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 - Exo²


Instructions
Step 1: Copy these files from raw/maps/ to mods/your_mod_name/maps/
 
Quote
_zombiemode.gsc
_zombiemode_spawner.gsc
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 2: In _zombiemode_spawner.gsc, find delayed_zombie_eye_glow() and replace with:
 
Code Snippet
Plaintext
delayed_zombie_eye_glow()
{
    wait 1.5;
    self zombie_eye_glow();
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 3: In _zombiemode.gsc, find if( IsDefined( ai ) ) and replace with:
 
Code Snippet
Plaintext
        if(IsDefined(ai))
        {
            ai hide();
            ai.ignoreme = true;
            ai thread magic_bullet_shield();
            spawnPos = spawn_point.origin - (50, 0, 0);
            ai ForceTeleport(spawnPos, ai.angles);
            Playfx(level._effect["lightning_dog_spawn"], spawn_point.origin);
            playsoundatposition("pre_spawn", spawn_point.origin);
            wait(1.5);
            playsoundatposition("bolt", spawn_point.origin);
            Earthquake(0.5, 0.75, spawn_point.origin, 1000);
            PlayRumbleOnPosition("explosion_generic", spawn_point.origin);
            playsoundatposition("spawn", spawn_point.origin);
            wait(0.1);
            ai show();
            ai stop_magic_bullet_shield();
            ai.ignoreme = false;
            level.zombie_total--;
            ai thread round_spawn_failsafe();
            count++;
        }


3 months ago
I see. I'll try to make one. I can't promise it though.
3 months ago
Step 1: Copy _zombiemode_dogs.gsc from raw/maps/ to mods/your_mod_name/maps/
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 2: Find set_zombie_var("dog_fire_trail_percent", 50); and add below it:
 
Code Snippet
Plaintext
    set_zombie_var( "dog_type_chooser", 0 );    // 1 = Enable variation in dog types
    set_zombie_var( "dog_type_exploder", 0 );     // Exoploding
    set_zombie_var( "dog_type_normal", 0 );        // Ordinary
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 3: Find dog_fx_trail() and replace the entire function with:
 
Code Snippet
Plaintext
dog_fx_trail()
{
    if(level.zombie_vars["dog_type_chooser"])
    {
        if(level.zombie_vars["dog_type_exploder"])
        {
            self.a.nodeath = true;
            self.fx_dog_trail_type = level._effect["dog_trail_fire"];
            self.fx_dog_trail_sound = "dog_trail_fire";
        }
        else if(level.zombie_vars["dog_type_normal"])
        {
            self.fx_dog_trail_type = level._effect["dog_trail_ash"];
            self.fx_dog_trail_sound = "dog_trail_fire_breath";
        }
    }
    if(level.zombie_vars["dog_type_chooser"] == 1)
    {
        if(level.zombie_vars["dog_type_exploder"] == 1)
        {
            self.a.nodeath = true;
            self.fx_dog_trail_type = level._effect["dog_trail_fire"];
            self.fx_dog_trail_sound = "dog_trail_fire";
        }
        else
        {
            self.fx_dog_trail_type = level._effect["dog_trail_ash"];
            self.fx_dog_trail_sound = "dog_trail_fire_breath";
        }
    }
    else
    {
        if(randomint(100) > level.zombie_vars["dog_fire_trail_percent"])
        {
            self.fx_dog_trail_type = level._effect["dog_trail_ash"];
            self.fx_dog_trail_sound = "dog_trail_fire_breath";
        }
        else
        {
            self.a.nodeath = true;
            self.fx_dog_trail_type = level._effect["dog_trail_fire"];
            self.fx_dog_trail_sound = "dog_trail_fire";
        }
    }
    self.fx_dog_trail = Spawn("script_model", self GetTagOrigin("tag_origin"));
    self.fx_dog_trail.angles = self GetTagAngles("tag_origin");
    self.fx_dog_trail SetModel("tag_origin");
    self.fx_dog_trail LinkTo(self, "tag_origin");
}

3 months ago
I don't quite understand. Do you mean skipping the round break on specific rounds?
3 months ago
Here's the link to learn how to use it: UGX Easy-FX
Feel free to join the UGX Discord if you need any help. Everyone is there to assist you.
3 months ago
You could try changing this effect color in the FX editor to a yellow:
Code Snippet
Plaintext
fx_zombie_light_glow_green
fx_zombie_light_glow_red

Or you can simply download the attachment below.
3 months ago
Is this a custom map? I think it's best to use Gympie6's Script Placer to avoid any trouble.
This is the best way to start a custom map.
 

