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Messages - Pappinator97

Long time no see, UGX mod forum! Unluckily I don't have a lot of time to work on this anymore, but my map is still going forward despite some delays here and there. I played a little bit with the lights since the first results were way too darker. The map is finally playable and I just need to decorate some areas to finish it.
Oh, I also miss the easter egg too which will be a pain in the ass for sure.
I don't know when I will publish this, so enjoy these screenshots while waiting! Any positive criticism is welcomed! :pffft:




3 years ago
zm_majo



This is the Black Ops III version of a zombie map I was working on World at War. It is located in the E. Majorana High School in Grugliasco, Italy.

Features
-Extra perks: PHD Flopper
-Teleporter for the PaP area
-Musical Easter Egg
-A main Easter Egg
-Traps

Progress

Main map: 100%
Details: 70%
Scripting: 0%

Screenshots (from Radiant):
4 years ago
Hello guys. I'm working on a new Zombie Map and all seemed to work fine. Until I had some problems with the zombies finding the player.
This is the layer of my map:



Zombies doesn't have any problems to find or follow the player when I buy the doors to PathB_1 or PathA_1, and I change area (for example, to PathA_1 to Start_Zone). But, if I buy, for example, the door to PathA_2, all the Zombies in the area PathA_1 and below freezes and stops to moving. Zombies in the area PathA_2 will continue to spawn and find the player normally, but the others in PathA_1 stay blocked and do nothing. This also happens when I change zone to PathA_2 to PathA_1, or some other areas. When I change area, the zombies in the area PathA_2 stops to moving. This happens to ALL the areas of my map, except for Start_Zone, PathA_1, and PathB_1.



They simply freeze and do nothing. 



This is the area declaration on the Mapname.gsc. Note that "percorso" simply means "Path" in Italian.
What could the problem be caused by? It's a declaration area problem, or a Pathnode problem? Thank you for the help!
5 years ago
Some good news for you guys! I had resolved the zones issue. They didin't conpenetrate themselves but they all touched and it wasn't so okay, I modified them and now it all works. But another problem fall off: I used A LOT of brushes and I need to find some escamotage to finish the lastest areas of the map beacouse I'm very close to the limit count. I'll release a playable demo very soon if you're interested (without any script or EE of all types for now, I first need to practice with them a lot, and the university is killing my free time :C)
Also, thank you all for the feedbacks :D
5 years ago
oooh my bad! You're right, that was the problem. I feel soo stupid in this moment. :trex:
I'd like to ask you another simple question: in the screen you've posted you have two different triggers. Do they open the same door but from different directions, right? I want to do a thing like this in my map, how can I do that? Simply I need to add a "reverse zone" (for example from palestra_zone to start_zone calling the flag enter_start_zone) and I can link that trigger to the same door?
5 years ago
It's difficult to read what's the problem here so I am gonna ask you for more detail.Does the door not open because you have money problems?
Does the door not open and you see a hand symbol on it without text?Does the door open but zombies do not spawn?Does the door open but you will get a massive frame drop?

The kvps seems to look good but maybe the target is wrong?
Before you try anything first check it on a door without using zoning and if that works try it for that door again.
Thank you for the response! Nope,  simply it cannot be opened and it doesn't show any pop-up in-game when I approach it, even with the trigger right configured. And that's strange beacouse some other doors in the map has the same issue, but I controlled all the KVPS and they are all targeting the right enter_zone\door.
Nothing of that you write happens. It simply cannot be opened in-game.
I leave you an image:



This is the (in)famous door I showed the KVPS. As you can see, even if I approach it, nothing is showed to the player. This other one, for example, works correctly:



 The KVPS for this other door was the same as the other of course.
The last thing I could try is to remake the door that didn't work to zero
5 years ago
Progress:

Mapping 80%
Zoning 100%
Scripting 0%

Nazi_Zombie_Majo is a Nazi Zombie map ambiented in the E. Majorana High School located in Grugliasco, Italy.
The final version of the demo will also include Black Ops I perks and an Easter Egg song. I'll probabily add also an Easter Egg but it will cost some time and practice, of course.
A playable demo will be released in the next weeks if I can resolve the Zones problems.
Here's some screenshot: enjoy! :D












5 years ago
Well, here is a tutorial about zoning ---> https://www.youtube.com/watch?v=nEvuyhU-sPw&list=PLwlA8xZdjWAg0o9EGpticKPRm8LYZ6yk2&index=24Also be carefull you don't do      //   before zone lines because it will ignore that line and of course the zone won't work.
I saw exactly this tutorial for making my zones. I know that the // lines are  comments in  C++.
I did some debugs with the noclip in-game to test some doors only some of them works correctly. This is what I declared in the trigger of the enter_palestra_zone (which is one of the first door that the player can buy, near the spawn zone, and it doesn't work, I cannot open it in game, same for a lot of other doors)

This is the Trigger flags:

https://imgur.com/6g9AGBV

And this is the Brushmodel flags:

https://imgur.com/zBBhuTt

(The doors are all similar to this of course, I changed only the Target and the Flags for each of them)
The really strange thing is that I tried to comments all the zones except for the palestra_zone and the start_zone just for testing the door, but it didn't worked anyway
5 years ago
Hello folks. I'm relatively new to the WaW modding; I'm trying to make my map and I worked on it for a year and I almost finished to mapping all the different areas. So, some days ago, I focussed myself on the Zoning part of the map. And I have some issues: I don't know why but the adjacent doors don't work as they should, I cannot buy them in game but the Triggers and the Brushmodels are correct, they have all the keys and all the stuff which they need. I don't know so much about this part of build a map and I tried disperatly to link all the zones togheter, but in all the tries I did, they never worked. An hand is welcome, I thank you all beforehand! :D

This is a rapid sketch I made of the playble areas:
https://imgur.com/Fi8TM5n

And this is what I declared in the mapname.gsc:

add_adjacent_zone( "start_zone",          "palestra_zone",   "enter_palestra_zone");
add_adjacent_zone( "start_zone",          "est1_zone",          "enter_est1_zone" );
add_adjacent_zone( "palestra_zone",    "scale_zone",        "enter_scale_zone");
add_adjacent_zone( "palestra_zone",    "fuori_zone",         "enter_fuoriPalestra_zone");
add_adjacent_zone( "scale_zone",         "lab_zone",            "enter_lab_zone");
add_adjacent_zone( "scale_zone",         "fuori_zone",         "enter_fuoriScale_zone" );
add_adjacent_zone( "est1_zone",           "est2_zone",         "enter_est2_zone" );
add_adjacent_zone( "est1_zone",          "fuori_zone",         "enter_fuoriEst1_zone" );
add_adjacent_zone( "est2_zone",          "fuori_zone",         "enter_fuoriEst2_zone" );
add_adjacent_zone( "lab_zone",            "lab_info_zone",   "enter_lab_info_zone" );
 [img]
5 years ago
Hello to everyone, my name is Matteo, I'm 21 and I'm from Turin (Italy). I'm trying to build a custom zombie map and I know that here I'll find all the things I need!
6 years ago
Hi guys, I'm just new to modding WaW and I'm trying to build my own map.
Things goes well until i compiled the map some minutes ago (I finished another part), but after compiling it now they are some "strange" walls on the middle of the playable area and I don't know why. Someone can resolve this?
I leave some images:

Radiant view



In-game view







(this is the new area I made, no strage walls here)

I want just remove that wall but I can't do it on Radiant beacouse I didn't draw it. It's a compilation problem?
6 years ago
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