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Messages - nikfar1

Thanks gympie6 for replying.I will work on this folder that you said.
5 years ago
hi all
i am working a map  that i need to save game some area.is it possible to create quick save or manually save game to start game after die from last place that saved?
5 years ago
To get tanning to work on custom materials you can set this at the bottom in asset manger.
//
Materialfeaturetype clothcharr
Mask = char_burning_mask.dds (no alpha)
Color = char_body_burn_swatch.dds (no alpha)
Normal = char_burned_swatch.tga(no alpha)
//
You can get the images from raw/images or create your own.
The xmodel char_ger_honorgdz1_1 has other charr materials for leather/linen and head.
 hi codmodd .thanks so much,you helped me a lot.you gave me exact location that I need it.good job.+1
6 years ago
because they need to have materials set up to support it

its shaderconstant script controlled
 Ok,thanks harry for relpying ,so its complicated to use it...
6 years ago
Code Snippet
Plaintext
		self random_tan(); 
in _zombiemode_spawner.gsc, this is probbably what you mean, if you wanna remove it add // before it


thanks for replying death_reaper0.I have quad zombie in my map and add this line that you said but nothing cahnge and all quad spawned without  "random_tan"...
6 years ago
hi everyone
some of the zombies dress texture is dirty and messy but the original texture is not dirty.I need this for my custome zombie..
Does anyone know what to do? Thanks!
6 years ago
Thank you for your all help.I am not home.I ll test it later.
6 years ago
thanks for your help
I changed "50" in this line to 2 and time fixed.  (for(am=0;am<2;am++)
but my first problem repaet again and the boss spawned from another place( this is not related to time problem). :'(
and changing  this line was useless.( spawn_points = GetStructArray("nikfarboss","script_personality");  )
I still have spawning from everywhere..
please     h     e      l     p


Spoiler: click to open...
sorry I thought my first problem was fixed

6 years ago
thanks a lot codmoddd1234
I changed this line as you said:
Code Snippet
Plaintext
spawn_points = GetStructArray("find_flesh","script_noteworthy");
to this:

Code Snippet
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spawn_points = GetStructArray("nikfarboss","script_personality");

and the boss spawned from this point but 15 second after activating him.
this lag of time for spawning happens after change this line
why this Delay happened?
6 years ago
hi
I have a boss zombie in my map and I want to spawn from specific point(rise from well)
in this script the boss spawn from every riser zombie near to player

spawn script code:

Code Snippet
Plaintext
lionBoss_init()
{

preCacheModel ("lion_b");

if (isdefined(level.lion_next) ) return;
else
{
    lion_trig = getEnt("lion_trig1", "targetname");
lion_trig sethintstring("Press &&1 to spawn");
    lion_trig waittill("trigger");
wait(.4);
lion_trig delete();

wait 1;
spawn_point = undefined; use_spawn_point = undefined;
teh_spawns = undefined;
level.lion_next = 0;
while(true)   
{
while(isdefined(level.doground_nomusic) && level.doground_nomusic == 1) wait 5;
for(am=0;am<50;am++)
{
wait .05;
teh_spawns = level.enemy_spawns;
for(t=0;t<teh_spawns.size;t++)
{
wait .05;
use_spawn_point = teh_spawns[t]; spawn points from riser
if (use_spawn_point.script_noteworthy == "find_flesh") break; // Assure its a riser spawn before continuing
}
spawn_points = GetStructArray("find_flesh","script_noteworthy");
spawn_point = spawn_points[0];
// if (isdefined(spawn_point)) iprintln(spawn_point.origin);
else iprintln("^1NO SPAWN POINT FOUND");
if (spawn_point inMap() && isdefined(spawn_point) ) { break; }
}

ai = spawn_zombie( use_spawn_point );
wait .05;
ai forceTeleport(spawn_point.origin);
ai.boss_enemy = true;
wait .05;
ai DetachAll(); ai attach("char_ger_ansel_head_zomb", "", true);
ai setModel("lion_b");
ai.health = level.zombie_health+randomintrange(6500,8550); wait .05; ai.lion_max_health = ai.health;
if (randomint(100) < 50) ai thread lionBoss_forcewalk(); else ai thread lionBoss_forcewalk(true);
if (randomInt(100) < 50) level.lion_next = 1; else { if (randomInt(100) < 50) level.lion_next = 2; else level.lion_next = 0; }
while(isdefined(ai) ) wait 1;
}
}
}

how to spawn it from one point?
6 years ago
Does your model have tag_origin and j_ joint names?
yes it does,I uploaded spider-joint picture.

If you included it in gdt as a "model" and then change it to an "animated model" you might need to delete
raw/xmodel/spider ect then reconvert.
I deleted all part of spider in raw folder and reconvert but noting change..

the bo3 spider is a vehicle, not a normal ai

thanks harry for replying
is this possible to change it to ai?
6 years ago
Then it's prob the hitbox.. I believe it get generatedfor your model as long as they have the correct hierarchy, bone-names etc. Obv that's not going to happen for your spider model vs the roebuck-hitbox.
Think if you use the xmodel as hitbox it could work, as long as you have a collision-lod on your .xmodel ( i've had problems with this as well, but it's been a while. Cant remember everything exactly. )

as you said  hierarchy, joint-names can pertain to it and cause this problem?
the joint-name of this model is diffrent from normal character  (zombie character joint: j_mainroot  j_hip_le j_spinelower...)
this is joint-names of this model:

6 years ago
thanks again
I checked and it was on the axis team
this is my aitype code:


Spoiler: click to open...
Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_zombie_spider (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE ENEMYINFO
defaultmdl="spider1"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
ENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
*/
main()
{
self.animTree = "";
self.team = "axis";
self.type = "human";
self.accuracy = 0.2;
self.health = 150;
self.weapon = "";  // spider_weapon  -----  I work on it later
self.secondaryweapon = "";
self.sidearm = "walther";
self.grenadeWeapon = "Stielhandgranate";
self.grenadeAmmo = 3;
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );

character\char_zombie_spider::main();
}

spawner()
{
self setspawnerteam("axis");
}

precache()
{
character\char_zombie_spider::precache();

precacheItem("");
precacheItem("walther");
precacheItem("Stielhandgranate");
}

6 years ago
should be the same as the spider model you made
I did it before but not happened

hitboxmodel               spider.xmodel_export
6 years ago
your HitBoxModel is not set up right, the one you chose is for a default player sized model
thanks  death_reaper0 for replying
what kind of model do I have to chose?
6 years ago
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