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Messages - ToXxiCxMoDz

There doesn't seem to be a car model in Radiant and porting a car from a different COD game results in only a part of the car such as the hood or the bottom of the car.
7 years ago
Did you convert the sounds to 48000Hz?
If not, download Audacity, drag and drop your audio, change Hz to 48000, File > Export Audio, "WAV (Microsoft) signed 16-bit PCM" and save
I dragged the sounds in and it automatically sets to 4800Hz
7 years ago
When building my map with my weapon sounds, I get this in the launcher console:

Code Snippet
Plaintext
ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\reload\fly_colt45_mag_in.wav
ERROR:  had invalid RIFF size

ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\wpn_fnp45_fire_plr.wav
ERROR:  had invalid RIFF size

ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\reload\fly_colt45_mag_out.wav
ERROR:  had invalid RIFF size

ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\reload\fly_colt45_slide_forward.wav
ERROR:  had invalid RIFF size

processing...


"D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\\sound\snd_convert.exe"  pc usermaps\zm_behind_stop_and_shop usermaps\zm_behind_stop_and_shop zone_source usermaps\zm_behind_stop_and_shop all zm_behind_stop_and_shop
ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\reload\fly_colt45_mag_in.wav
ERROR:  had invalid RIFF size

ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\wpn_fnp45_fire_plr.wav
ERROR:  had invalid RIFF size

ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\reload\fly_colt45_mag_out.wav
ERROR:  had invalid RIFF size

ERROR: D:\Games\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\m1911\reload\fly_colt45_slide_forward.wav
ERROR:  had invalid RIFF size

done: 0m12.87s

The sounds won't work in the game. Does anyone know what this means?
7 years ago
Also if you don't mind me asking, where do you get all of the level flags from? (intial_blackscreen_passed, etc.)
8 years ago
That worked, thank you so much!
8 years ago
Hey, tried putting the code both above and below the main function, neither worked. Do you know whats wrong? Thanks!
8 years ago
I saw a tutorial on Forums user MakeCent's website on how to do something when the player connects and/or spawns, which can be found here:
https://sites.google.com/site/makecentsgaming/home/bo3-tutorials/on-player-connect-spawn

I can't get it to work. I tried using IPrintLnBold and giving a weapon, but neither worked.

This is the code I used.
Code Snippet
Plaintext
function init(){
callback::on_connect( &on_player_connect );
callback::on_spawned( &on_player_spawned );
}
function on_player_connect(){
        //do stuff each time a player connects
}
function on_player_spawned(){
iPrintLnBold("hi");
}
I tried putting the code above and below the main function, neither worked. Help is greatly appreciated!
8 years ago
UPDATE: Placing both the Pandora's box and the stock treasre_chest prefab makes the Pandora's Box work???

EDIT: I'm really sorry for spamming this thread but, I have got it working by placing multiple mystery boxes. Thanks for the help!
8 years ago
How many have you placed?
The one box I have placed is (when not using treasure_chest prefab) the start version of the mystery box. (treasure_chest_begin for Sniperbolt's prefabs)
8 years ago
I'm having trouble adding a mystery box to my map. Help is greatly appreciated!

Trying to use UGX Mod 1.1 Pandora's Box:

No dialogue to use it, pressing my use key does nothing.

Trying to use Sniperbolt's tutorial prefabs:

Same issue as above.

Using the prefab that comes with the game (zombiemode/treasure_chest.map)

Not the regular dialogue, but pressing the use key does nothing.

Once again, thank you for the help!

Double Post Merge: August 11, 2016, 07:08:01 pm
Can a moderator move this post to mapping instead of modding? I just realized it's in the wrong section. Thanks!
8 years ago
Ey go into raw animscripts and see if you have this file dog_stop

Hey, I just needed to compile map patch and then it worked. Thanks anyways, though!
8 years ago
I created a map using UGX Mod helper to install UGX mod automatically. All is working except when I try to launch my map I get the following error:

Code Snippet
Plaintext
Could not find script "animscripts/dog_stop".
View console for details.

But I can't view console because the console is disabled by UGX.
Thanks for your help!

Double Post Merge: August 10, 2016, 07:01:45 pm
Solved by compiling map patch.
8 years ago
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