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Messages - Phil168912

Howdy,

Thanks to myself, god & the lovely, cool & very helpful discord community. i bring you this... aim assist :)

link to script:
https://mega.nz/file/h8pDQKTL#sKgj1xmG3ya9JShgef9T_6TJl1gWSg2YttLUcZAbkSU
link to my utility file which includes handy shortcuts: :)
https://mega.nz/file/9xQm2bzS#8RtHqP9b5Y2MSVYcJzTtT7MtQWM3wezvI1LRgcDgQQI

link to video of it in action:
https://www.youtube.com/watch?v=OtEkNxs8ies&ab_channel=PhilGibson

installation instructions:
add the auto aim file to ur mod

add:
maps\_zm_auto_aim::init(); in ur mapname.gsc
under:
maps\_zombiemode::main();

NOW: important.. either add my utility file to ur mod too or remove:
me() from within the script.
& replace it with:
players = get_players();
for(i=0; i<players.size; i++)
players thread main();

Then tick boxes in launcher / build mod.


Have fun
Phil
4 months ago
Hello.

1st of all credits to my boi Stepbro for helping me out with quite a few coop tests.
also credit to Bluntstuff(i think) coz i have 2 functions(gun_move_up_and_down & gun_spin) & the code used in both of them is from his _digsite script.
& ofc anyone else that ive sadly & unforgivably forgot to mention.

Basically if you have mule kick, then have a 3rd weapon, then go down into laststand. this will spawn ur 3rd weapon on the maps start point structs(this is where players 1st spawn upon game start). & then you'll have 2mins to grab the 3rd weapon back. if you dont have mule kick b4 grabbing ur 3rd weapon back, then you will still remain with a total of 2 weapons.

Tested & works in both solo & coop. | also your teammates can trigger it for you(dw they wont get the weapon).

Setup instructions within the top of the gsc file.

link to gsc file:
https://mega.nz/file/Q44xDKwI#VzpW8yNGD5EYRa7sVtPGkhm7FbSLnukUkp5JmKsiWv8

utube vid:
https://www.youtube.com/watch?v=pSQRP6K-sBg&ab_channel=PhilGibson


Have fun
Phil
5 months ago
credits to Stepbro & shippuden1592
here(with help from above), i have created a enemy health bar indicator. which shows 5 stages of health.

link to file:
https://mega.nz/file/VkZh3A5I#0qzO3XtmwtvgsKsv7_EV2LBLZe6GC1t8npYoEyaI5OU
utube vid:
https://www.youtube.com/watch?v=blx0yxbou4M&ab_channel=PhilGibson

download the .zip then extract it anywhere.
add the folders to where they need to go(its self explanatory).
then open the gsc file & follow instructions.

if any issues pm me on ugx discord(Phil81334).

Have fun
Phil
5 months ago
Treminator(UGX) scripted a Bo3 timed gameplay script. i just edited it for WAW as ive not seen any other "easy to install" timed gameplay scripts.

UPDATED:
instruction within gsc file that show you how to remove:
rounds, round sounds, round chalk.

link to gsc file:
https://mega.nz/file/kl5QnCDI#w8x4rVb8zzRWTHvSdALk0HKEydpGFQn1N20Yh3X3DvI

link to video:
https://www.youtube.com/watch?v=4tbUeBsVa4k&ab_channel=PhilGibson

Setup instructions are at the top of the gsc file.
If asked for a decryption key: PM me on ugx discord(Phil81334) & ill update this with the key.


Have fun
Phil
5 months ago
Some peeps havent added a custom perk mod & have then realised that quick revive doesnt work in solo mode(by default).
i played around with this a while back & then after helping someone out with it yday i thought id release a "how to".

file link:
https://mega.nz/file/t8wmHTTL#FKNZkujgqrmg4kPfj5KD0tclc86SM0js4A5UFy-VX_w
download this file & add it to your mod>maps folder. tick in launcher(iwd section etc).
then read the top comments in the file on how to set it up. :)

credits to bamskater coz the file is basically ripped from his perk mod(whether he's the "originator of that file or not, idk").

Have fun
Phil
5 months ago
Howdy,

Here i have created a Random Item Spawner Script.

CREDITS:
Dr.Dronken
Gympie
LilGabe
& others from Discord.

