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Messages - CrazyRandomzZ

im aware, but im also careless

lasttime i did it that way i ended up overwriting a ton of work by accidentally building my mod again, so now i just wait lol

hmmm if you where editing the scripts and saving them from the mod folder. then when you build the mod next time you will not be overwriting anything. as the file your dragging into the IWD is from the mod folder.

if your editing the file directly from the IWD then yes you would loose all your work. but edit the script from raw/mods/mapname/maps and drag that into the IWD then you wouldn't loose your progress. as next time you build what you already saved.
9 years ago
Quote
This doesnt annoy me, just encourages me to go and look at what I did, then go "ahhh... im a moron", and also means i tend to have a video or skype chat open to entertain me while i recompile like 4 times in a row lol

here is a helpful tip. if your finding yourself scripting and there are errors. instead of recompiling and rebuilding the mod. just open up the IWD in local appdata with winrar and drag the changed file into the IWD. it will overwrite the original. and save you the 10-20 mins it takes to rebuild the mod.

because there is nothing worse then writing a script, building the mod and realizing you used a : instead of ; or missed it completely. 

this saves at least 15 mins each time i do it. all you need to do is make sure your editing the script thats in your mods folder. if you editing a raw file (dont know why you would) then you do have to recompile the map
9 years ago
please dont, my area 51 map is already based on that version of area 51, well, more of the black ops hanger 18 multiplayer map which still takes place in area 51 and is also the start of moon, i cant stop him from doing it but 2 similar maps would be boring

in a way i agree but in another i think it will be anything from boring. seeing how 2 different minds perceive area51 seeing whats similar and whats different. but i wouldn't have a clue how to do the no mans lands :P so your pretty safe there. but think its going to be cool to see what you make compared to what i make. by your screenshots yours might take the lead. Good luck
9 years ago
why is it called area 51 if its "bo2 - Drone Remake?"
(Image removed from quote.)

ah you see the layout will be similar to that of bo2s done. but the interior will have major differences. and i liked the map drone it had the kind of look id like to think part of area 51 would have. surround this area with desert and hangers and it will fit nicely.  instead of being deep in the jungle somewhere. it is based of drone and you will see similar things. but youll see alot of differences as i build more of the map.
9 years ago
so some work done the past few days. its coming along. still far from finished but here we go. worked on more of the exterior. but its taking the longest time. i think when i get to the interior progress will be better. detailing the ext. is a bitch





here is a start the the main chamber, its in really early days.
PAP location and bench are temporary. as you can see its just the stair way. walls roof and detail hasnt been started yet.

9 years ago
have not got any updates at the moment unfortunately. was a way for 2 weeks but soon as i get my ass into gear ill be back into the swing of things. has some time to think how the map is going. and hopeful i can get everything i want in before the end date. so keep any eye out for future updates :) 
9 years ago
one of your walking anims is not precached in _zombiemode, or you didn't use the level.scr_anim for the walking anim.
If you could run the map in developer it will 'crash' with an assert-error telling you wich anim it is..


EDIT: nvm...

reviing old post as i was to hasty to mark as solved. this problem is not fixed. still getting smae problem

my bad im an idiot i had case "sprint": in _zombiemode spawners set to randomintrange (1,7) and it should be(1,4)

thanks bluntstuffy
9 years ago
Working on the PAP room. the map will include a def-con system or a kino teleporter system or a mox of both. yet to be decided but this will be the location of pap. still needs a lot more detail. but you can tell what im going for here ;)


P.S if anyone can get me a good moon rover model please send me a message. i have searched all day with no luck
9 years ago
He he, get a kick when i see that :)

Just so you know tho there is a little bug that i need to fix. If you start to build, stop before the knuckles come out, and start again,after youll be left with no gun in hand. Swapping weapon puts you back to normal but prob allows for a multi gun glitch

Ill update it today

also if you stop at the very end of the knuckle crack it does the same thing. but its not a huge issue most people would try cycle weapon first so not in a hurry. i did have to remove your utility script as it conflicts with my perk scripts :P simply took the functions from the utility that where being called and put them at the bottom of the buildable script :) worked perfect.
9 years ago
Todays edit:

added Buildable thundergun. the thundergun model and script is temporary. but the buildable works pretty good. (provided by harry BO21 Buildables)

also worked on the exterior of the main building. still got alot of mapping to go

! No longer available


P.S the extirorior is still not finished and has placeholder textures while i decide what looks best.

also begun work on the halls. leading to the main chamber.


this area is pretty much done now.
9 years ago
I would guess it is the type of traverse the zombies are going over. Are they risers or window spawners? what traverse prefab did you use in that room ?

its just a normal window. and other that come though are working fine. but ill check now.

EDIT. ok it was just a normal Wall_hop.map changed it to wall_hop_zombie.map fixed the problem. thanks pcmodder
9 years ago
so im not sure what i have done but some of the zombies sprint like solders with weapons in there hands. and im not sure whats happends. most are still the normal sprinting zombies. but other run like this:



more images
Spoiler: click to open...


9 years ago
yeah that would be  the only down side.  as long as the FX isnt to bright. it might only add to the surrounding light. but if the lights to bright it would over power the surrounding light.

so it might be a case of getting a good balance just enough to light it up more
9 years ago
im not sure if this will work but if you can find a way to place this line of code somewhere then it might light up the weapons and hands but not the world. only the players view perspective.

Code Snippet
Plaintext
PlayFxOnTag( level._effect[ "weaponGlow" ], self, "tag_view" );

"weaponglow" would be a simple light FX, Self would be the player (obviously), "tag_view" would be one of the joints above the weapon in the view arms and would stat relatively stationary to the players view. like said, this will only show up for the player and not for other people as other people see the world model.

as to where to place this script. i haven't got a clue. if you cant find a way to join it to the viewhands. then join it to the weapons. and offset the FX so its above the weapon. i know its possible to attach FX to weapons because the tesla does it :) so if you can fugue that out i recon you will be sorted.

This is all theoretical but might work if you can figue out how to attach the FX to the weapon or gun viewmodel.
9 years ago
#include is for files only not a function call.

If you want to call said function then you don't need to do the #include.

 if this is for a new script that is using the _zombiemode file then you remove the ::main[];
is this at the very top? then it should look like this:
Code Snippet
Plaintext
#include maps\_zombiemode;

aslo after using developer 1 press "Shift + `(console key)" this will bring up the console but with the more info. will tell you the exact line and file where the issue is occurring.
9 years ago
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