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Messages - Big-Beautiful

i click on the tag_origin of the joints, which highlights them all.
1104 days ago
hello friends, I'm trying to rig joints onto a custom character model to use as zombies. I took joints from a zombie asset, and replaced the zombie model with my model in maya. Then, i positioned the joints correctly onto the model before binding them together. When I try to export this using the cod plugin, it gives me an error and a couple of these in the script editor:

WARNING: Unexported joint 'tag_stowed_back' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[32]' by 99.985361%
WARNING: Unexported joint 'tag_weapon_chest' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[32]' by 0.003844%
WARNING: Unexported joint 'j_spine4'      is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[33]' by 0.406341%
WARNING: Unexported joint 'j_shoulder_le' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[33]' by 0.265791%
WARNING: Unexported joint 'j_shouldertwist_le' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[33]' by 0.262726%

there's a lot more.
1104 days ago
hello u g x, I put some trash models in my map for some detail but when i try to compile my map i get this error sign


I've searched this up and noticed many other people with assertion failures but they have yet to be answered.
Does anyone know the fix for this?
1256 days ago
heyo. I'm trying to have a light follow you around but my script isn't working. I've placed a light in radiant with the targetname "light_a" and I've called this function in the main one.

function light(player)
{
light = GetEnt("targetname","light_a");
light EnableLinkTo(player);
light LinkTo(player);

}
1258 days ago
"Something calls from below, but not as deep..."

My old map, Der Wurstgericht, was lost after I tried to reformat my ssd, so I'm starting over from scratch.
There's not much in it yet, but this map will be much more spicy from all the tips/tricks I've learned from many people.
Any feedback/criticism is greatly appreciated.

To do list for spice
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Screenshots:
1/31/2017
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2/1/2017 - messed with the lighting a bit
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1259 days ago
I have this bridge that I have move in using a script. In-game, zombies cannot go on the bridge and some don't even target the player when they spawn. Does anyone know what's causing this problem with their path?
1299 days ago
hmm, there has been an interesting development. Instead of using a script_struct, I used a script_model as the target. For some reason, it worked and I was teleported. I'll just use models instead of the structs now.

The teleporting script now works, but I have a question about activating the zone that contains the teleporter's target. I added the script_flag kvp to the trigger like you would on doors, but didn't work and i died. How can I go about this in script?
1348 days ago
i used thread jug_tele(player);, but it still does not work. I thought that maybe changing up the function a bit would work:

function juggers(player)
{
jugport = GetEnt("jug_tele","targetname");
barport = GetEnt("bar_tele","targetname");

player SetOrigin(jugport.origin);
IPrintLn("bonka");
wait(30);
player SetOrigin(barport.origin);
level.jug_tele--;

}

still, nothing. :(

Just in case, here is what i put in radiant. The trigger_damage is targeting that struct with its targetname as jug_tele. The other targeted struct has the targetname bar_tele.


1348 days ago
Thank you for replying. player doesn't seem to work either. The function is called by this here:

function shootable_perk_jug(player)
{
    trig_jug = GetEnt("perktrig_jug", "targetname");
    model_jug = GetEnt("perkmod_jug", "targetname");

    trig_jug SetHintString("");
    trig_jug SetCursorHint("HINT_NOICON");
    level.shoot_juggernog=0;


    while(1)
    {
        trig_jug waittill("trigger", player);

        if (player laststand::player_is_in_laststand())
{
break;
}
else
{
if(level.shoot_juggernog == 0)
{
IPrintLn("It's not unlocked yet ya snort snort");
}
else
{
playfx(level._effect["powerup_grabbed"] ,GetEnt("perkmod_jug","targetname").origin);
level.jug_tele++;
        thread jug_tele();
player playsound("Chinese_1");

break;
}

}
    }
}

I'm pretty sure that since bonka is shown, the function is being called correctly. I feel its the SetOrigins themselves or the entities I have in radiant. I gave a script struct the jug_tele targetname and another script struct bar_tele.
1348 days ago
Hello, ive created this script that gets triggered when you shoot a trigger_damage:

function jug_tele(player)
{
self SetOrigin(GetEnt("jug_tele","targetname").origin);
IPrintLn("bonka");
wait(30);
self SetOrigin(GetEnt("bar_tele","targetname").origin);
level.jug_tele--;
}

