UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - WilhelmWulf

Thanks, I had to try a few different times, but I've gotten the trap to work; I later removed it after a few plays and it felt like it made the level too easy.  And I was a little disappointed that there are only two lights that work with the power, neither of which I wanted.

I'm just playing around with the pack a punch now, and trying to make the map fun and interesting.

Thanks again everyone for being so patient with me.
11 years ago
Thanks Phil,

I had been through most all of my level name stuff looking for it.


Can some one point me toward a tutorial on how to build the electric traps, and lights that come on with the power?  Every time I think I find one, the section is blank.

Thanks
11 years ago
Very cool, thank you for that.

Though, I still can't seem to fix the problem with my fog.  Is there a setting for it somewhere other than in my map.gsc?
11 years ago
Sorry for the double post, but I figured out what's wrong.

It turns out I set up the zones in my gsc wrong.  When I first set it up, I didn't really understand the way it worked, but I've read a little more on it, and set it up to get all the spawns working when they're supposed to:

    add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
    add_adjacent_zone( "initial_zone", "zone2", "enter_zone2" );
    add_adjacent_zone( "initial_zone", "zone3", "enter_zone3" );
    add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
    add_adjacent_zone( "zone3", "zone5", "enter_zone5" );

Originally it was set up for all my rooms to be in a line, so when I opened zone3, it would assume that zone2 was open, when it wasn't.  I've got it all working now though.

I'd like to ask another question though, about the expfog.

I set up the expfog the way this tutorial said to:
http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_Fog

It works for the most part, but when the Dog round comes and goes, the fog goes away. 

Is there some other way that this kind of fog is supposed to be set up for zombie mode?

Also, the Browning 1919 doesn't have a firing sound.

Thanks again.
11 years ago
I see.  But I'm still having a problem where zombies in zone2 are spawning when I've opened zone3, 4 and 5, even if zone2 isn't open.  I'm fairly certain that I've got the radiant work set up right, and you've seen my .gsc

I'm just frustrated that I don't understand whats wrong.
11 years ago
Is there any real disadvantage to linking the zombie spawners to the door instead of the zone?  And just have the zone deal with the Dog Spawns?

As in having the line go from the door to the spawners, rather than from the info_volume?  That was the way I was doing it before I had the zones set up, and it seemed to be working fine, but you guys have more experience with this than I do.
11 years ago
The KVP's I've got for the door are:

Code Snippet
Plaintext
"spawnflags" "1"
"script_angles" "0 95 0"
"targetname" "door1"
"classname" "script_brushmodel"
And DYNAMIC PATH is checked

My door Tigger KVP's:

Code Snippet
Plaintext
"script_flag" "enter_zone2"
"target" "door1"
"zombie_cost" "1000"
"targetname"  "zombie_door"
"classname" "trigger_use"

And the KVP's for the zone are:

Code Snippet
Plaintext
"target" "zone2_spawners"
"targetname" "zone2"
"classname" "info_volume"
11 years ago
I've gone through and looked over everything, double checked the zone names and the door triggers, I even went through and renamed the doors, just in case.   Should I be seeing a line from the door to the zone in radiant?
11 years ago
Okay, thanks, the zombies are moving around my map wonderfully now.

But, I've found that I've got this weird glitch where when I'm standing in my zone 5 area, the zombies in zone 2 will spawn, even if zone 2 hasn't been opened yet.

I can't really decipher what this scripting says, but I suspect that that what's wrong, would some one take a look at it for me please?:

Code Snippet
Plaintext
dlc3_zone_init()
{

add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
add_adjacent_zone( "zone4", "zone5", "enter_zone5" );
/*

Thanks again.
11 years ago
Thank you so much, that tutorial worked great.

Um, are there any general tips that anyone can give me for placing pathnodes?  The way that I have them placed, I get all blue lines, but the zombies can seem to figure their way up the stairs, or around a corner in a hall.

Thanks for being so patient with me.
11 years ago
Thank you, I've copied the settings for the Dog spawn on that church level over, and they're working now.

Lately though, I've set up zones in my map, linked to spawners, but none of the zombie/dog spawns will work outside of the start area will activate.  Near as I can tell, I've set them all up the same, save for the name, and the zombie/dog spawner names, but the other areas won't work.
11 years ago
I tried what you said, and still no luck.
11 years ago
But, that is what I have on my map

11 years ago
No, the wall isn't a script_brushmodel, I even remade it to make sure.

Now, when I set up the info volume, like the tutorial says, nothing spawns, no zombies, and still no dogs.
11 years ago
Loading ...