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Messages - fedkerr6

Hello, I was trying to add a gun to Specialist Weapon, but ingame, I press Q, and if i have like 20 ammunition, and i try change my weapon, i can still press Q to get the specialist gun even if not fully loaded. I don't want to players can still use it even not fully loaded, like the Ahnilator or the Ragnarock DG-4, and if i want to kill 10 zombies to get power for the Specialist Weapon, it works even with 1 zombie. so i need help

RECAP

The problem:

I can switch to Specialist Weapon even its not fully loaded power
When the power is loading, it needs only 1 zombie and is fully loaded

I want to:
 - You can't switch to Specialist Weapon if its not fully loaded
 - When the power is loading, it needs 10 zombies or more

Sorry for my bad English, I hope you Understand
7 years ago
Yes i already fixed that
it was a glitched wallbuy i dont know why, it was working for a lot of time. i dont know why
7 years ago
When i check Build and run the map, it seems all good, loading and crashes without errors
please help
7 years ago
When i compile, light and link the map it says this:

D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 23.750 sec

gdtDB: successfully updated database.

D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_redempt.map D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_redempt.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
 Build Changelist: 2690644
 Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----
Current search path:
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\devraw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devraw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\raw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\discdata
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devraw
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\raw
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\discdata
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\main
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\main
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\players
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\zone
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database

Loading map file D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_redempt.map

Layer '000_Global/No Comp' ignored

reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.

restricting BSP to sky brushes
**********************
******* leaked *******
**********************


================================

WROTE BSP LEAKFILE: D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_redempt.lin

================================



finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...
coalescing coincident windings...

removing occluded winding fragments...

finding sun shadow casters...

splitting large windings...
merging into concave windings...

fixing t-junctions...

tethering holes to their concave windings...

finding index mapping and snapping vertices...

triangulating all windings...

0 self-tjunctions fixed
0 degenerate tris removed

smoothing normals...

emitting triangles...

66 vertices couldn't be merged because the textures point different ways

emitting cells and portals...

building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...


removed 1563 brush sides

elapsed time 29 seconds

Finished processing world entity


Ignoring empty brush model entity
Map D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_redempt.map entity 20
Ignoring empty brush model entity
Map D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_redempt.map entity 283

Ignoring empty brush model entity
Map D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_redempt.map entity 1688

Ignoring empty brush model entity
Map D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_redempt.map entity 1766

ERROR:
 trigger with no brushes



7 years ago
Ok then, do you have all your filters checked?

It could also be a terrain patch that's accidentally outstretched from the wall.

Hope this helps! :)

Nope, still zombies and players can go up
my layers are all on "show" and i tried to delete rock clips, checked all models in my map, objects / no brush in the invisible clip area

please help me :(
7 years ago
nothing

Double Post Merge: August 09, 2017, 12:16:40 pm
there is an invisible clip, players and zombies can go up, its not the stairs
7 years ago
please help me :(
7 years ago
Hello i have a glitched clip on radiant!


RADIANT:


GAME:


Anyone know how to delete this "invisible clip"?

Sorry for bad english, i hope you understand
7 years ago
I was building and i press a button, and now all textures/models are weird

PLEASE HELP

HERE SOME SCREENSHOTS




Sorry for my bad English, I hope you Understand  ;)
7 years ago
----------------------------------------------------
Mapname: Redempt
July 30th 1943(World war II)                 
Airplane crashed in an abandoned encampment
----------------------------------------------------

The map is currently in beta, i will add images in a few days

but for now you can play it sending friend request on steam

STEAM: fedkerr6

7 years ago
Hello, can someone make a script for a radio usable with a trigger use?
I want an Treyarch Style radio with:
1. Only one Activation for match
2. Multiple radios

|---------------------------------------------------------------------------------------------------------------------|
|if you help me i add you to map developers and give credits when i publish it  ;)                |
|---------------------------------------------------------------------------------------------------------------------|

Steam: fedkerr6

Sorry for my bad english, I hope you understand :P
7 years ago
Hello, im making nuketown remaster from black ops 2 and i need some models / textures, if anyone has models already in a gdt, contact me on steam: fedkerr6 or skype: federico.fedkerr61
only want gdt with models, not only models!
if you help me, when i release the map you would be on developers!  :)

Sorry for my bad english  :P
7 years ago
how can i add when i open a door with a trigger use, it plays custom sound?
 
 
Sorry for my bad english  :(
7 years ago
yeah but im not english
7 years ago
how i make speak the zombie characters?
Can i have some help please?
7 years ago
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