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Messages - MegaMech43

No idea about the knife. Try using a different texture on a wall.
Check the properties I think there's an invisible check button. Also what kind of brush did you use. Maybe you used the wrong one. Can you walk through the walls?
4 years ago
Did you look through the API, it must be possible!
4 years ago
Hi, I'm back! It's been awhile.

The launcher compiles my map fine except for 2 empty brush model entities.
When the game launches the following keeps popping up: "Error linking script 'scripts/zm/zm_gladiator.gsc" (gladiator is the main script)

It's been awhile since I worked on the map, so I'm just wondering if I need to update some files, I've searched around and haven't been able to figure it out. My scripts all look okay. I've looked through the map trying to see if I have something with like a targetname set or something with no code for it and tried deleting some stuff and deleting code. Do I need to copy "zm_mod.cfg" over? I was able to compile and run the test map, even though there were errors.

Also, I reset my w8.1 PC not too long ago. So maybe I'm missing required stuff in order to compile maps?

Console log:
Spoiler: click to open...
Command line: +set fs_game zm_gladiator +devmap zm_gladiator
Error: Waited 123 msec for missing asset "debug_sphere_exterior".
Error: Could not find material "debug_sphere_exterior".
Error: Could not find material "debug_sphere_interior".
Error: Could not find material "debug_sphere_exterior_nodepth".
Error: Could not find material "debug_sphere_interior_nodepth".
Error: Could not find material "logo".
Error: Could not find material "mc/infrared_white".
Error: Could not find material "mc/hud_outline_model_green".
Error: Could not find material "mc/hud_outline_model_red".
Error: Could not find material "mc/hud_outline_model_orange".
Error: Could not find material "mc/hud_outline_model_white".
Error: Could not find material "mc/hud_outline_model_green_alpha".
Error: Could not find material "mc/hud_outline_model_red_alpha".
Error: Could not find material "mc/hud_outline_model_orange_alpha".
Error: Could not find material "mc/hud_outline_model_white_alpha".
Error: Could not find material "mc/hud_outline_model_green_calpha".
Error: Could not find material "mc/hud_outline_model_red_calpha".
Error: Could not find material "mc/hud_outline_model_orange_calpha".
Error: Could not find material "mc/hud_outline_model_white_calpha".
Error: Could not find material "mc/hud_outline_model_z_green".
Error: Could not find material "mc/hud_outline_model_z_red".
Error: Could not find material "mc/hud_outline_model_z_orange".
Error: Could not find material "mc/hud_outline_model_z_white".
Error: Could not find material "mc/hud_outline_model_z_green_alpha".
Error: Could not find material "mc/hud_outline_model_z_red_alpha".
Error: Could not find material "mc/hud_outline_model_z_orange_alpha".
Error: Could not find material "mc/hud_outline_model_z_white_alpha".
Error: Could not find material "mc/hud_outline_model_z_green_calpha".
Error: Could not find material "mc/hud_outline_model_z_red_calpha".
Error: Could not find material "mc/hud_outline_model_z_orange_calpha".
Error: Could not find material "mc/hud_outline_model_z_white_calpha".
Error: Could not find material "mc/sonar_weakpoint".
Error: Could not find material "mc/hud_outline_model_scriptint".
Error: Could not find material "mc/hud_outline_model_alpha_scriptint".
Error: Could not find material "mc/hud_outline_model_calpha_scriptint".
Error: Could not find material "mc/hud_outline_model_z_scriptint".
Error: Could not find material "mc/hud_outline_model_zonly_scriptint".
Error: Could not find material "mc/hud_outline_model_z_alpha_scriptint".
Error: Could not find material "mc/hud_outline_model_z_calpha_scriptint".
Error: Could not find material "mc/sonar_frontend_normal".
Error: Could not find material "mc/sonar_frontend_locked_gun".
Error: Could not find material "mc/sonar_frontend_token_locked_gun".
Error: Could not find material "fontcache".
Error: Could not find material "fontcache_distfield".
Error: Could not find material "fontcache_glow".
Error: Could not find material "fontcache_outline".
Error: Could not find material "fontcache_shadow".
Error: Could not find material "lui_loader_no_offset".
Error: Waited 4658 msec for missing asset "mod.cfg".
Error: couldn't exec mod.cfg
Error: couldn't exec zm_mod.cfg
Error: couldn't exec mod.cfg
Error: couldn't exec zm_mod.cfg
Error: Could not find material "specialty_instakill_zombies".
