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Messages - r00ster

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:
Code Snippet
Plaintext
thread reviveoffatstart(true); // true or false  

At the bottom of script add this:
Code Snippet
Plaintext
function reviveoffatstart(on_off){
if(!isDefined(on_off) || !on_off) return;
level.initial_quick_revive_power_off = true;
level flag::wait_till( "power_on" );
level notify( "revive_on" );
}

should work. Let me know ;)

Wow!  That worked.  Thanks so much for the help!  Mind if I ask, how you figured that out? For example, how did you know  the notify function argument was "revive_on"?  Is there documentation somewhere?  I have sublime text set up with the gsc definitions, but it only shows function names, no details on what they do.  I assume that the 'level flag' code corresponds to the kvp 'script_flag' ?

Thanks again for figuring that out!
7 years ago
TRY going to yourmapname.gsc and above zm_usermap::main();
add this line
Code Snippet
Plaintext
level.initial_quick_revive_power_off = true;

havent tested this yet but might do the trick let me know ;)

That worked!...kind of..lol.  The machine now starts off, and shows the message that it needs the power on, however, when I flip the switch it does not turn on.  Again, tried linking the two , without the desired effect.  :(
7 years ago
Hi!

How do I make the 'Quick Revive' perk require power in the BO3 mod tool?  Every other perk machine prefab seems to start associated with the power switch prefab, and requires that you flip the switch before use.  However, the "Quick Revive" is purchasable even before the power is turned on.  I've tried linking the two, but it didn't have the desired result  Thanks in advance!
7 years ago
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.

Oooh. Ok, awesome, thanks for the information.  Now I know where to look, starting with videos on APE.  Probably will save that for after this map now, since I've  already built around the boards. Also, thanks for all the vids you've made! They are super helpful!!
7 years ago
stamp prefab of barricade and change texture of wood with stone

Hmm, I tried this but wasn't able to stamp the actual base prefab, the one consisting of a group of models.  It seems like it is a special case for some reason.  Thank you for the suggestion though, using the stamp prefab proved pretty useful for looking at other prefabs provided in the tool, and elsewhere.
7 years ago
Hello!

I'm creating a map and I would love to have a zombie barricade made out of stone as opposed the standard wooden boards. I was able to put together custom barricades in WaW, but I'm having trouble getting it to work in the BO3 tools (Radiant Black).
Are there any tutorials or guides out there on creating custom barricades in the BO3 mod tools?

Thanks for the help!
7 years ago
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

Good point! I discovered that as well, I've updated the map with dog spawners now and updated both the files and post with version 1.1.


Double Post Merge: January 29, 2017, 07:43:41 am
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).

Thanks for the feedback!  For this map, I wanted to keep it simple and focus on different lines of sight in a constrained space. But, I only playtested it by myself so I can see how with two players it might feel overly simple.  In the next map I make I plan on increasing the scope of things so that if there are multiple players they will have more content available if they choose.   It will probably be for BOIII however, as I want to teach myself that tool next :) (also it is nicer to use, ha ha).
7 years ago
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.

Thanks for the feedback!  I noticed that a lot of the custom maps seemed to have a lot of open space and I decided to go in a different direction.  I find that the confined spaces in some zombies maps helps create a feeling of unease and I like that atomosphere, but I can see how it wouldn't appeal to everyone.

Could you explain a little more what you mean by "the dog round happens as normal"?  I didn't include dog spawners so I am surprised it triggers.  Or do you mean that in the round where you expect dogs it just spawns zombies as normal?

Also "the door to the MP40 and the M1 Carbine" , do you view that as pointless because of how strong the PPSh-41 is?

Cheers
7 years ago
love the old school vibe! cant wait to try it out!

Thanks! Let me know what you think :D
7 years ago
    As the curtain closes on the theatre of war, you find yourself separated from your unit in the shadowy woodlands outside of Berchtesgaden.  The town, eerily deserted, made you uneasy, but you decided not to abandon your mission. You tracked down the german outpost, codename Armsfactory, deep in the heart of the alpine forest.  You felt your blood run cold as among the ruins of the apparently abandoned building, you discover notes of ritualistic experiments.  There are signs of struggle amongst the ruin, and hints of something decidedly...inhuman.  The setting sun gives you just enough time to block the windows as shambling silhouettes begin to appear from between the trees…


    DOWNLOAD LINKS:
    Media Fire:
    Google Drive:


    Berchtesgaden (Armsfactory) consists of one zombies level: ArmsFactory.  The level starts you off in a confined space, limited to a few rooms.  Survive the initial onslaught and you can open additional chambers, accessing much needed firepower and perks.  This level’s gameplay is quite challenging (in my estimation) and it revolves around navigating close corridors and using the holes in the crumbling walls for visibility as well as a means to attack enemies before they reach you. 

    This map includes:

    • 2 zones and multiple rooms connected by hallways and passages formed from holes in the walls
    • Multiple wall weapons:
      Spoiler: click to open...
      • Kar98K
      • M1897 Trench Gun
      • PPSH41
      • MP40
      • M1 Carbine
    • Exploding barrels
    • Perks:
      Spoiler: click to open...
      • Juggernog
      • Speed Cola
      • Double Tap Root Beer
    • Risers

    UPDATE 1/28/17 v1.1
    -Added Zombie Dog spawners to fix empty dog rounds.


    [/list]
    7 years ago
    Howdy y'all!

    This forum and the UGX resources have been a big help with making my first WaW map. Behind the times I know, but I just got a computer that can run the BO3 tools! I'm planning on uploading it soon, so keep an eye out! Cheers and happy modding!

    -r00ster
    7 years ago
    Hello!
    When I try to access the guide to 'Making brushes in Radiant'(located here: https://confluence.ugx-mods.com/pages/viewpage.action?pageId=1146973) via the UGX confluence wiki, I am directed to a confluence login.  I am not able to login with my UGX account.  Is there some way to get a UGX confluence account?  I would also be interested in contributing guides / tutorials to the wiki.

    Thanks for the help!
    7 years ago
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