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Contact Support - Help Center Get help on the UGX Discord. Join it now!ok thanks for testing that im home now so i can look into it. It might not be getting notified when power is turned on ill take a look.
Double Post Merge: February 25, 2017, 11:09:54 pm
yourmapname.gsc and above zm_usermap::main();
replace: level.initial_quick_revive_power_off = true; ( if you still have it there )
WITH:
At the bottom of script add this:
should work. Let me know
TRY going to yourmapname.gsc and above zm_usermap::main();
add this line
havent tested this yet but might do the trick let me know
That's not how barricades are done in BO3. They aren't like the prefabs done in waw where you have a bunch of brushes as the boards. The boards are all script models now, and you have to make your barricade in APE.
stamp prefab of barricade and change texture of wood with stone
you might of not put in dog spawners but if you dont dissable the dog round via script it will still trigger the dog round but no dogs will spawn
It may be a map, but it's definitely not that great (me and a friend had a play, and yeah, there's almost nothing to do).
Right...think I might have encountered a bug. Like, the Dog round happens as normal...but the dog's don't spawn. It could have been a one-time thing, but I dunno.
Apart from that, it's an alright map. Not really a fan of these uber-classic challange maps with WaW weapons, no Box and no Pack-a-Punch, and I'm certainly not a fan of small cramped maps with no space to really run to, so I can't really critique the map as is. That said, I do like the amount of detail that's gone into it, plus the fact we're actually getting another WaW custom map. Most people have moved on BO3 nowadays...
Oh yes, and the door to the MP40 and the M1 Carbine is sort of pointless considering you can buy the PPSh-41 in the second room.
love the old school vibe! cant wait to try it out!