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Messages - worstgabena

My map compiles just fine, but when I try to look at a prefab in Radiant, such as a spawner barricade, it's completely invisible, the only way to select it is with pressing I, but I can't specifically deselect it.
6 years ago
Oh, gee, thanks...
7 years ago
When i go into a room that is completely, or mostly closed off from the outside, the brushes flicker as I move the player. How does one fix this?

Thanks in advance :)
7 years ago
Oh ok, yeah my methods works for the regular spawn mechanism, but there's no reason it wouldn't work for your version.
7 years ago
Can you define endless waves.
7 years ago
Yes.
7 years ago
I don't know if the compiler is checking for the sound files, I have been getting an issue like that, what I did was I force the .csv to throw an error and then control+Z-ed to fix the file. For some reason it worked for me, it's worth a shot.
7 years ago
Try raising the ladder brush to 72" (the height of the player model) off of the floor you want the player to land on, and if that doesn't work, try making the brush flush with the floor. Not sure if this helps.
7 years ago
Change:
Code Snippet
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targetname: start_zone_spawners
to whatever the target of the zone you want to trigger them.

So the default for all the spawners are:
Code Snippet
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targetname: start_zone_spawners
script_noteworthy: riser_locations
script_string: receiver_set_entry_a or find_flesh

change them accordingly:
Code Snippet
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targetname: target_of_zone
script_noteworthy: riser_locations
script_string: receiver_set_of_choice / find_flesh (if not going to a barrier then find_flesh, otherwise the script_string of the barrier)

the default zones look like this:
Code Snippet
Plaintext
targetname: start_zone (name of zone in gsc file)
script_noteworthy: player_volume
target: start_zone_spawners (targetname of spawners in zone)
7 years ago
Everything sound related is normal.

The zombies not walking on the ground part is a weird glitch I got once, try making sure your sky box related brushes are in the original order they were when you made the map and not overlapping. If you cant get it back, just delete your current map (you can copy paste whatever you already made or prefab it) and make a new one.

I'm not sure about the screen glitches with barriers, but if walls and whatnot are disappearing, just make sure there's a path that light can pass through the area where the player is.

Textures can be a bit screwy, very few textures don't work, but those are the textures on some models, but those will most probably go unnoticed.

Fix for the dog thing, this is normal: https://confluence.ugx-mods.com/display/UGXMODS/BO3+%7C+Adding+Dog+Spawners+or+Disabling+Dog+Rounds
7 years ago
Here's the log that outputted, I know most of it is unrelated, but I didn't see anything about my sound files...

Code Snippet
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E:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/\gdtdb\gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 1.845 sec

gdtDB: successfully updated database.

E:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/\bin\linker_modtools.exe -language english -modsource zm_city

Linking "zm_city" (usermaps\zm_city stable 2609615 v593):


"E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\sound\snd_convert.exe"  pc usermaps\zm_city usermaps\zm_city zone_source usermaps\zm_city all zm_city
ERROR: E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_0_need_fuse_1.wav
ERROR: Object reference not set to an instance of an object.

ERROR: E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_3_revive_down_4.wav
ERROR: Object reference not set to an instance of an object.

processing...

^1ERROR: 'can_small' is not a valid physpreset asset

  physpreset:can_small
    xmodel:p7_debris_trash_can_cola_01
      xmodel:p7_debris_trash_scattered_clump_01
        col_map:maps/zm/zm_city.d3dbsp

^1ERROR: 'paper_cup' is not a valid physpreset asset
  physpreset:paper_cup
    xmodel:p7_debris_trash_cup_coffee_01
      xmodel:p7_debris_trash_scattered_clump_01
        col_map:maps/zm/zm_city.d3dbsp
^1ERROR: 'p7_debris_trash_snack_bag_02' is not a valid physpreset asset
  physpreset:p7_debris_trash_snack_bag_02
    xmodel:p7_debris_trash_snack_bag_02
      xmodel:p7_debris_trash_scattered_clump_01
        col_map:maps/zm/zm_city.d3dbsp

^1ERROR: 'wasp_physpreset' is not a valid physpreset asset

  physpreset:wasp_physpreset
    xmodel:veh_t7_drone_attack_gun_egypt
      col_map:maps/zm/zm_city.d3dbsp

^1ERROR: 'p7_debris_trash_snack_bag_06' is not a valid physpreset asset

  physpreset:p7_debris_trash_snack_bag_06
    xmodel:p7_debris_trash_snack_bag_06
      xmodel:p7_debris_trash_scattered_clump_02
        col_map:maps/zm/zm_city.d3dbsp
^1ERROR: 'p7_cigarette_pack' is not a valid physpreset asset
  physpreset:p7_cigarette_pack
    xmodel:p7_cigarette_pack
      xmodel:p7_debris_trash_scattered_clump_02
        col_map:maps/zm/zm_city.d3dbsp
^1ERROR: 'p7_debris_trash_snack_bag_03' is not a valid physpreset asset
  physpreset:p7_debris_trash_snack_bag_03
    xmodel:p7_debris_trash_scattered_clump_02
      col_map:maps/zm/zm_city.d3dbsp