Error: Could not find material "specialty_doublepoints_zombies".
Error: Could not find material "specialty_doublepoints_zombies_blue".
Error: Could not find material "specialty_firesale_zombies".
Error: Could not find material "zom_icon_bonfire".
Error: Could not find material "t7_hud_zm_powerup_deathmachine".
Error: Could not find material "t7_zm_hd_specialty_zmblood".
Error: Could not find material "specialty_giant_instakill_zombies".
Error: Could not find material "specialty_giant_doublepoints_zombies".
Error: Could not find material "specialty_giant_firesale_zombies".
Error: Could not find material "t7_hud_zm_powerup_giant_deathmachine".
Error: Could not find weapon "sten_zm".
Error: Could not find weapon "smg_ak74u_zm".
Error: Could not find weapon "smg_ak74u_upgraded_zm".
Error: Could not find weapon "ar_fastburst_zm".
Error: Could not find weapon "ar_fastburst_upgraded_zm".
Error: Could not find weapon "sniper_chargeshot_zm".
Error: Could not find weapon "sniper_chargeshot_upgraded_zm".
Error: Could not find weapon "pistol_standard_dw_zm".
Error: Could not find weapon "pistol_burst_dw_zm".
Error: Could not find weapon "pistol_fullauto_dw_zm".
Error: Could not find weapon "pistol_m1911_zm".
Error: Could not find weapon "pistol_m1911_upgraded_zm".
Error: Could not find weapon "pistol_shotgun_zm".
Error: Could not find weapon "pistol_shotgun_dw_zm".
Error: Could not find weapon "pistol_shotgun_upgraded_zm".
Error: Could not find weapon "pistol_shotgun_dw_upgraded_zm".
Error: Could not find weapon "launcher_lockonly_zm".
Error: Could not find weapon "launcher_lockonly_upgraded_zm".
Error: Could not find weapon "knife_loadout_zm".
Error: Could not find weapon "skull_gun_zm".
Error: Could not find weapon "skull_gun_upgraded_zm".
Error: Could not find weapon "special_crossbow_zm".
Error: Could not find material "minimap_icon_mystery_box".
Error: Could not find material "zom_icon_community_pot".
Error: Could not find material "zom_icon_community_pot_strip".
Error: Could not find material "zom_icon_player_life".
Error: Could not find fx "_t6/maps/zombie/fx_zmb_tanzit_upgrade".
Error: Could not find fx "_t6/maps/zombie/fx_zmb_tranzit_electrap_explo".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_bar_break".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_bar_break_lite".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_tesla_neck_spurt".
Error: Could not find fx "_t6/misc/fx_zombie_cola_jugg_on".
Error: Could not find fx "_t6/misc/fx_zombie_cola_on".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_body_snow_falling".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_body_water_billowing".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_hand_snow_burst".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_hand_water_burst".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_body_wtr_falling".
Error: Could not find fx "_t6/misc/fx_ui_flagbase_pmc".
Error: Could not find fx "_t6/weapon/riotshield/fx_riotshield_depoly_dust".
Error: Could not find fx "_t6/weapon/riotshield/fx_riotshield_depoly_lights".
Error: Could not find fx "killstreaks/fx_heli_chaff".
Error: Could not find fx "lensflares/fx_lensflare_sniper_glint".
Error: Could not find fx "player/fx_plyr_clone_reaper_appear".
Error: Could not find fx "player/fx_plyr_clone_reaper_orb".
Error: Could not find fx "player/fx_plyr_clone_vanish".
Error: Could not find fx "player/fx_plyr_flashback_trail_impact".
Error: Could not find fx "player/fx_plyr_rejack_light".
Error: Could not find fx "player/fx_plyr_revive".
Error: Could not find fx "player/fx_plyr_revive_demat".
Error: Could not find fx "vehicle/fx_quadtank_airburst".
Error: Could not find fx "vehicle/fx_quadtank_airburst_ground".
Error: Could not find fx "weapon/fx_betty_light_blue".
Error: Could not find fx "weapon/fx_betty_light_orng".
Error: Could not find fx "weapon/fx_hero_pineapple_trail_blue".
Error: Could not find fx "weapon/fx_hero_pineapple_trail_orng".
Error: Could not find fx "animals/fx_bio_direwolf_eyes".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_armor".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_armor_face".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_body_light".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_knee_sparks".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_sparks".
Error: Could not find fx "dlc1/castle/fx_mech_foot_step".
Error: Could not find fx "dlc1/castle/fx_mech_foot_step_steam".
Error: Could not find fx "dlc1/castle/fx_mech_head_light".
Error: Could not find fx "dlc1/castle/fx_mech_light_dmg".
