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Messages - Erthrock

Lol, I thought this map was for WaW until I saw the trailer.  I never went to the BO3 forums but I still get messages/notifications for BO3 threads.
i honestly dont know why none is subscribing to my map. like why are these really crappy box maps getting so many ratings and subs, like thats just gonna kill the custom zombie community if they dont want good maps.
6 years ago
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1228334062


v1.8 released

Let me know if you make a video over this so I can post it on the workshop

here are some images



6 years ago
Updated forum 11/13/16
7 years ago
hi im trying to have my hanging body rotate slowly on the x axis, while staying in the same spot, counter clockwise then slowly reverse to clockwise.
can someone help me?
7 years ago
Hi i would like to figure out if the beta supports breakable glass yet. if you have a method or a way to make it happen id love to hear it!
7 years ago
no it would not, because people spent their own time possibly changing the textures or making those models by hand, its just not something you should do from the communities maps.
7 years ago
Have you included the sound aliases in the notetracks of the animations?
yes heres a screenshot as an example


Double Post Merge: November 04, 2016, 01:29:41 am
Why do you have two soundaliases with same entries?
one tutorial said to put it user_aliases the other said make a new one, so i just included both, but the ump45 is only in one  and it still wont work
7 years ago
Hi ive been trying everything but nothing seems to work, when i have my custom gun such as the ump45 or the commando i cant hear any sounds :( please tell me what im missing or how to fix it, do i need to include sounds in my zone file?

share/raw/sound/aliases/weapons.csv
Code Snippet
Plaintext
Name,Behavior,Storage,FileSpec,FileSpecSustain,FileSpecRelease,Template,Loadspec,Secondary,SustainAlias,ReleaseAlias,Bus,VolumeGroup,DuckGroup,Duck,ReverbSend,CenterSend,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMinCurve,DryMaxCurve,WetMinCurve,WetMaxCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,AmplitudePriority,PanType,Pan,Futz,Looping,RandomizeType,Probability,StartDelay,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,ContextType,ContextValue,ContextType1,ContextValue1,ContextType2,ContextValue2,ContextType3,ContextValue3,Timescale,IsMusic,IsCinematic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Compression,StopOnPlay,DopplerScale,FutzPatch,VoiceLimit,IgnoreMaxDist,NeverPlayTwice,ContinuousPan,FileSource,FileSourceSustain,FileSourceRelease,FileTarget,FileTargetSustain,FileTargetRelease,Platform,Language,OutputDevices,PlatformMask,WiiUMono,StopAlias,DistanceLpfMin,DistanceLpfMax,FacialAnimationName,RestartContextLoops,SilentInCPZ,ContextFailsafe,GPAD,GPADOnly,MuteVoice,MuteMusic,RowSourceFileName,RowSourceShortName,RowSourceLineNumber
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Fire Plr,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_fire_plr,,,weapons\commando\fire.wav,,,WPN_SHOT_PLR,,,,,BUS_FX,,,wpn_cmn_shot_plr,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Fire Npc,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_fire_npc,,,weapons\commando\fire.wav,,,WPN_SHOT_NPC,,,,,BUS_FX,,,wpn_cmn_shot_3p,,,,,500,5000,6000,,,,,,,3,oldest,-300,200,,,,,,3d,,,NONLOOPING,,,,,,,0.3,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Foley,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_commando_hit,,,weapons\commando\foley\hit.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_mag_in,,,weapons\commando\foley\mag_in.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_mag_out,,,weapons\commando\foley\mag_out.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_commando_futz,,,weapons\commando\foley\futz.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

