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Messages - halodude423

Hey! As far as the default texure box you're speaking of, where does it occur? is it the model that comes back out of the PaP machine or is it an issue with the weapon's model itself? Thanks!
I actually found it. There was a model p7_zm_vending_packapunch_weapon that was missing a bunch of stuff that for some reason seems to come out with any weapon in pap.
 
And thanks for responding, it's awesome that we can have these within the community i know it's a shit ton of work.
2 years ago
Hey! As far as the default texure box you're speaking of, where does it occur? is it the model that comes back out of the PaP machine or is it an issue with the weapon's model itself? Thanks!
It's the world model that comes out of the pap machine.  
2 years ago
Anybody in here have a fix for the default texture box when using pap in game?
 
Curious if anyone has seen it or fixed it since looking through APE I don't see anything that stands out as missing.
 
Thanks.
2 years ago
Hi how are you? try your advantages and they work wonders. the only problem is that when you fall with the quick revive the zombies do not move away. Another problem in the script is that the boxes do not move from the same area. I mean, you finish using the box and it reappears there. any solution? Thank you
The box moving doesn't have to do with this really, in _zombiemode_weapons there is a function listed here:
Code Snippet
Plaintext
if( level.script == "nazi_zombie_asylum" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_paris" || level.script == "nazi_zombie_coast" || level.script == "nazi_zombie_theater")
    {
        level.chest_index++;

    /*    while(level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
        {    
            level.chest_index++;
        }*/

        if (level.chest_index >= level.chests.size)
        {
            //PI CHANGE - this way the chests won't move in the same order the second time around
            temp_chest_name = level.chests[level.chest_index - 1].script_noteworthy;
            level.chest_index = 0;
            level.chests = array_randomize(level.chests);
            //in case it happens to randomize in such a way that the chest_index now points to the same location
            // JMA - want to avoid an infinite loop, so we use an if statement
            if (temp_chest_name == level.chests[level.chest_index].script_noteworthy)
            {
                level.chest_index++;
            }
            //END PI CHANGE
        }

        //verify_chest_is_open();
        wait(0.01);
           
    }
    level.chests[level.chest_index] show_magic_box();
   
    //turn off magic box light.
    level notify("magic_box_light_switch");
    //PI CHANGE - altered to allow for more than one object of rubble per box
    unhide_magic_box( level.chest_index );
   
}
Where it says level.script == "nazi_zombie_factory" you have to add your map name to one of those. Depending on how you have it set up, so if it starts with nazi_zombie then use nazi_zombie_YOURNAME if it's just a name for example "Lab" use that. Just watch your capitilization on your name if it's one word and doesn't have nazi_zombie infront of it. I had that issue and i couldn't find a fix forever. Don't change anything else in this function btw.
3 years ago
you could just make max ammo a wall buyable
i found code online a while ago where it spawn a max ammo but once its gone (picked up, or dissappears if not picked up. like normal) its gone. i havent figured out how to keep it there permanently until picked up. so i created a max ammo wall buyable

I did figure it out in some way but i was looking to have it have the steps of the extra buttons and all more like an easter egg. In fact it does mostly work but I get issues where sometimes only parts of it work. For example it gets to the point where I can hit the main switch that is waiting for the two script flags from the others and i hit the button but once it goes past that it doesn't do the next step of letting me push the button again and sometimes it lets me go through the whole script but stops changing the hintstring at some point even though it does everything else. Very inconsistant.
   
In anycase if i only use a shorter version of the steps(the second set of code is currently in and working i believe) but nothing changed just taking out some steps from the door script (originally i had made it a door) it works as far as I can see. Just not sure why it doesn't let me do more steps when it originally did and had no issues. In anycase it works enough to be called usible just not as long as i would of liked since it's super buggy if i mess with it more.