Link to the .zip folder which contains both gsc files & the map_source.map file which has the item location spawners in.
https://mega.nz/file/QhISWbqD#DY0wWJgE6x8VyS2CDTdI9iZwtijS6PMeJqZKEPgbMh4

Video: [Warning - May contain strong language lol]
Note: You can't hear me perfectly whilst im playing in-game but when game is closed you can hear me fine. This vid is 1hr 15mins long(HOLY SHIT RIGHT!), so watch, dont watch(i wouldnt blame you). lol

Update: even with 720p utube quality & the recording program set to best settings, for some reason notepad++ is blurry! apologies.
Anyway here's the vid:
https://www.youtube.com/watch?v=pZnp1exZr9Q&ab_channel=PhilGibson

Installation:
in your mapname.gsc i.e root>mods>mapname>maps>mapname.gsc file [mapname means Your Map Name].

add-
maps\_updated_rand_item_spawner::init();

under-
maps\_zombiemode::main();

Then-

Download the Random_item_spawner file.
Open the .map file in radiant and select all 12 item locations(script_origin & trigger == 1 item location.).
Open your map in radiant & place in what ever item locations you want to use. You dont have to use all 12.
Place both gsc files in ur mapname>mods folder.
Play around with the User Settings in the _updated_rand_item_spawner file.
Build mod/compile map.



Hope you enjoy it!
Phil
5 months ago
Howdy,

Here i have created scripted zombie spawners(all types) & dog spawners.
For zombie spawners "all types" i mean:
risers
barriers
&
non-barrier-non-riser.

CREDITS:
MakeCents - for his "freakshow" spawner mod. From his mod i was able to understand how spawning works.
I figured out how to spawn risers, dogs and barrier zombs by myself. But only after what i learnt from MakeCents mod. So props to him!
& of course the "gang":
JohnDoe
Numan
Dr. Dronken
 - for all their help along the way. :)

Link to the steam mod folder
https://mega.nz/file/RgQElLrY#18T7xXlRXH6YEJiX9XXGrR0yzWGgFIU4Jg9rp4mqg2Q

Link to the map_source file
https://mega.nz/file/xhQkWZxI#nDpoFWMFi_1y1-wrk5DnfMBoOWx2XvU0SV3_wYQaoys

End result video:
https://www.youtube.com/watch?v=h6ChVamMO_g&ab_channel=PhilGibson
Video Note: I triggered the riser spawner trigger twice and the reason 1 spawns in start_zone is becuase the struct in front of the trigger is a start_zone struct and obv the 1 in the other room is the start_zone/start_zone struct. More details on why this is, is mentioned below.

NOTE:
For Risers:
The riser spawners only spawn on "start_zone" riser structs atm.
When i figure out how to change that ill then update this.
Theres no code bugs that im aware of. The risers only spawning on start_zone structs is only due to my lack of knowledge.
But ill figure it out at some point and update this as mentioned above.

For Dogs:
To use scripted dogs you have to have dogs enabled(obv) & then also have a start_zone volume and start_zone dog struct but... your dogs will spawn on your struct.

Installation:
Download the .zip file and add the-
scripted_dogs.gsc file
& the-
scripted_zombies.gsc file to your root>mods>mapname>maps folder

Downlaod the map_source file. Then open it and copy what ever spawners/trigs you want to use.

in mapname.gsc
add-
maps\scripted_zombies::init();
thread maps\scripted_dogs::init();
under-
maps\_zombiemode::main();

Then-

open _zombiemode_spawner.gsc

search-
zombie_think() func

then under-
else
{
    max_dist = 500;
}

add-
if( isDefined( self.script_string ) && isSubStr( self.script_string, "non_barrier_non_riser" ) )
{
    self zombie_setup_attack_properties();
    self thread find_flesh();
    return;
}
if( isDefined( self.script_string ) && isSubStr( self.script_string, "zomb_group" ) )
{
    self zombie_setup_attack_properties();
    self thread find_flesh();
    return;
}
Hope you enjoy it!
Phil
7 months ago
Howdy,

Here i have created a Player Heath Script. It has 'Nothing' to do with 'engine' health. Meaning that being hit by a zombie or taking any kind of damage for that matter will not affect this scripted health.

