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Topics - FinalKill9175

Hey guys, as you may know, I am trying to make the acid gat kit. I am scripting the buildable right now and I have a question. Is there a way to see if a player is still holding on a trigger (maybe a flag or something?)
Here is my chunk of code for the buildable:
Code Snippet
Plaintext
while(1){
kit_trig waittill("trigger", player);
sawsound = spawn("script_origin", kit_trig.origin);
sawsound playsound ("buildable_loop");
kit_trig SetHintString("");
player thread crack_knuckles();
wait 7;
player notify("buildable_completed");
sawsound playsound("buildable_completed");
playfx(level._effect["powerup_grabbed"], kit_model.origin);
kit_model show();
break;
}

Maybe I could do something like:
Code Snippet
Plaintext
kit_trig waittill("trigger", player);
sawsound = spawn("script_origin", kit_trig.origin);
sawsound playsound ("buildable_loop");
kit_trig SetHintString("");
player thread crack_knuckles();
while(PLAYER IS ON/HOLDING TRIGGER){
                           //Update progress bar, count, etc.
                }
player notify("buildable_completed");
sawsound playsound("buildable_completed");
playfx(level._effect["powerup_grabbed"], kit_model.origin);
kit_model show();
break;
8 years ago
Hey guys, I am attempting to port the acid gat kit into WaW from MOTD. I already did the blundergat and acidgat weapons, I just need to script the acidgat kit buildable. I already have a background on scripting, and I have some tutorials for animating script_models bookmarked. I was just starting out by getting the model and anims. For the anims, I loaded p6_anim_zm_al_packasplat from MOTD, dropped the bind file onto it, and dropped one of it's respective tanims on it in Maya. I went to export the anim with normal settings (same thing I use for weapons) and I had gotten an error in maya upon exporting the animation.
Code Snippet
Plaintext
// 

// MayaAnimData::ProcessBones:Failed to find joint [MeshShape_0]
// Error: Failed to export scene to D:/Program Files (x86)/Steam/steamapps/common/Call of Duty World at War/model_export/acidgat_kit/xanim_export/acidgat_kit_end.XANIM_EXPORT //
currentTime 0 ;
I am using Maya 8.5 with Tom's anim exporter plugin.
Here is a screenshot of what I am doing:

Any help would be appreciated! Thanks in advance
8 years ago
Similar to the issue here (accept this time I cant get direct xanims  :( ) http://ugx-mods.com/forum/index.php/topic,10465.0.html
Here is a video talking about it:

This is something I have had happen to almost anything I ported manually from Infinityward Games, getting this figured out would be very nice  :)

Thanks!
8 years ago
Hello everyone, I am releasing yet another map to the community.
It is called Zombie Campground, and it is one of my best looking maps yet.
I started making it in March, and I closed the private beta in April.


ZOMBIE CAMPGROUND


Screenshots:

Spawn:




Beginning Helicopter Ride:


Mystery Box:


Beating the map:


List of features:
-Four original perks, along with Staminup, Electric Cherry, and Widows Wine
-Ported weapons from COD4, MW2, MW3, BO1, BO2 which where ported by me
-Custom Introduction (Helicopter Ride)
-Challenging 75,000 point ending (survive five minutes with no round gaps)
-Randomized Characters
-Ported viewhands from Origins.
-Every pap'ed weapon has an attachment or two
-Fixed knifing/zombies cannot suck you in

A few notes before you download:
-The name of the mod is ZombieCampground
-People playing in solo might have to launch the map a couple of times to get it to work

I put in some time into making spec/envmaps, so turn on specular maps for it to look great  :nyan:
THIS MAP REQUIRES T4M
YOU CAN GET IT HERE: http://ugx-mods.com/forum/index.php?topic=8092.0
-Mediafire- v1.2


While you are downloading the map, feel free to vote in the poll that I am running!  ::)

Video: TheRelaxingEnd

Changelog:
v1.2 (4/26/2016):
-Fixed some issues with exceeding the bone limit when pack-a-punching a few weapons

v1.1 (4/25/2016):
-Fixed a lighting glitch when you teleport to packapunch.

v1.0 (4/24/2016):
-Initial Release

Credits:
-Harry Bo21 for the perk system and origins hud
-Bamskatter for the solo quick revive script
-M.A.K.E.C.E.N.T.S for help on making the dual-clip reload script
-elfenliedtopfan5 for his original weapon porting tutorials
-Various people in the UGX community for helping me out and making tutorials.
-My beta testers (lame_link, angelbuddy, Atomic_Tank, edjo1000)
-ZK for his original custom zombies map tutorials.
-BluntStuffy for the rayguinmk2 fx
-Rorke for a few sets of xanims and weapon files for a couple BO weapons.
-Treyarch/Activitsion for Call of Duty 5 and BO1/BO2 assets and modding tools.
-smasher248 for the helicopter script
-Gamer9294 for the 2d sound script and example aliases
-DiduknowIpwn for T4M
8 years ago
Hey. I wanted to adress another issue  with T4M  :please:

If I am playing Co-op on the Lanfixed version of cod 5 with T4M installed, my game crashes and says
'Server Authentication Faliure'

Any ideas?

