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Topics - PROxFTW

Map will start being made after the completion of edifice
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Current Planned Features:
My custom Mod
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Based off: Pacific Coliseum
9 years ago
So thanks to MakeCents I have decided to make a tut for people about color info for HUD's.
---------------------------------------------
First of all you will need an HUD.
Now how color info works, if you want to change an entire text or image, you would probably want to use
--------------------------------
HUD.color = ( ( Color1 / 255 ), ( Color2 / 255 ), ( Color3 / 255 )  );
Color1, Color2, and Color3 all specify the color you want.
Color1 would be Red, so change that as you want and you can modify how much red you want.
Color2 would be Green, so of course modify that as much as you want.
Color3 would be Blue, so again modify that as you want.
--------------------------------
Now lets say you wanted 255 out of 255 so completely 1 color. In this case rather than writing
HUD.color = ( ( 255 / 255 ), ( 163 / 255 ), ( 255 / 255 ) );
simply you can replace it with
HUD.color = ( 1, ( 163 / 255 ), 1 );
Also rather than writing ( 163 / 255 ) you could modify it as a decimal but probably better to just go out of 255 in this case.
Also something else if you want ( 0 / 255 ) replace it with 0 as you would do 1. Makes it easier as well.
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Now lets say you wanted to just change an individual letter or word or phrase or something that isn't an entire text.
You would use the up arrow + a number 0 to 9. There is to be no spaces between the up arrow and the number otherwise it will show both in the text.
Using ^7 will set the color back to its original color so if HUD.color is ( 1, 0, 0 ), once it sees ^7 it will go back to being red rather than white. I believe haven't used this in a while but I believe this is correct.
Also using these will override HUD.color until ^7 is used.
So now what each number means in terms of colors
Code Snippet
Plaintext
^1 - RED
^2 - GREEN
^3 - YELLOW
^4 - BLUE
^5 - CYAN
^6 - PINK
^7 - WHITE
^8 - DEFAULT MAP COLOR
^9 - GREY OR DEFAULT MAP COLOR
^0 - BLACK
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Now an example of just modifying a small text
HUD Settext( "Press ^1&&1^7 to buy jugg" );
This will now print to screen
Press F to buy Jugg
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Now an example using HUD.color + a color code
HUD.color = ( 1, 0, 0 );
HUD SetText( "Press ^4&&1^7 to buy Jugg" );
Press F to buy Jugg
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Also a link for using ( R, G, B ) info
http://www.rapidtables.com/web/color/RGB_Color.htm
9 years ago
Everything explained better below. But this is 2.0 of the mystery box and I really hope everyone enjoys this and the effort I put into this for everyone. Anything else please let me know and I will do it.
Video will have to be delayed as my laptop could not work the video out. So hopefully tomorrow I can get one.
Here is a gif to show off a bit of how the code looks for user settings.

Credits:
Pashan - Ideas
UGX - Ideas
Nikolai - Testing
9 years ago
Note: This is my first ever WIP map. So I will be working extremely hard on it. This is not my first time working with radiant so it shouldn't be too bad.
The team was sent home for christmas vacation but unfortunately they encountered some of their "friends" on their way. They made it to a small town untill they crashed in their vehicle. Now how long can they survive when Santa Claus is after them to?
Planned Features
   - Santa Claus Boss
   - Galva or Freeze Punch - Which one? Use the poll when I make it
   - Custom Models - Need a modeler for certain models that Pashan couldn't do - PM me if you wanna help with this
   - Mix of COD Weapons - I have the list for which I want so don't tell me to add something unless I ask
   - Team christmas hats - Characters will have these
   - New box model
   - A few more but I don't want to spoil everything
Features Currently
   - New buyable weapon system
   - Christmas Present reward system
   - BO/BO2 Perks
Some pictures ( Hopefully working ):
Spoiler: click to open...



Note: Tree models will change for snowy versions but since I can't model these are for the time being.
Now if you have suggestions you may post them or pm me whatever you want.
This has been worked on for about a month now. Not just the map but scripting as well.
Not much more as I haven't worked on it for very long yet. But my planned release is this Christmas being as bug free as I can get.
If you want to stay updated I will be posting progress of scripting related things on my youtube and maybe some map previews. I will post previews here but only of the map.
10 years ago
I have just been bored lately and wanted to do this. Hopefully there are no issues with it. I tested on my test map and my map I am working on currently and so far no issues but if you do see some let me know and I can fix them.
Simply download the files and use the tutorial on how to add it. The tutorial file is a regular file and can be opened in almost any text editor. If you have any trouble adding it msg me and hopefully I can help. Also I realize it probably isn't the greatest but it works. Also when you go to pause it will be visible. Got to lazy to figure it out.
Image of what it looks like

Edit: Now Includes Deaths. You can use the original or the one with deaths. Both included in download.
Update: It now hides on the pause screen. Managed to figure it out.
10 years ago
Ok, so I was wondering if there was a way to hide/show a model/FX to a certain player via script. Simply what I have done was I made a tag_origin to play an FX on. However if a player doesn't have the perk, they should be unable to see it. And if they do have the perk they should be able to see it. Talking about vulture aid with the Smoke, Ammo, Points thing. I have tried SetVisible/SetInvisibleToPlayer, however if the player goes down then re-buys the perk they can't see the fx anymore. I know hide() and show() won't work as they affect all players. Is there anything else or is there a way to get it to work with SetVisible/SetInvisible?
10 years ago
Fully Updated. Tested on Der Reise, as I don't have a test map setup yet. Tested on stairs as well as jumping off a few things. If any more bugs are seen, please notify me. It helps me and others out. Thanks. Hopefully Final Update. All the known bugs that I know about are fixed.
Requires you have PHD in your map with a script_noteworthy of specialty_detectexplosive
Code Snippet
Plaintext
/* Thread on all players. How to do that. Simply add the 1 line code below into your MapName.gsc at the bottom of the main() funtion. Then post the rest of the Phd code at the bottom of MapName.gsc
for( i = 0; i < GetPlayers().size; i++ ) GetPlayers()[i] thread PHD(); // 1 Line Code
*/
PHD()
{
self.oldSurface = self GetSurface();
self.lastStance = self GetDiveStance();
MinFall = 5;// Can Change 5 to whatever you want but I would recommend not going lower than 2
for(;;)
{
if( self HasPerk( "specialty_detectexplosive" ) )
{
if( self GetStance() == "prone" && self IsOnGround() && ( self.lastStance == "stand" || self.lastStance == "crouch" ) )
{
self.newSurface = self GetSurface() + 0.007;
ActualFall = self.oldSurface - self.newSurface;
if( self.oldSurface > self.newSurface && MinFall < ActualFall )
{
self thread Nuke();
self.oldSurface = self GetSurface();
wait .2;
}
}
if( self IsOnGround() )
{
self.oldSurface = self GetSurface();
self.lastStance = self GetDiveStance();
}
}
wait .05;
}
}

GetDiveStance()
{
return( self GetStance() );
}

Nuke()
{
self EnableInvulnerability();
self PlaySound( "nuke_flash" );
PlayFX( LoadFX( "explosions/default_explosion"), self.origin );
RadiusDamage( self.origin, 300, 5000, 1000, self );
self DisableInvulnerability();
}

GetSurface()
{
return self.origin[2];
}
Video:
Spoiler: click to open...
For all those wondering about the official way ( BO1/BO2 Diving ). I may do a tutorial but animations will have to be made yourself or have to be ported over.

Enjoy.
10 years ago
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