 
However, if you already have a map, follow these steps:
 
Step 1: Generate a map using Gympie6's Script Placer.
Step 2 Choose your preferred options for the map source.
Step 3: Select your preferred features options.
Step 4: Replace the generated .map file in the map_source folder with your existing map.
Step 5: Set up the perk prefabs using Gympie and remove the old ones you currently have.
Step 6: For finalization, review Gympie's instructions.
3 months ago
Short story, but the map details are incredible, and the gameplay is highly satisfying.
It perfectly captures the vibe of golden-era campaigns.
Thank you for the release! <3
3 months ago
Guide to setting up a round break system
 

Installation
Instructions
Step 1: Navigate to your raw/maps/ folder and copy _zombiemode.gsc into your mods/your_mod/maps folder
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 2: Locate the entire thread named: init_flags()
Add the following code at the end of that section
Code Snippet
cpp
flag_init("exo_round_break_wait");
flag_init("exo_round_break_active");
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 3: Look for the level thread named: chalk_round_hint()
Add the following code at the end of that section
Code Snippet
cpp
flag_set("exo_round_break_wait");
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 4: Locate the function named: wait( level.zombie_vars["zombie_between_round_time"] );
Replace it with the following code
Code Snippet
cpp
if(level.round_number >= 1)
{
    flag_wait("exo_round_break_wait");
    level.exo_round_break_status = false;
    flag_clear("exo_round_break_active");
    players = get_players();
    for(i = 0; i < players.size; i++)
    {
        players[i] exo_round_break_hud_clean();
    }
    wait 0.05;
    flag_set("exo_round_break_active");
    level.exo_round_break_status = true;
    players = get_players();
    for(i = 0; i < players.size; i++)
    {
        if(isAlive(players[i]) && !players[i] maps\_laststand::player_is_in_laststand())
        {
            players[i] thread exo_round_break();
        }
    }
    timeoutTime = 20;
    startTime = getTime();
    while(level.exo_round_break_status)
    {
        if(getTime() - startTime > (timeoutTime * 1000))
        {
            level.exo_round_break_status = false;
            break;
        }
        wait 0.05;
    }
    flag_clear("exo_round_break_active");
    flag_clear("exo_round_break_wait");
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 5: Locate the entire thread named: round_think()
Add the following code outside, at the end of the thread
Code
Code Snippet
cpp
exo_round_break()
{
    self endon("disconnect");
    self endon("death");
    level endon("between_round_over");
    self exo_round_break_hud_clean();
    if(!isDefined(level) || !isDefined(level.exo_round_break_status))
    {
        level.exo_round_break_status = true;
    }
    if(!flag("exo_round_break_active"))
    {
        return;
    }
    self.exo_round_break_text1 = undefined;
    self.exo_round_break_text2 = undefined;
    self.exo_round_break_text3 = undefined;
    if(self maps\_laststand::player_is_in_laststand() || !isAlive(self))
    {
        return;
    }
    exo_round_break_time = 15;
    self.exo_round_break_text1 = exo_round_break_hud(self);
    if(isDefined(self.exo_round_break_text1))
    {
        self.exo_round_break_text1 setText("ROUND BREAK");
        self.exo_round_break_text1.fontScale = 1.2;
        self.exo_round_break_text1.color = (0.6, 0, 0);
    }
    self.exo_round_break_text2 = exo_round_break_hud(self);
    if(isDefined(self.exo_round_break_text2))
    {
        self.exo_round_break_text2 setText("Press & hold ^3Enter ^7to Begin");
        self.exo_round_break_text2.fontScale = 1;
    }
    self.exo_round_break_text3 = exo_round_break_hud(self);
    if(isDefined(self.exo_round_break_text3))
    {
        self.exo_round_break_text3 setText(exo_round_break_time);
        self.exo_round_break_text3.fontScale = 1;
    }
    wait 2;
