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.

Topics - ZMBS DON GOONY

this will teach how to make random guns spawn  throughout ye map like in Insanatorium and Oil spill


add this line in ye mapname .gsc

Code Snippet
Plaintext
maps\guns::main();

above

Code Snippet
Plaintext
maps\_zombiemode::main();

so it looks like this

Code Snippet
Plaintext
maps\guns::main();
maps\_zombiemode::main();

create a new.gsc or copy one of ye old ones and name it
" guns"

then add this code into it
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{
level.gun_spot = getentArray("free", "targetname");// u can edit the targetname if already using"free" in ye map
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );// u can edit the fx u want to play on the gun
thread gun_ammo();
/// dont touch these
currentweapon = self GetCurrentWeapon();
    ammoclip = WeaponClipSize( currentweapon );
    self SetWeaponAmmoClip( currentweapon, ammoclip );
}

gun_ammo()/// dont touch these
{
thread gun();
       
while(1)
{
level waittill("between_round_over");
level.gunmodel Delete();
gun();
}
}

gun()/// dont touch these
{
rand = RandomIntRange( 0, level.gun_spot.size);
randomgun = random_weapon();

gunmodelname = GetWeaponModel( randomgun );

for(i = 0; i < level.gun_spot.size; i++)
{
if(rand == i)
{
level.gunmodel = spawn( "script_model", level.gun_spot[i].origin +( 0, 0, -4 ) );
level.gunmodel.angles = level.gun_spot[i].angles +( 0, 180, 0 );


level.gunmodel setmodel( "tag_origin" );
playfxontag( level._effect["powerup_on2"], level.gunmodel, "tag_origin" );
level.gunmodel setmodel( gunmodelname );
thread got_ammo( gunmodelname );
}
}
}

got_ammo( gunmodelname )/// dont touch these
{
level endon("between_round_over");
level endon("ammo_taked");

player = get_Players();

while(1)
{
for(i = 0; i < player.size; i++)
{
if(player[i] IsTouching(level.gunmodel) )
{
thread free();
player[i] playsound("powerup_grabbed");
level.gunmodel Delete();
level notify("ammo_taked");
}
}
wait .2;
}
}

random_weapon()/// dont touch these
{

keys = GetArrayKeys( level.zombie_weapons );
return keys[RandomInt( keys.size )];
}

free()
{
level.free_weapon = [];/// u can add any guns in ye map and just replace them with the names of the guns below
level.free_weapon[0] = "zombie_gewehr43";
level.free_weapon[1] = "zombie_mp40";
level.free_weapon[2] = "zombie_stg44";
level.free_weapon[3] = "ptrs41_zombie";
level.free_weapon[4] = "zombie_doublebarrel_sawed_upgraded";
level.free_weapon[5] = "zombie_m1garand";
level.free_weapon[6] = "zombie_thompson";
level.free_weapon[7] = "zombie_fg42";
level.free_weapon[8] = "zombie_kar98k_upgraded";
level.free_weapon[9] = "zombie_sw_357_upgraded"; // rare weapon
level.free_weapon[10] = "zombie_mg42_upgraded"; // rare weapon

player = get_players();
for(i=0;i<player.size;i++)
{

player = player[i];
weapon = player getcurrentweapon();
weap = player GetWeaponsListPrimaries();
rand = randomintrange(1,1000);
for(i=0;i<weap.size;i++)
{
if(weap.size <= 2)
{
continue;
}
if(weap.size >=3)
{
player takeweapon(weapon);
}
}
if(rand == 1) // rare weapon 1
{
player giveweapon(level.free_weapon[9]);
player switchtoweapon(level.free_weapon[9]);
}
if(rand == 1000) //rare weapon 2
{
player giveweapon(level.free_weapon[10]);
player switchtoweapon(level.free_weapon[10]);
}
// normal weapons
if(rand >=3 && rand <=99)
{
player giveweapon(level.free_weapon[8]);
player switchtoweapon(level.free_weapon[8]);
}
if(rand >=900 && rand<=999)
{
player giveweapon(level.free_weapon[7]);
player switchtoweapon(level.free_weapon[7]);
}
if(rand >= 800 && rand <= 899)
{
player giveweapon(level.free_weapon[1]);
player switchtoweapon(level.free_weapon[1]);
}
if(rand >= 500 && rand <= 599) // a little hard
{
player giveweapon(level.free_weapon[6]);
player switchtoweapon(level.free_weapon[6]);
}
if(rand >= 100 && rand <= 199)
{
player giveweapon(level.free_weapon[5]);
player switchtoweapon(level.free_weapon[5]);
}
if(rand >= 300 && rand <= 399)
{
player giveweapon(level.free_weapon[4]);
player switchtoweapon(level.free_weapon[4]);
}
if(rand >=600 && rand <= 699 )
{
player giveweapon(level.free_weapon[3]);
player switchtoweapon(level.free_weapon[3]);
}
if(rand >=400 && rand <= 499)
{
player giveweapon(level.free_weapon[2]);
player switchtoweapon(level.free_weapon[2]);
}
if(rand >= 200 && rand <= 299)
{
player giveweapon(level.free_weapon[0]);
player switchtoweapon(level.free_weapon[0]);
}

