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 - wumbi

Forgot to add script_noteworthy player_zone
7 years ago
I've made sure the zones are touching and I also have these 2 pieces of code in my map gsc

Code Snippet
Plaintext
//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
init_zones[1] = "parkinglot2";

Code Snippet
Plaintext
function usermap_test_zone_init()
{
zm_zonemgr::add_adjacent_zone( "start_zone", "parkinglot2", "enter_parkinglot2" );
level flag::init( "always_on" );
level flag::set( "always_on" );
}

The spawners activate when I buy the debris with a KVP of script_flag enter_parkinglot2 but I still die when I enter the zone. Any ideads?
7 years ago
u have setup the sounds in alias wrong use this as an example
Code Snippet
Plaintext
ak47_fire,,,wpn\ak47\ak47_fire.wav,,,UIN_MOD,,,,,,,,,,,100,100,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
I tried this and it worked for one of my other weapons but not the Olympia? I also replaced the template_mod with the default one
7 years ago
I have created some weapon sound aliases in my user_aliases.csv for my ported gun, the Olympia. I have defined the sounds on the bulletweapon file and in the reload anims, and I have exported the sounds in 48000Hz, but they still won't work. Here is the code from my user_aliases.csv

Code Snippet
Plaintext
# Fire Plr,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_fire_plr,,,olympia\shot_plr.wav,,,WPN_SHOT_PLR,,,,,BUS_FX,,,wpn_cmn_shot_plr,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Fire Npc,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_fire,,,olympia\shot_plr.wav,,,WPN_SHOT_NPC,,wpn_fire_npc_dist,,,BUS_FX,,,wpn_cmn_shot_3p,,,,,500,5000,6000,,,,,,,3,oldest,-300,200,,,,,,3d,,,NONLOOPING,,,,,,,0.3,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_fire_npc_dist,,,olympia\dist.wav,,,WPN_DIST_NPC,,,,,BUS_FX,,,,,,97,97,250,,,,,,,10,oldest,3,oldest,0,0,,,,,,3d,,,NONLOOPING,pitch,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Foley,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_open,,,olympia\reload\fly_rott_open.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_close,,,olympia\reload\fly_rott_close.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_switch,,,olympia\reload\fly_rott_switch.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
olympia_shellin,,,olympia\reload\fly_rott_shell_in.wav,,,WPN_RELOAD_PLR,,,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Pap Plr,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# wpn_fire_plr_pap,,,weapons\pap\pap.wav,,,WPN_PAP_SHOT_PLR,,wpn_flux_l_plr_pap,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# wpn_flux_l_plr_pap,,,weapons\pap\pap_flux_left.wav,,,WPN_PAP_FLUX_L,,wpn_flux_r_plr_pap,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# wpn_flux_r_plr_pap,,,weapons\pap\pap_flux_right.wav,,,WPN_PAP_FLUX_R,,wpn_fire_plr,,,BUS_FX,,,,,,,,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

I am also using a custom template_mod.csv. Here is that:

Code Snippet
Plaintext
Name,FileSpec,Template,Loadspec,Secondary,VolumeGroup,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMaxCurve,WetMaxCurve,DryMinCurve,WetMinCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,PanType,Storage,Looping,RandomizeType,Probability,StartDelay,ReverbSend,Duck,Pan,CenterSend,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,Futz,ContextType,ContextValue,Compression,Timescale,IsMusic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Bus,FutzPatch,NeverPlayTwice,WiiUMono,IsCinematic,DuckGroup,DopplerScale,GPAD,GPADOnly
#  UIN - USER INTERFACE TEMPLATES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
UIN_MOD,,,,,grp_menu,86,86,,,,,,,,2,oldest,,,0,0,100,100,0,1,2d,,,,,,0,,front,,,,,,,,,,,,,,,,,,,,no,,bus_ui,,,yes,,snp_never_duck,,,
WPN_SHOT_PLR,,,,,grp_weapon,100,100,,,,,,,,2,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_all,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p_shot,,,
WPN_ACT_PLR,,,,,grp_weapon,100,100,,,,,,,,3,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_fnt,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p_act,,,
WPN_RING_PLR,,,,,grp_weapon,100,100,,,,,,,,3,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_fnt,,,,,,,no,,,,,,ringoff_plr,outdoor,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_PLR_FLUX_L,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve2,,,,3,oldest,,,-200,200,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,left_shot,2000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_PLR_FLUX_R,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve2,,,,3,oldest,,,-200,200,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,right_shot,2000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_RELOAD_PLR,,,,,grp_weapon,100,100,,,,,,,,,,,,-88,84,70,70,0.25,1,2d,,,,,,88,,,,,,,,,,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_SHOT_NPC,,,,,grp_weapon_3p,100,100,500,4000,5000,rcurve3,rcurve2,,,10,priority,3,oldest,-100,100,40,90,0.25,1,3d,,,pitch,,,100,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p,,,
WPN_ACT_NPC,,,,,grp_weapon_3p,1,1,250,750,1000,rcurve2,rcurve1,,,10,priority,3,oldest,-100,100,40,90,0.25,1,3d,,,pitch,,,90,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p,,,
WPN_DIST_NPC,,,,,grp_weapon_decay_3p,99,99,1200,20000,25000,cos,,sin,,10,priority,3,oldest,-100,100,40,90,0.25,1,3d,,,pitch,,,100,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p_decay,,,
WPN_NPC_FLUX_L,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve1,,,,,,8,oldest,-200,350,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,left_shot,3000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p_decay,,,
WPN_NPC_FLUX_R,,,,,grp_weapon_decay_3p,96,97,50,1800,,rcurve1,,,,,,8,oldest,-200,350,20,90,0.25,1,3d,,,pitch,,,0,,,,,,,,,no,right_shot,3000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p_decay,,,
WPN_PAP_SHOT_PLR,,,,,grp_weapon,100,100,,,,rcurve3,,,,1,oldest,,,0,0,90,90,0.25,1,2d,,,,,,100,,wpn_all,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p_shot,,,
WPN_PAP_SHOT_NPC,,,,,grp_weapon_3p,98,98,150,2500,,rcurve2,rcurve2,,,10,priority,3,oldest,-100,100,50,90,0.35,1,3d,,,pitch,,,100,,,,,,,,,no,,,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_3p,,,
WPN_PAP_FLUX_L,,,,,grp_weapon_decay_3p,95,95,50,1800,,rcurve2,,,,4,priority,,,-34,34,90,90,0.25,1,3d,,,pitch,,,94,,,,,,,,,no,left_shot,4000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,
WPN_PAP_FLUX_R,,,,,grp_weapon_decay_3p,95,95,50,1800,,rcurve2,,,,4,priority,,,-34,34,90,90,0.25,1,3d,,,pitch,,,94,,,,,,,,,no,right_shot,4000,,,,,,,yes,,,,,,bus_fx,,,,,snp_wpn_1p,,,