(code for what i would like to work(and what did work in the begining), and the bottom one is code that currently works

EDIT:

The code shown to work at the bottom said to work still has accosional issues of hintstrings not updating but the script itself is still working fine not sure what it is with hintstrings. Thanks for anying able to help with hintstrings or give advice.
Code Snippet
Plaintext
main()
{

    flag_init("trigger1_door_activated");
    flag_init("trigger2_door_activated");
    thread secret_trigger_1();
    thread secret_trigger_2();
    thread secret_door();
}

Secret_trigger_1()
{
    trigger1_cost = 3000;
    trig1 = getEnt("secret_trigger","targetname");
    trig1 SetCursorHint( "HINT_NOICON" );
    trig1 setHintString("Turn On Power First To Resume Powerup");
    flag_wait("electricity_on");
    trig1 setHintString("Press and hold &&1 To Resume Powerup of System (1 of 2) [" + trigger1_cost + "]");
    trig1 waittill("trigger", player );
    if( player.score >= trigger1_cost )
        player maps\_zombiemode_score::minus_to_player_score( trigger1_cost );
    flag_set("trigger1_door_activated");
    trig1 delete();
}

Secret_trigger_2()
{
    trigger2_cost = 3000;
    trig2 = getEnt("secret_trigger2","targetname");
    trig2 SetCursorHint( "HINT_NOICON" );
    trig2 setHintString("Turn On power First To Resume Powerup");
    flag_wait("electricity_on");
    trig2 setHintString("Press and hold &&1 To Resume Powerup of System (1 of 2) [" + trigger2_cost + "]");
    trig2 waittill("trigger", player );
    if( player.score >= trigger2_cost )
        player maps\_zombiemode_score::minus_to_player_score( trigger2_cost );
    flag_set("trigger2_door_activated");
    trig2 delete();
   
}

secret_door()
{
    door = getEnt("secret_door","targetname");
    door SetCursorHint( "HINT_NOICON" );
    door setHintString("Must Turn On power First");
    flag_wait("electricity_on");
    door setHintString(&"ZOMBIE_HALTED");
    flag_wait("trigger1_door_activated");
    flag_wait("trigger2_door_activated");
    flag_clear( "trigger1_door_activated" );
    flag_clear( "trigger2_door_activated" );
    door setHintString(&"ZOMBIE_RE");
    door waittill("trigger", player );
    door setHintString(&"ZOMBIE_WAIT");
    wait 60;
    players = get_players();
    for( i = 0; i < players.size; i++ )
    {
    players[i] playsound("door_slide_open");
    }
    door setHintString(&"ZOMBIE_MA");
    door waittill("trigger", player );
    players = get_players();
    for ( i = 0; i < players.size; i++ )
    {
        primaryWeapons = players[i] GetWeaponsList();
        players[i] playsound( "full_ammo" );

            for( x = 0; x < primaryWeapons.size; x++ )
            {

                players[i] GiveMaxAmmo( primaryWeapons[x] );
            }

    }
    door delete();
}
Code Snippet
Plaintext
    flag_init("trigger1_door_activated");
    flag_init("trigger2_door_activated");
    thread secret_trigger_1();
    thread secret_trigger_2();
    thread secret_door();
   
   
   
   
    Secret_trigger_1()
{
    trigger1_cost = 0;
    trig1 = getEnt("secret_trigger","targetname");
    trig1 SetCursorHint( "HINT_NOICON" );
    flag_wait("electricity_on");
    trig1 setHintString("Press and hold &&1 To Restart System");
    trig1 waittill("trigger", player );
    if( player.score >= trigger1_cost )
        player maps\_zombiemode_score::minus_to_player_score( trigger1_cost );
    trig1 delete();
    flag_set("trigger1_door_activated");
}

Secret_trigger_2()
{
    trigger2_cost = 0;
    trig2 = getEnt("secret_trigger2","targetname");
    trig2 SetCursorHint( "HINT_NOICON" );
    flag_wait("electricity_on");
    trig2 setHintString("Press and hold &&1 To Restart System");
    trig2 waittill("trigger", player );
    if( player.score >= trigger2_cost )
        player maps\_zombiemode_score::minus_to_player_score( trigger2_cost );
    trig2 delete();
    flag_set("trigger2_door_activated");
   
}

secret_door()
{
    door = getEnt("secret_door","targetname");
    door SetCursorHint( "HINT_NOICON" );
    door setHintString("Must Turn On power First");
    flag_wait("electricity_on");
    door setHintString(&"ZOMBIE_HALTED");
    flag_wait("trigger1_door_activated");
    flag_wait("trigger2_door_activated");
    door setHintString(&"ZOMBIE_MA");
    door waittill("trigger", player );
    players = get_players();
    for ( i = 0; i < players.size; i++ )
    {
        primaryWeapons = players[i] GetWeaponsList();
        players[i] playsound( "full_ammo" );

            for( x = 0; x < primaryWeapons.size; x++ )
            {

                players[i] GiveMaxAmmo( primaryWeapons[x] );
            }

    }
    door delete();
}
3 years ago
I'm looking to spawn a powerup (either by script_struct or otherwise) using scripts when a trigger is pressed.

