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Messages - Мика Тян

bro and where is the link to the file? I'm a beginner, where should I throw all these files?
10 months ago
bro where can I get models like in the video?
10 months ago
hey bro, I did everything as in the instructions and there are no errors, but the boss does not appear. I played until the 20th wave but he didn't show up
10 months ago
This model pack contains 65 models from Origins. Most of these models are useful for detailing the map and also giving that Origins feeling.
 
MEGA Download:
mega.nz

 
MediaFire Download:
www.mediafire.com

 



 
When looking for models search
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origins_
Pack also includes the model_export and source_data incase you want to change anything.
ty u very much bro
10 months ago
Numan's Powerup Pack
Downloadable Powerups for Custom Maps.
 
Normal Version

www.ugx-mods.com
 
Gympie6's Perks Version
(This version assumes you already have installed Gympie6's Perks.)
 
www.ugx-mods.com
Please read the instructions given inside the download. Please back up any files you edit.
 
Includes
These Can Be Disabled/Enabled as the user wishes.
 
Fire Sale
Death Machine
Unlimited Ammo
Bonus Points
Revive All Players
Random Perk
Upgrade Weapon
Random Weapon
Zombie Blood
 
Plenty of Configuration.
(Configuration is inside the `_numan_powerups.gsc` file.)
 
Content
 
Fully Ported BO1 Death Machine (Not a bad one)
 
(Image removed from quote.)
 
Ported/Custom Powerup Models
 
(Image removed from quote.)
(Image removed from quote.)
(Image removed from quote.)
 
 
BO1 Style Powerup FX
(Glows Blue instead of Green when the powerup only effects the player grabbing it)
 
 
(Image removed from quote.)
 
 
 
 
Credits
 
Gympie6
(Shader Functionality​​​)
 
AllMoDs
(Animation Guidance)
 
UGX + Community
(Scripting Reference + Assistance)
 
Testers
 
FXTURTLES
Lightning
Trebor_UK
ReubenUKGB
krimzon
 
Please give your feedback/issues below.
hi bro, everything works fine, but after adding bonuses, after a round with dogs, the box stops working
10 months ago
 
Just a fun script i came across a few days ago, have it laying around for ages but not going to use it myself prob so why not upload it?
 
Instructions included in the dl as well.
 
 
Add this to a .csv:
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// mortar strike
sound,mortar_strike,,,
weapon,sp/mortar_strike
material,hud_icon_m8_white_smoke
xmodel,projectile_us_smoke_grenade
xmodel,mortar_shell
fx,weapon/satchel/fx_explosion_satchel_generic
fx,blst_custom/streak_marker_smoke
fx,misc/fx_ui_airstrike_smk_green



Open _zombiemode, around line 60-70 you'll see similar line's. Add this one:
 
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maps\_blst_mortar_strike::init();

 


( this might be a bit different in your version of _weapons, so pay attention! )
open _zombiemode_weapons, and look for this line inside the treasure_chest_give_weapon() function:
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if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" ) )

Add this part to it:
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|| weapon_string == "mortar_strike"

 
So it looks like:
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if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" || weapon_string == "mortar_strike" ) )



Next a few lines down, you'll see this line:
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if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" )

This time we're going to add:
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&& weapon_string != "mortar_strike" 

So in the end it looks like:
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if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" && weapon_string != "mortar_strike" )



 
Next look for the function treasure_chest_give_weapon(), and in there look for these lines:
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self GiveWeapon( weapon_string, 0 );
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );

Right ABOVE those lines, paste in these new ones:
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if( weapon_string == "mortar_strike" )
{
self thread maps\_blst_mortar_strike::player_give_mortar();
play_weapon_vo("zombie_cymbal_monkey");
return;
}

 


Dont forget to add the weapon 'mortar_strike" to both dlc3_code and _zombiemode_weapons, like you would with any other weapon.
 


If you want to give the players a mortar strike in another way then through the box, use this line of code ( using 'give' in the console will not work!! ):
 
player thread maps\_blst_mortar_strike::player_give_mortar();
 
 
 
The Script:
Spoiler: click to show...
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#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;

////////////////////////////////////////////////
///// Mortar Strike:   /////
///// by: BluntStuffy   /////
///// Please give credit when used..       /////
////////////////////////////////////////////////

init()
{
// level thread test_mortar_strike(); // put this line back in to get a mortar strike 3 seconds after the game starts ( for testing )

level.mortar_drop_count = 35; // amount of mortars that will be launched

level.mortar_damages_other_players = false; // if other players can take damage from your mortar strike

level.player_mortar_radius = 250; // radius of effect of the mortars on the players
level.player_mortar_damage = 50; // max damage from a mortar, when a player is in the center of the radius

level.zombie_mortar_radius = 300; // radius of effect of the mortars on zombies
level.zombie_mortar_damage = 1200; // max damage from a mortar, when a zombie is in the center of the radius

    level._effect = loadfx( "misc/fx_ui_airstrike_smk_green");
    level._effect = loadfx( "weapon/satchel/fx_explosion_satchel_generic");
level._effect = loadfx( "weapon/grenade/fx_trail_rifle_grenade" );
precachemodel( "mortar_shell" );

}

test_mortar_strike()
{
wait 3;

player = get_players();
for( i=0 ;i 0.3 )
{
refs = ;
refs[refs.size] = "guts";
refs[refs.size] = "right_arm";
refs[refs.size] = "left_arm";
refs[refs.size] = "right_leg";
refs[refs.size] = "left_leg";
refs[refs.size] = "no_legs";

zombs[i].a.gib_ref = animscripts\death::get_random( refs );
zombs[i] thread animscripts\death::do_gib();
}

zombs[i] dodamage( damage, self.origin, player );
// iprintln( "zombie damage: "+damage );
}
}
}
its doesnt work
 
10 months ago
unknow item servant pls help
10 months ago
hi bro, I'm a newbie too, have you solved this problem
12 months ago
In the forum there are tutorials on how to add weapons to your mod, you need to add them to your _zombiemode_weapons and dlc3_code
please tell me where to find this tutorial on adding custom weapons??
12 months ago
I don't understand why you want to know where it can be found.
If the weapons are added to your mod I guess it it is encrypted inside: mod.ff
otherwise: MAPNAME.ff
please help me to which folder I need to drag the weapon prefabs (box) to add them to the radante
12 months ago
where should I put these files???
 
12 months ago
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