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Messages - All0utWar

Just because the ssi was default_day doesn't mean you can't switch states. As long as you have two ssi's enabled then you can switch between them with scripts.
519 days ago
Put this at the bottom of your main() function.

zm_powerups::powerup_remove_from_regular_drops( "minigun" );

And I believe for the Nuke you'd just replace "minigun" with "nuke".
557 days ago
Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=904809039

A small zombie map based inside an old German factory. Includes 8 perks, only stock BO3 weapons, and a couple small easter eggs to keep people interested.

There are two musical easter eggs in the map, one Youtubers may get a copyright strike for, the other is a normal Zombies song.

**********
Mapping:
-Me
**********
Scripting:
-NateSmithZombies (Kino Teleporter, early round running zombies)
-reckfullies (Shootable easter egg)
-Me (Small easter eggs, slight edit of teleporter and shootable script)
**********
Tools:
-Wraith by DTZxPorter (for ripping out sounds and a few models)
**********

Trailer:

Screenshots:




604 days ago
I haven't tried this, but I'd assume it works.
http://aviacreations.com/modme/index.php?view=topic&tid=699
Only reason I haven't used it is because I'm too lazy to set it up for each door.

edit:
shit i thought this was the bo3 section, i shouldn't post at 7am lmao
622 days ago
function radio_message()
{
trig = GetEnt("radio_trigger", "targetname");
trig SetHintString("");

trig waittill("trigger", player);
player PlaySound("YOUR_CUSTOM_ALIAS");
        trig Delete();
}
Put this at the bottom of your mapname.gsc and then somewhere inside of function main(), write
 
thread radio_message();

In Radiant you'll just need to create a trigger_use with the targetname of "radio_trigger"
674 days ago
Just make a trigger_use near the radio and have a script on it that will play a sound when used.
674 days ago
Why do you make multiple threads for every question you ask? Just use the mantle texture.
676 days ago
Choose whatever music you want to add. Create a soundalias for it inside user_aliases.csv and make it looping here as well. Then in a script call it like so.

function bgmusic()
{
player playSound("YOUR_SOUND_ALIAS");
}
678 days ago
The life of a custom map addict.

You could unsubscribe from at least half to remove all of the garbage that's been released.
678 days ago
Put this:
level.random_pandora_box_start = true;

Underneath
zm_usermap::main();
678 days ago
Have you copied that file to your local scripts folder and added a scriptparsetree reference?

I'm confused on what this would do? The script is already not being used in my map but the powerup still spawns.
680 days ago
Sounds like you deleted the zombie spawner. You need one in your map for the mode to actually start.
681 days ago
In usermap.gsc it's already commented out by default, but it still spawns. How can I remove it completely?
687 days ago
Post a screenshot of the problem area.
701 days ago
function objectUse()
{
level.object = GetEnt( "object_name", "targetname" );
level.object_trigger = GetEnt( "object_trigger_name" , "targetname" );
level.object_trigger SetHintString( "Press ^3&&1^7 to do whatever" );

level.object_trigger waittill("trigger", trigger);
level.object_trigger Delete();
level.object Delete();
}

This should work. You can name the variables whatever you want. Just make sure that the targetnames match with Radiant.
701 days ago

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