BTW, lanfixed worked fine on v1.7


I did a little research and found out that it may have to do with T4M changing the version number.
8 years ago
Hey guys, I was actually able to port a few models from Ghosts.
I actually went to the extent of animating the gun using exported tanims from Lemon.
When I try to ADS down the gun, it does not go all the way.
I did export all the frames of the animation, and it looked fine in Maya.
Screenshots:
Idle:


ADS:
8 years ago
Hey guys, me again
I am having a problem with Lime 64 when I try to export models from Ghosts MP
It seems to only extract 2-3 models, then it does nothing.
Screenshot:


Thanks in advance!

Oh, and here is the options file:
Code Snippet
Plaintext
// 	Options can also be set via this file including the command line.
// -o     --outdir Output directory (creates if dose not exsist)
// -p     --nopause  program exits after completion
// -s     --noskip don't skip image if exsists in output folder (0/1)
// -v     --verbose Verbose Level (0,1,2)
// -f     --filter Filters models by name
// --ex_filter Filters models out that contain the substring
// -l     --single_lod Only export higest lod
//          --list dose not load only list models
//          --inc_normals export the normals
//          --inc_spec export the spec's
//          --img_local export images local
//          --white_vert_col_xe force white vertex colors in XE
//
// --ma Export .ma(mel)
//  --obj Export .obj(mtl)
// --xe Export xmodel_export
// --smd Export SMD
// --gdt Export GDT
//
// Options are set in the following format option:value
//
// Examples:
// verbose:1
// filter:viewmodel_
// inc_normals
//      img_local
//
// Short form is also possible
//      f:viewmodel_
//
// Multiple filter example:
// f:viewmodel_,body,car,plane
//
// The tool also support a exclude filter.
// which will skip any models matching the filter.
// Fror example:
// ex_filter:viewmodel_
//
// Will skip all models that contain 'viewmodel_' in the name


ma:1
obj:0
xe:1
smd:0
gdt:0
white_vert_col_xe

8 years ago
Hey guys, its me again

I have a problem with the lighting in my map. I have the caulk boxes, the light grid, and a sun with proper sky box.

Here is radiant:


In-game  :please:




Thanks in advance!
8 years ago
Hey, I am wanting to know how to make proper specular or cosine maps for any MW2/MW3 models I convert using Lime. I already know how to do it for black ops and black ops 2 models, just not for modern warfare. How would I set it up in paint.net or photoshop?

Thanks!
8 years ago
I  have had an issue with MW2 or MW3 guns that I port where the gun will literally be in the players face when I go ingame. The animations looked fine in maya:


But really screwed up ingame:


Thanks!

BTW, the gun does reload and run all its animations. Its just the fact that the gun is in my face.
8 years ago
Hello UGX, this is FinalKill (creator of Hijacked) and I am posting my fourth (fifth ever made) map to the website. It's named GM_Construct, as its a port of the well-known 'testing' sandbox map named GM_Construct in the game 'Gary's mod'. I started making it in late October 2015, and a prototype was completed in December 2015. The map entered a private beta in January 2016, and was continuously being updated till late February 2016. 
Pretty much, you can just call it a training simulator  :P.

Here are some screenshots:


Spawn:


Beating the map:


Authentication:


The name of the mod is nazi_zombie_cstruct in the mods list!

TIPS FOR PLAYING
1.To turn on the power, activate the 5 generators in the map.
2.To get the ending unlocked, activate all of the face punches.


List of Features:
-BO1 & BO2 Perks (Only Electric Cherry)
-BO1 & BO2 Ported Weapons
-A couple MW2 weapons
-A few MW3 weapons
-'Link-up' power.
-'Link-up' ending.
-Custom Powerups
-Weather (Snow)
-125,000 Point Ending
-Double Tap 2.0 (And correct model+shaders)
-Randomized Perk Rotation
-Easy to run on older or less capable machines.
-Clay mores
-Three wonder weapons: Ray gun, Scavenger, and the Blundergat


