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Messages - CaryOld

Look in nazi_zombie_sumpf and check for the meteor_trigger() function. This is how a basic "damage trigger" looks like. You can see that they have it set so you can only activate the trigger if you're within a certain distance (maybe so you don't accidently shoot it from across the map) but you can easily remove that. The trigger is an ent spawned in radiant that the function grabs, then waits for a player to damage it, and then does something (which in this case threads a voiceover function, which is where you could thread the next shootable trigger function or change any variables you may want i.e. level.steps_completed= 1 etc etc).
 
Triggers are always in "while" loops but you can remove the outter "for" loop because that makes it so it runs separatly for each player. You probably want it so once a player shoots it, then that step is completed and no one can shoot it. Or look at the Fly Trap easter egg. That one's interesting because it might help you more once you understand the basic trigger in sumpf. It starts with one trigger, that leads to 3 more being created, and then once all 3 are shot then something happens.
Thank you for your reply but allow me to be more specific. I have around 30 radios in my map that play sounds when knifed/shot. I wouldn't require the player to activate them in a certain order, the easter egg video would become available once all 30 radios have been played in no particular order.  Also if I'm not mistaken I don't have those files you mentioned because I'm modding in BO3 for this map.
2 years ago
Hi everyone,
 
I'm looking to see if anyone is able to help me with a script for my maps easter egg. I unfortunately don't have any scripting knowledge so I'm starting from scratch.
 
I'm looking for my easter egg to involve shooting/knifing a large number of triggers in my map, once all triggers are hit, another trigger will spawn in on a control panel in my map, upon activing the control panel trigger, a cinematic screen would descend from the ceiling and play a video. When the video concludes, another trigger would spawn in a different location allowing the player to buy an ending.
 
This task may be way more than I can chew, but at the very least I'm willing to comprimise with the moving video screen. If anyone has the knowledge to help me out here, feel free to message me on here or on Discord at CaryOld#4452. Thanks
2 years ago
I ported the MW2 Intervention into my map and it works perfectly well except the texture is missing for the scope on the regular version and the scog sight on the packed version. Also for some reason I cant pack a punch the normal version
Sorry just realized I didn't download the MW2 common asset pack
2 years ago
I ported the MW2 Intervention into my map and it works perfectly well except the texture is missing for the scope on the regular version and the scog sight on the packed version. Also for some reason I cant pack a punch the normal version
2 years ago
Hi guys, after working with the Waw Mod tools for a while, I decided to give the Bo3 tools a go and so far I like it a lot better. I wanted to start this thread to raise some insight on two errors that I get on a consistent basis. I haven't seen much on these errors as far as the forums go.
 
(ERROR: MAX_MAP_NODES)
 
As far as I've found, the pathnoding on Bo3 is much different for zombies than in Waw. There's no pathnoding process at all really, which is great cause it was so tedious in Waw. The first few times I got this error it was because some of the pathways I made for my zombies spawns were too narrow or just disconnected from the map, easy fix. However, I'm getting this error on a spot of my map that doesn't even contain a zombies spawner or any complexity at all to the layout, it's simply one wall in one room of my map with a flat floor thats giving me this error. I tried making the brushes detail instead of structural but it did nothing. It should be noted that my map is fairly large in size.
 
(ERROR: MAX_MAP_LEAFS)
 
This one I think has to do with having too many brushes inside one another. I find it weird though because it comes and goes at random points while I'm mapping, even after making sure that I'm building without using any intersecting points.
 
I'm just hoping that some of the more informed mappers on here could give me some insight here and maybe future mappers could reference this as well. Also I'm hoping someone can tell me that I can read an error file or something to see where these errors are occuring exactly.
 
- CaryOld
 
 
 

Double Post Merge: March 27, 2022, 08:46:45 am

Update:
 
I was able to get the Max nodes error to disappear after deleting the portion of my map that I built directly before getting the error. After that victory, I left that part of the map alone and started to build again on a different portion of my map the error came back. I'm starting to think that I may have exceeded a possible brush limit? I made everything but my floors. ceilings, and stairs detail brushes but no change.
 
After running into the error again, I left what I had just built in place and deleted an area of my map that previously gave me problems, and now the max nodes error is gone but I'm now getting the max leafs error. Maybe my mapping skills aren't what they should be but I've always been cautious to avoid having brushes intersecting with one another.
 
