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Topics - isaacscott935

Hey,

After deciding that I want some electric traps in my map, I went searching on Google to find the prefab and the scripts. I've heard that TomBMX has a zapper prefab - but there are no links that I can find. Also, whenever I see a link that has a download for an electric trap prefab, it an error 404 page. If anyone has a working link to a download that would be great. Thanks.
6 years ago
Hey guys

Yesterday I put up a tutorial on how to add a shootable model easter egg, so you can activate a door or play a song. That script only worked if you did the bears in order, which means you have to memorise where you placed the first, second and so on bears when testing it.
Today, I bring you my own unordered shootable bears/any other model tutorial, which makes it a lot better. I was thinking about how to do this and I realised you must have different functions for each of the bears (this is the only way I could work out how to do it).

The first part of this tutorial (the radiant part) will just be copy&pasted from the tutorial I put up yesterday because there's no need for me to rewrite it.

PART 1: RADIANT

 First, let's start off in radiant. Right click on your 2D window, and click script -> model. Find the zombie teddybear model. You can actually have this as any model, but I'll just use it (the model name for the bear is "zombie_teddybear"). You can place this anywhere in your map, as long as your player can see it.

Give this bear the KVP:
Code Snippet
Plaintext
targetname         teddy1

You can then duplicate the script_model to have as many as you like, but make sure you change the KVP each time:

So, my second one would look like:

Code Snippet
Plaintext
targetname       teddy2 
     etc.

Right click on your 2D window again and select trigger -> damage. Cover the bear with this trigger and hit N on your keyboard to give it KVPs. First, tick the box MELEE_NO (because we don't want to knife our bear). Then, add:

Code Snippet
Plaintext
targetname       bear1

So my second trigger's KVP would look like:

Code Snippet
Plaintext
targetname         bear2 
      etc.

Make sure you cover all of your bears with the trigger_damage and make sure all the KVPs are different.

PART 2: SCRIPTING

As I said, this scripting part is different.

Go to your mapname\maps\mapname.gsc file and open it.

About line 130, you'll find:

Code Snippet
Plaintext
level thread DLC3_threadCalls2();

Underneath that, put in:

Code Snippet
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level thread bear1();
level thread bear2();
level.BearNumberShot = 0;

This calls all of the functions that we are going to create.

Now, at the bottom of your file, paste:

Code Snippet
Plaintext
bear1()
{
teddy_1_trigger = getEnt("bear1","targetname");
teddy_1_model = getEnt("teddy1","targetname");
teddy_1_trigger waittill("trigger");
teddy_1_trigger Delete();
teddy_1_model Delete();

level.BearNumberShot ++;

iPrintLnBold("Poor Teddy 1 has been shot."); // iPrintLn prints in top left corner, iPrintLnBold prints in centre.
if ( level.BearNumberShot == 2 )
{
level thread bears_complete();

}

}

and underneath that, paste:

Code Snippet
Plaintext
bear2()
{
teddy_2_trigger = getEnt("bear2","targetname");
teddy_2_model = getEnt("teddy2","targetname");
teddy_2_trigger waittill("trigger");
teddy_2_trigger Delete();
teddy_2_model Delete();

level.BearNumberShot ++;

iPrintLnBold("Teddy 2 has been shot, also.");
if ( level.BearNumberShot == 2 )
{
level thread bears_complete();

}

}

You may notice that each function contains an IF statement, which contains
Code Snippet
Plaintext
level thread bears_complete();
. We have not defined that function yet, so that's what we're going to do.
So, paste this underneath your other functions:

Code Snippet
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bears_complete() // Function which displays the text when both of the bears/triggers have been shot, no matter the order. 
{
iPrintLnBold("Both bears have been killed. Well done!");

players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound( "insert_sound_here" ); // Plays music once both bears have been shot.

}
This code is finished. Check that your targetnames are the same in the script as they are in the radiant triggers/models.

Again, this code:

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound( "insert_sound_here" ); // Plays music once both bears have been shot.


allows a song to be played once all bears have been shot. You can add your own music; there are plenty of tutorials on that.