^3GetFileAttributesEx(E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\model_export\wardog\t7\perk\wardog_t7_perk_bottle_view\wardog_t7_perk_bottle_view_LOD_0.XMODEL_BIN) failed: The system cannot find the file specified.


  xmodel:wardog_t7_perk_bottle_phd_world
    col_map:maps/zm/zm_city.d3dbsp

ERROR: Could not find xmodel file: wardog\t7\perk\wardog_t7_perk_bottle_view\wardog_t7_perk_bottle_view_LOD_0.XMODEL_BIN
^1Could not load mesh 'wardog\t7\perk\wardog_t7_perk_bottle_view\wardog_t7_perk_bottle_view_LOD_0.XMODEL_BIN' for xmodel 'wardog_t7_perk_bottle_phd_world'
  xmodel:wardog_t7_perk_bottle_phd_world
    col_map:maps/zm/zm_city.d3dbsp



"E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\sound\snd_convert.exe"  pc usermaps\zm_city usermaps\zm_city zone_source usermaps\zm_city all zm_city
ERROR: E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\vox\scripted\castle\vox_cast_plr_0_box_mg_1.wav
ERROR: Missing source checksum

^1ERROR: xmodel 'p6_zm_vending_electric_cherry_off' is missing

  xmodel:p6_zm_vending_electric_cherry_off
    csv:zone_source/zm_city.zone
^1ERROR: xmodel 'p6_zm_vending_electric_cherry_on' is missing
  xmodel:p6_zm_vending_electric_cherry_on
    csv:zone_source/zm_city.zone

^3Found 2 bad bulletmeshes, dumped to E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\/usermaps\zm_city/zone_source/all/assetinfo/zm_city_bulletreport.csv file.

done: 1m28.21s

Linking "en_zm_city" (usermaps\zm_city stable 2609615 v593):
processing...
done: 0m5.95s

Double Post Merge: May 09, 2017, 01:49:22 am
Okay, I don't know wtf I did, but I fixed the sound... Thanks though :)
7 years ago
So i tested a whole bunch of things, and determined that the game isn't even checking the .csv and/or sound files, because when I switched the names of the puzzle_2 sound, and the sound of puzzle_3, and told the game to play puzzle_2 (formally puzzle_3), its played the original puzzle_2 sound. Any idea as to how to fix the compiler?
7 years ago
No, that won't work, text appears on the screen as if the sound were playing telling me the sound should be playing, but no sound plays.
7 years ago
I'm making a puzzle map that plays a sound when you open a door. 2 out of 3 of the current triggers work perfectly, but the third trigger runs the second function, but doesn't play the sound. The sound files are all .wav's and set to 48000Hz. I've tried copying another sound file that should 100% work, but nothing seems to do it. Thanks in advance :)

GSC:
Code Snippet
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function enterPuzzleHintInit() {
puzzles = 3;
for (i = 1; i <= puzzles; i++) {
thread enterPuzzleHint(GetEnt("puzzle_entrance_" + i, "script_noteworthy"), i);
}
}

function enterPuzzleHint(puzzleEnterTrig, i) {
puzzleEnterTrig waittill ("trigger", player);
ent = Spawn("script_origin", (0,0,0));
IPrintLnBold("Playing Sound " + i);
ent PlaySound("puzzle_" + i + "_enter");
wait(1);
IPrintLnBold("Finished Playing Sound " + i);
ent Delete();
}
user_aliases:
Code Snippet
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Name,Behavior,Storage,FileSpec,FileSpecSustain,FileSpecRelease,Template,Loadspec,Secondary,SustainAlias,ReleaseAlias,Bus,VolumeGroup,DuckGroup,Duck,ReverbSend,CenterSend,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMinCurve,DryMaxCurve,WetMinCurve,WetMaxCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,AmplitudePriority,PanType,Pan,Futz,Looping,RandomizeType,Probability,StartDelay,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,ContextType,ContextValue,ContextType1,ContextValue1,ContextType2,ContextValue2,ContextType3,ContextValue3,Timescale,IsMusic,IsCinematic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Compression,StopOnPlay,DopplerScale,FutzPatch,VoiceLimit,IgnoreMaxDist,NeverPlayTwice,ContinuousPan,FileSource,FileSourceSustain,FileSourceRelease,FileTarget,FileTargetSustain,FileTargetRelease,Platform,Language,OutputDevices,PlatformMask,WiiUMono,StopAlias,DistanceLpfMin,DistanceLpfMax,FacialAnimationName,RestartContextLoops,SilentInCPZ,ContextFailsafe,GPAD,GPADOnly,MuteVoice,MuteMusic,RowSourceFileName,RowSourceShortName,RowSourceLineNumber
test_sound,,,tst\test_sound.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
puzzle_1_enter,,,zm_city\puzzle_enter\puzzle_1_enter.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
puzzle_2_enter,,,zm_city\puzzle_enter\puzzle_2_enter.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
puzzle_3_enter,,,zm_city\puzzle_enter\puzzle_3_enter.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
115_song,,,zm_city\115_song.wav,,,UIN_MOD,,,,,,,,,,,80,80,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

7 years ago
Cool, thanks :)
7 years ago
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