CREDITS
-All of my testers (angelbuddy3618, GMD_Atomic, redwings245, lame_link, theboss702)
-Bamskatter33 for the BO1 perks and electric cherry
-elfenliedtopfan5 for his weapon porting tutorials
-johndoe for his 'Porting source engine maps into Cod 5' tutorial.
-ZK for his original custom zombies map tutorials.
-Rorke for his BO1 weapons and the COTD Scavenger.
-M.A.K.E.C.E.N.T.S for the random perks.
-UGX for the weapon tool, script placer and the snowing FX.
-All of the people who contribute to the community.
-[F3AR]xReaper666 for custom powerup scripts.
-JR Imagine for the MOTD hud.
-Treyarch/Activitsion for Call of Duty 5 and BO1/BO2 assets and modding tools.
-Valve for the map layout and GM_Construct.
-Anyone else I forgot to include

Frequently Asked Questions (FAQ):
1.How do I launch the map?
-There is a button on the main menu. If it is not there, you did not install the map or launch the mod.
2.Why does co-op not work or why does the map crash?
-Make sure no other mods were previously loaded before playing my map. If not, just try again.
8 years ago
Hello UGX, this is FinalKill and I am uploading my third map to this site. This map is a zombies remake of the well known black ops 2 multiplayer map, Hijacked. It took about a month to develop, and it has turned out well. Here are some pics:

Spawn


PhD on the side of the boat


The map as a whole


Beating the map


Survivng Hijacked
1. Hijacked Rounds
As a replacement for dog rounds, every five rounds a 'Hijacked Round' will occur. Essentially, on Hijacked Rounds, each player is forced to use a random wall weapon for the round. You cannot hit the box, buy another wall weapon, or purchase perks during the round. If you get down, there is a chance that you may lose a random weapon that you had before the hijacked round. At the end of the round, the perks will fly back down onto the boat and you will get your weapons back. A perk called 'Hijacked Aid' will help you with Hijacked Rounds. Hijacked Aid is discussed below.

2. Hijacked Aid
To help you with Hijacked Rounds, a perk called Hijacked Aid (Cost: 2500) will carry you through the round. Every 20 seconds, during Hijacked Rounds, the ammo in your weapon will be replenished, and you can pack-a-punch for 2500 points (But remember, you lose that weapon at the end of the round!).

3. Building the Power
In order to get the power turned on in this map, you must build it. Parts and where to build it is shown below:


4. Perk Limit
After buying four perks, you will have to buy another perk slot. You can buy a perk slot at anytime at the table near electric cherry on the upper floor for the second cabin. Each perk slot costs 1,250 points and you will not lose them if you die or go down.

5. Pack-a-punch & beating the map
The pack-a-punch and the buyable ending are both located near the panel part at the front of the boat. The buyable ending is the helicopter, and the pack a punch is the three crates with a teddy bear on it. To get the pack-a-punch, the power must be turned on and someone has to summon it for 5,000 points.

List of Features:
-BO1 & BO2 Perks
-BO1 & BO2 Ported Weapons
-Buildable Power
-Random Starting Weapon
-Double Pack-a-punch
-Custom Powerups + FX by me
-Weather (Rain)
-A new system of rounds (Hijacked Rounds)
-100,000 Point Ending
-Double Tap 2.0 (And correct model+shaders)
-A custom perk

Credits:
-All my friends who helped beta test the map and give me ideas.
-Zombie Madess aka Rorke for a few BO1 Weapons
-[F3AR]xReaper666 for custom powerup scripts.
-Cinnober for the rain tutorial
-Bamskatter ( Jei )


EDIT (Jul 22):
-Fixed zombies walking through the doors.
-Added a few 'hints'.
-More various bug fixes.
-Should be the last release FOR SURE.

EDIT (Jul.22): v1.3
-Fixed zombies going through un-opened doors.
-Added a few 'Hints' to the game.
-Should be the last release. Thanks for 10k downloads!

EDIT (Jul. 20): v1.2
- Fixed any bugs relating to zombies not spawning (This is the last time)
- Moved candolier to near the pack-a-punch
- The Remington-870 MCS can now be bought on the upper floor near Vulture Aid
- The Type 25 wall buy was moved to Speed Cola
- Removed the buyable debris from the right side of the boat (no longer accessible due to zombie spawning glitches)
- The first buyable debris on the lift side now costs 2000 points, due to the second buyable debris being removed

This should be the last release of the map as far as I'm concerned. Also I could not find a fix for the zombies walking through the doors, I tried looking for a fix all day. 

EDIT (Jul. 18th): v1.1
- Added candolier cola (give you larger magazines and a max ammo when you buy it)
- Got rid of the m14 and replaced it with the m21 from MW2
- Fixed MANY game breaking glitches.
- Added the desert eagle from MW2
- Replaced the Famas with the L86 LSW from MW2
- Removed the KS23 (due to glitches with deadshot)
- Changed the cz75 to the M9 beretta
9 years ago
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