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Messages - Chadric273

Hey guys! I'm sure this is something simple, but how would I go about writing in my script so that step two of the EE cannot be accessed until step one is completed?
35 days ago
trig = getEnt("nothing","targetname");

while(1)
{
        trig waittill("trigger", player);
        weapon = player getcurrentweapon();
        if(weapon == "bowie")
        {
            // do stuff
            break;
        }
        wait(1);
}
This is how you can do it in Cod World at War
 I shall give this a shot and let you know if it worked for bo3 (:
 
 
 
 
43 days ago
I don't know how it works in bo3 but I know how to do it in waw.

In code you have to get the trigger, when the trigger fires you have to check which weapon that player is holding. If it is the weaponName bowie knife you can let him do the rest of the code.
 
 Okay, what you are saying makes sense however my knowledge on how to write code isn't the greatest. What would a line of code look like that would "check  which weapon the player is holding"?
 
44 days ago
Hey guys!

Question is as the title says it. I was wondering how to write a line of script that makes it so you have to use only the bowie knife in order to enable a trigger damage? I am wanting the player to have to cut a chord in the map, but I want it so that only the bowie knife can cut the chord. Any help would be much appreciated!
46 days ago
Yo, Did you ever get this fixed?
Im guessing you have made sure you have checked the light tick box before rendering the map?

I was wondering because im having same/similer problem. The lights I made at first show up but then I have added some more and they dont show when i test my map and its annoying me and i dont want to have to start over cos of such a simple issue.
Hey! I thought I would respond to about this, I updated my post with the solution to my problem. Basically I had the sunbox set to default_day instead of zm_factory. The daylight was too bright for fire fx to show up so by switching it to zm_factory it turned it to night time, wich made it dark enough for the fire fx's light to actually appear. Hopefully this helps!
 
46 days ago
Thank you for your reply! I'll be sure to give this a try when I get the next chance (:
208 days ago
Hey guys! So I wrote  a script where you can destroy a wall by hitting a trigger_damage with an explosive that will then allow zombies to walk through it. The problem I am having is the zone that I want players to be able to access after being destroyed needs to be "turned on" somehow. Typically with a zombie_door you would use a script_flag kvp. I tried putting that KVP on my trigger_damage but it didn't work. Is there someway to "turn on" the zone through scripting that way once the wall is destroyed the script will then follow it up with turning on the next zone? Any help will be much appreciated!
208 days ago
There is not really a "place" where to learn scripting. I have been modding since 2015 so that's about four years. And I still struggle with the easiest things from time to time.

I find it useful to read the scripts we were given with the mod tools, since they have pretty much all types of scripts there. For example if you're creating a custom wonder weapon, there are the scripts for Ray Gun Mark III and Thundergun. Treyarch has also provided a scripting api with all the engine functions of gsc scripting, which can be found in BO3 root/deffiles/docs_modtools

Most WaW scripts are also relevant in BO3, so you can also learn from the tutorials other have posted on UGX and other forums (even when most of them are for WaW).

And the best advice is that do what you're currently doing, which is try to do it yourself first. Other people are more likely to help you if you have tried it yourself first, which is exactly the case here :)
I really appreciate your advice! I think looking at the scripts provided to us along with using the API will definitely help me out even more. Again, thank you so much for all of your help! Stay awesome my friend! 
221 days ago
Hey guys! Just as the title says, I am wondering how to make it so that something in my script does not happen until a certain round has been passed. I am sure it is something simple, but I am newer to scripting so I am unsure how to do this. Any help is much appreaciated!
222 days ago
I actually figured out an easier way to do what you want. I know it might look complicated but this way you don't have to use any triggers.
function destroy_wall()
{
wall = GetEnt( "destructible_wall" , "targetname" );
if(!isdefined(wall))
{
IPrintLnBold("NO WALL FOUND! Check KVPS");
return;
}
wall SetCanDamage( true );//This allows script models to respond to damage without trigger

wall_trigger_hint = Spawn( "trigger_radius", wall.origin, 0, 64, 64 ); //Spawn a trigger radius on the wall, that displays the hintstring
wall_trigger_hint SetHintString( "This wall looks weak..." );
wall_trigger_hint SetCursorHint( "HINT_NOICON" );

while(1)
{
wall waittill( "damage", amount, attacker, direction_vec, point, type, tagName, ModelName, Partname, weapon ); //Model waits for damage
if(IsPlayer(attacker) && (type == "MOD_EXPLOSIVE" || type =="MOD_PROJECTILE" || type == "MOD_PROJECTILE_SPLASH" || type == "MOD_GRENADE" || type == "MOD_GRENADE_SPLASH") ) //Check if the damager is the player and that it's explosion damage
{
IPrintLnBold ( "The wall has been destroyed." );
                        //Add some stuff here if you want, has to be above the "break"
break;
}
}

