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Last post by conn6orsuper117 - 37 days ago
A majority of good maps are located in the UGX Map Manager:

https://www.ugx-mods.com/forum/applications-and-tools/36/re-app-ugx-map-manager-beta/49
here are a few that I prefere:
Comosea
Leviathan
CPH
Overrun
Snowglobe
Moon Wasteland
Nuketown Remastered
Nuketown 1887

although 2 are more BO2 Themed.
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Last post by xfozclan03 - 37 days ago
Testing the map :)
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Last post by Chadric273 - 37 days ago
I think there are problems moving structs because they don't have a body (Atleast I couldn't use them). However if you have an entity you are able to move it to a direction.

How to use MoveTo?
Wall = getEnt("walldoor", "targetname");
Wall MoveTo( Wall.origin + (200, 200, 0), speed);

This should be the same as in cod waw?
 Hello! Thank you for replying to my post! I don’t think my question was very clear. I was wondering if there was a way so that I could place a script struct in one location, and then place a second script struct in a different location, and then script it so that a different entity moves from the first script struct to the second one.
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Last post by tekcl90 - 38 days ago
Thanks for that quick answer, yeah I saw those tutos, I also follow
Uptownpapi's ones. But I think you're surely right, I haven't done anything of those elements, I thought we were able to test map without all those stuff, just by placing a spawn point and a playable area.

I'll look for this and see if the problem is resolved.
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Last post by gympie6 - 38 days ago
Question for you all, how would I go about scripting something so that I can make it move from one script_struct to the next? I know there moveTo functions and such and I tried making them work using a script struct, but I could not get it to work. Anyone that can help me with this?
I think there are problems moving structs because they don't have a body (Atleast I couldn't use them). However if you have an entity you are able to move it to a direction.

How to use MoveTo?
Wall = getEnt("walldoor", "targetname");
Wall MoveTo( Wall.origin + (200, 200, 0), time);

This should be the same as in cod waw?
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Last post by cpt_johnson1 - 38 days ago
I suggest you start with this tutorial series 
https://www.youtube.com/watch?v=Ep7FRahubBo&list=PLwlA8xZdjWAg0o9EGpticKPRm8LYZ6yk2
 It goes over everything you need for setting up a basic zombie map. From what I can see, it seems like you are missing a lightgrid, reflection probes, pathnodes, lights, etc... 
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Last post by tekcl90 - 38 days ago
Hi everyone !
I recently came back on Radiant for WaW and I tried the new version of UGX and I have this problem : when I spawn on my map, textures don't load correctly, I can't move and do any action (look, fire...)
I looked for people with the same problem, but the ones I found wasn't the same textures problems.

The playable area is a trigger_multiple set with  "targetname" "playable_area"

Radiant

https://imgur.com/f0zNiJN

InGame
https://imgur.com/zjqpCfZ

Maybe it's just a matter of compiling, what I do is :
- Compile map_patch
- Compile map
- Compile map mod
- Start map with mod from launcher

Anyway, thanks for any help you can provide :D


 
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Last post by CodeJaKla - 38 days ago
drive.google.com

 
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Last post by Chadric273 - 38 days ago
Question for you all, how would I go about scripting something so that I can make it move from one script_struct to the next? I know there moveTo functions and such and I tried making them work using a script struct, but I could not get it to work. Anyone that can help me with this?
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Last post by CookieMaster - 38 days ago
I don't think so but if i find a way i will let you know.

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