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 - louisfm16

You're welcome. ;) What is a bug for me, is the solution for you.
Also I forgot to say that you need to link zombies to something that is never going to be moved (with script I mean). Because there could be some idiot like me who decides to make a map where all rooms move. And if the entity you linked zombies to moves, zombies will move with it.

thanks for the heads up but I actually found this out the hard way, my zombies where bouncing up and down on my map.
anyways I finished the widows fine perk it features what I said above and also when a zombie survives your grenade explosion it(crawlers as well) will get stuck in a web.
Spoiler: click to open...





9 years ago
Thanks @Soy-Yo that worked like a charm all thats left to do is make the effect, thanks again
9 years ago
Ok so I did a bit of research in the forums and found a way to get zombies hit by a certain grenade

Code Snippet
Plaintext
zombies = getaiarray("axis");
radius = spawn("trigger_radius", grenade.origin);

for(i = 0; i < zombies.size; i++) {
    if(zombies[i] isTouching(radius)) {
        zombies[i].zombie_move_speed = 0; // I want to freeze the zombies here
        playfx(level._effect["spider_web"], zombies[i].origin);
    }
}

 but now I need to find a way to freeze them in place.
9 years ago
Hi again guys and gals, I have been working on what I believe to be the widows wine perk from black ops 3
the features so far:
1) every zombie that hits you behind a window instantly dies
2) when hit by a zombie behind the window you get (depending on your health) 25 - 250 points
    - the more hits you take in a row the higher the awarded score is.
    - a visual example:
      - 100% health = +25 points
      - 80% health = +50 points
      - 60% health = +100 points
      - 40% health = +150 points
      - 20% health = +250 points

a few hours ago the achievements for bo3 zombies where released and 1 of them talks about getting zombies stuck when hit by a grenade explosion which leads to my question:

I am pretty sure I could freeze zombies in place by setting there move speed to 0 but I need a way to get an array of the zombies I hit by a grenade so I was wondering if any scripters know of a way to get an array of zombies and/or players hit by a grenade explosion

so i was hoping to do a script like so
Code Snippet
Plaintext
zombiesHit = getEntHit();

for(i = 0; i < zombiesHit.size; i++) {
    zombiesHit[i].zombie_run_speed = 0;
    playFx(level._effect["spider_web"], zombiesHit[i] getOrigin);
}
any help or ideas are greatly appreciated
Thanks again
9 years ago
Nvr mind I thought you were telling me to change the resolution via the asset manager but you ment the actual cod waw settings. It worked thanks
9 years ago
your texture quality is set to low. Put it on high/extra. Because it isisnt stock its not gonna render it full quality so u do need to ramp up your texture settings

I only know the very basics of converting assets in the asset manager so how would I go on changing the texture quality. btw I convert my textures to .DDS(DTX5) using Paint.NET if that helps.
9 years ago
@steviewonder87 Here are some pics that explain it better
Jugg Model with original Texture

Jugg Model with Widows Wine Texture


both the textures are 1024 x 1024 and in asset maneger its 2xBilinear
9 years ago
Hello everyone, Im making a map and for some reason my pictures are very blurry. to be more specific Im making a custom perk(Widows Wine atleast what I believe it will be) and the model is going to be the same as the juggernog perk model all I did was draw over the old color map(image: zombie_vending_jugg_c.dds) and my new image is blurry as with the original it is not. I did not resize or ghange any of the texture settings so I would really appreciate some help thank you
9 years ago
Awesome glad you got it working, I'm not the best or worst scripted but if you need any more help or ideas let me know
9 years ago
Hi im adding custom nades to my map and I got the models working great and all but now I want to play an effect where and when the grenade explodes, keep in mind that I want to preserve the default explosion effects that happen with panzer, mokeys, ect. essentially I want to play an extra effect where a grenade explodes. I would really appreciate some help thanks!
9 years ago
Im doing this for a waw map im making so im not sure if it will help you much since your doing this for bo1. what i did is check for a certain condition(in my case when all players are inside a trigger_radius) and when a player dies completely save his weapons by using getweaponslist function (getweaponslist would return an array) to the level object and then when you want to give them back loop through the weapons array and use giveweapon function(to give that player all his old weapons).
if you want to do this for all players just use a 2d array(an array inside an array) so for example:

Code Snippet
Plaintext
level.allPlayersWeapons = [['ak47', 'bazooka', 'minigun'], ['M1911', 'RPG'], ['Olympia', 'M14', 'M16'], ['B23R', 'UZI']]; // I know you cant make arrays this way in gsc syntax but its just for simplicity purposes
players = getPlayers();
for(i = 0; i < players.size; i++) {
    for(j = 0; j < allPlayersWeapons[i].size; j++) {
        players[i] giveWeapon(allPlayersWeapons[i][j]);
    }
}

P.S. make sure you take the default weapon the player spawns with so that he doesnt have an extra weapon(the M1911).

so something like that I might of gotten 1 or 2 things wrong i made this like 2 months ago so yeah
9 years ago
I made a Soul Counter for BluntStuffy's Soul Chest,
this wont run a bunch of loops like while(), for() ect. because it will only run once every time a zombie is killed near a soul chest.