I've set it up so Full Health lasts for 30 minutes. If playing Solo mode & you have the Quick Revive perk then you'll go into last stand when this health hits 0. If you don't have quick revive then Game Over. However if playing in Co Op mode then when your health hits 0 you will Always goes into laststand.
In both modes once you go down(into laststand) you get 30 seconds of health before going down again unless of course you buy food.

On-screen displayed health(bottom left goes down by 5 at a time, until you hit 5 health, in which it'll then go down by 1 at a time.
1 health == 18 seconds.
5 health == 90 seconds.
100 health == 30 minutes.

CREDITS:
HitmanVere - i guess because i'm using the same approach that he helped me with on the power generator script i released.
"some dude on ugx" - who posted a topic about using a hud to display engine(player health). Ive since deleted that bookmark so i dont know his name but i am essentially using the same example he provided in his tut.
& of course the "gang":
JohnDoe
Numan
Dr. Dronken
 - for all their help along the way. :)

Link to the _player_health.gsc file
https://mega.nz/file/BkJxTK7I#eGb1VN3xzzu5eNHgt3YvmrlOZnzp1V7u9-_sL3yz3hA

End result video:
https://www.youtube.com/watch?v=W9GmJceX3kA&ab_channel=PhilGibson
NOTE: The messages in the middle of the screen & the top left are for testing purposes & of course to speed up the video by purposely reducing health quicker.

Installation:
in your mapname.gsc i.e root>mods>mapname>maps>mapname.gsc file [mapname means Your Map Name].

add-
maps\_player_health::init();

under-
maps\_zombiemode::main();

Then-

Download the _player_health.gsc file and place it in root>mods>mapname>maps folder
Open radiant and make a trigger_use brush. Give it a kvp of:
targetname
buy_food_trig
This will be where you buy food from(obv). aha

Tick the _player_health box in the 'IWD File List' on the build mod tab(launcher) & you should be good to go.
Hope you enjoy it!
Phil
7 months ago
Howdy,

Here i have created a Power Generator Script. This will control the "off/on-state" for perks & lights(inc light models), as well as enabling/disbling perks trigs along with any other "powered machine" you wish to add to it.
Its quite handy for maps that rely on lights & also for those who just want to add a little something extra to ur map to keep players busy then this'll do that too aha.

CREDITS:
TheRevenantSkull - for helping me out with understanding "turning fx's on/off" on an earlier version of this.
HitmanVere - for helping me out with understanding how to make a var a global one and for the general approach of the buy/deposit fuel func.
"some dude on ugx" - who posted a topic about using a hud to display engine(player health). Ive since deleted that bookmark so i dont know his name but i am essentially using the same example he provided in his tut.
& of course the "gang":
JohnDoe
Numan
Dr. Dronken
 - for all their help along the way. :)

Link to the whole steam(not appdata) mapname mod folder:
https://mega.nz/file/Bl4UTZoI#_9zI7pY0R0hiqzpzLxKlFmosdV8mv88TVDOEVrpVUAI

Link to the map_source file:
https://mega.nz/file/Y9x0SbqA#zrVbnjfBBXLFMoFFsWfg_nXho4JLKM2VLFBdiFbGgak
I've incuded the map_source file coz i have setup the lights kvps pretty well as seen in the video so if you wish to use them for ur map then open the map and copy the light & info-full. Or if you want to build off this template map then feel free to do so.

End result video:
https://www.youtube.com/watch?v=Nlq44ORuwhs&ab_channel=PhilGibson
NOTE: in this video ive set the "tank limit" to 15 seconds for testing purposes & to obv show you its on/off state w/out the video lasting for 30mins lol
However: In the mod folder download ive set the "full tank limit" to 30 minutes with each fill up consisting of 5 minutes(6 fill ups for a full tank) with each fill up costing 500 points(3000 points for a full tank).
Installation:
in your mapname.gsc file

add-
maps\_powered_stuff::init();

below-
maps\_zombiemode::main();

and either comment out or delete this-
level.DLC3.useElectricSwitch = true;

close mapname.gsc

//------------------

add-
_powered_stuff.gsc file to root>mods>mapname>maps folder
&
_lights.csc file to root>mods>mapname>clientscripts folder

//------------------

add your "on-state" models to your mod.csv like so-

xmodel,lights_indlight_on
xmodel,lights_berlin_subway_hat_100
these are the 2 "on"_models i used.