wall Delete();
}
If the hintstring radius is not big enough, you can change the radius of the trigger here:
wall_trigger_hint = Spawn( "trigger_radius", wall.origin, 0, 64, 64 );
//Change the last two numbers (64, 64) if you want to increase/decrease
//the distance of when the hintstring appears
Hey! Thank you for getting back to me again! I haven't been able to test out your script yet, but it looks awesome! I actually managed to figure out why your original suggestion wasn't working and it turns out I simply spelt destructible wrong in a line of code haha. Question for you though, how and where did you learn how to script some of this more complex stuff for BO3? As you can see I am a rather amateur scripter, but I would love to learn how to do more complex scripting like you did above. 
222 days ago
Use SetHintString( text ) on the trigger. If you want to disable the hand icon (the one you see with the power switch), also add this:
ent SetCursorHint("HINT_NOICON");    //ent is your trigger
You can use trigger_use for this script
Hey man! I really appreciate your response. So I tried out what you said by making a trigger_use in front of my wall and then putting in the script that you said, but it unforunately isn't working. When I walk into the trigger_use it says "Not available" and it still shows the hand icon. I already have a trigger_damage in place in order for the wall to be destroyed from an explosion. Could the script possibly not be working since I have two triggers being called on in this function (a trigger_use and a trigger_damage)?
Here is what my script looks like:
function destroy_wall()
{
wall = GetEnt( "destructible_wall" , "targetname" );
wall_trigger = GetEnt( "destructible_wall_trigger" , "targetname" );
wall_trigger_hint = GetEnt( "destrucitble_wall_trigger_hint" , "targetname" );

wall_trigger_hint SetHintString( "This wall looks weak..." );
wall_trigger_hint SetCursorHint( "HINT_NOICON" );

wall_trigger waittill( "trigger" , player );
wall Delete();
wall_trigger Delete();
wall_trigger_hint Delete();
IPrintLnBold ( "The wall has been destroyed." );
}
222 days ago
Hey guys! I was just wondering how I would go about setting up a hintstring for some custom script I wrote. I wrote a simple script that makes a wall blow up that will allow zombies to walk through after if is destroyed. I want there to be some sort of hint on the wall so when the player looks at it or walks up to it, it will say "This wall looks weak..." that way the player has some sort of indicator that it can be broken. How would I go about doing this? Do I use the "sethintstring" function? "setcursorhint" function? Also do I need to use a specific type of trigger for this to work? Any help would be much appreciated! I'm sure it is simple to do but for whatever reason I am struggling to figgure it out.
223 days ago
Hey guys! So I am having this issue and I can not get it solved for the life of me. Basically I have my fx rendering so it should be showing up in radiant when in the light preview mode, but it isn't. When I open up one of my other maps the fx lights appear just fine but for whatever reason they are not showing up for this one map that I am working on. They also are not appearing in game either. When I click the lightning bolt to build my lighting the glow from the fx lights appear for a second and then go back to not showing. I thought compiling the level would fix it and it would show up in game but they also are not showing up in game. Any help would be much appreciated as this is very frustrating! Thank you in advance!

UPDATE:
So I managed to figure out what my issue was. I had my sun volume's skybox/sun set to "default_day". I realized that since it was a daytime sunlight the fx's fire omni lights were not bright enough to appear. I fixed this issue by switching my sun volume from "default_day" to "zm_factory". This basically made it so it was moonlight in my map instead of sunlight. Since the sun's light was darker the fire omni fx lights appeared once again. Hopefully this helps someone!
224 days ago
FIRST OFF, Please note that this is not an issue of turning on enabling fx rendering. I have fx rendering turned on and all other fx's are appearing just fine.

Okay, so when I open my map in the black ops 3 mod tools, any fx that I place in my map out of the "light" category in the fx browser do not appear as they normally would. They are extremely faint and barely even appear on the floor directly beneath its placement. I tried editing the fx and when I increase the intensity they appear perfectly fine. I placed the exact same fx in another map I am working on and they appear in the game view perfectly fine. Does anyone know why they aren't appearing as the should in one map when they appear perfectly fine in another map? (Again, they are strictly not appearing in the bo3 mod tools (F8 or F9 view).  If this doesn't make sense I can try to explain it a bit better. Hopefully this is enough for you guys do go off of. Thank you in advance!


234 days ago
Hey I used this script placer and I still got the exceeded 400 fx limit error. How do I fix it?
1696 days ago

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