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Topics - FLUXtrance

Hello all, I have a small request for anyone who thinks they can re-write this script to work properly. Of course, credit will be given for your help. I have tried myself to figure this one out, but unfortunately I simply lack the scripting knowledge to fix it. I've put it off until now, but it is currently one of the last things I REALLY want to get work for my map. I recently used bamskater's tutorial to port in the 4 Black Ops 1 perks for my custom zombies map. Unfortunately, the scripts are slightly lacking , and a few features don't work properly. I will include a paste-bin link at the bottom to the two scripts that need work.

PHD Flopper: PHD flopper is most likely the easiest of the two to fix. The perk itself works great, but the player's screen still shows splash damage with the perk equipped, even though they are not actually taking damage.

Mule Kick: Mule kick might be a bit more of a challenge. It seems that when the player is holding a box weapon, the perk doesn't recognize it as a weapon. So, if the player has one box weapon and one wall gun, the perk will give the player TWO more gun slots, as it thinks the player only has one gun, and he/she will end up with 4 gun slots

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(I decided to include my entire MAPNAME.GSC in case you need to see variables called, ect.)
Mule kick is located on line: 222

http://www.mediafire.com/download/mxyec9kez6f8ugr/Paradise.gsc

Apparently Mule Kick also needs these files in order to be fixed:

http://www.mediafire.com/download/rd7m66vm6hp1liz/_zombiemode_weapons.gsc
http://www.mediafire.com/download/vvec4nyihd3c4zt/_zombiemode_perks.gsc
http://www.mediafire.com/download/w5vyj77j8p7j123/_laststand.gsc

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(PHD is located in my _zombiemode.GSC)
PHD Flopper (specialty_detectexplosives) is located on line: 2579

http://www.mediafire.com/download/3lve0fgz5uo02kn/_zombiemode.gsc

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If anyone thinks they can re-write the script to work properly, I would REALLY appreciate it. If I can't find a fix, I will most likely remove both of these perks from the map, and I'd really like to keep them. Thank you in advanced to any of you who look into this, I really appreciate the help, as I really don't have the knowledge to do it myself.

-Flux
11 years ago
Welcome to Paradise!

This is my 2nd custom zombies map for COD5 WAW. The idea was to create a daylight map, with almost everything opposite of what you would expect in a zombies map. Warm, inviting, and tropical!

The map itself is set to be a (medium) challenge. It has few locations where circle strategy is possible, and all of these do not include weapons nearby for ammo. There is a buyable ending Easter Egg for 50K, as well as Der Riese style teleporters. I implemented these almost entirely for those of you who enjoy the camping aspect of zombies! they are all in dead-end locations of the map, and give you a chance to escape in case things don't go your way.

PROGRESS:

Map Progress:
70%

FEATURES:
 
 -No Dog Rounds
 -90 FOV
 -Der Riese style teleporters
 -Pack-A-Punch
 -5 hit jugg
 -hitting yourself with the Wunderwaffe no longer make you a 1-2 hit down
 -UGX Jukebox (with custom music)
 -Working Solo revive (BO1 style)
 -All 4 WAW Perks
 -PHD Flopper
 -Staminup
 -Deadshot
 -Easter Egg Buyable Ending
 -Ported Weapons
 -Custom Zombie Skins/Eyes
  I will continue to add more as they are added to the map!

IMAGES:

(Imgur Album) http://imgur.com/a/bJqSX'

CURRENT BUGS/ISSUES:
 
-None!

CREDIT:

 -Bamskater33--- BO1 Perk importing tutorial
 -SajeOne--------- Help with Scripting/errors/other
 -Treminaor------- Help with Scripting/errors/other
 -OnlineX420----- Perk Machine Models/scripting help
 -Delta------------- Scripting Help
 -SniperBolt------- map built of his tutorial base, WAW Perks + PAP + Windows
 -YaPh1l----------- Help with Scripting/errors/other
 -Gtlad------------- Easter Egg Scripting

NOTE: If I missed you, please let me know! I tried my best to credit everyone whom I got significant help from/prefabs/models/script/etc. If you believe you should be here, let me know, and I will gladly add you
11 years ago
First off, I will try to be as specific as possible. The Easter Egg I want to achieve is fairly simple, but seeing as I know very little of scripting much outside of the basics, I'll need some help. I'll give whoever is willing to help me full credit for their work. Thanks!

I would like to make a simple 5-piece Easter Egg. I have created a "tiki charm" prefab out of small brushes, and custom textures to be my "targets", and they are scattered throughout my map. I have also created a "tiki charm temple" (If you haven't guessed already my map is tropical themed). In the temple are important things such as the final teleporter to my map, a buyable ending, and PAP. I already have a text string display at the beginning of the map briefing the player on what he/she needs to do, here's where I need someones help:

How would I go about:

 -Creating a text string pop up when near a trigger on the charm saying "Hold (x) to Activate Tiki Charm"
 -Once all charms are active, open a door

EXTRA:

 -once all charms are active, create the hissing sound and screen shaking just like when activating the 3rd telporter on a Der Riese - Style map (I already have teleportes, the script is all there, would it be as simple as a copy/paste?)
 -A small counter on the HUD created when 1 of 5 tiki charms have been activated, and destroyed once all 5 have been activated