EDIT:
I have done a little digging into stock scripts and I have come up with this(i have also put it into it's own file as well).

One big issue I have is that the flags will be set (i have pushed to two buttons) but it won't let me hit the main switch and it doesn't update the hint string to the next part (still using &"ZOMBIE_HALTED" as if they buttons are not pushed.

The better half can't figure it out and she is a devop dev so i came here.
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{

    flag_init("trigger1_door_activated");
    flag_init("trigger2_door_activated");
    thread secret_trigger_1();
    thread secret_trigger_2();
    thread secret_door();
}

Secret_trigger_1()
{
    trigger1_cost = 3000;
    trig1 = getEnt("secret_trigger","targetname");
    trig1 SetCursorHint( "HINT_NOICON" );
    trig1 setHintString("Turn On Power First To Resume Powerup");
    flag_wait("electricity_on");
    trig1 setHintString("Press and hold &&1 To Resume Powerup of System (1 of 2) [" + trigger1_cost + "]");
    trig1 waittill("trigger", player );
    if( player.score >= trigger1_cost )
        player maps\_zombiemode_score::minus_to_player_score( trigger1_cost );
    flag_set("trigger1_door_activated");
    trig1 delete();
}

Secret_trigger_2()
{
    trigger2_cost = 3000;
    trig2 = getEnt("secret_trigger2","targetname");
    trig2 SetCursorHint( "HINT_NOICON" );
    trig2 setHintString("Turn On power First To Resume Powerup");
    flag_wait("electricity_on");
    trig2 setHintString("Press and hold &&1 To Resume Powerup of System (1 of 2) [" + trigger2_cost + "]");
    trig2 waittill("trigger", player );
    if( player.score >= trigger2_cost )
        player maps\_zombiemode_score::minus_to_player_score( trigger2_cost );
    flag_set("trigger2_door_activated");
    trig2 delete();
}

secret_door()
{
    door = getEnt("secret_door","targetname");
    door SetCursorHint( "HINT_NOICON" );
    door setHintString("Must Turn On power First");
    flag_wait("electricity_on");
    door setHintString(&"ZOMBIE_HALTED");
    flag_wait("trigger1_door_activated");
    flag_wait("trigger2_door_activated");
    door setHintString(&"ZOMBIE_RE");
    door waittill("trigger", player );
    door setHintString(&"ZOMBIE_WAIT");
    wait 10;
    players = get_players();
    for( i = 0; i < players.size; i++ )
    {
    players[i] playsound("door_slide_open");
    }
    door setHintString(&"ZOMBIE_MA");
    door waittill("trigger", player );
    players = get_players();
    for ( i = 0; i < players.size; i++ )
    {
        primaryWeapons = players[i] GetWeaponsList();
        players[i] playsound( "full_ammo" );

            for( x = 0; x < primaryWeapons.size; x++ )
            {

                players[i] GiveMaxAmmo( primaryWeapons[x] );
            }

    }
    door delete();
}
3 years ago
This is a known issue, i didn't figure out how to fix (no tutorials or anything on it) it i just used a different perk pack, that had some things missing as well but at least had some tutorials for fixing it on the forums and was pretty quick to fix.
4 years ago
Very true, we've been play testing it and changing some things here and there. Not too sure how much i'll change as of now as i'm starting a bo3 version with a lot more refinment that will take a lot longer to make. But eventually i'll put out a newer update for waw. Thanks for trying it out, first map glad it's not afwul.
4 years ago



Lab of undisclosed research gone wrong. You find yourself in a locked research lab, find your way to survival or die trying.
Map mostly based on Der Riese/Kino Style with the use of standard WaW Weapons. Map is said to be pretty hard by Beta Testers. It has 6+ main areas to explore, with a teleporter seperating a small portion of the map.

                                                                                   

Features:
            Map:

6+ unique rooms/areas to expolore. Teleporter seperates certain areas to limited availability along with a door that uses two switches on the wall to activate.
  • FG42 Scoped (and upgrade)
  • DP28 (and upgrade)
Easter Egg:
Basic Easter egg consisting of two buttons needed to open certain rooms in teleport area.