Error: Could not find fx "dlc1/castle/fx_mech_wpn_flamethrower".
Error: Could not find fx "dlc1/castle/fx_wpn_115_muz".
Error: Could not find fx "dlc2/island/fx_spores_cloud_ambient_lrg".
Error: Could not find fx "dlc2/island/fx_spores_cloud_ambient_md".
Error: Could not find fx "dlc2/island/fx_spores_cloud_ambient_sm".
Error: Could not find fx "dlc2/island/fx_thrash_chest_mouth_drool_1p".
Error: Could not find fx "dlc2/island/fx_thrash_eye_glow".
Error: Could not find fx "dlc2/island/fx_thrash_eye_glow_rage".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_burst".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_impact".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_reinflate".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_spore_exp".
Error: Could not find fx "dlc2/island/fx_thrash_rage_gas_leg_lft".
Error: Could not find fx "dlc2/island/fx_thrash_rage_gas_leg_rgt".
Error: Could not find fx "dlc2/island/fx_thrash_rage_gas_torso".
Error: Could not find fx "electric/fx_ability_elec_surge_short_robot".
Error: Could not find fx "electric/fx_elec_warlord_damage_1".
Error: Could not find fx "electric/fx_elec_warlord_damage_2".
Error: Could not find fx "electric/fx_elec_warlord_lower_damage_1".
Error: Could not find fx "electric/fx_elec_warlord_lower_damage_2".
Error: Could not find fx "explosions/fx_exp_robot_stage3_evb".
Error: Could not find fx "explosions/fx_exp_warlord_death".
Error: Could not find fx "light/fx_light_body_glow_warlord".
Error: Could not find fx "light/fx_light_eye_glow_warlord".
Error: Could not find fx "player/fx_loot_taunt_e_reaper_main_03".
Error: Could not find fx "player/fx_loot_taunt_outrider_talon_lights".
Error: Could not find fx "player/fx_plyr_ability_screen_blur_overdrive".
Error: Could not find fx "player/fx_plyr_flashback_trail".
Error: Could not find fx "player/fx_plyr_heat_wave_distortion_volume".
Error: Could not find fx "player/fx_plyr_heat_wave_distortion_volume_air".
Error: Could not find fx "player/fx_plyr_shock_field".
Error: Could not find fx "player/fx_plyr_shock_field_1p".
Error: Could not find fx "vehicle/fx_exhaust_jetpack_warlord_juke".
Error: Could not find fx "weapon/fx_hero_blackjack_beam_source".
Error: Could not find fx "weapon/fx_hero_blackjack_beam_target".
Error: Could not find fx "zombie/fx_margwa_head_shot_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_roar_purple_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_roar_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_intro_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_tell_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_travel_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_zod_zmb".
Error: Could not find fx "zombie/fx_val_chest_burst".
Error: Could not find tagfx "ability_hero_heat_wave_player_impact".
Error: Could not find tagfx "gadget_flashback_3p_off".
Error: Could not find weapon "zombie_cymbal_monkey_zm".
Error: Could not find weapon "zombie_weapon_octobomb_zm".
Error: Could not find weapon "thompson_zm".
Error: Could not find weapon "weapon_null_zm".
Error: Could not find material "specialty_ads_zombies".
Error: Could not find material "specialty_doubletap_zombies".
Error: Could not find material "specialty_extraprimaryweapon_zombies".
Error: Could not find material "specialty_fastreload_zombies".
Error: Could not find material "specialty_juggernaut_zombies".
Error: Could not find material "specialty_marathon_zombies".
Error: Could not find material "specialty_quickrevive_zombies".
Error: Could not find material "specialty_widows_wine_zombies".
Error: Could not find material "zom_icon_minigun".
Error: Could not find fx "_t6/misc/fx_zombie_cola_revive_on".
Error: Could not find fx "dlc3/stalingrad/fx_cymbal_monkey_radial_pulse".
Error: Could not find fx "dlc5/zmhd/fx_zombie_quad_gas_nova6".
Error: Could not find fx "dlc5/zmhd/fx_zombie_quad_trail".
Error: Could not find fx "impacts/fx_flesh_hit".
Error: Could not find fx "misc/fx_zombie_bloodsplat".
Error: Could not find fx "misc/fx_zombie_bloodspurt".
Error: Could not find fx "misc/fx_zombie_eye_single".
Error: Could not find fx "trail/fx_trail_blood_streak".
Error: Could not find fx "weapon/bullet/fx_flesh_gib_fatal_01".
Error: Could not find fx "electric/fx_ability_elec_surge_short_robot_optim".
Error: Could not find fx "electric/fx_elec_burst_lg_z270_os".
Error: Could not find fx "impacts/fx_flesh_hit_knife_lg_zmb".
Error: Could not find fx "light/fx_light_spark_chest_zombie_optim".
Error: Could not find fx "zombie/fx_bmode_attack_grapple_zod_zmb".


