the method.
 "self" is the person running the method like for example a boss in a restaurant.

I see this is a bo3 question instead of waw, maybe it's just the same or it has another function name. I think you will find something similar in the perk script.
3 hours ago
Hey guys! I'm sure this is a simple thing to script, but I am lost as how to do it. How would one script it so that when I press "F" on a trigger, it will temporarily be unavailable to use until the script for that trigger has run? Example:

I press "F" on a trigger and it turns on a trap. While the trap is running I want the trigger to be unavailable and to have it give no indications of being able to press "F" (it will no longer say press F for blah blah, instead it will saying nothing) until the trap has finished running. Once the trap has finished running I then want the trigger to be able to be used again and to say "Press F to use".

I know how to change the hint icon for the trigger, but what I am mostly wondering is how to make the trigger temporarily unavailable. Any help would be much appreciated!
Use this:
self disable_trigger();

wait 15; // counter

self enable_trigger();
11 hours ago
Hi, I'm using SniperBolts Tutorial Prefab's mystery boxes and the box does not move from the start location, I have checked the kvp's of each boxes and they are all correct. please help!
This question is placed in the wrong section. I am afraid I can't help you with this. The only thing I can recommand you is by making a backup of your .map file (plus mod) and use a scriptplacer. 
3 days ago
When I play co-op in my map, quick revive turns on like as it would in solo. I know that it should turn off as any other perk in co-op, so I am wondering if there is a fix for it.
Yes add this at top of your method:
flag_wait( "all_players_connected" );
For example like this:

 
4 days ago
Thanks for sharing the video best card 2019 Waw
@MDNAkilla81
 I have seen all your streams about my maps and I like them a lot. To return the favor I want to thank you for playing my maps!

@SirusLight
You really took the time to write this review appreciate that.
Also I am glad you enjoyed the map and what you review here is certainly good feedback!
If I am going to resolve some issues I will take a look at that as well.

4 days ago
This honestly is one of the best maps I've seen in a while, for it's size and how much it feels there is to do, along with the suicidal like boss round, which i found entertaining. I can't wait to play this more with friends, and I feel next to origins, this can be one of my favorite maps ever. I only have one question and that is about the Primo Victoria perk. How much "Health" or "Shield" does it give you. Even if it's just an extra 50 (which should let you live maybe, what, one more hit?) I just wanna know, since it seems like a mini jug, which I really like as a concept
Hi SirusLight and Tim Smith.

Thank you guys both for the feedback!

To answer SirusLight's question if you buy jugg you will get 150 extra health.
Primo Victoria gives you 100 extra health that works for 7.5 with a cooldown of 14 seconds after you got hit.

If you buy both the perks it will stack with each other to a maximum of 350 health. (You start with 100)
10 days ago
Hi, i'm working on a custom map and i was wondering if is there a way to give a zombie a lightning effect or fire effect, thanks in advance


Yes that is possible!

First find the fx that you like and save the file names. (It's best to use a single fx effect)
Second, add this fx in your modbuilder!



fx,YourFxLocation
The root starts at: C:Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\raw\fx
Then add this into your mapname.gsc.
Example:

Give it a name and your location.
level._effect["Your Effect Name Here"] = loadfx("LOCATION");
Still your root starts at: C:Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\raw\fx
Then at last add this:

PlayFxOnTag( level._effect["Your Effect Name Here"], self, "JointName" );
If you want to place it on another joint choose something from this list:
https://wiki.zeroy.com//index.php?title=Call_of_duty_5:_Player_Models_Joints_%26_Tags
Compile plus build your mod and you are done!
12 days ago
Joined! :)
13 days ago
the map is fine but man the perks are those of waw they are the worst do not go over the map is very good and everything just changes the perks please
I don't understand your problem. Did something broke?
If you mean the default perks are like the old ones it is not correct:
Juggenaut does gives you 250 health instead of 150
Quick revive has self reviving and cost 500 in solo mode.
Double tap does double damage.
13 days ago
ok so everytime i use the launcher and try to log in it says that i dont have permission to use the application yet....help?
 Have you tried to run the launcher in admin mode?
14 days ago
Bayern

No T4M Required!

Installer

Manual


People playing my map:

Sorry but you are not allowed to view spoiler contents.

Weapons

Sorry but you are not allowed to view spoiler contents.

Perks

Sorry but you are not allowed to view spoiler contents.

Credits

Sorry but you are not allowed to view spoiler contents.
 
14 days ago
So made like 4 maps and everything works except one thing and that is that the zombies don't move or go to the windows. I have tried placing pathnodes close and far and I never have any overlapping and I make sure my zombie spawner kvps are correct and copy maps from youtube videos but for some reason the pathnodes dont work and the zombies stand still. Why?
It sounds like something went wrong while compiling the map? If so you have to fix that first because the pathing part will be skipped.
15 days ago
Hey guys, I'm new to making custom zombie maps and I've been trying to add just one black ops 1 gun to my map for 2 days and I've gotten no where. Today, I've found this video https://www.youtube.com/watch?v=Q_fN5CDTQcs&t=1630s and followed it step by step and it didn't work.

I've been trying to add the Stakeout from this mod
http://www.cfgfactory.com/downloads/show/592f1434bb995My mod.csv is this: https://imgur.com/LBopo0P
All the files for the mod are in the right location

In Game I Get This:
The Error:
https://imgur.com/a/tmQcDhFConsole:
https://imgur.com/a/zUSciKX
In my _zombiemode_weapons.gsc I have this:
https://imgur.com/a/vld6waB
At this point I don't know what to do and how to solve it. If it is something else, or I forgot to do a step that was mentioned in the video or the video didn't mention it please tell me so that I can try and fix it.

This is the only video I can find that shows how to add custom guns to your map if there is an updated one or better one please tell me.
This looks alright but have you tried to add your weapon into the modbuilder? Maybe your weaponfile has a different name or you forgot to add it in the mod.csv?

15 days ago

Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Twitch
Loading ...