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Messages - killer2r2

Also if you aren't using power for turning on lights already you could just use that method and instead change the lighting state when the triggers are activated.
yea, I'm searching for something without chainging the lightning state.

Quote
You can probably create a light fx and spawn it via script. Maybe something like Playfxontag on a spawned script model. I haven't tried this yet but i know some stock fx have lights in them. Then you can delete the spawned script model to delete the fx

I'm gonna try this. If anybody happen to know how to write a script for lights, I'll be glad if you comment and help.
7 years ago
Pretty simple, I would like to to turn a few lights on and off by pressing 2 triggers.

I've tried servral thing but nothing seems to work.

Thanks for helping.
7 years ago
Hey, I'm making a custom door script, but for some reason I can't figure out how to activate the zone via script. I've set the zone's kvp properly and added it using "add_adjacent_zone". I tried using
Code Snippet
Plaintext
level notify("enter_zone1");
But it didn't work.
I ask for someone to show me how to activate the zone, or even better, show me where to find the original "zombie_door" script.
Thanks in advance.
7 years ago
Alternatively you could try using script_brushmodels.

lol, I obviously meant script_brushmodels.

I'm not sure what you are planning to do with the dynamic brush model, but if you're trying to do something like a buy-able door with it, you may have to put clipping where the dynamic brush model is when not in use, and then use a script to remove the clipping whenever the door is gone or whatever it is you are using for. The zombies should then recognize the clipping and walk around it, and if they still don't, you may have to map out their pathing using a nav_volume volume.

Hope this helps!  :) Not entirely sure how this will work but it's the best I can come up with off the top of my head.

I'm planning something very similar to the walls in the crazy place on origins. I'll try the clipping thing. hopefully it'll work. By the way, can you please explain how to use nav_volumes?
7 years ago
"Com_ERROR: Server Disconnected - Clientfield Mismatch. 

Check host TTY output for client & server clientfield registration details."

I get this every time I'm running my map. Then get kicked to the loading screen.

Why?

8 years ago
Just added dynamic walls to my map (using brushmodels). The problem is, when there is a brushmodel wall between me and the zombie the zombie tries (unsuccessfully) to walk through the wall, and not around it. It seems like brushmodels are causing some kind of error with the path system of the zombies. How can I make dynamic walls and bypass this issue?
8 years ago
I'm having a similar problem with a different script (_zm_pack_a_punch.gsc). Even just adding a few simple "iprinln" lines won't appear when running the map.
8 years ago
Hey there.
I've made some minor changes to "_zm_pack_a_punch.gsc", saved it in my map/scripts/zm folder and added it to the zone file:
scriptparsetree,scripts/zm/_zm_pack_a_punch.gsc

Those changes does not appear when running the map.  It appears that the mod tools does not compile this script.

What am I doing wrong? There are no errors or warnings from any kind...
8 years ago
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