Error linking script 'scripts/zm/zm_gladiator.gsc'

gladiator.gsc:
#using scripts\codescripts\struct;

#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#insert scripts\zm\_zm_utility.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;
#using scripts\zm\_zm_score;

#using scripts\shared\ai\zombie_utility;

//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
#using scripts\zm\_zm_powerup_weapon_minigun;

//Traps
#using scripts\zm\_zm_trap_electric;

#using scripts\zm\zm_usermap;
#using scripts\zm\zm_gladiator_doors;
#using scripts\zm\zm_crusher;
#using scripts\_NSZ\nsz_kino_teleporter;

//#using scripts\shared\ai\margwa;

//*****************************************************************************
// MAIN
//*****************************************************************************
// player IPrintLnBold("DoorL: "+doorL.origin);

function main()
{
level thread intro_credits();
level thread zm_gladiator_doors::main();
level thread zm_crusher::main();
level thread nsz_kino_teleporter::init();
level.random_pandora_box_start = true;
zm_usermap::main();
level._zombie_custom_add_weapons =&custom_add_weapons;


//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
//init_zones[1] = "power_zone";
//init_zones[2] = "basement_zone";
//init_zones[3] = "shop_zone";
//init_zones[4] = "craft_zone";
level thread zm_zonemgr::manage_zones( init_zones );

level.pathdist_type = PATHDIST_ORIGINAL;
//changes starting money
level.player_starting_points = 250;//DEFAULT 250
level thread margie();
}
function usermap_test_zone_init()
{
//level flag::init( "always_on" );
//level flag::set( "always_on" );
zm_zonemgr::add_adjacent_zone("start_zone","power_zone","enter_power_zone");
zm_zonemgr::add_adjacent_zone("start_zone","basement_zone","enter_basement_zone");
zm_zonemgr::add_adjacent_zone("basement_zone","shop_zone","enter_shop_zone");
zm_zonemgr::add_adjacent_zone("start_zone","craft_zone","enter_craft_zone");
}

function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}
function intro_credits()
{
    thread crea_smple_int_hd( "Welcome to the Gladiator Arena", 50, 100, 3, 5 );
    thread crea_smple_int_hd( "Map created by MegaMech", 50, 75, 2, 5 );
    thread crea_smple_int_hd( "https://www.youtube.com/user/InkStudiosVideo", 50, 50, 2, 5 );
}
function margie()
{
//loadAI
//struct = GetEnt("margwa_spawn", "targetname");
//SpawnActor("spawner_zm_zod_margwa", struct.origin, struct.angles, "margone", true, true);
}
function crea_smple_int_hd( text, align_x, align_y, font_scale, fade_time )
{
    hud = NewHudElem();
    hud.foreground = true;
    hud.fontScale = font_scale;
    hud.sort = 1;
    hud.hidewheninmenu = false;
    hud.alignX = "left";
    hud.alignY = "bottom";
    hud.horzAlign = "left";
    hud.vertAlign = "bottom";
    hud.x = align_x;
    hud.y = hud.y - align_y;
    hud.alpha = 1;
    hud SetText( text );
    wait( 8 );
    hud fadeOverTime( fade_time );
    hud.alpha = 0;
    wait( fade_time );
    hud Destroy();
}
4 years ago
Call me boring, I'd rather sit in black.
4 years ago
It is possible. Google it. I deleted the opening cutscene and in process deleted forest scene. It was replaced with just black. Pretty sure menu loaded faster. Needing to load the menu. What a load of crap.
5 years ago
Use one trigger and count how many times it is activated.

