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

I am using this tool for a few months now and I must say it's a really good tool!
I recommend this to anyone and I really want to thank this man for saving me a lot of time! :)
17 days ago
I need download to quick revive plz.
Well quick revive is already included in the moddingtools of cod waw and this is an update on it.
19 days ago
I have tried downloading and placing the file in my mod folder multiple times, however when I load up the map, I am unable to play due to a slew of texture glitches. I have no clue what is causing it
If that happens it is best to disable or remove T4M before playing this mod.
28 days ago
It's being a long time and I am about to release the BETA version of Bayern!!!
Grab your guns and go slay some zombies!!

www.mediafire.com


If you guys find any bugs or pathing issues please report it here!
(The beta version has being changed. if you downloaded the previous version please redownload it again, link has being updated!)

30 days ago
I seen to be having a problem with eye glowing continuing after death. I followed the tutorial foudn here:
https://www.ugx-mods.com/forum/scripting/50/glowing-zombie-eyes/2872

Here is the relevant code found within my
_zombiemode_spawners.gsc file:
// When a Zombie spawns, set his eyes to glowing.
zombie_eye_glow()
{
if( IsDefined( level.zombie_eye_glow ) && !level.zombie_eye_glow )
{
return;
}

if( !IsDefined( self ) )
{
return;
}

linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";

// SRS 9/2/2008: only using one particle now per Barry's request;
//  modified to be able to turn particle off
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag );
self.fx_eye_glow SetModel( fxModel );
self.fx_eye_glow LinkTo( self, linkTag );

// TEMP for testing
//self.fx_eye_glow thread maps\_debug::drawTagForever( fxTag );

PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
}

// Called when either the Zombie dies or if his head gets blown off
zombie_eye_glow_stop()
{
if( IsDefined( self.fx_eye_glow ) )
{
self.fx_eye_glow Delete();
}
}
The glowing eyes just stay there even after the zombie despawns. It's a rather old issue that I have, so I thought I would get around to fixing it.
What I did to fix this problem is keep searching for the glowing eyes and delete it.
openup _zombiemode_spawner and search this:
zombie_death_event( zombie )
at the end of the method add this:
wait 0.5;
while(1)
{
if ( IsDefined( zombie.fx_eye_glow ) ) zombie.fx_eye_glow Delete();
else break; // I think return; also works
}
Hope it works on your side too.
41 days ago
Thank you for the reply, sorry it took me so long to respond, I was dealing with irl stuff and haven't had time to work on my map. I'm not very knowledgeable when it comes to coding, I have taken a c++ class and a visual basic class, and knew enough to make a B both times, but I don't fully understand alot of the concepts.

Looking at the stuff you can provided, I can tell I need to have the Tigger_use targetname set to buttons, which Im assuming all the models can be any name I want, in my case; "button1", "button2", and "button3".

I can see a couple of sections were you notifiy the play that they pressed the button and then making a new button visible.

I pretty much have a good concept on what you did, but I just have a couple of questions.

The first one is about the section where you said to put the stuff I want, what exactly does that entail. Besides it just being random and making another button visible (which is in the code) and then having it cost an amount to use the trigger, couldn't I just apply that to the trigger use?

Secondly, where do I put this script, would it go in my "mapname.gsc" file or do I have to make a new one, if I am required to make a new one, how do I go about doing that, I tried to make one with notepad++, but couldn't find a way to save it as a .gsc file (I'm assuming, I need an extension?).
This is an example of what you can do:

example()
{
players = get_players();

buttons = getstructarray( "buttons", "targetname" );
buttons = array_randomize( buttons );

while(1)
{
// buttons[0] setHintString("Give this trigger a name");
buttons[0] waittill( "trigger" , player );
player iprintlnbold("You pressed on this button");

// The cost of the trigger
if(player.score >= (150))
{
// Remove 150 points from the player
player maps\_zombiemode_score::minus_to_player_score(150);

for(i = 0; i < players.size; i++)
{
// First trigger
buttons[0].target SetInvisibleToPlayer ( players[i] );
buttons[0] disable_trigger();

// Second trigger
buttons[1] enable_trigger();
buttons[1].target SetVisibleToPlayer( players[i] );
}

break;
}
}

while(1)
{
// buttons[1] setHintString("Give this trigger a name");
buttons[1] waittill( "trigger" , player );
player iprintlnbold("You pressed the second button");

if(player.score >= (300))
{
// Remove 300 points from the player
player maps\_zombiemode_score::minus_to_player_score(300);

// Do what you like
break;
}
}

// and so on...
}
and you can place it here in YourMapName.gsc
    /*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_dig_site::PreCache_dig_site();
maps\_soul_chest::PreCache_soul_chest();
thread maps\dw_fx::init();

maps\_zombiemode::main();

--> Your Method Goes Here <--

thread dual_wield();
thread maps\_soul_chest::main();
thread maps\_dig_site::main();
// level thread spawndogs();
1. Yes maybe you can get the cost of the trigger in radiant but I think it's best to do it in script.
2. It's best to copy a gsc file, clear it and then use it for your own stuff.
41 days ago
All of my scripts that use flag_wait have:
#include common_scripts\utility;
Where would I call flag_init "all_players_connected". I would assume the system would do this because I assume that the system is the one that sets the all_players_connected flag when the game starts.
I think I see the problem.
Go to maps/house.gsc and scroll down to line 122.
There you will see this:
maps\_zombiemode_firstroom_sealer::main();
I think that should be placed under this:
maps\_zombiemode::main();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_dig_site::PreCache_dig_site();
maps\_soul_chest::PreCache_soul_chest();
thread maps\dw_fx::init();

maps\_zombiemode::main();