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1 moveOverTime(1.5);
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2 moveOverTime(1.5);
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3 moveOverTime(1.5);
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1.y = 12;
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2.y = 24;
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3.y = 38;
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1.alpha = 0;
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2.alpha = 0;
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3.alpha = 0;
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1 fadeOverTime(2);
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2 fadeOverTime(2);
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3 fadeOverTime(2);
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1.alpha = 1;
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2.alpha = 1;
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3.alpha = 1;
    wait 1;
    while(exo_round_break_time > 0 && isDefined(level.exo_round_break_status) && level.exo_round_break_status)
    {
        if(!isAlive(self) || self maps\_laststand::player_is_in_laststand())
        {
            break;
        }
        wait 1;
        if(isDefined(self.exo_round_break_text3))
        {
            if(exo_round_break_time <= 5)
            {
                self.exo_round_break_text3.color = (0.6, 0, 0);
            }
            self.exo_round_break_text3 setText(exo_round_break_time);
        }
        if(self buttonPressed("enter"))
        {
            level.exo_round_break_status = false;
            break;
        }
        exo_round_break_time--;
    }
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1 moveOverTime(1.5);
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2 moveOverTime(1.5);
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3 moveOverTime(1.5);
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1.y = -25;
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2.y = -25;
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3.y = -25;
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1 fadeOverTime(0.5);
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2 fadeOverTime(0.5);
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3 fadeOverTime(0.5);
    if(isDefined(self.exo_round_break_text1)) self.exo_round_break_text1.alpha = 0;
    if(isDefined(self.exo_round_break_text2)) self.exo_round_break_text2.alpha = 0;
    if(isDefined(self.exo_round_break_text3)) self.exo_round_break_text3.alpha = 0;
    wait 0.5;
    level.exo_round_break_status = false;
}
exo_round_break_hud_clean()
{
    if(isDefined(self.exo_round_break_text1))
    {
        self.exo_round_break_text1 destroy();
        self.exo_round_break_text1 = undefined;
    }
    if(isDefined(self.exo_round_break_text2))
    {
        self.exo_round_break_text2 destroy();
        self.exo_round_break_text2 = undefined;
    }
    if(isDefined(self.exo_round_break_text3))
    {
        self.exo_round_break_text3 destroy();
        self.exo_round_break_text3 = undefined;
    }
}
exo_round_break_hud(player)
{
    exo_round_break_hud_create = newHudElem();
    exo_round_break_hud_create.foreground = true;
    exo_round_break_hud_create.x = 0;
    exo_round_break_hud_create.y = -25;
    exo_round_break_hud_create.alignX = "center";
    exo_round_break_hud_create.alignY = "middle";
    exo_round_break_hud_create.horzAlign = "center";
    exo_round_break_hud_create.vertAlign = "top";
    return exo_round_break_hud_create;
}

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 6: Locate the function named: set_zombie_var( "zombie_between_round_time", 10 );
Change the numeric value from 10 to 5
Code Snippet
cpp
set_zombie_var( "zombie_between_round_time", 5 );
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 7: Locate the function named: set_zombie_var( "zombie_spawn_delay", 2 );
Change the numeric value from 2 to 1
Code Snippet
cpp
set_zombie_var( "zombie_spawn_delay", 1 );


