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Topics - mala15


I'm trying to control the movement of zombie dogs, but SetGoalPos( origin ) doesn't seem to work like with zombies.
When I set goal position dogs doesn't move. But they will run towards a enemy if I don't set dog.ignoreall to true.

I can control the zombies this way, just not the dogs. Anyone know how I can make dogs run to a origin?

1152 days ago
So where is he?  ??? There's almost no trace of him.

I have no idea if i'm stepping into drama or not here, but couldn't find out anything on the forum, and was planning on using some of his awesome work in my WIP map.

1201 days ago

I've found a function that is not in "scripting reference" or anywhere on the forum when i searched for it.
It has been of help to me when trying to solve a few problems so I'll post it here for anyone that don't know about it. I think this comes under "General Help - Scripting"

Anyone else know of "unknown" functions that might be of use? Please post :)

VectorFromLineToPoint( line_point1, line_point2, target_point);
This function "draws" an infinite line through the coordinates line_point1 and line_point2, and gives back the perpendicular vector from that line to the coordinate target_point.

I've found this useful a few times, but treyarch have used it to determine if an entity is in front or behind a player or character. In sniper_stealth_logic.gsc on line 257 you can see an example of that, the function is called "entity_is_in_front_of_me( target_entity )".
1487 days ago

Was wondering what people thought about "training" zombies in maps.

Personally I don't like it very much...I feel all the challenge and fun in a map can dissapear.
It can also become a bit repetative;)

Ofcourse a map can be very good with trainspots, but in general I feel this way.

Please vote and/or reply with thoughts.
1578 days ago

when making my map and trying to register damage done to zombies, I noticed that the shotgun damage you get from:

self waittill( "damage", amount, attacker, direction_vec, point, type ); 

is way lower than the actual damage a shotgun do, so if DT2.0 scripts only double the damage from this 'waittill', it only marginally increases shotgun damage.

Have anyone else noticed or checked this out?
I don't think it should matter if it's UGX or not because that damage number comes directly from the engine or?
Fairly new to cod scripting so please correct me if I'm way of?;)

I had to make a check for health pre damage and post damage to get around this on my map at least.

1598 days ago

Grid Lock is a tug-of-war style zombies map.  The map is divided in many "grids" which spawn zombies. If a zombie move through a grid in short enough time, it becomes unlocked and zombies spawn there. Players can lock these grids again from a already locked grid, by holding it for a time. In short, players try to push or hold the zombies back. There are different ways to move upwards in the map, and these ways connect a few times before getting to the end where pack a punch is located. Along these main paths to PaP, there are also alot of hidden rooms that can be opened which also connects in different ways. There is a mission/easter egg of sorts, which players need to finish to win.

Short easy introduction:
! No longer available


Tips for new players:
-Use betties EVERY can build up a "cushion" of bettys to absorb zombies when you loose control.
-Gamble as little as possible until you get to "tiered" gambles. You can get upgraded weapons from tiered gamble.
-Get betty and grenades as soon as possible.....the first rounds should be very easy if you do.
-Use the betties in locked grids and in dangerous spots, not in a random unlocked grid.
-Pull back as soon as the zombies get close, and never stay in a spot where you can easily get stuck or blocked off.
-Always reclaim a grid at the end of the round for safety and points.
-Watch the Grids Easy Explanation video above.
-Get points by rebuilding the windows in the bunkers.
-Find and shoot the perk "signs" and artillery pieces for points. You may get negative points but it is skewed toward positive points.
-Keep track of points and wallet limit!
-Try the wall-buy shotgun, you don't get less points for using it. And snipers are op if your aim is ok.

More advanced tips:
-If a grid is very wide but not long, make sure to pull the zombies along the wide side(so as to not unlock that grid yet), until you get pushed back and have to let them through the short side of the grid.
-If you choose not to open all doors you can make very long "lanes" at different places in the map, in which you can use as your fighting lane.
-Let the red glowing(terminator) zombies come to the front before killing them so you can get the drop. Same with green(invulnerability), purple(double points or quick foot) and yellow(instakill).


Please comment on what you like and would like different.  Too hard or too easy?