Step 1


copy & paste this into an empty .gsc file
(Hint: you can make a new text document and change the .txt. extention to .gsc or simply make a copy of another gsc file and delete its contents):
Code Snippet
Plaintext
// Top Right
soul_counter_tr(death_count, max_count) {
if( level.soul_counter_created_once == true) {
level.soul_counter_remaining = create_simple_hud();
level.soul_counter_remaining.horzAlign = "right";
level.soul_counter_remaining.vertAlign = "right";
level.soul_counter_remaining.alignX = "center";
level.soul_counter_remaining.alignY = "top";
level.soul_counter_remaining.y = 6;
level.soul_counter_remaining.x = -30;
level.soul_counter_remaining.foreground = 1;
level.soul_counter_remaining.fontscale = 9.0;
level.soul_counter_remaining.alpha = 1;
level.soul_counter_remaining.color = ( 1, 1, 0 );

level.soul_counter_souls_left = create_simple_hud();
level.soul_counter_souls_left.horzAlign = "right";
level.soul_counter_souls_left.vertAlign = "right";
level.soul_counter_souls_left.alignX = "center";
level.soul_counter_souls_left.alignY = "top";
level.soul_counter_souls_left.y = 6;
level.soul_counter_souls_left.x = -115;
level.soul_counter_souls_left.foreground = 1;
level.soul_counter_souls_left.fontscale = 9.0;
level.soul_counter_souls_left.alpha = 1;
level.soul_counter_souls_left.color = ( 1, 0, 0 );
level.soul_counter_souls_left SetText("Souls Left: ");
}


remainingSouls =  max_count - death_count;
level.soul_counter_remaining SetValue(remainingSouls);
   wait 0.5;

if(level.soul_counter_finished == true) {
thread soul_counter_destroy();
}
}

soul_counter_destroy() {
level.soul_counter_remaining destroy();
level.soul_counter_souls_left destroy();
level.soul_counter_created_once = true;
}
rename this file to soul_counter and place it in your root/mods/MAPNAME/maps


Step 2


open up your root /mods/MAPNAME/maps/_soul_chest.gsc
and inside the chest_death_count() function find:
Code Snippet
Plaintext
self thread chest_anims();

right under that paste this:
Code Snippet
Plaintext
       level.soul_counter_created_once = true;
       level.soul_counter_finished = false;
       thread maps\soul_counter::soul_counter_tr(self.death_count, self.max_count);

next find:
Code Snippet
Plaintext
else if( self.death_count >= 2 && self.death_count <= self.max_count-1 )
{

again right under that paste this:
Code Snippet
Plaintext
	// continue the soul counter
level.soul_counter_created_once = false;
level.soul_counter_finished = false;
thread maps\soul_counter::soul_counter_tr(self.death_count, self.max_count);

finally find:
Code Snippet
Plaintext
else if( self.death_count == self.max_count )
{

and again right under that paste this:
Code Snippet
Plaintext
       // end the soul counter
level.soul_counter_finished = true;
thread maps\soul_counter::soul_counter_tr(self.death_count, self.max_count);

And your done just dont forget to check it when your building your mod

Double Post Merge: August 27, 2015, 07:40:06 pm
I forgot 1 thing

inside your _soul_chest.gsc in your time_out() function find:
Code Snippet
Plaintext
	self notify( "time_out" );
wait 2;
self notify( "chest_full" );


and below that paste this:
Code Snippet
Plaintext
	thread maps\soul_counter::soul_counter_destroy();

that way if the chest time out the counter wont stay on your screen

can a moderator please add this to the original post, Thank you
9 years ago
Hey guys and gals, sorry but it looks like I am unable to update my post without a moderator and since I cant find a way to contact one ill post the update here.

change this line:
Code Snippet
Plaintext

playersAlive[i] = players[i];


to this:
Code Snippet
Plaintext

playersAlive[playersAlive.size] = players[i];


thanks again to WARDOGSK93 for letting me know about this if you want to know why The change was made look at WARDOGSK93's reply, thanks
9 years ago
this is a nice function, i may even use it myself but i would change the above line to something like this, that way you dont define values in the array out of order
Some Code
Code Snippet
Plaintext
playersAlive[playersAlive.size] = players[i]; // If The Above Evaluates To True We'll Add This Player To The playersAlive
lets say there are 4 players in the game and players 1 and 3 are alive your way would have the array like this
Code Snippet
Plaintext
playersAlive[0] == Alive
playersAlive[1] == Undefined
playersAlive[2] == Alive
playersAlive[3] == Undefined
where as my way would define the array like so
Code Snippet
Plaintext
playersAlive[0] == Alive
playersAlive[1] == Alive
oh lol i see what I did wrong ill update the ttutorial, thanks WARDOGSK93
9 years ago
Loading ...