3 months ago
Guide to fixing dog round fog after clearing

Instructions

Step 1: Navigate to your raw/maps/createart/ folder and look for your_mapname_art.gsc. If there is nothing there, then it's in your mod folder.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 2: Open your_mapname_art.gsc and locate the thread fog_settings(). There will be no editing here.
your_mapname_art.gsc
cpp
fog_settings()
{
    start_dist = 440;
    halfway_dist = 3200;
    halfway_height = 225;
    base_height = 64;
    red = 0.533;
    green = 0.717;
    blue = 1;
    trans_time = 0;
    if( IsSplitScreen() )
    {
        start_dist = 440;
        halfway_dist = 3200;
        halfway_height = 225;
        cull_dist = 4000;
        maps\_utility::set_splitscreen_fog( start_dist, halfway_dist, halfway_height, base_height, red, green, blue, trans_time, cull_dist );
    }
    else
    {
        SetVolFog( start_dist, halfway_dist, halfway_height, base_height, red, green, blue, trans_time );
    }
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 3: Copy the code SetVolFog into a separate text editor temporarily and modify it to look like this: start_dist to 440
As you can see, I just copied and replaced the start_dist value with the specific number 440. Do exactly the same for the other values.
Code Snippet
cpp
SetVolFog( 440, 3200, 225, 64, 0.533, 0.717, 1, 5 ); // Replace trans_time to 5
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 4 (Stock): Navigate to your raw/clientscripts/ folder and open your_mapname_fx.csc. If there is nothing there, then it's in your mod folder. Find the threads dog_start_monitor() and dog_stop_monitor(). By default, they should look like this
 
Step 4 (UGX): Navigate to your raw/clientscripts/ folder and open dlc3_code.csc. If there is nothing there, then it's in your mod folder. Find the threads dog_start_monitor() and dog_stop_monitor(). By default, they should look like this
your_mapname_fx.csc
cpp
//
// Pulls the fog in
dog_start_monitor()
{
    while( 1 )
    {
        level waittill( "dog_start" );
        //SetVolFog( 75.0, 80.0, 380, -40.0, 0.16, 0.204, 0.274, 7 );
        //SetVolFog( 229.0, 400.0, 115.0, 200.0, 0.16, 0.204, 0.274, 7 );
        SetVolFog( 229.0, 200.0, 380.0, 200.0, 0.16, 0.204, 0.274, 7 );
        //VisionSetNaked(0, "zombie_sumpf_dogs", 7 );
       
    }
}

//
// Pulls the fog in
dog_stop_monitor()
{
    while( 1 )
    {
        level waittill( "dog_stop" );
        SetVolFog( 404.39, 1543.52, 460.33, -244.014, 0.65, 0.84, 0.79, 6 );
        //VisionSetNaked(0, "zombie_sumpf", 4 );
       
    }
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 5: Inside the dog_stop_monitor() replace the SetVolFog the one you made in other separate text editor. It should be like this
your_mapname_fx.csc
cpp
//
// Pulls the fog in
dog_stop_monitor()
{
    while( 1 )
    {
        level waittill( "dog_stop" );
        SetVolFog( 440, 3200, 225, 64, 0.533, 0.717, 1, 5 ); // Replace trans_time to 5
        //VisionSetNaked(0, "zombie_sumpf", 4 );
       
    }
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 6: If you don't want any dog fog at all, find this and either comment it out or remove it
your_mapname_fx.csc
cpp
// level thread dog_start_monitor();
// level thread dog_stop_monitor();