Enjoy. If there are any mistakes please mention it :D
6 years ago
Hey guys

I created this script earlier today. This allows you to be able to shoot teddy bears in the map.
NOTE:You must shoot the teddies in the order it is in the script. Make sure to remember where you put Bear1,bear2 etc in radiant so you can test it.

PART 1: RADIANT

 First, let's start off in radiant. Right click on your 2D window, and click script -> model. Find the zombie teddybear model. You can actually have this as any model, but I'll just use it (the model name for the bear is "zombie_teddybear"). You can place this anywhere in your map, as long as your player can see it.

Give this bear the KVP:
Code Snippet
Plaintext
targetname         teddy1

You can then duplicate the script_model to have as many as you like, but make sure you change the KVP each time:

So, my second one would look like:

Code Snippet
Plaintext
targetname       teddy2 
     etc.

Right click on your 2D window again and select trigger -> damage. Cover the bear with this trigger and hit N on your keyboard to give it KVPs. First, tick the box MELEE_NO (because we don't want to knife our bear). Then, add:

Code Snippet
Plaintext
targetname       bear1

So my second trigger's KVP would look like:

Code Snippet
Plaintext
targetname         bear2 
      etc.

Make sure you cover all of your bears with the trigger_damage and make sure all the KVPs are different.

PART 2: SCRIPTING

Go into mapname\maps\mapname.gsc.

I have created a function called shootable_bears(), so you need to write:

Code Snippet
Plaintext
level thread shootable_bears();

underneath

Code Snippet
Plaintext
level thread DLC3_threadCalls2();

Next, at the bottom of your .GSC file, add your function:

Code Snippet
Plaintext
shootable_bears() //Shootable teddy bears in map. Make sure you add a trigger_multiple and add the KVPs. 
{
teddy_1_trigger = getEnt("bear1","targetname");
teddy_1_model = getEnt("teddy1","targetname");
teddy_1_trigger waittill("trigger");
teddy_1_trigger Delete();
teddy_1_model Delete();
iPrintLnBold("Poor Teddy 1 has been shot.");

//The first teddy has now been shot. You can now shoot the second one. When each one is shot, text will appear.

teddy_2_trigger = getEnt("bear2","targetname");
teddy_2_model = getEnt("teddy2","targetname");
teddy_2_trigger waittill("trigger");
teddy_2_trigger Delete();
teddy_2_model Delete();
iPrintLnBold("Teddy 2 has been shot, also.");

//Both teddies have now been shot.

players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound( "insert_sound_here" );

}


NOTE: Make sure all of your targetnames in your script match the ones in your radiant file
KVPs.

This code

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound( "insert_sound_here" );

is to add music once your teddies have been shot. I have not added music, hence the "insert_sound_here", but you can add a song to your map and play it using this code.

Enjoy
If there are any mistakes please let me know
6 years ago
Hello,

I was wondering how you would change the zombies sounds and groans for WAW. Also, is there anyway to download them off of a site? Thanks
6 years ago
Hey,

I've been having this error every time I try to launch my map from Launcher. And I have no idea what is causing it and how to fix it. Any help would be appreciated. Thanks.
6 years ago
Hello,

I would like to have an end game switch in my custom zombies map for WAW but I'm not entirely sure if I need a new custom script or I can create it just in radiant without anything else. Thanks
6 years ago
Hi guys :D

This is a tutorial on how to change the start round in your custom zombies map.

1) Go to \root\raw\maps and copy the _zombiemode.gsc file if it isn't already in your mapname\maps folder. Open the script and press CTRL+F to find. Search for the function round_start().

2) There are three lines, and the second one is: level.round_number = 1;
Change this number to whatever round you want your map to start on (I have chosen 15).
Leave the level.first_round defined as true.

3) To change the speed of the zombies, you need to type in: level.zombie_move_speed. Set the value as whatever round you want it to start on multiplied by 8. You can either just type in the number, or write [level.round_number * 8].