level thread blah()

counter = 0;
function blah() {
  trigger = GetEnt("hint1", "targetname");
  trigger SetHintString("Hold ^3&&1^7 to purchase Shield Part Hint #1 [Cost: 1500]");
  trigger SetCursorHint("HINT_NOICON");
  trigger waittill("trigger", player);

  counter++
  if (counter <= 1) {
    do stuff
  }
  else if (counter == 2) {
    do stuff
  }
  else if (counter == 3) {
    do stuff
  }
  else if (counter >= 4) {
    break_glass();
    counter = 0;
    disable_trigger();
  }
}

5 years ago
There's a reset ui button under file or edit or something.
5 years ago
Literally just youtube search "black ops 3 mod tools triggers" or "trigger_multiple"
Or try "Radiant black tutorial triggers".

You'll find something. Sometimes it may not be a tutorial about your specific purpose, but you can re-purpose things to do what you want them to do. Also some things apply across the board. Once you know how to setup one trigger, all triggers are pretty much the same.
5 years ago
I encountered such an error.
^1}
^1^
^1ERR(0) scripts/zm/zm_test.gsc (269,1)  : syntax error, unexpected $end, expecting TOKEN_RIGHT_CURLY : }
Would you please show me an example script you actually used on the map?
I think the error is due to you not putting: #using scripts\zm\_zm_utility; at the top of the code where it's supposed to go.

Here's some code:

function damagebox() {
trigger = GetEnt("damagebox", "targetname");
trigger SetHintString("");
trigger SetCursorHint("HINT_NOICON");
while(1) {
wait(2);
players = getplayers();
for( i=0;i<players.size;i++ )
{
if(players[i] isTouching(trigger))
{
players[i] DoDamage(15,players[i].origin);
}
}
}
}


5 years ago
Make sure to click compile and link as well as build. Trying YouTube tutorial or searchbar in forums first before asking a question.
Let me know if that works
5 years ago
My mistake

This:
asound GetEnt("SoundEnt","targetname");
asound PlaySound("welcoming_sound");
Should be:
asound = GetEnt("SoundEnt","targetname");
asound PlaySound("welcoming_sound");
5 years ago
Hahah guys, all i wanted is to get a simple line of code
I have never used this method:
level.playSoundLocation PlaySound("welcoming_sound");
I posted a way that I have used before and I know works.

Did you put "on_player_spawned();" under the main function? If you didn't do that than the function "on_player_spawned()" will not run. Functions only run when they are called. to call a function you simply take their name ex. "fname" and put "fname();" Do not call your function within itself, or call the function from somewhere where that line of code won't be run. So the best place to call a function is from the main class, or another function that perhaps does other stuff before calling your function.

Also "level.playSoundLocation" is nil unless the game knows what "playSoundLocation" is.
You should have:
level.playSoundLocation GetEnt("SoundEntity", "targetname"); //make a sound struct or position struct with those key/values
//Now if you put,
level.playSoundLocation PlaySound("welcoming_sound"); //it might work. "PlaySound" might not be global, or you could be missing arguments. It could be local only. That's why I gave you my own function. I have no idea how "PlaySound" works.
Also if that works, it's over complicated you can simply do this:
asound GetEnt("SoundEnt","targetname");
asound PlaySound("welcoming_sound");
You don't even have to bother putting that code in a function. Just put it under the main class.
If the code is running too early (sound plays too early). Or maybe it doesn't play at all, you may need to add "wait(time);" before the line with "GetEnt". Ex. wait(3); (Waits 3 seconds.) It's possible that if the code is run before the game starts it might not play the sound at all.

Another reason to do it my way: If all your players spawn in a circle in a vicinity of lets say 5 meters. You put the sound struct in the center. So the sound plays in some peoples left ear and some peoples right ear. Depending where you put the struct some players may hear it loud and other may hear it quiet. With my function it plays the sound on every player. Although I've realized because my way is global. If you have 4 players, it's gonna play the sound 4 times for every single player instead of just once for every player. This could be solved by using a different playsound function. That runs locally. a variety of other solutions exist as well
5 years ago
Right where you compile the map
5 years ago
Make a trigger_multiple surround the entrance or the entire room, whatever.
Add a key/value and use these functions:
It's  up to you to make it work. You won't learn anything if I do it for you. Search the forums for answers how to use these if you can't figure out how or look it up on the API

trigger = GetEnt("damagebox", "targetname");

players = getplayers();

if(players[i] isTouching(trigger))

5 years ago
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