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Messages - WhiskyLima

Ok that sounds promising but what is a dvar? Thanks
8 years ago
Thanks for the input but thats not exactly what im looking for. I have decided to avoid using sunlight at all as the harsh shaddow it casts is not right for the skybox im using. I will try to find another way. Thanks though
8 years ago
Thank you for that! I have been working on something similar by moving snippets of code around but probably had something wrong somewhere. I have tried this but still can't seem to get it to work however I think it might be something to do with the precaching of the model, how do I do that?
8 years ago
Ok yes I see the code section, it might take a while to figure it out though.. if you manage to find any more information please let me know. Thank you for your help!

Double Post Merge: October 19, 2016, 01:10:13 pm
Ok I have tried everything I can work out with this script but I am really having a hard time getting it to work. I have modified the existing light script and added it to my mod but I cant work it out. Scripting in this language is definately not something I have any skill in im afraid.
8 years ago
Hey gusy, got a light hooked up to the electric_light KVP all working well, but obviously the light has to come from somewhere. Is there a way to change the lights model depending on the electric state and for extra credit, can I turn on and off an info_corona at the same time.

Cheers all
8 years ago
Hi guys, after reading just about everything I can find on the topic, there are still some unanswered questions I have about lighting. The one thing I really want to do is to have an overcast sunlight. So what I need to do is to be able to manipulate the shadow sharpness and density that is cast from the sun. I would really appreciate some help and a nudge in the right direction.

Thanks all
8 years ago
Hey All. I have been messing with a custom mystery box and have basically bee trying to figure out what all the bits do. I have been using sniper bolts tutorial prefab version and I basically copied that and mad modifications to it. I have only made the start chest and chest1 so far but Im quite sure I have all the kvps correct and in place replacing all the 0's with 1's for chest1 and so on. The first chest works perfectly and looks good doing what it should but when it comes to re spawning, it keeps coming back to the same place. What causes this and how do I stop it?

Cheers guys!
9 years ago
dude thats so nice, that shape on the top was exaclt what i kinda was reffering to, it has those cylindrical framing inside no matter what shape tha window frame is still makes it look so good nice job on this:

(Image removed from quote.)

Why thank you! I will need to play with it though cos i'm not happy with the texture and I think in game, the glass texture is not transparent enough, but it's a start.
9 years ago
the circular window was just there for the time being but i was thinking since your new to all this maby i would do a wall that had something of more complex shaped windows similair to this and you would just put it in where the existing wall is :) that way it would look a bit better

(Image removed from quote.)

Yes i see what you mean, let me have a think about the layout, I would love to include something like that.

Do you think the windows could be better in the sides of the church?



Double Post Merge: October 03, 2015, 12:42:36 pm
I thought i should share a pic of the current windows in the sides of the church, im not happy with them at the moment, dont look gothic enough for my liking, what do you think?

9 years ago
Its okay but ww2 means no custom guns? right? well at least use Bo2 STG44 and MP40
if so.

If i'm being honest, I have no idea what weapons should and should not be in there but what I do know is that there will probably be upgraded weapons weather they are period accurate or not. The current set of wall weapons are a temporary arrangement and will likely change a number of times before i settle on anything.



Double Post Merge: October 01, 2015, 06:23:36 pm
if you want help with that wall where the round window is sopposed to be changed i could build some good replacement if you need any help, few attempt to do more then just a box and pap room for their first map so i really encourage you to build more onto this.

That is very kind of you! I assume you mean the big round window from the images? I have actually removed that now and i'm not sure if it's going to go back in or not hence I haven't made anything fancy in the first place but I will definitely let you know if I need it - that kind of help is highly appreciated. I'm thinking that area might now be a continued path from one side of the upper floor to the other with perhaps a zombie windows and maybe even a door into a small attic like room?

We will see :)

Double Post Merge: October 02, 2015, 04:33:35 pm
Hey all, I have started work on the upper level to make it a little more challenging. There is now an additional room at the back and the walkway is connected to allow the player and zombies to move from one side to the other. There is also a zombie spawner so zombies climb into the additional room meaning that the player can't just camp at the top, they will have to work for that position.

I am happy with the upper level layout for now, but who knows what may be added.

Next is the underground section, one extra tunnel has been added, but there will be many more changes to the layout here before i'm happy with it

Thanks for reading!
9 years ago
Hey all, a quick vid of my map in play. please bear in mind this is my first map so it may be crap now, but thats where you guys come in. any suggestions will be taken onboard.

Cheers!

https://youtu.be/kcknBuFu8Hc

p.s. Not sure how to add the video inline.. sorry
9 years ago
Perfect Thanks, I used the second, more tidy method suggested in that thread. Was easy to implement and means I can add multiple electric doors which are also buyable

Thanks!
9 years ago
Hey all, I was wondering if there is a way to make sure a door remains inactive until the power is turned on. Then the option to buy the door open comes after the power has been activated?

Cheers Guys!
9 years ago
Ok Not that name then, thanks for the heads up!
9 years ago
Thanks, I'm thinking about changing the name slightly however to "The Graveyard Shift", Thoughts?

At the moment I am working on the layout of the map, how the different zones will be accessed and what weapons / perks etc. are laid out in the map and which perks come first and which come later (suggestions welcome on perk order). There is also likely to be an additional room or possibly a small group of rooms which are on the ground floor but still not worked out where or what yet.

At the moment my biggest issue is that this is a small map and it needs to be kept interesting by adding buy-able areas which lead to better weapons and perk machines. The problem I'm facing is that all the areas I can think of to make buy-able come from the main room and therefore can all be accessed from the very start, does anyone have any suggestions about how to get round this? Is it possible to make some doors inaccessible until the power has been activated for example?

Cheers for reading guys
9 years ago
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