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Messages - Deer2014

Ok guys. Which entity counts?
Which should be reduced?

6 years ago
You have to delete some of the entities, which begin with "script_".
I think you'll get a g_spawn with a bit more then 1000 entities at the same time.
Make sure that every entity you've placed in your map is used/needed and if you use them in a custom script make sure that you delete them when you don't need them anymore like structs, triggers and so on.


The problem is that "the horse runs away with me" :)
So, I want to make the map very detailed, so there are lots of FX and there are scripts and custom misc_script models. :(

Thanks for the help fanmagic, again.  ;)

6 years ago
Hi guys,

I would like to ask for help.

My zombie map is about 80-85 percent complete. I use T4M r45.
When I test the map about the 5th or 6th levels I get the following error:
G_spwn: no free entities.

I checked the map info:

Map_Info" border="0

What can I do?
Which entitiy should be reduced for a bug free game?


6 years ago
Thank you everyone.
6 years ago
You could make a screenshot of the 2d view in radiant, outline it with a drawing programm and make a new texture.
;)

I thought there was a more sophisticated method.  :)
6 years ago
Hi,

Can I convert my 3D zombie map to 2D (like a minimap)?
It would be a mini map (a decal) for my zombie map,
for example where there are important objects in the rooms, etc.
6 years ago
Yes, this solution came to my mind.
Although not a nice solution but maybe usable.

I think there's an elegant solution, is not it?
Which works well. :)
6 years ago
My problem is when I open the door, zombies and players can pass through the opened door.
Seems there is no clip (like a clip, clip_ai or clip_nosight_metal) around the door that prevents this.
I tried your solution (clip_ai) and set the same targetname, but didn't work.
6 years ago
Door (DuaLVII's):
door" border="0

Door (DuaLVII's) KVPs:
door_kvp" border="0

script_brushmodel (clip_ai):
script_brushmodel_clip_ai" border="0

script_brushmodel (clip_ai) KVPs:
script_brushmodel_clip_ai_kvp" border="0
6 years ago
I tried but did not work.
The zombie and player pass through the opened door. :-\
6 years ago
Hi guys,

I would like a little help.
I use DuaLVII's Rotating/Swinging Doors Script + Prefabs.
(https://www.ugx-mods.com/forum/index.php/topic,3849.msg41423.html#msg41423)

My problem is when the door is opened, the player and the spawner can go through the door.

How can I do that neither the player nor the zombie will go through the open door?
How do I do it?
6 years ago
Hi,

I would like to ask some help.

I have more doors in my map.
I want to hide at least 3 keys for each door randomly.
And I want to open each door with 1 key, which can be accessed in 3 different places.

Now I have two doors and I have set trigger_use for both doors:
targetname = key_door, but when I find the key, I can open both doors, it is not good for me. :(
So, I want to set 1 key to the other door, which is also in 3 different locations.

It is possible? How to do it?

Thx.
6 years ago
Ok.
Thank you so much for your help!  ;)
6 years ago
Unfortunately, it does not work. I can not see it in the Asset Viewer and downloaded worldmodel is not correct in Tom's Xmodel Utils.
In addition, there is no xmodelparts, xmodelsurfs for the blundergat world model.

I was looking to find the missing parts in other forum to finally show up the weapon in the magic box but unsuccess.
I am sad, very sad...  :'( :'(
6 years ago
Unfortunately, those missing or incorrect images.
I have downloaded and copied that to ..\raw\images and ..\mods\mymapname\images folder.
It did not solve the problem.  :'(
6 years ago
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