also add your "on-state" models to _zombiemode.gsc

search-
precache_models()

heres how i have the 2 i used setup in that func-
//on-state models
precacheModel("lights_indlight_on"); //wall light model
precacheModel("lights_berlin_subway_hat_100"); //ceiling light model

close _zombiemode.gsc

//------------------

in dlc3_code.gsc

search-
if( isDefined( level.DLC3.useElectricSwitch ) && level.DLC3.useElectricSwitch )

and it will bring you to the if/else part. it will look like this-
if( isDefined( level.DLC3.useElectricSwitch ) && level.DLC3.useElectricSwitch )
{
    level thread power_electric_switch();
}
else
{
    level thread power_electric_switch_on();
}

either delete or comment out this if/else.

now... search-
power_electric_switch()

& either delete or comment out the entire function.

close dlc3_code.gsc

//------------------

in _zombiemode_perks.gsc search-
activate_PackAPunch()

and you will see this line-
self setmodel("zombie_vending_packapunch_on");

comment that line out.
for those who dont know you can "comment stuff out" by simply putting // before a line of code... like so-

//self setmodel("zombie_vending_packapunch_on");  <--- this line of code will now NOT get executed.

ok... moving on.

in these functions-
turn_revive_on()
turn_sleight_on()
turn_jugger_on()
turn_doubletap_on()

comment out the setModel line & thread perk_fx line

search-
perk_fx( fx )

comment out the playfx line.

close _zombiemode_perks.gsc

//------------------

open radiant and either delete the power switch script_struct & replace it with a script_origin & give it this kvp-
targetname
power_switch_fx

or...

simply open the generator_map.map file and copy the power switch ive used.

//------------------

now compile the level and build the mod and you should be done.
if you have any issues(maybe i forgot a step?) then message me on ugx discord- Phil81334
Hope you enjoy it!
Phil
7 months ago
hey are you able to update the download link plz? thanks
8 months ago
Howdy,

Basically Bluntstuffy released an Achievement mod which saved your, you guessed it. Achievments.
I just added functions to it for it to also save:

Perks
Weapons
Ammo: Stock & Clip
Monkeys
Betties
Grenades
Level
Points
Player location, used for custom gamemodes as explained in the gsc file. However you can use this for default "Rounds" zombies too.

Its not by any means "great" but it works. just be patient and gentle with it lol
You will have to disable starting loadout weapons & grenades as they get in the way with the "track and update func." But i will have it so upon next release you can enable starting weapons and grenades, as you have to disable them for now.
Just simply add a zombie_colt & 500 points trigger in ur map and then upon game_start activate that trigger. That'll do for now.

CREDITS:
Bluntstuffy of course.
TheRevenantSkull - for helping me out with some scripting things.
& of course the "gang":
JohnDoe
Numan
Dr. Dronken
 - for all their help along the way. :)

Dont worry about crediting me if your using this, just credit Bluntstuffy as without what he done, i wouldve never been able to do what i done.
Plus all i really care about is people thinking of/creating new and exciting things and then sharing/releasing those things, coz without releasing the modding content remains stale. Sharing is caring folks. People can learn from/edit/improve upon/gain inspiration from other peoples released mods. So share your shit folks! XD

See it in action:
https://www.youtube.com/watch?v=TEmYOWbRPDY&ab_channel=PhilGibson

Links for gsc and csv file:
EDIT: lol i added the wrong gsc version. ive now added the proper one as of 06:58am - 18/04/2021
I doubt anyone downloaded the other one but if you did use this. The other one accounts for saving dogs & zombie spawners which will get in the way of default "Rounds" zombies.

https://mega.nz/file/8sJ1CAIR#L7lUeJ7MQBeuPS_i4gxf_MoZ2RT3DZtAxmmgWsL6EgI-  gsc
https://mega.nz/file/U542BQrS#4ATh4dFARFDc5tkuGT1x3h_HlH7lNjZfbJY4vrsHL8o - csv

gsc files goes in root>mods>mapname>maps
csv file goes in root>raw>mp

Edit both as you wish.

As for knowing how to correctly add/edit the csv, read this:
https://www.ugx-mods.com/forum/scripts/55/tut-adding-achievements-to-your-map/10935/msg165198#msg165198

Add-
maps\_blst_achievements::init();
in _zombiemode.gsc as seen below.