          Perks:
  • Juggernog
  • Speedcola
  • PHD Flopper
  • Double Tap
  • Stamin Up
  • Mule Kick
  • Quick Revive
  • Electric Cherry

PAP:
PAP will be accessed through the teleporter and one buyable door.
Updates
1.2:
  • Lighting fixes
  • Texturing details
  • Upper area changes
4.0: (yes there was a reason to go to 4.0, well at least on my end. Mosly being lazy lol)
  • Included more full FX:
    • Water
    • Lighting
    • Ambient
  • Changed certain perk placement
  • Improved balance of gameplay
  • Door sizes in some areas
  • Zombie counter
  • Fixed clipping for desks
4.1:
  • Increased zombie counts in lower rounds (2+ zoms each round from original for round 1 and 2)
  • Fixed clipping for a specfic location
  • Added thompson with drum mag to map in place of tompson on wall with regular still in box
  • Made it so Mule and PHD would randomly swap every 4 rounds including round 1 (random as in sometimes they may not even swap
4.2:
  • Improved balance for Thompson with Drum mag
  • Added Scoped FG42 (has slightly more ammo than normal FG, only in box)
  • Added DP28 (only in box)
  • Changed PHD and Mule swap to once, when the game starts. Random, may or may not swap them still
  • Fixed issues with spawning algorithum glitching in some cases
5.1:
  • Fixed and added multiple moving box locations
  • Changed FG42 Scoped World model to proper model (shows up with scope in box/PAP and to other players) as well as muzzle flash for custom upgraded guns to proper upgraded one color
  • Fixed recoil being very low on FG-42 Scoped
  • Added 2 easter eggs( 1, secret room(guns) opened with big red button. 2, max ammo given after following directions on main switch in power room)
  • Removed Drum Thompson as there was no proper world model
  • Fixed certain windows; most notably in spawn room.
  • Added clipping under stairs
  • Added whole other area past storage room with box initial spawn with changed perk placement and DP28 wall buy.
  • Fixed most FX on map.
                                                                                                                           ​​​​​​*T4M IS NEEDED*
www.mediafire.com

                                                                                                                            ​​​*T4M IS NEEDED*
Special Thanks To:
alaurenc9 - Power door script.

jei9363- Perks System (Fixed and modified)

daedra descent - Thompson(drum), Scoped FG
MrDunlop4 - DP28

All my Testers
4 years ago
I too am trying to figure out how to add images to a post, where would i get urls to images I have, would having them in drive work. Is there no option to just upload an image? If this is a requirement i would like to know how to make this work.

EDIT: Actually did figure this out, use google photos instead of drive.
4 years ago
Yes this is totally possible. Your lights need to be real lights. Not just adding a light to your map (if you just add a light and leave it you notice that no shadows are added when rendered). This can be done by setting the light to PRIMARY_OMNI or PRIMARY_SPOT and setting it up with an info_null (right click menu) and selecting the light first then the info_null and hitting w. Then while just selectiing the light hit n and do this for the kvps:

targetname:light_electric
intensity:0.001
script_float:1

Script float is what it will change to once the power is activated and intensity is what it will be before.
Be sure to set up the light properly with PRIMARY_OMNI or PRIMARY_SPOT and the info_null and don't make the fov_outer bigger than 120 or else it won't render it right and keep the fov_inner lower or the same as the fov_outer.
Also as a side note lighting may be weird before you put in your script_brushes (if using those for your doors) not really an official thing but i noticed that when messing around with lighting.
4 years ago
I'm looking to change out the models of some of my perk machines with the sumpf versions, obvously just changing it in the model in the prefab isn't enough (tried) i need to change it in some triggers or some script struct so that the perk on model is the sumpf version as well. Any help is appreciated, thanks.
4 years ago
When i compile my map I get the error (Error -1073741819). This isn't a brand new map it's a map i have been working on and worked before but it doesn't tell me what it is that is causing the error. Anyone know where i could find this? Thanks!
4 years ago
I ended up getting that function to work properly which is awesome. But i'm not sure if i'm just not remembering right but when i use mulekick it doesn't give me a third gun if it's from the wall only from the box. I feel like this wasn't the way it was before when i used it and none of the guys i have testing can remember just wondering if anyone else has this or if it's just how it is with this and i just don't remember well. Either way thanks!
4 years ago
That's fine, anyone know about the functions i would use to add this in? I don't mind doing it and i do know how to program (C++) but i figure if there is one already i could at least work off of. Either way it works great otherwise.
4 years ago
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