Also, if you upload/stream I would very much like to see, please pm me :)

-Grids which can be unlocked by zombies and locked by players.
-Tiered random weapon with a chance of upgrade(also normal wall weapons).
-Challenges randomly generated with different rewards.
-Upgrade station with perks, break time, lock-down speed and more.
-Bloodier combat.
-Bullet impact force on zombies.
-Many secret rooms and map connections.
-Inverted tug of war gameplay.
-Damage based point system....points are divided between players in ratio to how much damage each have done. Each zombie gives 100 in damage(divided between damage dealers), 10 for kill, potential 20 for headshot.
-Therefore every weapon gives the same amount of points (auto minigun only rewards kill and headshot).
-Wallet system.
-Black Ops perks.
-UGX mods.
-Very few train spots.
-Super hidden secret upgrades.
-Short duration(15s) instakill, terminator and double point.
-Many small script changes.
-Probably stuff I'm forgetting  :-\

Challenge mods:
Timed: time limit.
Punishing: loose progress for doing the wrong kind of killing or damage.
Decreasing: progress slowly decrease over time.

More mods means higher chance of better reward.

Perk shader are fixed...old images!

-Always stay behind green lines, no zombies can spawn there.
-Upgrade break time to get to know your escape route, upgrade, discover secrets and unlock perks.
-Let zombies close to the "soul filler" areas when you got good weapons and an open escape route.
-Many places to shoot from and support from while your team(or you) absorb a wave or pull back.
-Turn around if you need to escape so you know where you're going.
-Pull back when zombies close in on your face. :troll:
-Be ready for boss.

Grid explanation:
more explanation in upgrade menu in-game

You have been sentenced to death for treason by some empire. Execution method is arena style tv show where prisoners fight zombies for a chance at a pardon. Many have tried, few have succeeded. An A.I count your points and keep score, allowing you to purchase stuff for points. Entertain or die. :accepted:

Known bugs:
-If you upgrade break while its break, it sometimes break for longer than break time.
-Impact force from minigun is a bit varied.

UGX team -  UGX mod and jukebox.
Bluntstuffy - soul chest.
Jay's Black Ops Perks.
Naminator999 - perk shaders.
YaPhil - Gun respawn fix.
Mappers for the maps I've played and gotten ideas from.
UGX forum and the people on it.

Mega download:


See the youtube video further up the page for easy introduction to grids.
! No longer available

v1.1 changes:
-Reduced higher tier weapon price.
-Reduced some door prices.
-Fix bug where you could get into bunker.
-Reduced amount of souls required most places.
-A few small changes.

Attempt at making it easier...especially solo beginning.

v1.2 changes:
-Made the third round a bit easier for solo(fewer runners, no sprinters).
-33% reduced boss health for solo.
-increased the delay between spawns by small amount.
-fixed a place where zombies couldn't path to.
-increased points for locking grids
-also increased the bonus points when having increased lock speed.
-removed 2 artillery pieces.
-added a few details, fixed a texture and some lighting.
-added periodic increase of the points zombies gives you. +10 points per zombie from round 10 and then every 5 round.
-betty should no longer be removed when dying in coop

v1.3 changes:
-New in game grid tutorial added. It guides you through 3 grid captures and reward points when completed. (Triggers when there is something to capture)
-Changed the first "soul reward" from 3 free doors in the start area, to unlocking a random perk( that is not revive).
-Artilleries easier to find and you get information about how many is left and when its completed.
-You now have to press "F5" to skip break, so that host can chat without skipping break.
-Hints added and many things have been made easier to understand.
-Information and hints about how to get to the mission.
-Decreased difficulty slighty to compensate for no free doors in start area.
-Fixed somewhere zombies couldn't find you.
-You no longer die if you complete the mission and escape without phd.
-Much better learning experience than before!

v1.3.1 changes:
-Fixed god mode bug.
-Added info to tut about how many grids you have captured, and how many you have left.
1600 days ago

I've been using the UGX mod 1.04 and semtex haven't ever worked. Getting closer to a finished map and want to fix it now.

When I throw it, the animation looks like this:

also it doesn't stick to zombies...just hangs in the air where it hit the zombie.

I've searched through my ugx mod for semtex and napalmblob weapon file, and have also done this on a fresh UGX mod 1.04 download. What am I missing? Will it work, and am I allowed, to take the semtex weapon file from UGX comosea?

Thanks for any help!
1752 days ago


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