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Topics - djluvorng

 
Hi! been working on this for a while, and finally feel confident enough to release it (DM me with any and all bugs bc I am sure there are some).
This script tutorial and prefab combo is bacically a drag and drop adaptation the teleporters from the map "five" albeit modified for general use with a few new changes and features. (Mostly on the zombies side.)

 
Instructions:
1) Drag the folders into your root directory.
-------------------------------------------------
2) Open useraliases.csv in share>raw>sound>aliases and add the following lines:  
 
Code Snippet
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# ====== Tele Sounds =====
    evt_teleport,,,orng\tele\evt_teleport_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,2d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
    evt_teleport_out,,,orng\tele\evt_teleport_out_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
   
-------------------------------------------------
3) Open your mapname.gsc located in usermaps\"mapname"\scripts\zm and add:
    Add this to your mapname.gsc:    
Code Snippet
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// 5 style Teleporter
    #using scripts\orng\teleporter;
   
    Underneath:
    #using scripts\zm\zm_usermap;
 
   
    add:
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/////
thread init_power_orng();
/////
   after:
   
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///// 
zm_usermap::main();
/////

    then add:
   
Code Snippet
cpp
/////
function init_power_orng()
{
    level flag::wait_till("power_on");
    teleporter::teleporter_init();
}
/////

    At the end of the file.
   
   
--------------------------------------------------
4) Open your maps zone file located in usermaps\"mapname"\zone_source and add these lines:    
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//Teleporter
fx,dlc0/factory/fx_teleporter_beam_factory
scriptparsetree,scripts/orng/teleporter.gsc
--------------------------------------------------
5) Add the prefabs to your map in map_source\_prefabs\orng:
    - static_tele_pad_base.map is an optional teleporter that only teleports to the static_tele_pad.map group (unless specified otherwise). (Can be more than one.)
    - static_tele_pad.map is an optional teleporter for the static_tele_pad_base.map group to go to (unless specified otherwise). (Can be more than one.)
    - tele_pad.map is the teleporter and final position after teleporting. Use as many as you like.
    - zombie_tele_point.map is where the zombie will end up after following the player through the portal. This is optional and use as many as you like. (picks the closest to the player.)
--------------------------------------------------
6) Compile your map as per usual and you are done!
--------------------------------------------------
EXTRAS) There are a couple of options in the teleporter.gsc script (located in share\raw\scripts\orng)    
 
Code Snippet
cpp
level.zom_timeout= 20;        //Change to the timeout for the zombies to get to the teleporter "undefined = infinite (only recommend for specific use cases)"
level.target_distance= 1000; //Change to max distance to the portal that zombies can be to get attracted (else kill) "undefined = infinite (only recommend for specific use cases)"
level.how_close=       100; //Change to how close the player has to be to cancel zombie teleport "undefined = ignore (only recommend for specific use cases)"
level.cooldown=        10; //Cooldown time for the teleporters in seconds
level.random_static=   1; //Each number higher than 0 means the static teleporters have a greater chance to go to a random tele.
                         // ^^ Example: 0 = 0% 1 = 50% (Idea from NSZ Kino Tele)

 
Spoiler: click to open...
You can also change the fx and add sounds to be something a little less ghetto xD.
--------------------------------------------------
mega.nz

 
 
2 years ago
I need help with a script I am writing for playing a sound when a specific gun is out of ammo. The script gives no errors but The sound does not play. Any help would be appreciated. ;)

Code Snippet
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#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{
thread ammo();
}


ammo()
{

flag_wait( "all_players_connected" );
wait 1;
players = get_players();
j = 0
currentweapon = players[j] getCurrentWeapon();
bullets_left = players[j] GetFractionMaxAmmo( currentweapon );
for( i = 0; i < players.size; i++ )

wait .5;

if( currentweapon == "bo2_zm_colt" && bullets_left < 0.1 )

players[i] playsound("aib");

wait .5;


}
7 years ago
Instructions:
Spoiler: click to open...
1. add images folder mods\*MAPNAME*\

2. add sound to mods\*MAPNAME*\

3. copy weapons to mods\*MAPNAME*\

4. add images, material_properties, materials, sound, xanim, xmodel, and xmodelparts folders to raw folder

5. copy _zombiemode_weapons and dlc3_code gsc files from raw\maps to mods\*MAPNAME*\maps (if not already added)

6. edit _zombiemode_weapons, press ctrl+f and search for
Code Snippet
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add_zombie_weapon( "colt",
7. copy the lines from the file included and paste them above the line    
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add_zombie_weapon( "colt", 									&"ZOMBIE_WEAPON_COLT_50", 					50,		"vox_crappy",	8 );

8. edit dlc3_code, press ctrl+f and search for
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include_weapon( "zombie_colt" );

9. copy the lines from the file included and paste them above the line
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include_weapon( "zombie_colt" );

10. add the lines from "copy to mod.csv" to mod.csv

11. DONE!!!!!!!!!!!!!!!!!

https://gyazo.com/729d913dde0835a9de37dee4cfe74693

https://gyazo.com/1ea4a5266920c1c7f00458aad399dea6

7 years ago
I am trying to add a custom gun from scratch. It is the NES Zapper just so you know. The problem is that the anims i create look very nice in maya but in game they look like this:

Anyways, I am following rollonmath42's tut as well as tom's. I'm not sure what i am doing wrong. Any help would be appreciated! Thanks.
7 years ago



I need to fix it so that You can't see through the bus. Any help would be appreciated!


7 years ago
http://www.zombiemodding.com/index.php?topic=12750.msg127870#msg127870

I need help changing the facing of the picture. I can't seem to figure out how to change the angles. I have tried with UGX Easy FX and the Script way. The script way didn't move at all and the only way I got the UGX was to move was to change the "move realitive to" option in effects editor. Any help would be appreciated.
8 years ago
hi, i am having trouble with my map after uninstalling the ugx mod. when i compile my map afterwards, the font is messed up, it looks like ancient writing. is there some file i missed, or what. Please help!
10 years ago
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