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Topics - Riptide1106

tried to add a gun to my mod (gave up) took it out, now Scorebar, Hintstrings, and iprintln's are all not showing in game. (triggers and score work still, just can't see them.

Any ideas how to fix this:





Double Post Merge: August 16, 2016, 02:58:43 am
EDIT: It was something I deleted on accident in ugx_mod.ff. Exactly what it was not sure yet, will figure that out later
8 years ago
Thought I'd move this from the contest board to here
Dead Palace
Version 1.1


Mediafire:
Google Drive:

Description:
You find yourself on a small island... and the tide is rising. It doesn't help that you can't swim. You must find a way get to safety before you are overtaken by the water. And if that's not bad enough, the natives are all Zombies!



- NO PUMP Challenge -
Difficulty - HARD
Rules: Buy the ending without purchasing any pumps
If you've managed to stay dry and beat the map, try it again this time without buying any pumps! Here's my go:
*Highly suggested you beat the map before attempting


Version 1.1 ChangeLog
-Added hide-seek mini game
-Added music easter-egg
-Fixed glitch where sometimes players would respawn with a weapon
-Modified Scripting, Pathing, Clipping, and Fx
-Switched Shovel on Gungame to Sticky Bombs (making Gungame playable)

Credits and Thanks
BluntStuffy, Tutorials & Scripts
ZK, Tutorials & Scripts
SajeOne,  Tutorials
BlackJackJonny, Tutorials
TomBMX, Melee Weapons
PROxFTW, Hitmarkers
David Larson, Models
Unity, Models

Development Log:
Update #6

Update #5

Update #4
(Picture from Radiant)

Update #3
(Picture from Radiant)

Update #2
(Pictures from Radiant)


Update #1

8 years ago
my problem is that my changes to my variables only remain local to individual functions. so my room_a_door_controller() function will never run. In chat it was suggested to use a notify. However i dont understand how to use them from reading the modsrepository.

Can someone help edit this and show me how a notify can achieve my desired result?



Code Snippet
Plaintext
levera1_controller()
{
levera1origin = getent("levera1origin","targetname");
levera1 = getent("levera1","targetname");
levera1trigger = getent("levera1trigger","targetname");
// level.levera1toggle
levera1 enableLinkTo();
levera1 LinkTo( levera1origin );

while(1)
{
levera1trigger waittill("trigger", player);
if (level.levera1toggle == 0)
{
levera1origin rotatePitch(-90, 1);
level.levera1toggle = 1;
iprintln("levera1toggle = 1");
wait 1;
}

levera1trigger waittill("trigger", player);
if (level.levera1toggle == 1)
{
levera1origin rotatePitch(90, 1);
level.levera1toggle = 0;
iprintln("levera1toggle = 0");
wait 1;
}
}
}

levera2_controller()
{
levera2origin = getent("levera2origin","targetname");
levera2 = getent("levera2","targetname");
levera2trigger = getent("levera2trigger","targetname");
// level.levera2toggle
levera2 enableLinkTo();
levera2 LinkTo( levera2origin );

while(1)
{
levera2trigger waittill("trigger", player);
if (level.levera2toggle == 0)
{
levera2origin rotatePitch(-90, 1);
level.levera2toggle = 1;
iprintln("levera2toggle = 1");
wait 1;
}

levera2trigger waittill("trigger", player);
if (level.levera2toggle == 1)
{
levera2origin rotatePitch(90, 1);
level.levera2toggle = 0;
iprintln("levera2toggle = 0");
wait 1;
}
}
}

room_a_door_controller()
{
doora1origin = getent("doora1origin","targetname");
doora1 = getent("doora1","targetname");
doora2origin = getent("doora2origin","targetname");
doora2 = getent("doora2","targetname");

doora1 enableLinkTo();
doora1 LinkTo( doora1origin );
doora2 enableLinkTo();
doora2 LinkTo( doora2origin );

if (level.levera1toggle == 1 && level.levera2toggle == 1) //arent being effected from previous function
{
iprintln("both toggled");
doora1origin rotateYaw(90, 1);
doora2origin rotateYaw(90, 1);
}
}
8 years ago
i could use some help...

im not sure what caused this, i searched the forums others who had this problem either left it unresolved or their solution didnt work for me

i had not altered the _names file. yet somehow it says its messed up. I tried as someone said and removed the 'not'(!) from !IsDefined. that did nothing except changed the error to match.


i think one thing got messed up (dont know what) and its throwing multiple errors (ie the others listed here)


any ideas people?


