UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gympie6

Yeah, its just funny how he messed up like twice and still managed to get it too work lol. I also don't quite understand how he got this variable "zombie_vending_black_ops" since he doesn't really show any where that would have been written down as a vari.. But anyways, I tried getting rid of some custom prices, but no luck, so i'll either figure it out myself somehow or ill just scrap that and keep the original 4 only :) Thanks again gympie sorry for being so annoying here!
He is not very clear in the tutorial, it also took me a few minutes to figure out what happend.
If you like to install Black Ops perks you can look here: https://www.ugx-mods.com/forum/mods/7/black-ops-perks/18611/
 
I also made a video tutorial about how to install them.
 
"Thanks again gympie sorry for being so annoying here!"
It's fine, you don't ask questions that are to hard for me to think about what the solution is.
6 days ago
 
+1 This is confirmed the correct KVP's and fixed the hand issue!
Problem now though is I have it all set up match perfect too how you have in your tutorial, ive also followed along ZombieKillers Tutorial, (To make sure I didn't miss something small or stupid) But nothing. I have the what i believe is the correct Text price setup as shown in the tutorial as well?
case "specialty_rof":
            cost = 2000;
            break;

        case "specialty_bulletaccuracy":
            cost = 2500;
            break;   

        case "specialty_longersprint":
            cost = 2000;
            break;   

        case "specialty_fireproof":
            cost = 1500;
            break;   

        case "specialty_detectexplosive":
            cost = 2500;
            break;   
        }
&
case "specialty_rof":
        self SetHintString( &"ZOMBIE_PERK_DOUBLETAP" );
        break;

    case "specialty_bulletaccuracy":
        self SetHintString( "Press & Hold &&1 to buy Watcher Cola [Cost: 2500]" );
        break;

    case "specialty_longersprint":
        self SetHintString( "Press & Hold &&1 to buy Benadryl [Cost: 2000]" );
        break;

    case "specialty_fireproof":
        self SetHintString( "Press & Hold &&1 to buy Holywater [Cost: 1500]" );
        break;

    case "specialty_detectexplosive":
        self SetHintString( "Press & Hold &&1 to buy Genocide Zero [Cost: 2500]" );
        break;

    default:
        self SetHintString( perk + " Cost: " + level.zombie_vars["zombie_perk_cost"] );
        break;

    }
}

I also have them on the correct thread at the top of zombiemode_perks along with where we setup the targetname and key I assume.
 
Now the problem is I get in game "Power needs to be on", Like anyother.(Which is clear sign of it working at least) but when I use the switch for power, They still say the same thing. And Also if I gather enough points too purchase one of the perks, It just prompts me with the same vocal line, telling me i don't have enough points. I also tried under the assumption that i would have too add "zombie_vending_"MY PERK NAME", after it, Just under currosity, i even tried using the specialty as well. but then it went back too just being a Hand symbol again. Not sure what I could have missed, maybe something not in the tutorial, or maybe just simple knowledge that most beginner scripters would know, that i do not. Unsure at this point, Sorry to bother you with this all, im sure it is something on my side I missed or somewhere I didn't include the perks or something. Thanks for all your help again gympie, you have an insane amount of talent man!:)
 
I think it's best first to follow Zombie Killer's perk tutorial. From him I learned all of this in the past.
When you understand how he made it work you can continue creating your own perks.
 
It could be that you have hit the hintstring limit. This is how to solve it with a workaround but I am not really a fan of it:
https://confluence.ugx-mods.com/display/UGXMODS/Hintstrings+not+updating
 
There is not much more I can say that can help, hitting limits in Call of Duty: World at War is a very difficult proccess that everyone goes through.
Even I hit them sometimes and be confused how to solve them. :P
6 days ago
hi again! i followed along this tutorial, and it's very insightful! but i can't seem to figure out the correct KVP's for this too work xD
I tried using the key as a targetname, I tried just the specialty name itself,("specialty_longersprint") and I also tried using the name of my perk as well.
I have already the KVP script_noteworthy then the specialty as the value, but I still just get the hand symbol and no prompt to purchase it.  I also don't have any extra perks downloaded, the ones i made and the original 4 being the only ones. If you know the correct KVP's i should be using please let me know, thanks in advanced! :)
It's a long time I have written this tutorial so I had to refresh my mind.
This are the kvp's you need for example:
 
 
 
Then in `vending_trigger_think()` in '_zombiemode_perks' you have to check in the switches if `speciality_longersprint` exists in there:
 

 
I think you missed a step somewhere or forgot to compile the map?
I hope this can help.
7 days ago
Hey I was wondering (for your electric and fire bosses) what effects do I need to have in my zone_source file/csv? I have either seemed to note it out or it is just completely missing from my files, seeing that they appear to not be in flames or electrocution state :) Thanks
add these to your zone_source/MODNAME.csv or your modbuilder.
 
electric zombie:
fx,env/electrical/fx_elec_player_sm
 
fire zombie:
fx,env/fire/fx_fire_player_md
 
12 days ago
I am glad you solved your issue but whatever it was no-one knows what you did to fix it. (Cannot see what the issue was)
Please leave a comment or update your post with Update and explain what you did.
 
