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Messages - osmightymanos

this script isnt really the greatest it doesnt work....
stfu it's perfect xx
7 years ago
CanadianTyler, I fixed it like this.
8 years ago
Also had this happen. Thanks for the fix Harro Bo21!
8 years ago
Apologies if I'm being stupid here, but I don't think you actually included the fx_byz_firefly.efx in the update 1.1 you gave a link to! Also, after using the updated buildable GSC, my loading bar is no longer textured correctly but I should be able to fix that.
8 years ago
Firstly I apologise for making another bloody zone thread but they are really getting on my nerves now!

I have the UGX standalone 1.1 beta installed but do not like using the stock zombie_doors as I find them too restrictive in terms of not being able to add my own scripts to them. I have only a couple of the stock zombie_doors and they work perfectly. However, when adding custom doors into my map, my first problem was that they would not enable the zones that they unlocked. After a while I solved this issue by adding:
enable_zone(zone_name);
at the end of my custom door scripts. I have now realised the next biggest problem my custom doors have.. They do not appear to actually link the zone spawners to their adjacent zones. For example, my start_zone spawners are working no problem when I initially start the game. However when I open the first adjacent zone, and the zombies in that zone only spawn when I am physically inside that volume. Same goes with the start zone spawners, they only actually spawn when I am inside the start_zone.

I'm sure my zones are working fine because for all the stock zombie doors I am using in the map, the adjacent zone spawners are always working normally.

Any one have any idea?

Double Post Merge: February 05, 2016, 05:47:06 pm
After another day searching through the various functions to do with the default zombie_doors, I found something I must have just overlooked before.. a function called flag_set was seen being called in every zombie_door. I originally found a flag_init but after testing around with it, found that it still wasn't activating the zones properly. So now, in order to get the zones to work PERFECTLY with custom doors, you must add these two lines after your door has been activated.

flag_init( zoneToActivate );
flag_set( zoneToActivate );

Then just define zoneToActivate earlier on in the door script as whatever zone that door unlocks.

Hopefully I have helped out anybody else running into this problem!
8 years ago
Feeling silly now all the bits I mentioned in the thread I just made have come up in this thread  :alone:

Full weapons list used to be here but the link no longer seems to work. https://confluence.ugx-mods.com/display/UGXMODS/List+of+weapons+available+in+UGX+Mod+Standalone+v1.1

I too had the issue in which whenever I added a perk to my map, the game would crash upon starting the game. I gave my map source to a friend to check and he confirmed that there was something I had in my map causing the crash. I ended up getting a copy of his map_source and creating my map again in that one. Could be turret related as I don't believe I have that prefab in my map, yet I have had no errors in my map regarding the turrets so far. With the small exception that occasionally when I first go to purchase a turret, and click on purchase, it does not allow me to place the turret, the turret model does not appear, I have to go back to the machine and click buy turret again. Don't think it's charging me it's just not realising I clicked buy? coming up with the hud saying "press F to place turret" though.

Overall though loving the ease of the mod helper and keep the updates rolling out!!!  :D

Double Post Merge: January 31, 2016, 01:57:08 pm
Also another quick thing to note, whenever I first buy a perk in my map (excluding quick revive) I have the bottle drinking animation but the bottle itself is not there. When I then go to buy another perk, the bottles are working correctly.
8 years ago
the elemental pap model does not show until you are in game, the same as the perk machines. the prefab they provide for the wall weapons should give you any gun provided you change the correct kvp on the use trigger.
8 years ago
I probably didn't show it in the vid, buy my zones are definetly active. It took me a while to figure out how to activate them with my custom door scripts but you don't need to do anything to do with script_flags. Just a simple line at the end of the scripts calling a function to enable each zone. I know they are getting activated because it is telling me in the top left and the spawners are occasionally spawning zombies in the weird zones.

Double Post Merge: January 30, 2016, 10:24:56 pm
Another day gone by of me trying to fix it and the issues still remain. At this point I am wondering if it's something wrong with the ugx standalone 1.1 ??? Can anyone here confirm 1.1 working with more than two zones?

Double Post Merge: January 30, 2016, 11:13:48 pm
Okay I have just made a map from scratch and the exact same issue is happening. I have provided more pictures again to show that I am not doing anything wrong but this is just stupid now! On a seperate note, the floor texture isn't showing on the zones that do not work, even though the light grid is covering that area???


And the virtually blank GSC file.


Double Post Merge: January 31, 2016, 12:30:46 am
Okay I have finally solved it.. Because the hints no longer come up in my UGX 1.1 anymore for some odd reason, I forgot that one of the first hints I read was something like "this zone must have two zombie_spawners unless you have the UGX patch".

So two things wrong, firstly, I obviously have the patch since it's automatically downloaded when the UGX standalone 1.1 is installed, and secondly, I had the two spawners... But I did not realise until just now that zombie_spawner_riser's do not count towards the two needed for some stupid reason...

Needless to say my zones will finally be problem free as soon as I add the windows and zombie_spawners.

Thanks HitmanVere for suggesting that but it honestly didn't occur to me that the risers didn't count towards the needed spawners xD

Thanks all!
8 years ago
Yes every zone has at least the two spawners required :/

Double Post Merge: January 29, 2016, 11:12:05 pm
Not sure if this is useful info or not, but I have placed my power switch in one of the zones that skips rounds, and whilst I can press the power switch, it doesn't make the normal noises it does when it's in the start zone or my other playable zone.
8 years ago
I am using UGX 1.1 and it gave me ugx_elemental_machine.map in my ugx_mod folder in my prefabs folder. I am also using the ugx_wallweapon they provided and it should give you every gun I believe.
8 years ago
I have a total of five zones in my map so far, when I am in the start zone or the first zone next to start_zone, everything works normally. however any other zone I enter, the game starts skipping rounds. I assume this is because its not realising I'm inside a playable zone??? No idea how to resolve the issue though! am I doing something wrong in my GSC file??? Running UGX 1.1 standalone if that many any difference whatsoever.

I have provided a short video and a few pictures to give you guys more info.








I'm at the stage where I actually want a perfectly glitch free playable map, so I can carry on with the rest of the mapping in radiant, but can't get past this zone problem! Any help greatly appreciated! :)
8 years ago
Hi all I am known as MIGHTYMAN!

Whilst I have prior mapping experience from COD4, I never even touched the GSC files besides what I absolutely had to in order to get the map to run correctly. I am currently working on a zombie map and am using UGX's standalone 1.1 to make sure I have an up to date starting point. I seem to be finding using it difficult from time to time due to a lack of frequent up to date posts and info on here but I hope that as more people find out about the 1.1 standalone, that will change.

If you are in a similar position to me and have any queries regarding the 1.1 standalone I can try and lend a hand where I can as I have already experienced and solved a few minor issues here and there.

Cheers!  :D
8 years ago
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