Code Snippet
Plaintext
******* script runtime error *******
assert fail: (file 'maps/_names.gsc', line 7)
assert( !IsDefined( level.names ) );
*
Error: called from:
(file 'maps/ugx_pap_handle.gsc', line 18)
maps\_names::setup_names(); // name for AI ;)
*
Error: called from:
(file 'maps/_loadout.gsc', line 426)
maps\ugx_pap_handle::init();
*
Error: called from:
(file 'maps/_loadout.gsc', line 16)
init_models_and_variables_loadout();
*
Error: called from:
(file 'maps/_load.gsc', line 321)
maps\_loadout::init_loadout();
*
Error: called from:
(file 'maps/_zombiemode.gsc', line 50)
maps\_load::main();
*
Error: called from:
(file 'maps/my_mapname.gsc', line 119)
maps\_zombiemode::main();
*
Error: started from:
(file 'maps/my_mapname.gsc', line 9)
main()
*
9 years ago
im trying to get toms melee weapons in my map that is using ugxm

this is what im getting:

steps i've taken:
1) put all files from toms download into root/raw except the weapons folder
2) in my mod folder i deleted the m9 weapon file from ugx_guns.iwd and put in tom_shovel weapon file
3) renamed tom_shovel to m9. saved changes.
4) put xmodel/xanims in mod.csv:
5) built mod, ran script mover... the result is above (looks like camera is in player)

ive asked around in the chat, to no avail... any advice peeps?
9 years ago

Dead Palace
Version 1.1



Mediafire:
Google Drive:

Description:
You find yourself on a small island... and the tide is rising. It doesn't help that you can't swim. You must find a way get to safety before you are overtaken by the water. And if that's not bad enough, the natives are all Zombies!

Dead Palace Patch 1.1:
-Added hide-seek mini game
-Added music easter-egg
-Fixed respawning without a weapon
-Modified Scripting, Pathing, Clipping
-Switched Shovel on Gungame to Sticky Bombs (making Gungame playable)

Credits and Thanks
BluntStuffy, Tutorials & Scripts
ZK, Tutorials & Scripts
SajeOne,  Tutorials
BlackJackJonny, Tutorials
TomBMX, Melee Weapons
David Larson, Models
Unity, Models

Development Log:
Update #6

Update #5

Update #4
(Picture from Radiant)

Update #3
(Picture from Radiant)

Update #2
(Pictures from Radiant)


Update #1

9 years ago
i want to use custom melee models (like tom bmx's melee pack) but with my own models. i assume i would have to make some xanims in maya. (ive only done static models before) . Any info how to Make and Add these new melee anims would be sweet.
9 years ago
the jugg in a map im building also takes away fall damage. i fall from a HIGH ledge without jugg I die (as i should) then same fall with jugg, no death, no damage, nothing. Anyone have any ideas on what script may be causing this weirdness?
9 years ago
hi, i have a problem...

ive compiled and packaged my map for others to install, to test some things in coop. We can get into the lobby together ok, but when I try to start the map he gets an error saying: "patch_map_missing". And when he tries to host I get the error. Also I should note singleplayer works for both of us.

Also I have looked for other topics on this and my map name length 'isnt too long.' my map name is only 2 letters so i should b good there.

Any help on this is appreciated.
10 years ago
ie. hold 8 instead of the normal 4? I've seen it in maps before (i think they were prolly zct maps tho). I would like to know how to do this using ugx mod. I looked in the gsc's where i thought it might be defined but couldn't find it.

thx in advance for any help =)
10 years ago
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