NOTE: You Must disable starting grenades and weapons otherwise edit the code yourself which should be easy enough considering my "simpleton" coding lol

Disabling starting weapons in _loadout.gsc


NOTE: disabling these will also mean you wont get 2 grenades after each round. If you wish to still get 2 grenades upon a new round then just add the code for it in _zombiemode.gsc, round_think() func under this line- level notify( "between_round_over" );. Should work. If not message me on WAW Discord - Phil81334.
Disabling starting grenades in _zombiemode.gsc
(1/2)


(2/2)


This is how i have the locations setup, this is of course just 1 out of the 4 locations. It's just a trigger_multiple & script_origin.
They only need a Targetname kvp which you can find in the gsc file.


Check/tick gsc file in launcher.
Build mod.
Have fun.

p.s check out MakeCents website: https://sites.google.com/site/makecentsgaming/home
Theres quite a few cool things on there incuding a gsc tutorial.

Mods i like that hes got on there:
1) Turn any gun into a Thundergun.
2) Door keypad which the user, uses there mouse to literally click on the keypad buttons.
3) Freakshow spawner.
and more.
8 months ago
great stuff man. ik the acheivements can be "saved" when restarting the map. But what about when you quit out of the game to the desktop, then reload waw/map. will they still remain?

Double Post Merge: April 13, 2021, 01:17:39 am

sorry to be a pain but do you think you could add a "remove_from_stat" func? and im not referring to the reset func. my stats will be fluctuating throughout the game so as you have already scripted a "add_to_stat" func, i need a "deduct_from_stat" func. :)

EDIT: nvm i realised i could deduct through the add func aha

EDIT2: great stuff for releasing this mod man you're a life saver!

EDIT3: This is what i managed to do with your mod - https://www.ugx-mods.com/forum/scripting/50/save-feature-for-custom-zombies/19658/msg165280#msg165280 :)
8 months ago
Howdy.

This script will basically turn-off friendly fire.
So watch out for each others thrown grenades and spraying bullets.

 &&

A player will be selected at random who will have a "cure" so to speak. Zombies will ignore that player for X amount of time. This time can be adjust by yourself.
 ( this is ideally for those who want to have a little fun by avoiding zombies & your buddies. )
*** untested but should work ok, ill test tomorrow... or when i get an actual decent nights sleep.***

Credits:
TheRevenantSkull - for pointing out teams to me.
& of course:
JohnDoe
Numan
Dr. Dronken
 - for all their help along the way. :)

Simply add-
thread free_for_all_main();
under-
maps\_zombiemode::main();

Then add this to the bottom of your mapname gsc file.
// This handles friendly fire.
free_for_all_main()
{
    players = [];
    players = get_players();
    p1 = players[0];
    p2 = players[1];
    p3 = players[2];
    p4 = players[3];
   
    p1.team = "allies";
    p2.team = "tom";
    p3.team = "dick";
    p4.team = "harry";

// This handles which player gets temporarily "cured" for X amount of time.  It cycles throughout the whole game so don't worry, everyone will get a turn!

    // Duration that no one is cured.
    // 1-5mins. adjust as you wish.
    time = [];
    time[0] = 60;
    time[1] = 120;
    time[2] = 180;
    time[3] = 240;
    time[4] = 300;
   
    // How long a player is cured for.
    // 1-5mins. adjust as you wish.
    is_cured_time = [];
    is_cured_time[0] = 60;
    is_cured_time[1] = 120;
    is_cured_time[2] = 180;
    is_cured_time[3] = 240;
    is_cured_time[4] = 300;
   
    while(1)
    {
        wait(time[randomInt(time.size)]);
        player = randomInt(players.size);
        player.ignoreme = true; //means they wont attack you
        player.is_zombie = true; //means they stop following you
        player.team = "axis"; //axis is zombies
       
        wait(is_cured_time[randomInt(is_cured_time.size)]);
        player.ignoreme = false;
        player.is_zombie = false;
        if(player == p1)
            player.team = "allies";
        else if(player == p2)
            player.team = "tom";
        else if(player == p3)
            player.team = "dick";
        else if(player == p4)
            player.team = "harry";
    }
}
Build mod.
Have fun.
8 months ago
theres way too many questions needed to be answered when trying to follow this mess
8 months ago
download file is no longer available
9 months ago
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