This also helps new people solving issues.
2 weeks ago
Hello Sir. I just found some bugs. For me It's lagging/freeze. First is in round 1 it freeze my game for a second. Second is when I throw the grenade and then explode it freezes too. Third is around level/round 8 it starts lagging every minute. Thank you
 
UPDATE:
Sorry, I already fix the issue. It was the sound vox player causing it.
How?????? What????? :o 
3 weeks ago
You're welcome!
I am looking forward to play your map with all these bosses in the future. :)
3 weeks ago
EDIT: I actually figured out the problem!! I can still send a screen shot if need be, not sure if there is a simple fix too this but this also might help others include a couple of these mini bosses at once.
I realized (shouldn't have taken me this long) But the reason they're headless is because of the fire zombies! I just got hit in game while trying to take a screenie, and I was lit on fire and electrocuted at the same time.. haha so that solves that! But now my question would be, is it possible to call all of these bosses separately? Im assuming this is happening when we call for one of the 3 bosses in "zombiemode_spawner" around where we determine what round and % of chance that they spawn at.
I might be a little off, but it would make total sense to what you last responded with! Thanks :)
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 1; // the starting round the banzai zombie will spawn
    spawn_percentage = 25; // the spawn percentage the banzai zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\banzaizombie::spawn_banzaizombie();
        self thread maps\electriczombie::spawn_electricityzombie();
        self thread maps\firezombie::spawn_burnzombie();
    }
}
}
I had a feeling this was happening. :)
Yes you can do it like this:
if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    // Banzai zombie will start spawning since round 1 with 25% chance
    if (level.round_number >= 1 && randomInt(100) <= 25)
    {
        self thread maps\banzaizombie::spawn_banzaizombie();
    }
   
    // Electric zombie will start spawning since round 3 with 10% chance
    else if (level.round_number >= 3 && randomInt(100) <= 10)
    {
        self thread maps\electriczombie::spawn_electricityzombie();
    }
   
    // Fire zombie will start spawning since round 5 with 5% chance
    else if (level.round_number >= 5 && randomInt(100) <= 5)
    {
        self thread maps\firezombie::spawn_burnzombie();
    }
}
If you don't like the headless zombies openup: firezombie.gsc
and comment this part like this:
// self detachAll();
// self.headModel = "char_ger_honorgd_zomb_behead";
// self attach(self.headModel);
Let me know if this is what you're looking for. :)
3 weeks ago
 
hey, im having a little issue where these guys appear headless lol. other zombies appear too look normal thankfully.
not gonna lie I kinda like the look of them when they have no head, looks rather spooky :o
but say there was a fix lol, it's also worth mentioning i'm also using your electricity zombies, & flame zombies as well! your work is phenomenal so i thought why not have more to cred you for. thanks hope to hear back! :)
 
Can you maybe post a screenshot of what you mean?
I know that the flame guys are headless.
Tbh, I am not sure if all the zombie types can be combined but it's not impossible to fix the issues.
3 weeks ago
Someone has been thinking inside the box but great we have a new bo1 challenge map.
3 weeks ago
Glad to hear that people are using these tutorials. :)
You're welcome! :))
3 weeks ago
Congratulations on your release! :)
It looks cool!
4 weeks ago
I used this in the past but I want to very thank you for this discovery!
It works really well and it's easy to use. Thank you! :)
4 weeks ago
I was working on my map and added some three round burst weapons to the game.
When I reload with the last magazine I noticed that the weapon is shooting very weird and slowly.
If there is one bullet reserve this problem won't happen so that gave me an idea.
 
There is a tutorial that should have a fix but for me it didn't work:
https://www.ugx-mods.com/forum/modding/52/user-tutorial-weapon-settings-in-a-weapon-file/5651/
 
Anyway here is the fix, make a new gsc file with name three_round_burst_fix and paste this:
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
    level thread fix_on_player_connect();
}

fix_on_player_connect()
{
    for( ;; )
    {
        level waittill( "connecting", player );
        player thread begin_firing_fix();
        player thread end_firing_fix();
        player thread fire_fix();
    }
}

check_is_weapon(weapon)
{
    // I couldn't find a check for 3-round burst weapons...
    // Add your 3-round burst weapons here!
    if(weapon == "zm_m16"
    || weapon == "ray_gun2"
    || weapon == "ray_gun2_upgraded"
    || weapon == "acidgat_zm"
    || weapon == "acidgat_zm_upgraded")
    {
        return true;
    }
   
    return false;
}

begin_firing_fix()
{
    self endon("disconnect");

    while(1)
    {
        self waittill( "begin_firing" );
        current_weapon = self GetCurrentWeapon();
   
        if (check_is_weapon(current_weapon))
        {   
            stock_ammo = self getWeaponAmmoStock( current_weapon );           
            if (stock_ammo == 0)
            {
                self setWeaponAmmoStock( current_weapon, 1 );
            }
        }
    }
}

end_firing_fix()
{
    self endon("disconnect");

    while(1)
    {
        self waittill( "end_firing" );
        current_weapon = self GetCurrentWeapon();
       
        if (check_is_weapon(current_weapon))
        {   
            stock_ammo = self getWeaponAmmoStock( current_weapon );           
            if (stock_ammo <= 1)
            {
                self setWeaponAmmoStock( current_weapon, 0 );
            }
        }
    }
}

fire_fix()
{
    self endon("disconnect");

    while(1)
    {
        self waittill( "weapon_fired" );
        current_weapon = self GetCurrentWeapon();
       
        if (check_is_weapon(current_weapon))
        {   
            clip_ammo = self GetWeaponAmmoClip( current_weapon );
            stock_ammo = self getWeaponAmmoStock( current_weapon );
           
            if (stock_ammo <= 1 && clip_ammo == 0)
            {
                self setWeaponAmmoStock( current_weapon, 0 );
            }
        }
    }
}

add this under maps\_load::main(); in _zombiemode.gsc
 
maps\three_round_burst_fix::init();
 
You're done congrats!
 
 
1 month ago
This is posted in bo3 help desk but I think this is cod waw?
 
On this page: https://confluence.ugx-mods.com/display/UGXMODS/Modtools+Installation+Guide
If you scroll to bottom you see that humor mod is some left over by cod. It can be deleted.
 
I would start looking at this video for help:
 

1 month ago
Loading ...