3 months ago
Guide to replacing chalk hud with numbers
 

Instructions

Step 1: Navigate to your raw/maps/ folder and copy _zombiemode.gsc into your mods/your_mod/maps folder
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 2: Open _zombiemode.gsc and locate this thread
Code Snippet
cpp
chalk_one_up()
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 3: Replace the entire thread of chalk_one_up() with the this
Code Snippet
cpp
chalk_one_up()
{
    if(!IsDefined(level.doground_nomusic))
    {
        level.doground_nomusic = 0;
    }
    if( level.first_round )
    {
        intro = true;
    }
    else
    {
        intro = false;
    }
    round = undefined;   
    if( intro )
    {
        round = create_simple_hud();
        round.alignX = "center";
        round.alignY = "bottom";
        round.horzAlign = "center";
        round.vertAlign = "bottom";
        round.fontscale = 16;
        round.color = ( 1, 1, 1 );
        round.x = 0;
        round.y = -350;
        round.alpha = 0;
        round SetText( &"ZOMBIE_ROUND" );
        round FadeOverTime( 1 );
        round.alpha = 1;
        wait( 1 );
        round FadeOverTime( 3 );
        round.color = ( 0.423, 0.004, 0 );
    }
    hud = undefined;
    if( level.round_number > 0 )
    {
        hud = level.chalk_hud1;
        hud.fontscale = 30;
        hud SetValue( level.round_number );
    }
    if( intro )
    {
        hud.alpha = 0;
        hud.horzAlign = "center";
        hud.x = -12;
        hud.y = -300;
    }
    hud FadeOverTime( 0.5 );
    hud.alpha = 0;
    wait( 0.5 );
    if(IsDefined(level.eggs) && level.eggs !=1 )
    {
        if(level.doground_nomusic ==0 )
        {
            setmusicstate("round_begin");
        }
    }
    hud FadeOverTime( 0.5 );
    hud.alpha = 1;
    if( intro )
    {
        wait( 3 );
        if( IsDefined( round ) )
        {
            round FadeOverTime( 1 );
            round.alpha = 0;
        }
        wait( 0.25 );
        level notify( "intro_hud_done" );
        hud MoveOverTime( 1.75 );
        hud.horzAlign = "left";
        hud.x = 15;
        hud.y = -10;
        wait( 2 );
        round destroy_hud();
    }
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 4: Locate the thread named round_start(). Inside that thread, you will find the following
Code Snippet
cpp
level.chalk_hud1 = create_chalk_hud();
level.chalk_hud2 = create_chalk_hud( 64 );
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 5: Remove this or comment it out
Code Snippet
cpp
// level.chalk_hud2 = create_chalk_hud( 64 );

3 months ago
Guide to assigning hand models for specific characters
 
Instructions

Step 1: Navigate to your raw/maps/ folder and copy _loadout.gsc into your mods/your_mod/maps folder
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 2: Open _loadout.gsc and locate the following
_loadout.gsc
cpp
else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) || level.script == "zombie_test_map" ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
{
    add_weapon( "zombie_colt" );
    PrecacheItem( "napalmblob" );
    PrecacheItem( "napalmbloblight" );
    set_switch_weapon( "zombie_colt" );
   
    set_laststand_pistol( "zombie_colt" );
   
    set_player_viewmodel( "viewmodel_usa_marine_arms");
    set_player_interactive_hands( "viewmodel_usa_marine_player");
   
    level.campaign = "american";
    return;
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 3: Inside that, locate and either comment out or remove this // Example
_loadout.gsc
cpp
set_player_viewmodel( "viewmodel_usa_marine_arms");

// Example
// set_player_viewmodel( "viewmodel_usa_marine_arms");
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 4: Question: Which characters are you currently using? Are they custom or stock?
If you're using the stock Der Riese characters, it should look like this. We won’t modify it instead, we’ll locate it
_loadout.gsc
cpp
switch( self.entity_num)
{
case 0:
    character\char_zomb_player_0::main(); // This is Dempsey
    break;
case 1:
    character\char_zomb_player_1::main(); // This is Nikolai
    break;
case 2:
    character\char_zomb_player_2::main(); // This is Takeo
    break;
case 3:
    character\char_zomb_player_3::main(); // This is Richtofen
    break;
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 5: Navigate to your raw/character folder, then copy and paste all files into your mods/your_mod/character folder
Code Snippet
Plaintext
char_zomb_player_0.gsc
char_zomb_player_1.gsc
char_zomb_player_2.gsc
char_zomb_player_3.gsc
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 6: Open char_zomb_player_0.gsc, and it should look like this
char_zomb_player_0.gsc
cpp
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
    self setModel("char_usa_marine_polonsky_zomb");
    self.voice = "american";
}