My map info is attatched in the image below
 
https://imgur.com/a/HEPkhBS
2 years ago
Hey guys
 
So i'm all done with my zombies map and I made a download for it today to test it out on co-op. The map works perfectly as I intended, however when I go to play my map via Plutonium with a friend, the player who is not the host experiences a couple of major game breaking glitches. The glitches go as follows
 
     - The player cannot obtain a new weapon aside from the starting pistol, neither from a wall buy or the mystery box. When said player does either of those things the points are taken away, but the player remains with only the starting pistol.
 
     - The game takes a 5 second lag spike everytime a zombie swings on the player that isn't the host. From the hosts perspective these are mere freezes but from the second players view it says connection interrupted.
 
These glitches make my map almost completely unplayable, and after 4 months of hard work its honestly very disappointing, but I don't even know where to look to fix these glitches, The solo experience works flawlessly. I dont know if this sort of thing is allowed on these forums, but I would be willing to pay someone in order to help me out with this, I really just wanna play my creation with my buds. If payment for help is a no-no on here than of course I'll refrain from doing so but I'd really appeciate any sort of guidance. Im listing The specs of my map below.
 
NOTE: I may be an idiot for this, but I was told not to compile my mapname_patch along with Bluntstuffys panzer, so tomorrow I'm gonna make a new release after compiling with the _patch file to see if this makes a difference. Will make sure to keep the forum updated on my progress
 
Game:
COD WAW
 
Assets from other creators:
Harrys Bo21 Perks
Bluntstuffys Panzersoldat
A mirage of weapons from CFGFactory
Bluntstuffys Soul Chests
 
Again, any help is so greatly appreciated, I can be reached on Discord at CaryOld#4452.
Update:
 
Came to find that it was a bugged version of Harrys perks that was causing this bug. I uninstalled it and put in Gympie6 perks and it works on co-op flawlessly.  
2 years ago
Maybe replace the harry scripts with the default scripts if you didnt do that.
Did that and I was able to fix it. It was Harrys version of the dlc3code.gsc that was causing this. Thank you for the advice!
2 years ago
So I just recently uninstalled HarryBo21s perks from my map to get rid of some co op glitches. I got a new perk pack now but I think Harrys perks re program the power switch settings somehow. Right now when I make a new power switch I walk up to it and all I see is a grey hand and nothing happens. This happens to me both with Harrys switch and the sniperbolts prefab. If anyone can help its greatly appreciated
2 years ago
Hey guys
 
So i'm all done with my zombies map and I made a download for it today to test it out on co-op. The map works perfectly as I intended, however when I go to play my map via Plutonium with a friend, the player who is not the host experiences a couple of major game breaking glitches. The glitches go as follows
 
     - The player cannot obtain a new weapon aside from the starting pistol, neither from a wall buy or the mystery box. When said player does either of those things the points are taken away, but the player remains with only the starting pistol.
 
     - The game takes a 5 second lag spike everytime a zombie swings on the player that isn't the host. From the hosts perspective these are mere freezes but from the second players view it says connection interrupted.
 
These glitches make my map almost completely unplayable, and after 4 months of hard work its honestly very disappointing, but I don't even know where to look to fix these glitches, The solo experience works flawlessly. I dont know if this sort of thing is allowed on these forums, but I would be willing to pay someone in order to help me out with this, I really just wanna play my creation with my buds. If payment for help is a no-no on here than of course I'll refrain from doing so but I'd really appeciate any sort of guidance. Im listing The specs of my map below.
 
NOTE: I may be an idiot for this, but I was told not to compile my mapname_patch along with Bluntstuffys panzer, so tomorrow I'm gonna make a new release after compiling with the _patch file to see if this makes a difference. Will make sure to keep the forum updated on my progress
 
Game:
COD WAW
 
Assets from other creators:
Harrys Bo21 Perks
Bluntstuffys Panzersoldat
A mirage of weapons from CFGFactory
Bluntstuffys Soul Chests
 
Again, any help is so greatly appreciated, I can be reached on Discord at CaryOld#4452.
2 years ago
Hi,
 
I recently installed the UGX Jukebox for my new map and I'm trying to put them into my new map. I converted the sounds in the launcher but the size of the wav files are still too large for the game to handle. I try to compile my map but it says "out of memory" could anyone give me advice? The default songs that come with the jukebox are as small as 2mb but mine are in the 10s I read online a bit about ADPCM encoding but have no clue how to do it.I exported my songs all at 16 bit pcm.
 
thank you,
 
Cary
2 years ago
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