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Contact Support - Help Center Get help on the UGX Discord. Join it now!I just went and messed around a bit more, and it seems like I got further than I ever have with the clip generation tools, but all it could do was create solid clips. Interestingly, zombies can't move when they're in the water (not the solid clip, just water) but nothing changes about the player.
So I want characters to grab scuba gear allowing them to not drown and walk in water instead of swim. I'll probably try to get the gravity to decrease when the trigger is triggered too.
Pretty much want player to be able to not drown and walk on water after the trigger has been activated.
Any help is appreciated.
I know I sound retarded but I never really figured this out. The UGX Wiki states I can add more box locations by changing the KVPs on their prefabs but I simply have no clue how to execute this, someone give me a hand!
Thank you very much but what about custom imported weapons? Lets say I dont want to include them into the box
it worked thxs so much
I want him to sit down and shut up haha.
I'm using him as a shop keeper. So I only need the shadowman model. IDC if it's T-posed
I don't want to spend hours trying then realizing it's impossible due to DRM crap or something that's why I posted on here.
I thought that maybe content from the dlc's may be locked off from modding to stop pirating.
Setup a trigger multiple and target the cart model. Then target a struct where the cart will end up. Then target a script_brushmodel from the cart. Then cut that brushmodel and wrap your cart with it. Place the trigger multiple in the base of the cart, just above the script_brushmodel.
Setup a trigger multiple and target the cart model. Then target a struct where the cart will end up. Then target a script_brushmodel from the cart. Then cut that brushmodel and wrap your cart with it. Place the trigger multiple in the base of the cart, just above the script_brushmodel.
How do I select individual objects in a prefab?