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Messages - IZaRTaX

Amazing work, I like the sound switch between combat mod this is amazing! Well designed, well optimised map !
Thanks you very much for this map! :+1:
11 months ago
This one ?





if yes it's called fx_mp_ash_falling_large.efx

You can find it in raw\fx\maps\mp_maps\fx_mp_ash_falling_large.efx

5 years ago
Well, I redo everything completed the fifth_zone by 2 separate zones (loop) + added the test map now it's working :+1:


Code Snippet
cpp
add_adjacent_zone( "start_zone",		"second_zone",	"enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );

add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" );

add_adjacent_zone( "fourth_zone", "fifth_zone_b", "enter_fifth_zone_b" );

Download the test map
(I added debris to avoid gsc scripts, you can replace it with your doors function)
www.mediafire.com


5 years ago
Press F (filter) and uncheck GoalVolumes
5 years ago
Should working like that

Code Snippet
cpp
add_adjacent_zone( "start_zone",		"second_zone",	"enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );
add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "fourth_zone", "fifth_zone", "enter_fifth_zone" );

//add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" ); //test
//add_adjacent_zone( "fifth_zone", "fourth_zone", "enter_fourth_zone" ); //test

5 years ago
You can find the sound in \raw\soundaliases\destructibles.csv

Code Snippet
Plaintext
# Barrels,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
explo_redbarrel,,SFX/Destruction/exp/barrel_##,!wii,0.8,1,0.9,1.05,500,5000,10000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,50,95,0.25,1,,,,,
ignition_redbarrel,,SFX/Destruction/exp/flare_##,!wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,50,95,0.25,1,,,,,
exp_debris,,SFX/Destruction/exp/debris_##,!wii,0.7,0.7,0.9,1.05,50,1200,2400,,,,,explosion,,3d,,,,,all_mp,curve2,,,,barrel_explode_trail_l,,curve3,600,,,0.1,0.4,,,,,,50,95,0.25,1,,,
barrel_fuse,,null.wav,,,,,,,,,,,,,,,,,,,,see2 ber1 ber2 ber3 ber3b all_mp,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
barrel_explode_trail_l,,SFX/Weapon/Gren/Gen_Gren/gren_trail_##,!wii,0.4,0.6,0.9,1,500,2000,10000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,barrel_explode_trail_r,,curve5,50,,,,,,,,,,90,90,0.25,1,left_player,6,yes
barrel_explode_trail_r,,SFX/Weapon/Gren/Gen_Gren/gren_trail_##,!wii,0.4,0.6,0.9,1,500,2000,10000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,barrel_explode_dist,,curve5,50,,,,,,,,,,90,90,0.25,1,right_player,6,yes
barrel_explode_dist,,SFX/Destruction/explosion_dist_##,!wii,0.9,1,0.9,1.1,3000,12000,13000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,barrel_explode_distR,,curve5,,,,0.4,,,,,,,90,90,0.55,1,left_player,6,yes
barrel_explode_distR,,SFX/Destruction/explosion_dist_##,!wii,0.9,1,0.9,1.1,3000,12000,13000,3,oldest,,,explosion,,3d,,,,,all_mp,,,,,,,curve5,,,,0.4,,,,,,,90,90,0.55,1,right_player,6,yes
#Wii Assets,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
explo_redbarrel,,SFX/destruction/red_barrel/barrel_asplode_alt.wav,wii,0.9,1,0.9,1.1,500,5000,10000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,50,95,0.25,1,,,
ignition_redbarrel,,SFX/Destruction/exp/flare/flare_01.wav,wii,0.4,0.5,0.9,1.05,50,500,1000,,,,,explosion,,3d,,,,,all_mp,curve2,,,,,,curve3,,,,,,,,,,,50,95,0.25,1,,,
exp_debris,,SFX/Destruction/exp/debris_##,wii,0.7,0.7,0.9,1.05,50,1200,2400,,,,,explosion,,3d,,,,,all_mp,curve2,,,,,,curve3,575,,,0.1,0.4,,,,,,50,95,0.25,1,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Don't forget to add it in zone_source\your_map_name.csv or in your mod.csv
or as  gympie6
said everything is already in prefabs
6 years ago
Nope, still doesn't work.

