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Messages - TheLapper96

Made some progress on the map, take a look:




Double Post Merge: July 22, 2016, 03:48:00 pm
Added the M60 from Bo1 to my map, and added the first box location and I have been trying to make the map look better in general.
Here's some images:




I hope it's looking better then it did before I re-made the map.
8 years ago
Thanks for all the feedback.
I started to realise that the map wasn't anything like how I wanted it to be, so I re-made the whole thing.
It has more detail already then the other map and I personally like it more.

Here are some screenshots:




Keep in mind that I only just started working on this today, but I just wanted to let everyone know what I had been up to.

Double Post Merge: July 18, 2016, 08:55:33 pm
Thought it would be fun to add the Grim Reaper from Bo1.
Could be fun to use with PhD Flopper.
Just need to make a pack-a-punch variant for it.


( That's not going to be a location for the box, it's just there for testing. )

Double Post Merge: July 19, 2016, 11:26:14 am
Pap variant of the Grim Reaper done, might need to tweak it a little later on.
But I think it's fun to use so far!
It's called "Rocket Rain", if you have a better name, be free to make a suggestion. ( I named it Rocket Barrage but changed it to Rocket Rain )
It holds 8 rockets in a clip now and it shoots in a 4 round burst when you ads and a 2 round when not ads. (Don't know how it does that, but it works.)

8 years ago
I would like knowing this as well, I had ugx mod 1.1 working at one point, but after I re-installed my game and what not I started running into this error again.
8 years ago
Yea i actually run the map, and the mod crashes because of it...

Well, I once had my maps crash all the time, it was because I was trying to run them in "developer 1".
If that's the case for you, just turn that off and it should work.
But if that's not the case, then I don't think I can help you, sorry.
8 years ago
It does say it doesn't find the models, but have you actually tried running the map?
I am having the same errors, but the models do show up in games, even if the compiler says they are not there.
It will still finish compiling, and it will show the weapons in game on the walls.
I was also confused by the errors, but I decided to check in game anyway, and well, there are no issues there.
8 years ago
Yeah, so I started by testing Harry Bo21's Perks, that's why this map is named "perktesting".
After that I installed NSZ BO2 Weapons and Player Models, with success as well.
I was really happy I could finally add things to my mod without it crashing.
Decided to add Ray's re-animated PPSh-41 and created a pack-a-punch version for it.
Ran into a few problems trying to get some Bo1 weapons to work, luckily fixed all that.
Also added a simple zombie counter, successfully.
I had a little bit of experience with mapping already, so I didn't really have to learn much to start mapping.
I challenged myself by trying an outside area for the first time, I think it's al right for a first try.
And well yeah, I now felt like it's time to show some progress and ask for feedback.
If you want to try my map, be free to pm me. I might even make it public testing.

Well, after all that you probably would like to know what is exactly features in my map.

So here's a list of features:
  • Harry Bo21's Perk Pack V4.0.3
  • NSZ BO2 Weapons and Player Models v1.3.4
  • Ray1235's PPSh-41 Re-Animated
  • Black Ops 1 Weapons ported by UGX Rorke
  • Zombie Counter by Tom_Bmx
  • Modified version of JR-Imagine's MOTD hud
  • Fov Slider by DuaLVII
  • And (possibly) more to come!

Now... a few screenshots.

Starting room:
Spoiler: click to open...


Second room:
Spoiler: click to open...


Third room:
Spoiler: click to open...

Fourth room:
Spoiler: click to open...


Fifth room:
Spoiler: click to open...


Outside:
Spoiler: click to open...



So yeah, that's what I've got so far!
Please let me know what you think and what I should improve upon.
If you got any ideas for the map, be free to post those too.
Any tips would be good as well!

Oh and before anyone asks, yes you can pap the knife.

I will try to post a weapons list later.


Credits:
Harry Bo21
natesmithzombies
Ray1235
UGX Rorke
Tom_Bmx
JR-Imagine
DuaLVII

(If I missed somebody, please let me know!)

Oh and before I forget, I am having a small bug with the random box, where the light doesn't follow it if it moved locations, anyone know how to fix that?

That should be everything!
8 years ago
yur welcome, :P aswell for the getting them to go to player withoout going to a exterior goal just give them the script_noteworthy find_flesh and that should work

Yeah I know, but that doesn't work for non risers, right?
8 years ago
your getting a infinite loop, i believe its caused if you have one of the board tear down prefabs in but have one with no boards on it whatsoever

Thanks for letting me know what would've possibly caused it. I found out a bit later what it was.
I wanted to see if non riser zombies could go towards the player without tearing down boards, someone said to add an "exterior_goal" script_struct right infront of them, so they would go there, and then towards the player, seems like that caused the error.
8 years ago
So, when I pick up a carpenter power-up in my map it freezes for a bit, and then continues, and the hammer sound keeps repeating.
Anyone have any idea how to fix this?
8 years ago
As the title says, the box moves, the light that shows the box location doesn't move with it.
8 years ago
What did I do wrong to deserve this?
I used the Sniperbolt prefabs.
8 years ago
Did you add Harry's perks? You probably forgot to add the kvp to the zones. My weapons will not affect monkeys

Well, I just started up my map again, trying to add a weapon, and the monkeys suddenly work.
So I have no clue what happened to fix it?
8 years ago
I tried to re-add the monkey bombs after installing NSZ's weapon pack.
Well, they do show up in the box, they just don't do anything, they almost act like normal grenades, except they sit still for a while before exploding.
What do I need to do to make them work?
8 years ago
I thought this map was pretty fun to play, the only thing that wasn't so fun is that the pathing and spawners aren't set up very well, the zombies are very predictable, as they will always take the same route to certain places, and the map is very open so you can just camp somewhere and wait for them to line up as they mostly travel in a straight line, it's not a bad thing, but it makes the map a little too easy xD

But, it's not a bad map, it was pretty enjoyable ^^
8 years ago
Can you post a picture of the error in the console(with developer enabled)? Probably missed a bracket somewhere.

Edit: Think i fixed it. None of the UGX maps that i have work ATM so i can't test anything.

Code Snippet
Plaintext
model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute
{
machines = getEntArray("zombie_vending", "targetname");

if(!isDefined(machines) && machines.size <= 0)
return;
for(i=0; i<machines.size; i++)
{
model = getEnt(machines[i].target, "targetname");
if(isDefined(model) && isDefined(model.script_noteworthy))
model setModel(model.script_noteworthy);
}

if(!isDefined(getEnt("zombie_vending_elemental", "targetname")))
return;

if(isDefined(getEnt(trig.target, "targetname")))
getEnt(trig.target, "targetname") setModel("ugxm_elemental_machine");
}

Tried, but got a different error, I mean atleast my game doesn't crash? Atleast I get to see the error!

Anyway, here's the console log:


Sorry for not posting it last time :P
8 years ago
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