precache()
{
    precacheModel("char_usa_marine_polonsky_zomb");
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 7: To assign a specific viewhands model, it should look like this: // Added
Edited
char_zomb_player_0.gsc
cpp
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
    self setModel("char_usa_marine_polonsky_zomb");
    self SetViewModel("viewmodel_usa_raider_arms"); // Added
    self.voice = "american";
}

precache()
{
    precacheModel("char_usa_marine_polonsky_zomb");
    precacheModel("viewmodel_usa_raider_arms"); // Added
}
char_zomb_player_1.gsc
cpp
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
    self setModel("char_rus_guard_chernova_zomb");
    self SetViewModel("viewmodel_rus_guardsinged_arms"); // Added
    self.voice = "russian";
}

precache()
{
    precacheModel("char_rus_guard_chernova_zomb");
    precacheModel("viewmodel_rus_guardsinged_arms"); // Added
}
char_zomb_player_2.gsc
cpp
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
    self setModel("char_jap_impinf_officer_body_zomb");
    self SetViewModel("viewmodel_jap_infantry_arms"); // Added
    self.headModel = "char_jap_impinf_officer_head";
    self attach(self.headModel, "", true);
    self.hatModel = "char_jap_impinf_officer_hat_zomb";
    self attach(self.hatModel);
    self.voice = "japanese";
}

precache()
{
    precacheModel("char_jap_impinf_officer_body_zomb");
    precacheModel("viewmodel_jap_infantry_arms"); // Added
    precacheModel("char_jap_impinf_officer_head");
    precacheModel("char_jap_impinf_officer_hat_zomb");
}
char_zomb_player_3.gsc
cpp
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
    self setModel("char_ger_ansel_body_zomb");
    self SetViewModel("viewmodel_usa_pbycrew_arms"); // Added
    self.headModel = "char_ger_ansel_head_zomb";
    self attach(self.headModel, "", true);
    self.hatModel = "char_ger_waffen_officercap1_zomb";
    self attach(self.hatModel);
    self.voice = "german";
}

precache()
{
    precacheModel("char_ger_ansel_body_zomb");
    precacheModel("viewmodel_usa_pbycrew_arms"); // Added
    precacheModel("char_ger_ansel_head_zomb");
    precacheModel("char_ger_waffen_officercap1_zomb");
}
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Step 8: Once you're finished, open your launcher when you're ready to build your_mod. Check the boxes for both char_zomb_player_.gsc and _loadout.gsc files. Then add these lines to your mod.csv
Launcher
cpp
xmodel,viewmodel_usa_raider_arms
xmodel,viewmodel_rus_guardsinged_arms
xmodel,viewmodel_jap_infantry_arms
xmodel,viewmodel_usa_pbycrew_arms
3 months ago
It's looking for that weapon file and you don't have it in your mods folder.
4 months ago
PT. 1
I just remembered that I had this error a while back when I was porting MW2 models and animations. I couldn’t compile the FF files, and I got an error message too. I solved it by simply removing the files I had ported, and it worked. That was my method, maybe your issue is similar with the models.
 
PT. 2
So, I was thinking it might help if you try another method. First, go to your zone_source folder, find your mapname.csv file, make a copy of it, and then open and modify it. Replace the content with this:
mapname.csv
cpp
ignore,code_post_gfx
ignore,common
col_map_sp,maps/nazi_zombie_mapname.d3dbsp // replace mapname
Try compiling after that
 
PT. 3
If there's still an error, open Radiant, select all the models in your map, and save the selected models as a prefab. This way, you can easily recover your models later. Once you've saved them as a prefab, simply delete all the models from your map. Make sure to create a backup copy of your map, then try compiling again.
 
PT. 4
If it’s still not working, try a similar method by deleting models in the map. You can also try removing lights, nodes, and structures, anything that doesn’t belong to the map's brush.
5 months ago
How do you make the score have different colors? I always try and I couldn't haha

There's a tutorial, here's the link
https://www.ugx-mods.com/forum/scripts/55/randomize-player-characters/5721
5 months ago
Loading ...