share/raw/sound/aliases/user_aliases.csv
Code Snippet
Plaintext
Name,Behavior,Storage,FileSpec,FileSpecSustain,FileSpecRelease,Template,Loadspec,Secondary,SustainAlias,ReleaseAlias,Bus,VolumeGroup,DuckGroup,Duck,ReverbSend,CenterSend,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMinCurve,DryMaxCurve,WetMinCurve,WetMaxCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,AmplitudePriority,PanType,Pan,Futz,Looping,RandomizeType,Probability,StartDelay,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,ContextType,ContextValue,ContextType1,ContextValue1,ContextType2,ContextValue2,ContextType3,ContextValue3,Timescale,IsMusic,IsCinematic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Compression,StopOnPlay,DopplerScale,FutzPatch,VoiceLimit,IgnoreMaxDist,NeverPlayTwice,ContinuousPan,FileSource,FileSourceSustain,FileSourceRelease,FileTarget,FileTargetSustain,FileTargetRelease,Platform,Language,OutputDevices,PlatformMask,WiiUMono,StopAlias,DistanceLpfMin,DistanceLpfMax,FacialAnimationName,RestartContextLoops,SilentInCPZ,ContextFailsafe,GPAD,GPADOnly,MuteVoice,MuteMusic,RowSourceFileName,RowSourceShortName,RowSourceLineNumber
test_sound,,,tst\test_sound.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ump45_fire,,,ricos\guns\ump45\ump45_fire.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,35,40,50,400,401,,,,,10,oldest,2,oldest,1,1,,,,,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ump45_fire_plr,,,ricos\guns\ump45\ump45_fire.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,75,80,,,,,,,,,oldest,,,1,1,,,,,,2d,wpn_all,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ump45_fire_ub,,,ricos\guns\ump45\ump45_fire_ub.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,35,40,50,400,401,,,,,10,oldest,2,oldest,1,1,,,,,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ump45_fire_ub_plr,,,ricos\guns\ump45\ump45_fire_ub.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,75,80,,,,,,,,,oldest,,,1,1,,,,,,2d,wpn_all,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ump45_clipout,,,ricos\guns\ump45\ump45_clipout.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,75,80,,,,,,,,,oldest,,,1,1,,,,,,2d,wpn_all,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ump45_clipin,,,ricos\guns\ump45\ump45_clipin.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,75,80,,,,,,,,,oldest,,,1,1,,,,,,2d,wpn_all,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ump45_reload,,,ricos\guns\ump45\ump45_reload.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,75,80,,,,,,,,,oldest,,,1,1,,,,,,2d,wpn_all,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_commando_hit,,,weapons\commando\foley\hit.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_mag_in,,,weapons\commando\foley\mag_in.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_mag_out,,,weapons\commando\foley\mag_out.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
wpn_commando_futz,,,weapons\commando\foley\futz.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,


Zone file
Code Snippet
Plaintext
>class,zm_mod_level
>group,modtools

xmodel,skybox_default_day
material,luts_t7_default

// BSP
col_map,maps/zm/zm_erthrock.d3dbsp
gfx_map,maps/zm/zm_erthrock.d3dbsp

//weapons
weapon,commando
weapon,ump45_zm
weapon,ump45_upgraded_zm
// Audio
sound,zm_erthrock

scriptparsetree,scripts/zm/zm_erthrock.gsc
scriptparsetree,scripts/zm/zm_erthrock.csc

I have the sounds included on the weapon file so I dont understand what im doing wrong
7 years ago
I fixed it, my radiant bugged out and thought my grid size when ever i rotated was 1600 units. So i went on the 2d grid and just selected 1 unit and it all went back to normal
8 years ago
I've been struggling to get jump_down to work. Either the Z's all get bunched up at the top of what they're supposed to drop from. Or they just kinda slide off without performing the animation.

I've tried setting the anim script to jump_down but it doesn't work like jump_up_to_climb.
i figured it out you put zm_jump_down_(numbers of units the animation is)
8 years ago
Hi all of a sudden my rotating objects/brushes/models/etc will no longer rotate. I dont know what I did to turn rotation off, but If anyone knows how to fix and or turn it back on, youll will save me!
8 years ago
weather grime
8 years ago
but how do you make them jump down?!? as he doesnt explain the animscripts
8 years ago
i think those are the language options, steam should automatically post them world wide, but correct me if im wrong. If your right than this is a blessing for people around the world
8 years ago
would love to see this myself, just make sure your including those script files in your mapname.gsc
8 years ago
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