-->  maps\_zombiemode_firstroom_sealer::main();  <--

thread dual_wield();
thread maps\_soul_chest::main();
thread maps\_dig_site::main();
// level thread spawndogs();
maps\weapon_shop::init();
maps\nova_grenade::init();
level thread maps\berg_walking::main();
level thread Kill_trigger();
level thread shop_fx();
level thread switch_fov();
level thread easter_egg_toolbox();
level thread easter_egg_zombie_escort_trigger();
level thread easter_egg_zombie_escort_hunters();
42 days ago
I have seen the same suggestion on other posts, but I don't really think that fixes that problem (more like just ignoring it). If possible I would really like to find out what is causing the problem and fixing it, so that I don't have to leave developer mode to further develop my map.
From what I see the script is not recognized in maps/_zombiemode_firstroom_sealer.gsc

Have you tried to add: 
#include common_scripts\utility;
at the top of the script?
 
42 days ago
I've been searching everywhere, from youtube, to the UGX forums to the zombiemodding forums, and I can't find anyway to make a custom barricade, does anyone know where to find the tutorial on how to do that?
If you want something cool you can look at this prefabs:
https://www.ugx-mods.com/forum/index.php/topic,4602.0.html
https://www.ugx-mods.com/forum/index.php/topic,4505.0.html
42 days ago
I need some help with 2 things1) Let's suppose i know how to install custom chars and i also have the audio files for voice covers. How do i install them?2) i've seen on scripts that for example they also call some audio except the main part. For example ``trigger playsound("cha_ching");`` Where can i find the file of these sounds? i think it's called SFX but i looked and found nothing. I appreciate any good suggestion.
1. You have to go to Call of Duty World at War\raw\character and copy all the
char_zomb_player_0's,
char_zomb_player_1's,
char_zomb_player_2's
and char_zomb_player_3's to your modfolder.

Then open them up and replace them with your own xmodels, don't forget to add these models to your modbuilder.

2. Then go to Call of Duty World at War\raw\soundaliases and openup dlc3_vox.
I think everything you need should be located in that file.
Now make a new soundalias, copy all the lines to your own and change all the pathing location(s) if you need to your own voiceovers.

Add the new soundalias to your mod and you are done.
45 days ago
I can't think of exactly how I want to word this, but what I'm trying to do is one of 2 things.

First option: Have a set of buttons the player has to buy. Let's say in this case 3 of them. You buy the first one and it makes an button visible that wasn't visible before. Then you buy that one and it makes another button visible and when you buy that one it opens a door.

Second option: Basicially the same as the first, but this time in a random order.

Does anyone know how to do this, I've been trying to do this the last couple of days, but I don't exactly know the best way you excute this, anyone have any ideas?
Yes, first you have to setup buttons with "Trigger_use" on the map and in script you do this:
buttons = getstructarray( "buttons", "targetname" );
buttons = array_randomize( buttons );
Now these buttons are randomized!
Next you want to add a function to the button and it goes like this for example:
buttons[0] waittill( "trigger" , player );
player iprintlnbold("You pressed on this button");

// write here the stuff you want
//
//
//
//
After you pressed the button you want to hide it and unlock a new button.
players = get_players();
for(i = 0; i < players.size; i++)
{
// First trigger
     buttons[0].target SetInvisibleToPlayer ( players[i] );
     buttons[0] disable_trigger();

     // Second trigger
     buttons[1] enable_trigger();
     buttons[1].target SetVisibleToPlayer( players[i] );
}
.target is the object you have set as target in the kvps in radiant like for example the button model.
buttons[1] waittill( "trigger" , player );
player iprintlnbold("You pressed the second button");
and so on
46 days ago
Good news. I found the issue and it will be fixed with the next update.
The SHIFT+ENTER mode is not working correctly. This has been fixed and SHIFT+ENTER and ENTER does work identical now.
This eleminats any issues with new line removing :thumbsup:

Nice good work!!

I use Shift+Enter since Microsoft Word is messing around with line spaces.
48 days ago
This is one very very underrated map :( the amount of quality this map has is right there with the top maps in waw custom zombies it should be posted to the other sites like zommods and zombiemodding thanks for the mapper for one of the greatest and highest quality map i have ever played :1000:

Thanks for the feedback I am glad you enjoyed the map!
This mod is also downloadable on Zombiemodding but it is a bit hidden and also difficult to find.
It was on the front page for a few months tho.

I am curious to which round did you survive?
48 days ago
i just added zombies and watched a video and put them in the right zones and when i launch the game they come charging at me with guns and they are shooting at me i die really fast because there are like 5 that are shooting me any thoughts on how to fix

Double Post Merge: May 05, 2019, 12:42:16 am

ok so i had the zombies set to scriptnoteworthy/find_flesh that when they had guns. so i changed it to scriptnoteworthy/zombie_spawners they spawn but dont move. any thoughts
Sounds like the spawner isn't right setup, look at this example: 

Is this the same as yours?
51 days ago
I have the start chest placed, in the sniperbolt prefab they are just called "treasure_chest_begin", but the script notworthy says "start_chest" in his tutorial, so I'm assuming they are the same. Where are the sniperbolt scripts located, I couldn't seem to find them.
Yes,
The scripts should be located in raw/maps

 
53 days ago

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 Twitch
Loading ...