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Messages - Deminate

Radiant:

https://gyazo.com/7be5f34c6527a113288f29979953c326" width="840

In-Game:

https://gyazo.com/9eee78f577961d72381a185da0649dc7" width="1677
6 years ago
Sup guys. I want to learn how to make initial zones for future reference. Basically, I simply want to know what to write and where to write it in my mapname.gsc to make it a non adjacent zone, but still a zone. So I can teleport to areas, and other zombies will die, so They don't sit there untouched.

Double Post Merge: December 18, 2016, 03:24:43 pm
nvm i figured it out
7 years ago
Very true. Well, you could try contacting Nate Smith Zombies. He made custom perks, which involve images going on the screen when certain variables are true.
7 years ago
Daym it was an example i didn't think it would work anyways. I didnt't feel like making a real working script. Of course it's wrong. Lol.
7 years ago
I think you can make a temporary representation of how many items you have picked up by doing something like this:
Code Snippet
Plaintext
IPrintLnBold(PartsCollectedVariable);
For example:
Code Snippet
Plaintext
function init()
{
partsNeeded = 3;
partsCollected = 0;
thread partPickup();
}
function partPickup()
{
partTrigger = {"partneeded","targetname"}

     while(1)
     {
     partTrigger waittill("trigger",player)
     IPrintLnBold(partsCollected);
     }

}
7 years ago
I made a script that gives you a weapon, but I want the physical weapon model in-game on a shelf. I can't find any weapons in the model list. How can I get a normal BO3 weapon model in my map? Thanks for any replies.  :poker:
7 years ago
I have a zone_2, and when i go to it from start_zone, the zombies that spawned in start_zone stay there. and any zombies that are yet to spawn, spawn in zone_2. And my start_zone is inaccesable from zone_2, so the zombies stay there untouched.  :P
Code Snippet
Plaintext
function usermap_test_zone_init()
{
zm_zonemgr::add_adjacent_zone("start_zone","zone_2","enter_zone_2");
level flag::init( "always_on" );
level flag::set( "always_on" );
}
7 years ago
Thanks, but what if he has 1 gun? Will it give another or replace it? How can I check how many weapons he has for that. One last thing, where do you find these functions?
7 years ago
I have a script using "giveWeapon" but every time I get the weapon while I have 2 weapons already, it tries to give me 3 and of course Samantha curses me. How can I fix this to make it have the normal behavior of replacing a weapon if I have 2? I will put some of my script in just in case it helps, but not the whole script, because it's quite large.

Code Snippet
Plaintext
workbench waittill("trigger",player);

player thread do_knuckle_crack();
wait(2.7);
player playLocalSound("zmb_cha_ching");
player giveWeapon(getWeapon(level.weaponGiven));
player switchtoweapon(level.weaponGiven);
7 years ago
Oh i thought hintstrings were required lol. Thanks for your help too.

Double Post Merge: November 27, 2016, 11:29:02 pm
Oh and also are you saying that the script should work, but i mispelled or did something in radiant wrong?

Double Post Merge: November 27, 2016, 11:56:54 pm
OH MY GOD IM STUPID. I made a misc model, not a script model... derp :/
7 years ago
So i have a little shootable easter egg teddy on my map. I can shoot it, and everything works. But the model will not delete. Please tell me what im doing wrong (the script isn't very good since im new to scripting).

Code Snippet
Plaintext
function moneyteddy()
{
trigger = GetEnt("money_ted","targetname");
trigger SetHintString("");
trigger SetCursorHint("HINT_NOICON");
teddyModel = GetEnt("ted_model","targetname");
MoneyGiven = 1000;

while(1)
{
trigger waittill("trigger",player);
player zm_score::add_to_player_score(MoneyGiven);
player playLocalSound("zmb_cha_ching");
trigger delete();
teddyModel hide();

}

}

I have also tried teddyModel delete();
7 years ago
As you might know, the power switch prefab Treyarch provided us is a bit weird. They have a black hand icon (similar to the one in WaW) next to the "Turn on power" text. Here's how to remove it, making your map look more professional.


Here is what the normal text looks like:
https://gyazo.com/23c92f14b994f55b82b9016f73df639c" width="374

Here is what the new text looks like:
https://gyazo.com/aa2b5d47b7f676d6349d8f0a223c3056" width="309


So lets get into it! First, stamp your power switch prefab.
https://gyazo.com/8c8ea5e4ad132964626894843ef54f61" width="866

Next, select ONLY the trigger, and take note of this KVP (cursorhint, HINT_ACTIVATE). We will change it.
https://gyazo.com/b28a6a19ce2cc18e8df0fccc164c22fb" width="1665

Finally, change HINT_ACTIVATE to HINT_NOICON
https://gyazo.com/acb6eec3edddff277eb4a3ddaa6db759" width="520

You're done! Comment if you have any problems.
7 years ago
A picture would help. But with steps, and I don't know if this is how you did it, but I make the steps noncolliding, and then put a clip there instead at an angle. I think its called nosightmetal or something. I'll put a normal clip too. This way its nice and smooth transistions.

Did you use developer and show paths?
I'm not familiar with clips or nosightmetals or whatever it is. Where could i put this into my map?

Double Post Merge: September 02, 2016, 08:29:32 pm
Oh wait nvm i remember what a clip is. I will do that, but how do i position the pathnodes so that the zombies can go up it? I already have a smooth ramp on my map that also glitches their movement.

Double Post Merge: September 02, 2016, 08:43:52 pm
A picture would help. But with steps, and I don't know if this is how you did it, but I make the steps noncolliding, and then put a clip there instead at an angle. I think its called nosightmetal or something. I'll put a normal clip too. This way its nice and smooth transistions.

Did you use developer and show paths?

https://gyazo.com/da144a9856b9a10e099dfb9c201e083a" width="969

https://gyazo.com/2f11dcfd257ef8e5bce3cb0a3835cd8a" width="1074
8 years ago
Hello guys. So i've been working on my map for quite a while now, and I just finished making a stairway that goes up to the PaP and a ramp downwards going to speed cola. But when I compile and play my map, the zombies do the glitchy thing that they do when there's no pathnodes, every time I go up or down a ramp. Any help? Thanks!
8 years ago
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