4) To change the health of the zombies, press CTRL+F on your keyboard to search. Type in "zombie_health_start". The first result should be underneath a title named //AI. Change the value of that variable to the amount of health the zombies have on the round that you chose to have your map start on. To calculate this, go to: https://zombulator.com/. Input your round number and it will display the amount of health the zombies have on that round. Then, set the value for that variable as that number.

Now, save and close. In Launcher, hit build mod and it will work.
6 years ago
Hey :D

I always play zombies with a 90 FOV but the default script is set to 65.
This is a quick tutorial, but it's good because you don't have to keep typing "cg_fov 90" in the console.

So, go to \root\raw\maps\_zombiemode.gsc , or go to \mapname\maps\_zombiemode.gsc (if you have it).
Around line 1020, there is a line that says "cg_fov",  "65"
Change that to 90, or any FOV of your choice (max FOV is 160 without T4M but with T4M the max is 90)

That's it. You don't need to compile your map, just save the script and hit build mod in your launcher. Make sure everything is ticked.

NOTE: Changing this script in just your \mapname\maps folder will only have the permanent FOV on that map. To have this on all zombie maps, including the stock Treyarch ones, edit the script in \root\raw\maps.
6 years ago
Hey guys  :D

This is a tutorial on how to create a death barrier in Call of Duty: World at War custom zombies.
You may want this feature in your map as part of a quest, or to just bully the players.

1) Right click on your 2D window in Radiant. Hover your mouse over 'trigger' and a menu should appear. Click 'hurt'.

2) You can resize this trigger to be any size of your choice. Press N on your keyboard to open the Entity window (this is where you insert your KVPs, for any new mappers). Type in the key 'dmg' (short for damage) and set the value as a number higher than 100.
IMPORTANT! If you do not have Jugg on your map, then you can set the value as 100 or 150. If you do have Jugg on your map, then setting the value under 150 will not kill the player. It needs to be over 250.

That's it. There are no further things needed in Radiant or in scripts. Just compile your map and it will work.
6 years ago
Hey, has anyone got a link to a file containing the BO1 knifing animations for WAW? Thanks.
6 years ago
Hey, I added Harry Bo21's perks into my map. My power switch is completely black apart from the handle. When I shoot at it, the muzzle flash lights up and I can see part of the switch, but then it goes black again. I don't know how to fix this and it's very annoying. I have the 'harrybo21_perks v5.0.0.zip' file. He said make sure you have the latest version, which I think is v.5.2.0 but whenever I follow the link for it on MEGA it says it has been removed. Any help would be appreciated.
Thanks

Double Post Merge: April 04, 2018, 10:17:20 am
I just found the v.5.2.0 version after scrolling through his posts. I'll post again if the problem persists.
6 years ago
Hey, my power switch is not working. I have placed it into the map, and I have tested different power switches such as Sniperbolt's tutorial one and Harry Bo21's. I have even followed a tutorial on how to make one, and it isn't working. I'm not sure if this has anything to do with it, but the power switch is on the second floor.
6 years ago
Hey there, I would like to make it so that when the player(s) leaves the zones (goes outside of the map) they get killed, like the way it is in black ops 3.
6 years ago
Hey, I am new to modding in WAW custom zombies and I was wondering how to add this pack of Black Ops 2 weapons to my custom zombies map. I will provide a link to the download. It contains all of the files such as weapons, sounds, soundaliases, images etc, but I don't know where to put them in my mod's folder and how to add the necessary things to my mod.csv file.
Download to weapons: http://cfgfactory.com/downloads/show/5429f2586ab8d
Any help would be appreciated. Thanks.
6 years ago
Hey, so I have just started to make a custom  zombies maps again but I now have encountered an error. My first zone works fine, but when I open my second zone, the zombie spawners do not work in the second zone. The zombies from the first zone follow me in, but when I start a new round in the zone where the spawners aren't working, the rounds just skip. When I come back out of the non-working zone, the zombies continue to respawn in the start zone.
When I first started mapping, almost a year ago, I solved this issue. Then I stopped, for about half a year and I cannot remember why this is happening. Any help would be greatly appreciated. Thanks :D
6 years ago
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