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

Recent Posts

broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Дмитрий78's Contact & Social Links
Last post by Дмитрий78 - 9 hours ago
I don't think this is right,  head will burst as well)
 
Instructions
Step 1: Copy these files from raw/maps/ to mods/your_mod_name/maps/
 -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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(!spawned_dog) and replace with:
 
Code Snippet
Plaintext
if(!spawned_dog)
        {
            ai = spawn_zombie(spawn_point);
            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++;
            }
        }

broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
yaybeat's Groups
yaybeat's Contact & Social Links
Last post by yaybeat - 12 hours ago
Find the keys to be able to open the doors in order to have access to the perk and free your friends. Good luck, I hope you'll like the concept
 
- Large Map and Mid-sized map
- No Dogs
- Add Weapon BO2, MW2, IW and BO3
- Add Perk BO2 AND BO3
- Buyable Ending
-Teleporter (With Cooldown)
- Hidden teleporter
- Secret Room
- Free your friends
 
Download :  https://mega.nz/folder/pqsU2KrA#077gDTHEmmY3P3OP8fiuQQ
 

 
broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Exo²'s Groups
Exo²'s Contact & Social Links
Last post by Exo² - 13 hours ago

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(!spawned_dog) and replace with:
 
Code Snippet
Plaintext
        if(!spawned_dog)
        {
            ai = spawn_zombie(spawn_point);
            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++;
            }
        }


broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Дмитрий78's Contact & Social Links
Last post by Дмитрий78 - 15 hours ago
How can I find you in discord?
 
I see. I'll try to make one. I can't promise it though.
broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Exo²'s Groups
Exo²'s Contact & Social Links
Last post by Exo² - 16 hours ago
I see. I'll try to make one. I can't promise it though.
broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Exo²'s Groups
Exo²'s Contact & Social Links
Last post by Exo² - 16 hours 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");
}

broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
kielrgz's Groups
kielrgz's Contact & Social Links
Last post by kielrgz - 1 day ago
 
That is, the game is directly without rounds and only for time. There is a tom-armed GSC I think, but how does the one I use affect it? It's like it's not profitable for me to use it, so I wanted to know if you know how to make a tutorial as I explained.
broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Дмитрий78's Contact & Social Links
Last post by Дмитрий78 - 2 days ago
is it possible to make a light bulb light up after opening the door?and is it possible to change the color of the light bulb?so that not only the green and red ones would burn
broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Exo²'s Groups
Exo²'s Contact & Social Links
Last post by Exo² - 2 days ago
I don't quite understand. Do you mean skipping the round break on specific rounds?
broken avatar :(
×
broken avatar :(
User
Date Registered: N/A
Last active: N/A
Posts
N/A
Respect
0
Primary Group
Member
×
Дмитрий78's Contact & Social Links
Last post by Дмитрий78 - 2 days ago
hi, is it possible to make the power switch appear in different places every time when playing a new game on the map?
Loading ...