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Contact Support - Help Center Get help on the UGX Discord. Join it now!cant beat it cause it keeps crashing or I get stuck in a glitch in a corner where zombies spawn.
Super clever map tho so fun and addicting to try to beat. id love to know if it gets fixed me and my team really wanna beat it. I don't know about how the maps work but when it crashes I get a code of exceeding limits. Will td4 fix that?
Anyway I only play with a team of three if you need people to test
Thank you very much for a fast reply I appreciate the help. I was able to get the script working and very well to the point that it is seamless in game at detecting zombie damage and type/ weapon. The waittill("death") can also be used instead if you only wanted to do something on death, but my purposes is setting up a basic weapon script which can be used to attach effects, damage events, physics etc to a specific group of weapons being fired.
I want to make a base template for lack of better words in which I can make several scripted weapons with different effects.
I will post the code I have, but I see already some downsides to using this notify as opposed to how let's say the scavenger script works. In the scavenger script the players are all threaded to waittill("projectile_impact")
this means even if your projectile hits not one zombie, the point, vector, player can be used for useful things, Like spawning effects, returning the lost ammo, etc. My original question was if anyone knows more about the different player notifications when shooting guns, I know projectile_impact is one but I can find no information on any of the others. I have tried bullet_impact and bullet_small_impact and they don't seem to work but perhaps they are in another format?
Yes. That's what i would like to make. Testing it now...
Double Post Merge: August 05, 2016, 01:42:52 pm
Works perfect now. Thanks. But how can i move the fx a little bit higher?
(Image removed from quote.)
Well this isn't necessarily true because there is bullet spread, which you can manually script to perfect accuracy, but bullet spread is random meaning the actual weapon can hit in one point within the spread while your script could end up hitting another.
Is it possible to delete a zone-volume via script or to disable the spawners in the zone?
Very good map, but i've encountered a bug, every time i move or i get points appear this text, so i can't see anything in the center, so i killed myself and the text disappeared
https://gyazo.com/7428ad2e16df44e5d6b9d7999ded3925
Darkpoto and me find a new bug of this map: https://youtu.be/JZaSO_oQWtI
Hahahaaaa
Nice map, watch the screenshoot 😱😍😍
http://www.noelshack.com/2016-26-1467405383-iphone-image-07-01-2016.jpg