(Image removed from quote.)

Sure it doesn't work if you put a clip player texture right on it, remove that player clip.
6 years ago
Turn your brushes to weapon clip, add a clip collision around the brush (dirt,metal etc...) and add the mantle function.


Result
6 years ago
1 or 2 units around the brush is enough to mantle on/over

maximum 6 units xy and 2 for high z , to me it's the best way.



6 years ago
You can add a loop sound directly in raw\clientscripts\createfx\your_map_fx.csc

Code Snippet
Plaintext
main()
{

ent = clientscripts\_fx::createOneshotEffect();
ent.v[ "origin" ] = ( -4676, 496, -187 );
ent.v[ "angles" ] = ( -90, 90, 0 );
ent.v[ "delay" ] = -4;
ent.v[ "soundalias" ] = "your_aliase";

}

Soundaliase example:

Code Snippet
Plaintext
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

# ZOMBIES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

your_aliase,,your_folder\element\your_sound.wav,1,1,1,50,500,,,,,full_vol,,,1,,,,,,,3d,,,looping,,all_sp,,,,,,,,,,,,1,,,,,100,100,0.25,1,,

Or in your .gsc for a one shoot like activate something:

Code Snippet
Plaintext
main()
{
level thread test();
}

test()

{

trigger = getent("your_trigger","targetname");
debris = getent("debris_ent","targetname"); //script brushmodel/model

trigger waittill("trigger");

wait 0.1;

sound_ent = spawn("script_origin", debris.origin); //Also it works for trigger.origin
wait_network_frame();
sound_ent playsound("your_aliase");
wait 0.1;
sound_ent delete();

}

Soundaliase example:

Code Snippet
Plaintext
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

# ZOMBIES,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

your_aliase,,your_folder\element\your_sound.wav,1,1,1,500,900,,,,,full_vol,,,0,,,,,,,3d,,,,,all_sp,,,,,,,,,,,,1,,,,,100,100,0.25,1,,
6 years ago
Well we finished it with the new update, thanks again fam. Super fun :D
(Image removed from quote.)

Finally someone found it! Great job  ;)
6 years ago
Here is a quick example, don't forget to put the origin texture if you use a rotating door

(example for a double rotating doors)


then the script (example)

Spoiler: click to open...
secret_door()

{

    wood_door1 = getEnt("wood_door1", "targetname"); //BIG DOORS
    wood_door2 = getEnt("wood_door2", "targetname"); //BIG DOORS

    trigger = getent ("your_door","targetname"); // example

    trigger waittill ("trigger");
 

    wood_door1 rotateYaw( -130, 1.4 ); // RotateYaw( <yaw angle>, <time>, <acceleration time>, <deceleration time> )
    wood_door2 rotateYaw( 130, 1.4 );

    sound_ent = spawn("script_origin",  wood_door1.origin); // add a sound
    wait_network_frame();
    sound_ent playsound("door_wood9"); // alias

    wood_door1  NotSolid();
    wood_door1  connectpaths();
 
    wood_door2  NotSolid();
    wood_door2  connectpaths();

}

If you want to add a slide door you can remove the rotate function by movex (-130,1.4,0.1,2); //MoveZ( <zvalue>, <time>, <acceleration time>, <deceleration time> )

//(movey and movez also works that depend of your angles)
6 years ago
map glitched at the ending.
Spoiler: click to open...
where I was supposed to be teleported to the plane after being in the brutus cave but it teleported me to pap.

It is not a glitch just a little new step ending...

Spoiler: click to open...
Look around the buildable shield area you will find the next part/step

6 years ago
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