UGX-Mods 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 Facebook
Sign In with Twitch

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 - zkiller56

I was trying to figure out why my navmesh wouldn't generate properly and after adding and then also after removing a nav volume and/or a pathnode.
 
This is the last thing to show in the console:
 
begin navmesh generation...
 
Umbra Tome Triggers: 0 total
 
 
 
tome "__default__", UMBRA volume NOT set - defaulting to = -1000000.0,-1000000.0,-1000000.0 ---> 1000000.0,1000000.0,1000000.0
UMBRA smallest_occluder=72.000 small_hole=4.000
2 years ago
**********
**Fixed**
**********
 
I am currently trying to make a script to teleport the player along a set path by using structs that are numbered using "script_noteworthy".
The trigger is threaded into the function and the structs that are to be used as TP points are all targeted by the trigger and have seperate KVP's
I.E:
"script_noteworthy - 1"
"script_noteworthy - 2"
and so on.
When nothing happens when activating the trigger
I want to know why but I when I try to assign the trigger from structs to the path array it doesn't work
 

function multiSetTP()
{
    structs = struct::get_array(self.target,"targetname");
    path = ();
    for(i=0;i<(structs.size);i++)
    {
        for(y=0;y<(structs.size);y++)
        {
            if((structs(i).script_noteworthy) == y)
           {
               path(i) = structs(i);
           }
       }
   }
   while(1)
   {
       self waittill("trigger",player);
       for(x=0;x<(structs.size);x++)
       {
           IPrintLnBold(structs(x).script_noteworthy);
       }
       IPrintLnBold(path.size);
       foreach(player in GetPlayers())
       {
           if(player IsTouching(self))
           {
               for(i=0;i<structs.size;i++)
               {
                   thread sendPlayer(player,path(i));
                   wait(level.waitTime);
               }
           }
           else
           {
               IPrintLnBold(player + " is not close enough");
           }
       }
   }
}
 
Turns out when comparing i to the script_noteworthy I was comparing two different data_types. converting the kvp value to a integer worked flawlessly
2 years ago
I am trying to make a Kino style map where doors can be opened from either side for almost every room.
When I use:
 
zm_zonemgr::add_adjacent_zone( "zone_1", "zone_2", "enter_zone_2" );
 
This also activates zone_1 even if it was not supposed to be activated yet meaning some zones will be activated prematurely. Is there a script that can be used to activate just zone_2 and not require reference to the adjacent zones?
 
Edit:
I realized I can use different a script_flag for different entry points to allow for proper activation of each zone
2 years ago
I want to make a room purchasable from two locations, both doors move just fine but after the first trigger is purchased the second one stays and can be purchased infinitely. Does anyone know if there is a way to do this with only KVP's or will I need to do some scripting
 
Edit: I figured out my triggers were not configured properly and I have it working properly now
3 years ago
Loading ...