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Topics - COD4LIFE

Hi, I was wondering if someone could show me how make a moving and rotating platform(s).

I tried using this --> http://pastebin.com/QRLw5Cmr tutorial I got from a friend, I followed it exactly but I get this error when trying to link my map. This is a MP map.

Error:
Spoiler: click to open...
Code Snippet
Plaintext
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\gdtdb\gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 2.564 sec

gdtDB: successfully updated database.

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\bin\linker_modtools.exe -language english -modsource mp_test

Linking "mp_test" (usermaps\mp_test stable 2535281 v593):
processing...

********************************************************************************
UNRECOVERABLE ERROR:
  ^1SCRIPT ERROR: No generated data for 'scripts/mp/mp_test.gsc'
ERR(0) scripts/mp/mp_test.gsc (52,76) in "handleloopingrotation()" : syntax error, unexpected TOKEN_COMMA :         rotation_origin rotateTo( rotation_origin.angles + rotation_vector),


Linker will now terminate.
********************************************************************************

==================================================
Linker summary:

There were no errors or warnings.

==================================================

^1        rotation_origin rotateTo( rotation_origin.angles + rotation_vector),
^1---------------------------------------------------------------------------^
^1ERR(0) scripts/mp/mp_test.gsc (52,76) in "handleloopingrotation()" : syntax error, unexpected TOKEN_COMMA :         rotation_origin rotateTo( rotation_origin.angles + rotation_vector),

Also this is what my mapname.gsc looks like
Spoiler: click to open...
Code Snippet
Plaintext
#using scripts\codescripts\struct;
#using scripts\shared\util_shared;
#using scripts\mp\_load;
#using scripts\mp\_util;
#using scripts\mp\mp_test_fx;
#using scripts\mp\mp_test_sound;

#insert scripts\shared\shared.gsh;

function main()
{
precache();

mp_test_fx::main();
mp_test_sound::main();

load::main();

SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass
}
function main()
{
    // normal code here
   
    thread handleLoopingRotation( "platform targetname");
}
 
function handleLoopingRotation( targetname )
{
    pieces = getEntArray( self.targetname, "targetname" );  // The script_brushmodels
    rotation_origin = getEnt( pieces[1].target, "targetname" );         // The rotation origin, grabbed from the target of the first script_brushmodel
   
    // Exit function if the pieces don't exist
    if( !isDefined( pieces ) )
        return;
   
    // Don't set this to 360, otherwise the rotation will instantly end since 360 is the same as 0.
    rotation_vector = origin.script_vector;
    rotation_origin EnableLinkTo();
   
    // Link the script_brushmodels to the origin, meaning they will inherit it's angles and origin
    // This is how you get around having individual script_brushmodels rotating on their own axis
    for( i = 0; i < pieces.size; i++ )
    {
        pieces[i] EnableLinkTo();
        pieces[i] LinkTo( rotation_origin );
    }
   
    while(1)
    {
        // Make the origin rotate to a new angle over 5 seconds
        rotation_origin rotateTo( rotation_origin.angles + rotation_vector), 5 );
        // Wait for the rotation to finish before starting again
        rotation_origin waittill( "rotatedone" );
    }
}
function precache()
{
// DO ALL PRECACHING HERE
}

8 years ago
Hello UGX,


I was just wondering, When I click on the Mega all in one download for the mod tools it says this



Thx for replies.
9 years ago
http://youtu.be/bQcTMH8qWjY



If you get the 16 fonts error you did not move the files correctly with the project mover, trust me. Remember you have to do it after every compile.


See proof that i did what you said , and it still didn't work >.> like i said b4 I followed the wiki instructions exactly and i've watched your video of the standalone install. idk starting to think me and ugx mods aren't compatiable :(
10 years ago
I would do it myself but me and scripting/programming don't work well together :P, but I was wondering if someone gets bored or has extra time on their hands, if they could possibly make an app where we can download any tools,textures, models etc basically all the available content we can use to make maps. I know you guys have links to all these things. I'm just saying it would make it a bit more convenient if these things where all compiled into one single program for download. So yeah just throwing it out there. If there is already such a program someone plz drop me a link lol.


anyone thx for all your help happy mapping all.
10 years ago
Okay,


So earlier today i re-installed WaW through steam. I redownloaded and patched the mod tools from ugx wiki.
I got the same error, so i tried this solution

Came across this problem! Why? Every time i try to make a new map or compile anything!

(Image removed from quote.)

Quote
For some reason nothing was working when I had this issue aswell, and somehow taking the linker out of compatability mode fixed it. lol

and it worked.

But i still have this issue which is why I reinstalled everything again. When ever i try to save my map this pops up

Spoiler: click to open...

I have no clue what is causing this.
Any help would be much appreciated.

thx C4L

also thx ProGamerFTW.
10 years ago
I'm not sure why I don't have this file.

Any help would be much appreciated.

thx C4L

Spoiler: click to open...
10 years ago
Hello All,

Ok, sorry if this has been asked or covered billions of times but i've tried google/ +forum searching for an answer and i can't find it.

Anywho my question is: How do I make der riese style doors? , as in how do i make them slide(with sound effects).

Just tired of the same old jiggle whoosh through the floor doors lol ^^.

A link to a tutorial or posting a short simple one would be much appreciated.

Thx in advance C4L  :o  8)
11 years ago
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