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Messages - rapto

Code Snippet
Plaintext
	// get your trigger
boat_trig = getent ....

// get the players
players = get_players();

// all players in the game are now in the array
for( i=0 ; i<players.size ; i++ )
{
// if a player is downed, skip him
if( players[i] maps\_laststand::player_is_in_laststand() )
{
continue;
}

if( distance( players[i].origin, boat_trig.origin ) < 50 )
{
// do what you want here to  players that are closer then 50 units to the trigger
players[i] thread enter_boat();
}
}

I cannot thank you enough. I have added +1 respect, you really show why your respect is higher than your posts.
7 years ago
The title says the problem, but I'll elaborate here.
You purchase the trigger, but sadly it connects everyone to an absolute no matter what distances the players are to the boat. Me and my friend have been trying to figure out a way to get_players then count them and implement them into the if functions to allow all the players to get on ONLY IF they are in distance to the trigger use. Have had no luck in doing so, if anyone can help, it'd be appreciated.
7 years ago
Removed due to finding help :)

7 years ago
This is what i used
Code Snippet
Plaintext
pap_zom_interest_point = GetEnt("pap_zom_interest", "targetname");
num_attractors = 96;
max_attract_dist = 640;
pap_zom_interest_point zm_utility::create_zombie_point_of_interest( max_attract_dist, num_attractors, 10000 );
pap_zom_interest_point.attract_to_origin = true;
wait(38); // MOVEMENT DURATION + WAIT TIME WHILE ASCENDED
pap_zom_interest_point.attract_to_origin = false;

This will help me definitely, thank you.
7 years ago
Would LOVE to see more maps like this!
Perhaps even a port into Black Ops 3 !??  =]

IMO probably not, but fear not Black Ops 3 won't be short of good mappers for a while. Redspace apparently does not mod anymore.
7 years ago
It looks very interesting! More images, please  :)
Here is some more. Also, I really like the way your map is going.


7 years ago
Looking really good, I didn't expect this.
7 years ago
It looks very interesting! More images, please  :)

Thank you, I will upload some more soon.  :)

This is looking very nice!
when do you think you'll have a beta?

Thank you, maybe another month? :derp:

EDIT: Here are the images. Will take more.

7 years ago
Export zombie and apply toms bind file. Position barb wire mesh around arm joints and bind to only the selected joints. Rotate arms to be sure it looks good. Reimport and add to map.
Or
make small barb wire xmodel (12 inches) and attach to elbow and shoulder joints of all spawners with a certain kvp through script.
Ex
barbwire_spawners = getentarray ( "barbwire_spawners", "script_personality");
array_thread ( barbwire_spawners, ::add_spawn_function, ::attachbarbfunc);
Then any time a guy comes from the spawner it will thread "attachbarbfunc" and each zombie will be "self" within the function and you can add the barb wire and then delete it on death.
Apply a toms bind file? So I export using Lime, then apply a bind file using what? Please elaborate. Would Blender be good?
7 years ago
A more vertical zombies map, I like it! I like what I see so far, and I'm curious to see what you mean by "stronger, unique zombie types."
One of the zombies I am creating, is a walking zombie with barbedwire on its arms. It will be able to down you in two hits with Jugg, have more health, and explode upon death.
7 years ago
May be impossible but I'm willing to try, I'd like to attach some barbwire to a specific zombie ai types arms and I have no clue how. Information regarding this task will be very helpful, thank you.
7 years ago
The map will be "located" somewhere in Germany, during World War 2 in a separate pocket dimension. The place will be set in a heavily fortified bunker that was once under construction, and now sunken deep into the Earth.

The map will feature 3 different areas that will have some use once it is released.
It will also include cool challenges that will give the map some direction.
The zombies will funnel towards the roof, giving a few vantage points where zombies won't sneak up behind you. The balance I plan on adding for these camping spots will be stronger, unique zombie types.
7 years ago
I am looking for help on creating an airstrike that plays the sound from multiplayer of the shells ripping through the air. The airstrike would be purchasable, activating only outside of the safe area, along with something that allows it to only be activated once per round.
7 years ago
It's hard to understand the installation of custom weapons, as well as knowing where to change specific UGX scripts to allow new weapons to show up in the box, or as a new starter weapon.
Another question too, why do you put this in the weapons.csv in raw? Does it go into your packaged finished map and run its own modded raw file separate from the actual raw files?
What goes into weapons.csv
halo_magnum_fire_pap_npc,,SFX/Weapon/pistols/357/fire/wpn_357_st_shot.wav,,0.7,0.85,500,4000,10,priority,2,oldest,rfl_3rd,,,,4000,,,0.98,1.02,,3d,,,,0.7,,,,,,,,,,,,,,,,,,,50,90,0.35,1,,
I'm using UGX standalone for my map.
7 years ago
I'm thinking you have an issue with your windows, or pathnodes surely. I found that after I fixed the path nodes it worked fine. Maybe you have a scriptnoteworthy findflesh on risers that spawn outside of windows, because usually when I do that, they are stuck behind the window.

New to modding but I'd figure I'd try and help.
7 years ago
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