I am able to see the bonka, but I am not teleported? Does anyone know if im using the setorigin correctly?
1349 days ago
On my map, I'm using the ugx timed gameplay script and i've found the variable for its minutes. I wanted to make a script that would start another function when the 1 minute mark is reached. When I test the map, nothing happens on the 1 minute mark. Can someone help me troubleshoot my problem? this is my code so far:
#using scripts\zm\ugxmods_timedgp;
#using scripts\custom\shootable_perk;

function chungainit()
{
//These are the starting varibles for the perk times
    level.shoot_quick_revive = 0;
    level.shoot_juggernog = 0;
    level.shoot_sleight_of_hand = 0;
    level.shoot_doubletap2 = 0;
    level.shoot_dead_shot = 0;
    level.shoot_electric_cherry = 0;
    level.shoot_widows_wine = 0;
    level.shoot_additional_primary_weapon = 0;

     thread chungapoints();
    // thread chunga();
}

function chungapoints()
{
level waittill(level.tgTimerTime.minutes == 1);
level.shoot_dead_shot++;
IPrintLnBold("DEAD SHOT HAS BEEN UNLOCKED");
thread shootable_perk::shootable_perk_dead();
}

I've also put thread shoot_time::chungainit(); in my map's gsc but the script still doesn't work.
1353 days ago
#using scripts\shared\laststand_shared;

#using scripts\zm\_zm_perks;
#insert scripts\zm\_zm_perks.gsh;

function init()
{
//These are the starting varibles for the perk locations
    level.shoot_quick_revive = 1;
    level.shoot_juggernog = 1;
    level.shoot_sleight_of_hand = 1;
    level.shoot_doubletap2 = 1;
    level.shoot_staminup = 1;
    level.shoot_dead_shot = 1;
    level.shoot_electric_cherry = 1;
    level.shoot_widows_wine = 1;
    level.shoot_additional_primary_weapon = 1;

    level thread shootable_perk_quick();
/*
    level thread shootable_perk_jug();
   
    level thread shootable_perk_sleight();

    level thread shootable_perk_double();

    level thread shootable_perk_staminup();

    level thread shootable_perk_dead();

    level thread shootable_perk_electric();

    level thread shootable_perk_add();

    level thread shootable_perk_widows();
*/

}

//*****************************************************************************
// QUICK REVIVE
//*****************************************************************************

function shootable_perk_quick(player)
{
    trig_quick = GetEnt("perktrig_quick", "targetname");
    model_quick = GetEnt("perkmod_quick", "targetname");

    trig_quick SetHintString("");
    trig_quick SetCursorHint("HINT_NOICON");

    while(1)
    {
    while(1)
    {
        trig_quick waittill("trigger", player);
        thread test();

        if (player HasPerk(PERK_QUICK_REVIVE))
{
IPrintLn("no no no you can not have the perko");

player playsound("Chinese_1");
wait(0.1);

}

else
{
        IPrintLn("your pals go up fast now");
player zm_perks::give_perk( PERK_QUICK_REVIVE, false );
player playsound("Chinese_1");
thread perk_quick_phase();
//thread perk_quick_location();
break;
}
    }
    }
}
//Tells which of the three locations the perk is in
function perk_quick_phase()
{

if (level.shoot_quick_revive >= 3)
{
level.shoot_quick_revive-= 2;
IPrintLn("i am now " + level.shoot_quick_revive );
}
else
{
level.shoot_quick_revive++;
IPrintLn("i am now " + level.shoot_quick_revive );
}
}
function test()
{
if (self laststand::player_is_in_laststand())
{
IPrintLnBold("testing you are down");
}
else
{
IPrintLnBold("testing you are not down");
}
}
1356 days ago
I've added the using script and the if statement, but it isn't working

function test()
{
if (self laststand::player_is_in_laststand())
{
IPrintLnBold("testing you are down");
}
else
{
IPrintLnBold("testing you are not down");
}
}

It prints the message, "testing you are up" when im down or up and it ignores the "else" statement. I don't see the problem. I appreciate all the help you've been giving me btw, you the real mvp  :)
1356 days ago
So I'm trying a bunch of ways for a script to detect if the player is down. One of the ways is this function that runs whenever I shoot a trigger.

function test()
{
if (self NeedsRevive(false))
{
IPrintLnBold("chunga");
}
if (self NeedsRevive(true))
{
IPrintLnBold("not chunga");
}
}

The problem is that whenever I shoot it, down or not, both messages appear at the same time and I don't know what this means
1357 days ago
IsAlive doesnt seem to work, I am still able to receive the perk when down. I happened to find another function IsInSecondChance so i tried it:
 
if (player HasPerk(PERK_QUICK_REVIVE) || player IsInSecondChance())

It didn't work either.
1358 days ago

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