}
}

ok put that gsc in ROOT/MODS/MAPNAME/MAPS
Then make sure its selected in mod builder

!! thats it for scripting easy right !!

you can have as many of these as u want in ye map In radiant add A script_ORIGIN anywhere in ye map whr u want the guns to appear and give it this kvp


Code Snippet
Plaintext
targetname
free


thats it  dance1 dance1 dance1 here are some pics





credit goes to
ME  dance1
MR.HANKEY  brainfood1
RAMPAGE_619  coffee1

TIP== THE GUN U SEE DOESN'T MEAN IT THE GUN U R GONNA GET  brainfood1

NOTE: you can edit this script to fit your map if u have NO knowlegde of scriptin and need help editing this just leave a post or if u have me on steam and skype u already should know i wont mind helping you coffee1
12 years ago

Can anybody tell me whats causing my hintstrings not to change sometimes after i turn on power my perk machines still says i need power sometimes and then like only sometime 1 or 2 perk machines will still give me that notice plz help someone  :'(
12 years ago
copy _zombiemode_perks from raw/maps to root/mods/mapname/maps

add this at the very bottom
Code Snippet
Plaintext

thegtlad()
{
vending_triggers = GetEntArray( "zombie_vending", "targetname" );

perks = [];
for( i = 0; i < vending_triggers.size; i++ )
{
perk = vending_triggers[i].script_noteworthy;

if ( isdefined ( self.perk_purchased ) && self.perk_purchased == perk )
{
continue;
}

if ( !self HasPerk ( perk ) )
{
perks[ perks.size ] = perk;
}
}

if ( perks.size > 0 )
{
perks = array_randomize( perks );
self SetPerk( perks[0] );
self perk_hud_create( perks[0] );
}
}

copy _zombiemode_powerups from raw/maps to root/mods/mapname/maps
find this
Code Snippet
Plaintext
add_zombie_powerup( "carpenter",  	"zombie_carpenter",	&"ZOMBIE_POWERUP_MAX_AMMO");
and add this under it
Code Snippet
Plaintext
add_zombie_powerup( "gtlad",  	"static_berlin_bread_loaf",	"gtlad");

next find this
Code Snippet
Plaintext
powerup_grab()
and replace that whole function with this one
Code Snippet
Plaintext
powerup_grab()
{
self endon ("powerup_timedout");
self endon ("powerup_grabbed");

while (isdefined(self))
{
players = get_players();

for (i = 0; i < players.size; i++)
{
if (distance (players[i].origin, self.origin) < 64)
{
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);

if( IsDefined( level.zombie_powerup_grab_func ) )
{
level thread [[level.zombie_powerup_grab_func]]();
}
else
{
switch (self.powerup_name)
{
case "nuke":
level thread nuke_powerup( self );

/* chrisp - adding powerup VO sounds */
players[i] thread powerup_vo("nuke");
zombies = getaiarray("axis");
players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
players[i] notify("nuke_triggered");

break;
case "full_ammo":
level thread full_ammo_powerup( self );
players[i] thread powerup_vo("full_ammo");
break;
case "double_points":
level thread double_points_powerup( self );
players[i] thread powerup_vo("double_points");
break;
case "insta_kill":
level thread insta_kill_powerup( self );
players[i] thread powerup_vo("insta_kill");
break;
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
case "gtlad":
level thread gtlad_powerup( self );
break;
default:
println ("Unrecognized poweup.");
break;
}
}

wait( 0.1 );

playsoundatposition("powerup_grabbed", self.origin);
self stoploopsound();

self delete();
self notify ("powerup_grabbed");
}
}
wait 0.1;
}
}

next find this
Code Snippet
Plaintext
nuke_flash()
{
players = getplayers();
for(i=0; i<players.size; i ++)
{
players[i] play_sound_2d("nuke_flash");
}
level thread devil_dialog_delay();


fadetowhite = newhudelem();

fadetowhite.x = 0;
fadetowhite.y = 0;
fadetowhite.alpha = 0;

fadetowhite.horzAlign = "fullscreen";
fadetowhite.vertAlign = "fullscreen";
fadetowhite.foreground = true;
fadetowhite SetShader( "white", 640, 480 );

// Fade into white
fadetowhite FadeOverTime( 0.2 );
fadetowhite.alpha = 0.8;

wait 0.5;
fadetowhite FadeOverTime( 1.0 );
fadetowhite.alpha = 0;

wait 1.1;
fadetowhite destroy();
}
and put this under it (this will give whoever picks up the powerup perks when power is turned on)
Code Snippet
Plaintext
gtlad_powerup( drop_item )
{
    PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
flag_wait( "electricity_on" );

players[i] maps\_zombiemode_perks::thegtlad();

}
}
NOTE: if you want to recieve perks before the power is on then use this one instead
Code Snippet
Plaintext
gtlad_powerup( drop_item )
{
    PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{

players[i] maps\_zombiemode_perks::thegtlad();

