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Messages - sgray97

well you can look at the monkey bomb script _zombiemode_cymbal_monkey, and make the script check for if the player has the acidgat you can see a way of applying the script to the acidgat that with the wunderwaffe script i think but i am not 100% sure just offering some helpful resource you should have :D
10 years ago
so i have used this tool for the f2000 and scar-h from mw2 it worked fine for those guns but when i tried animating black ops 2 weapons it just gives me a jacked up idle animation and ive selected all the joints needed in the file any idea on how to fix it>
10 years ago
when i try to convert BO2 guns i got using Lime 0.9.4.5 in asset manager i began to recieve and error saying that the model exceeds Tri-vert ratio but i never got this issue up until a few weeks ago, also i dont get the error with MW2 guns or Black ops 1 guns... if anyone can help with this thatd be great
10 years ago
why not tell him how to use "moveto" that way he han move the  doors to structs and made prefabs instead of having to make 1 script for every door lol
how would i do that? ive normally just used the movex function
10 years ago
any idea on how to have zombies trigger the trigger_multiple im keeping this as simple as possible since im just starting off
10 years ago
i was thinking about a way to do that but i guess i might have to just give them a path around the doors through barriers or something but quick question how would i make the doors open faster then the slow opening of the doors?
10 years ago
alright thanks ill try that is there a way to reduce the stock radius of the trigger maybe use KvP "radius" "#"
10 years ago
i wanted to have the doors open without having to use F key to open it maybe use a trigger_radius would that do that?
10 years ago
i just set up a basic door movement script and have a some questions about how to  make it truly "automatic" like for example if a player is in the radius of the trigger the movement will occur.



Code Snippet
Plaintext
#include maps\_music;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;

main()
{
thread auto_door();
}

auto_door()
{
auto = GetEnt( "auto_door", "targetname" );
auto1 = GetEnt( "auto_door1", "targetname" );
auto_trigger = GetEnt( "auto_trig", "targetname");

auto_trigger waittill ("trigger", user);

auto movex(-50, 6); 
auto1 movex(50, 6);

wait 3;
auto movex(25, 6); 
auto1 movex(-25, 6);

wait 3;

thread auto_door();
}

this is one of my first few scripts and i would like some advice to improve my scripting any help will be appreciated and credit given
10 years ago
so i am adding voiceovers to replace one of the stock voices for my map do i have to convert the voiceovers the same way i do music for eastereggs? thanks in advance for any info that helps
10 years ago
i need some help to figure out this error at "earthquake( 200, 7, getstruct("ground_zero", "targetname").origin, 850 );"




Code Snippet
Plaintext
grenade()
{
gren_trigger = GetEnt( "destroy_trigger", "targetname" );
wall = GetEnt( "wall_crumble", "targetname" );

gren_trigger waittill ("trigger")

Earthquake( 200, 7, getstruct("ground_zero", "targetname").origin, 850 );

wall Delete();

}
10 years ago
i ported the model of a mauser 96 from black ops 2 and i have tried to find tutorials on how to make my own animation for reloading because i already have anims for everything else that work fine but like i said i have been unable to find a tutorial on how to make animations. if anyone could point me towards a tut or ven give a little guidance it would help out a lot
10 years ago
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