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Messages - Linoxet

If I try to export a xmodel from CoD5 maya gives me this error:

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# Error: TypeError: cannot concatenate 'str' and 'tuple' objects # 

I did not try exporting from CoD4 because I dont have the game.
I tried using the "old" CoD Maya Tools, but it does not work anymore on my pc.
8 years ago
 :poker:

When I had the same problem that you, I had forgot to select "tag_view", and sometimes I fix somethings
randomly selecting"tag_view" when exporting the xanims, you can try something like that, I don't really know what is causing this  :(
8 years ago
DefMesh:Defviewskeleton>>>>select set Members
also selected gun joints 
actually I'm following tom tut
http://www.youtube.com/watch?v=aqsCgbyLb04&list=PLh270sK4UmLKWCGXJNrR1N9odbhQAlbpF&index=3

Did you also selected "tag_view" when exporting the xmodel?
8 years ago
What joints did you selected when exporting the xmodel and the xanim?
8 years ago
Have you tried something like not having zones adjacent to each other?
8 years ago
I'm only used lambert

You need to apply the material in maya like "mtl_mycustomweapon" and convert the material with the same name in Asset Manager
8 years ago
Did you applied the correct material in maya?
8 years ago
Select all meshes of your gun then go here:

Then export the model again, that should fix
8 years ago
Make a normal zombie_door, and change script_noteworthy to electric_door
8 years ago
It works! (kinda) if you hit the button again while it's transitioning it will move it too far putting it out of place.  :'(
I don't know if you can fix this or not but if you can I'd appreciate it.

Oh, really sorry about that, I was very sleepy when I did the code, forgot some things  :(
Should work without any problems now

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move_door() //add this to the bottom of _nazi_zombie_mapname.gsc
{
door = GetEnt("YourDoorNameHere", "targetname"); //change YourDoorNameHere to your door targetname kvp
trigger = GetEnt("YourTriggerNameHere", "targetname"); //change YourTriggerNameHere to your trigger targetname kvp

door_is = true; //I'm assuming your door starts closed, if don't, change this to false
door_can_move = true;

while(1)
{
trigger waittill("trigger");

if (door_can_move)
{
if (door_is)
{
door_can_move = false;
door MoveTo(door.origin + (door.script_vector * -1), 0.5);
wait 0.5;
door_can_move = true;
door_is = false; // WARDOGSK93 - Door will slide other direction next time its triggered
}
else
{
door_can_move = false;
door MoveTo(door.origin + (door.script_vector), 0.5);
wait 0.5;
door_can_move = true;
door_is = true; // WARDOGSK93 - Door will slide other direction next time its triggered
}
}
wait .1;
}
}
8 years ago
By
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pos_closed = ""; //change here to your door closed position
pos_open = ""; //change here to your door open position

you mean change the coordinates of the door and not the script_vector right?

Sorry for not being very clear, I've done some changes in the code, use this one, is better :D
Code Snippet
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move_door() //add this to the bottom of _nazi_zombie_mapname.gsc
{
door = GetEnt("YourDoorNameHere", "targetname"); //change YourDoorNameHere to your door targetname kvp
trigger = GetEnt("YourTriggerNameHere", "targetname"); //change YourTriggerNameHere to your trigger targetname kvp

door_is = true; //I'm assuming your door starts closed, if don't, change this to false

while(1)
{
trigger waittill("trigger");

if (door_is)
{
door MoveTo(door.origin + (door.script_vector * -1), 0.5);
}
else
{
door MoveTo(door.origin + (door.script_vector), 0.5);
}
wait .1;
}
}

Just set the script_vector kvp in your door like a normal door.
8 years ago
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thread move_door(); //add this below maps\_zombiemode::main(); in _nazi_zombie_mapname.gsc

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move_door() //add this to the bottom of _nazi_zombie_mapname.gsc
{
door = GetEnt("YourDoorNameHere", "targetname"); //change YourDoorNameHere to your door targetname kvp
trigger = GetEnt("YourTriggerNameHere", "targetname"); //change YourTriggerNameHere to your trigger targetname kvp

pos_closed = ""; //change here to your door closed position
pos_open = ""; //change here to your door open position

door_is = true; //I'm assuming your door starts closed, if don't, change this to false

while(1)
{
trigger waittill("trigger");

if (door_is)
{
door MoveTo(pos_open, 0.5);
}
else
{
door MoveTo(pos_closed, 0.5);
}
wait .1;
}
}

Should work :p
8 years ago
I tried to add 3rd person animations (knife) from BO2, but Launcher gives me this error when building the mod

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Error -1073741819

I am trying to export the anims from maya to WaW to see if it will work, what joints do I need to select to export?
Sorry for my english, any solutions to any problems would be apreciated  ;D ;D ;D

8 years ago
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