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Messages - gympie6

In case you want to make something visible to two players,
would it be something like this?:
card = spawn("script_model", something.origin);

players = get_players();

card SetVisibleToPlayer(players[0]);
card SetVisibleToPlayer(players[1]);

card SetInvisibleToPlayer(players[2]);
card SetInvisibleToPlayer(players[3]);
No, only the second player is able to see the card.
 
This is how it should be done:
card = spawn("script_model", something.origin);

players = get_players();

card SetInvisibleToPlayer(players[0], false);
card SetInvisibleToPlayer(players[1], false);

card SetInvisibleToPlayer(players[2]);
card SetInvisibleToPlayer(players[3]);
The functions explained:
- SetVisibleToPlayer(player): object is ONLY visible to that player.
 
- SetInvisibleToPlayer(player, false): object is visible to player.
 
- SetInvisibleToPlayer(player): object is NOT visible to player.
This also counts for the fx playing on that script_model. If you hide the object it is no longer visible to the player.
When you show the script_model again the fx that is being played is gone.
The only current way to show the fx is delete the script_model and play the fx on the script_model again.
 
Cod is wonderful sometimes. :facepalm2:
5 days ago
Updated Black Ops perks to V1.1.0, Der Wunderfizz is now available! Links are also updated.
Have fun! :)
6 days ago
Hi everyone,
 
Long story short I am working at adding wunderfizz to my perk pack.
The code is 100% written by me with some extra's.
 
In the settings, you as a modder can set its rarity of the perks.
The rarity is based from the game Borderlands:
- Common
- Unique
- Legendary
 

 
The chance of getting quick revive for example is much higher than who's who.
 
Show-off:
 


4 weeks ago
BEST MAP EVER .... AND CAN SOMEONE TELL ME WHERE THE THIRD PART OF FROST BLAST IS ?, BECAUSE I FOUND FIRST & SECOND PARTS, BUT LAST ONE I CAN'T FIND
 
IT. ANYWAY ITS GREAT MAPS YOU DOING GUYS I HOPE AND I WISH MORE EPIC MAPS COME OUT ON YOUR HANDS  PRO SEE YOU LATER. :thumbsup-smiley: :thumbsup-smiley: ​​​​​​​:thumbsup-smiley:
Thanks @MOBIDO ! :)
You should look up in the sky. (The trailer shows the part about it)
 
4 weeks ago
Congratulations! Yeah it was a very long time ago I joined UGX. It seems it was in 2013! :)
Its very cool it's still standing. UGX-MODS won the lastman standing contest against CustomCod, MODME and Zombiemodding.
I want to thank you very much for all the effort and time you put keeping the site alive!
The forum, topics and the UGX Discord community is what kept me going releasing new stuff.
Without this website, COD-WAW could become an over and over Nacht der Untoten style experience.
The UGX-Standalone, WeaponEditor, Custom launcher, Scriptplacer, all very good applications that can reduce the time creating a custom map.
 
Thank you again Delta for everything and I wish you a very nice anniversary!
 
1 month ago
There is a minor issue people might run into with the preedited script for _zombiemode_weapons.gsc. Usually when people have multiple boxes in their map, they change the _zombiemode_weapons by having the same code run that the "nazi_zombie_factory" map uses. If you do that, you will find the following produces a subtle bug (lines 556-578):
Code: cpp
if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS:)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}   
The original version of this had an else if statement check if level.script was the paris map. Now it runs no matter what. This effectively overwrites the pandora_light reference with a tag_origin with no fx, and when the box moves, it will move the new tag_origin rather than the one with the lght_marker fx. To fix this, you can either add an else statement after the "DCS" comment or just delete the second code block.
With Sniperbolt's tutorial it is supposed to look like this:
if (isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower.
else if(level.script == "nazi_zombie_paris")
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
This forces users to still manually install the perks, I have some plans so maybe later on I will make a new version.
2 months ago
I made a gameplay video on this - https://youtu.be/goBkhnGzCk8
Heey TUD,
 
Thank you for playing my map!
I know some parts can be confusing but the purpose is to let people explore the map.
I am glad you actually read the features, a lot of players skip them and go straight into the game.
Anyway I liked the video, and looking forward for your complete playthrough?
 
Thank you again and have a good day! :)
2 months ago
I like your map bro, I have a problem with your perks and it's that the last version you released for a strange reason doesn't have lights... it's like it's just the perk lit from the inside and that's it... weird before it worked on your previous pack of perks, anyway... excellent map. I hope one day you upload some of those weapons to the forum, it would be interesting because I liked them a lot, especially the shotgun XD. Cheers!!!
I don't know why the lights are off in your mod, is it because the fx are no longer used?
I am not a porter so you have to ask others or try to port it yourself.
But thanks :)
2 months ago
My little secret I have found out a few months ago. :)
 

3 months ago
Thank you so much.
 

Double Post Merge: July 09, 2022, 04:39:38 pm

Oh also it's probably not the right Place to ask that but it's possible to pay you for custom tutorial video, I would like so much to start making map and I tried using sketchfab model in my map using Blender to export it as MODEL_EXPORT but with some  model when I do PC CONVERTER the cmd instant close or getting errors that is hard to understand for a beginner etc... thanks in advance agains 
 
Or can i directly pay you to do a remake of one small map
That's kind of you but no you don't have to pay me. I do this as a hobby :)
Sorry I don't accept mod or map requests.
And I have like zero knowledge about porting.
 
Here is the video:
 

3 months ago
Thank you for reply just to be sure, for that I put xmodel folder, material folder of the model and other folders that I don't remember name etc..... ....... build .FF and rename it as MAPNAME_load.ff and open the .iwd file of the map go in character folder and edit .GSC with the name of model I put in the new .FF file I made?
 
i tried it but didn't worked I made an video of me doing the process : https://youtu.be/cql2p9bB8hI
 
agains sorry for annoying you.
 
models i try to use link: https://mega.nz/file/yS5EkT4a#ySChoScx9v_ehi1LYxjQJCAfSJAs5HpjMmEz3Kun-kk
I think I am gonna make a tutorial for this, please be patient. :)
3 months ago
Hello, would you be so kind as to give me the devmap name for this so I can see how long I can play as a literal god until I get bored. Thanks!
the devmap name is: n
I am not kidding:
 

3 months ago
cool map, bro! After a whole day of exploring I found the way to end the game and at the same time found the hidden PHD!  but I'm still curious whether there is a EE to get free blunderGat? Or is it only available from mystery chests?(by the way, this map is the best one I‘ve played recently!)
The blundergat is only available from the mystery box.
The parts of the Frostgat can be found inside and outside the map.
3 months ago
This is possible but you have to modify the character GSC file, and make a new .FF with the custom model and load that one into the mod.
example usable .FF name: MAPNAME_load
3 months ago
Here is our full playthrough: https://www.youtube.com/watch?v=-X7TbWM6nyA&ab_channel=AscendedZombie We were able to defeat the boss and escape. Very, very cool map! I love the snowy recreation of farm and the idea of keeping the furnaces warm with souls. Although not fond of the time limit before freezing to death. This doesnt allow a new player to look around and explore for very long. That is our only gripe with the map. Thank you very much for the awesome map! @gympie6
Thank you very very much for playing the map! I enjoyed watching the full video! :)
I am glad you liked the map!
 
3 months ago
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