Thank you in advanced for reading if you got this far, I appreciate it. Like I said, any help would be much appreciated, and the two extras were merely out of curiosity of their difficulty to implement. If anyone thinks they can help me with this, I'd love to credit you for your work. Thank You! :D
11 years ago
Hey all, Quick question to those of you who map a lot. I've been mapping for about a year now, so I like to think I have a pretty good grasp of what all the textures under "tools" are used for, and I'm aware of what "Caulk" does, but I'm curious. Why does everyone build their objects out of Caulk, then re-texture? Is it so they can leave textures that will never be seen "invisible" and save game resources? Honestly, I've always just used the textures I wanted, and never bothered with that step, as it just seemed unnecessary to me. are there any major benefits to using Caulk? Am I making a mistake not using it? My PC can basically run anything, so I never notice frame-rate differences, so if it makes a difference in frame-rate, I wouldn't know. Thanks! :)
11 years ago
Hey all, I apologize if this is a stupidly simple question, but does anyone know how to make a "buyable debris" Explode instead of simply make an electrical animation? I want to make it look as if you are detonating a charge. If It is merely an animation, and the debris itself doesn't disappear on "impact", but still does the moving away animation like in the original, It isn't a big deal, as I can mask this easily. I just want to change the "electrical" animation to a more explosive animation. Thanks in advanced!
11 years ago
Hey All, I apologize for the back to back posts. I have recently come to realize I have a really common map name for my newest map, and I would like to change it to something more original. What I DON'T want to do is change *most* of the file names properly, but miss one or two and run into some compile errors, or having my map flat-out not run. I remember doing this in the past with an older map, and running into some problems. Could one of you with experience in this recommend the best way to go about this? I already have some scripting done, so I'd prefer to keep my script files if possible (although if using a script placer with "already mapped" selected is the best way, I could make it work). Should I just rename all of my map files? If so, is there a list somewhere I could refer to? Thanks in advance!
11 years ago
Anyone know if there has been an "electric cherry" prefeb/port from black ops 2 yet? I know there are a couple sets of prefabs readily available and easy to install from black ops 1, but has anyone ported Electric Cherry from BO2? I feel like it may be more difficult to get working with the electric animation/etc. But it would be AWESOME to have in WAW zombies.

Forgive me if it's already been ported and available somewhere obvious. I haven't seen anything yet though, and I don't have the knowledge to port it myself (by any means) Thanks! :D
11 years ago
Hey all,

I seem to be having a problem when creating oceans in Radiant. I made a large brush spanning the size of my "island", but when entering the game, the texture is terribly distorted, stretched, and the animation looks as though it is going at 5X it's regular speed in certain areas, while in others the animation is completely gone. This location I screen capped from is merely the easiest location to screen cap from, it is occurring all across my map. Any ideas on preventing this? Sorry, but pictures are the best I can do. Thanks!

http://gyazo.com/1274dc72a0f41bcdccd825ef238c4ab7

http://gyazo.com/39420ba22be01474905fc7e08aee8d33
11 years ago
Hey All,

I'm currently working on a map set on an island, so at any point in the map where the player is more than ~32 grid points above sea level, they can see below the 180 degree mark on the sky-box (the stretched ugly part). It isn't a major deal, except there is one point in my map where you can travel up a large tower, and at the top, this is VERY clearly visible. Is there anyway to make the skybox have a larger "FOV" so to speak? If I have to make my own skybox, It would be worth it, but I absolutely hate the look of the stretched skybox from that height.

Thanks! :D
11 years ago
Hey All.

I have finally got teleporters working in my newest map. I'm using Der Riese style teleporters with KVP's from this website here:

http://www.customcod.com/~custo96/wiki/index.php?title=Custom_Nazi_Zombie_Maps_(Der_Riese)#Teleporters_2

I have them working perfectly, with only one problem. before Implementing these, I went into my _zombiemode.GSC file, and changed every instance of "cg_fov", "65", to "cg_fov", "90", so the FOV would be increased to 90. I later found out that after teleporting, the FOV would be changed back to 65, so I went into dlc3_teleporter.GSC and changed all THOSE instances to 90. Finally, it works... but with one small thing. For some reason, every 10-20 teleports my FOV is changed back to 65. I have tested this many times, and I'm pretty confident it is being caused by a "teleportation after effect" (such as flashing screen/blurry screen/etc.) because every time the FOV changes, there is never an accompanying after effect. I can't for the life of me figure out which files need to be changed to fix this. If anyone has a slolution, that would be greatly appreciated, as I really want to have the full 90 FOV and working teleporters!

A quick rundown of all files I have altered, and changed all instances having to do with FOV to (90):

_zombiemode.GSC
dlc3_teleporter.GSC
payload_zombiemode.GSC

Before altering any of these, I copied them into my mods/MAPNAME/maps folder, altered them there, then built the mod with the new folder checked. Any help would be GREATLY appreciated. Thanks to any of you who took the time to read this whole thing, I appreciate it.
11 years ago
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