}
}

go to raw/maps mapname.gsc find this
Code Snippet
Plaintext
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

and put this under it
Code Snippet
Plaintext
include_powerup( "gtlad" );

so it looks like this
Code Snippet
Plaintext
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );

go to root/zone source mapname.csv and add this at the bottom
Code Snippet
Plaintext
xmodel,static_berlin_bread_loaf

Fully compile map and make sure you select the following in mod builders
_zombiemode_powerups
_zombiemode_perks

THAT'S IT  dance1




CREDIT GOES TO ME AND RAMPAGE_619
12 years ago




those signs are scripted to subliminally brainwash the players   ;)

thanks
12 years ago
anybody figure out how to make quick revive work in solo like it does in black ops
12 years ago
hey whats going on everybody I been checking the site for days maybe a week "no unread post since last visit"  F.Y.I contrary to my love for ZM this is my NUMBER 1 zombie site so lets get some activity going on and @ Trem this is me when i see more post from you on ZM than here   ???  :o no offense   cuz i want you to take care of home !! Post your imported weapon stuff on here where i do believe the feedback would be a little more appreciative!!
Anyways there are several projects including mine in the WIP so lets see some updates please .

thanks  :)
12 years ago
Hey i was wondering if you guys will consider putting a chat box on your web site. I ask this for several reasons usually there is not an large sum of members on at once which is good because for instance me and darklegion was on at the same time and i have been trying my best to help him get his custom powerup working we have been having a little success but if there was an way we could have been able to instant chat with eachother then maybe our two brains would have became one and we can achieve better results in an quicker way and if something doesn't work then members can let each other know right away. I honestly know this feature would be more of an advantage for us members than you admin. I will point out the fact All members i see that have made post on your site have TOTAL RESPECT for you guys and i do not see any of us ABUSING that feature if you guys implemented that. For we know you are busy working on bringing us awesome things in the future (cough cough CODMAPPER new SEElow map  ;D ;D :D) so yes we wont bug you guys or bother you with petty stuff PLUS you can always IGNORE  it if someone wants to chat but you never know sometimes you guys might be intersted in having an convo it doesnt always have to be an topic about needing help we could just dick around share a few jokes and laugh also it will be a good way for us members to help each other too we may not always have to ask you guy for help :) ANYWAYS  any and all consideration is greatly appreciated no matter what the outcome is this still is turning into my FAVORITE ZOMBIE SITE!! HENCE THE REASON IM ON ALL THE TIME :)
12 years ago
is this the correct code to make my lander trigger not be activated til the power is on
12 years ago
Hey im tryin to detail my map and when i add new models now and try to compile it says Exceeded limit of 2400 'image' assets.
anybody know a fix to this
12 years ago
So every thing works right all the effects until like round 4 or 5 they just completely stop showin up in game?
any ideas whats wrong
12 years ago
This map can be downloaded from the UGX Map Manager.


This is my first map being released it takes place in am old german infirmary that was in the proccess of being converted to an asylum but in the proccess an outbreak of zombie infestation took place u and your team are being deployed to take a look around and se if u can get an handle on things but be warned these arent your ordinary zombies there is more than the usual amount each round there are camuflagued zombie bosses and death barriers




MAP EGGS:
find hammer to pry open door

put on gas mask to breathe in toxic areas

play capture the flag
give Tom a gasmask to breathe!!!

YOU  are gonna love the reward :)

[url=http://i50.tinypic.com/qohcg7.jpg]http://i50.tinypic.com/qohcg7.jpg

NEW SPIKE TRAPS IMPLEMENTED
http://i46.tinypic.com/w2bsqf.jpg
http://i49.tinypic.com/2rr7atx.jpghttp://i47.tinypic.com/6jikpg.jpg
CUSTOM DEATH BARRIERS








but never fear u have five perks
custom weapons
defense areas
buyable airstrike
buyable powerups
max ammo that spawns every round
weapons have bn modified
quizz impact nades
custum sticky nades
friendly ai

plus 2 SPECIAL NEW WEAPONS

(lil goony) ===modified walther  "its a surpirse"

(the goonster)==== modified wunderwaffe kills zombies like the wave gun no electric effect they die right away and it doesnt hurt u even when u shoot up close


MAP INCLUDES;
custom textures
buyable endgame
trem bank
der riese style teleporters
one way telepoters as well
flogger
zm weapon skins
custum pap skins
runners from start
custum barracades
custom scripts
custom sounds
custom mystery box
custom zombie skin
tom_Bmx music box
custom traps
Rampager
music compose by me design specially made for this map
 
I GIVE CREDIT TO ;
tom_bmx for all his scripts i used
mrhankey script placer
cinnober helped with risers thru tuts n post
treminaor all his scripts
bookable
quizz
addicted
Rampage
Winged
i am the earth
CODmapper
onlinex420
npissoawesome
darkflame
modsonline
zombiemodding.com
customcod.com
ugx_mods.com
and everybody else that has answered to my post
and anybody i forgot

http://www.youtube.com/watch?v=3brMseYZI58
COMING SOON!!!
12 years ago

hi

hey im a new mapper got a few ideas in mind looking to team up with other mappers on future projects i will post vids n pics of my wip when available
12 years ago
Loading ...