Here are some screenshots of the weapon in APE:


   

 


The modtools console gives me no errors relating to the sounds. Help is greatly appreciated!
7 years ago
Also, get rid of the brackets in the example.
8 years ago
You have the sound file in the wrong location. It should be in root/sound_assets/[any folder name you want]/
In your user_aliases.csv file, paste the following on a new line:
Code Snippet
Plaintext
[ANY_SOUND_ALIAS_YOU_WANT],,,[folder_name][file_name_with_extension},,,UIN_MOD,,,,,BUS_MUSIC,,,,,,100,100,,,,,,,,2,oldest,,,1,1,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

In the playsound code, use the sound alias you made.
8 years ago
Make sure the spawn point is rotated towards the window.
8 years ago
A good example of what he is talking about is a trigger:
Code Snippet
Plaintext
// This is just an example, don't use it if you aren't using a trigger
function init()
{
    trig = GetEnt("test_trigger", "targetname");

    trig waittill("trigger", player)// Player is defined here, which makes it equal to the player that triggered "test_trigger"

    player DisableAimAssist();
}

You could also do this:
Code Snippet
Plaintext
function init()
{
    players = GetPlayers();
    // Players is defined here, making it into a variable with all players in it which can be accessed for whatever you need. Each player in players will act the same as a player defined from a trigger

    for(i=0; i < players.size; i++)
   {
         // This will disable aim assist for everyone, can also be applied to other things such as giving a weapon to every player.
        players[i] DisableAimAssist();
   }
}

gsc is based off of C so if you have knowledge in C++ this will be the same if not much easier since there is no form of memory management or anything like that. Basically just simplified C/C++.
I feel so stupid now that the answer is in front of me. Thank you!
8 years ago
Getlocalplayer is a csc function... Not a gsc

And player is just a variable example. You need to define what player is before referring to it...

I'd suggest you re-read the basics
I'm sorry, I'm very new to this. I can't seem to find any tutorials anywhere so I'm just going off of my knowledge of C++. Could you point me in the right direction?
8 years ago
For example, using GetLocalPlayer( 0 ); does not work, the game starts but then shows an error saying the following:

****1 script error(s):
"getlocalplayer" with 1 parameters in "scripts/zm/zm_test.gsc" at line 122****
****Unresolved external "getlocalplayer" with 1 parameters in "scripts/zm/zm_test.gsc"****

Another example is the usage of the variable "player". Treyarch gives this example to disable aim assist on an entity:
player DisableAimAssist();
But when putting this exact code in my script, I get this error in the compiler:
^1ERR(6E) scripts/zm/zm_test.gsc (122,0)  : Compiler Internal Error :  Uninitialized local variable 'player'

Honestly I'm probably just being stupid, but help is appreciated! Maybe I'll be able to figure out (most likely) simple things like this in the future by myself.
8 years ago
i have it too but i think they just didnt give us those sounds  :P

But I played the community map Fabrik der Toten (by Madgaz) and he had the sounds working fine
8 years ago
As the title says, a lot of the sounds you would normally hear in game are not playing in my map. These sounds include the character burping after drinking a perk bottle, that perk bottle smashing on the ground, the perk jingles, the pack a punch machine sounds (the jingle is there), the character cracking their knuckles when they pack a punch a weapon, and many more.

Help is greatly appreciated! Thank you!
8 years ago
This post will  teach you how to change the starting weapon on your map.
Step 1: Naviagte to root/usermaps/scripts/zm/mapname.gsc

Step 2: Below this line:

Code Snippet
Plaintext
zm_usermap::main();

Add this code
Code Snippet
Plaintext
	startingWeapon = "ray_gun";
weapon = getWeapon(startingWeapon);
level.start_weapon = (weapon);

Make sure to change ray_gun to the weapon of your choice. List of current weapons included in the stock map can be found here: https://confluence.ugx-mods.com/display/UGXMODS/BO3+%7C+Weapon+List

Step 4. Save and close, then check the Link box when building your map or else changes WILL NOT TAKE EFFECT!

Done! You have successfully changed your starting weapon!
8 years ago
Thanks. I don't know the first thing about scripting and I've been trying to learn. I have a bit of C++ knowledge and have watched/read a lot of tutorials but can't even figure out how to get text to display when the player spawns.
8 years ago
I know what code to use

Code Snippet
Plaintext
system::wait_till( "player_spawned" );
IPrintLn("Hi");

But I don't know where to put it. I have watched every scripting tutorial I could find and I have a bit of C++ knowledge and still can't figure it out. Any help and advice on how to figure things like this out by myself in the future is appreciated!
8 years ago
Loading ...