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Contact Support - Help Center Get help on the UGX Discord. Join it now!Wrong perk reference
It's the specialty name you must use
Think for widows it's either
"Specialty_widowswine"
If not its
"Specialty_widows_wine"
Check the zm_perks gsh for the list
The other you've used is just a variable
function shootables_done(player)
{
while(1)
{
self waittill(level.shootablesCollected >= level.shootablesNeeded);
if(level.shootablesCollected == level.shootablesNeeded)
{
players = GetPlayers();
for(i=0; i < players.size; i++)
{
player[i] zm_perks::give_perk( PERK_WIDOWS_WINE, false );
}
}
break;
}
}
This error shows up when adding this to zm_mymapname.gsc:
#using scripts\zm\_zm_utility;
idk that didn't seem to work and idk why
void <script_model, script_origin or script_brushmodel> MoveTo(<point>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <point> The point to move the entity to
[MANDATORY] <time> The time to move the entity in seconds
[OPTIONAL] [acceleration time] The time spent accelerating
[OPTIONAL] [deceleration time] The time spent decelerating
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Move this entity to the given point.
EXAMPLE: dummy MoveTo( dest_org, .5, .05, .05 )
void <script_model, script_origin or script_brushmodel> MoveX(<point>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <point> The x value to move the entity to, as a floating point number
[MANDATORY] <time> The time to move the entity in seconds
[OPTIONAL] [acceleration time] The time spent accelerating in seconds
[OPTIONAL] [deceleration time] The time spent decelerating in seconds
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Move this entity to the given world x value
EXAMPLE: train MoveX( -4400, 60, 15, 20 )
void <script_model, script_origin or script_brushmodel> MoveY(<point>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <point> The y value to move the entity to, as a floating point number
[MANDATORY] <time> The time to move the entity in seconds
[OPTIONAL] [acceleration time] The time spent accelerating in seconds
[OPTIONAL] [deceleration time] The time spent decelerating in seconds
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: move this entity to the given world y value
EXAMPLE: hangardoor MoveY( 320, 10 )
void <script_model, script_origin or script_brushmodel> MoveZ(<point>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <point> The z value to move the entity to, as a floating point number
[MANDATORY] <time> The time to move the entity in seconds
[OPTIONAL] [acceleration time] The time spent accelerating in seconds
[OPTIONAL] [deceleration time] The time spent decelerating in seconds
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Move this entity to the given world z value
void <script_model, script_origin or script_brushmodel> RotatePitch(<pitch angle>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <pitch angle> The new pitch angle in degrees
[MANDATORY] <time> The time to rotate in seconds
[OPTIONAL] [acceleration time] The time spent accelerating in seconds
[OPTIONAL] [deceleration time] The time spent decelerating in seconds
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Rotate this entity to the given pitch
EXAMPLE: treeorg RotatePitch( -5, 0.26, 0.15, 0.1 )
void <script_model, script_origin or script_brushmodel> RotateTo(<angles>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <angles> The new world angle to rotate to
[MANDATORY] <time> The time to rotate in seconds
[OPTIONAL] [acceleration time] The time spent accelerating in seconds
[OPTIONAL] [deceleration time] The time spent decelerating in seconds
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Rotate this entity to the given world rotation value
EXAMPLE: shutter RotateTo( (shutter.angles[0], newYaw, shutter.angles[2]), newTime )
void <script_model, script_origin or script_brushmodel> RotateVelocity(<rotate velocity>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <rotate velocity> The rotational velocity to rotate
[MANDATORY] <time> The time to rotate in seconds
[OPTIONAL] [acceleration time] The time spent accelerating in seconds
[OPTIONAL] [deceleration time] The time spent decelerating in seconds
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Rotate this entity at a particular velocity for a given time
EXAMPLE: self RotateVelocity( (x,y,z), 12 )
void <script_model, script_origin or script_brushmodel> RotateYaw(<yaw angle>,<time>,[acceleration time],[deceleration time])
[MANDATORY] <yaw angle> The new yaw angle in degrees
[MANDATORY] <time> The time to rotate in seconds
[OPTIONAL] [acceleration time] The time spent accelerating in seconds
[OPTIONAL] [deceleration time] The time spent decelerating in seconds
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Rotate this entity to the given yaw
function monitorDoorEvent() {
//Grabs the script_model we placed inside out map
door = GetEnt("door_example", "targetname");
//Waits for the notify or you can just remove this and run the script when ready.
level waittill("event_door_move");
//Moves the door along the X axis from initial point to 852.25 it will take it 1 second to do so.
door MoveX(852.25, 1); //MoveX(pointX, time), MoveTo(newOrigin, time)
}
//From _zm_powerups.gsc
//specific_powerup_drop( powerup_name, drop_spot, powerup_team, powerup_location, pickup_delay, powerup_player, b_stay_forever )
//Example use? I guess
level thread zm_powerups::specific_powerup_drop("full_ammo", origin);
How do you increase zombie health per round?
If it is currently possible, the zombies need to gradually gain extra health.
// set_zombie_var( zvar, value, is_float, column, is_team_based )
zombie_utility::set_zombie_var("zombie_health_increase", 100, false); //cumulatively add this to the zombies' starting health each round (up to round 10)
zombie_utility::set_zombie_var("zombie_health_increase_multiplier", 0.1, true); //after round 10 multiply the zombies' starting health by this amount
//If team based
level.zombie_vars[team][zvar] = value;
//If not
level.zombie_vars[zvar] = value;