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Contact Support - Help Center Get help on the UGX Discord. Join it now!#include common_scripts\utility;
#include maps\_zombiemode_utility;
#using_animtree( "generic_human" );
init()
{
precacheModel("bo1_scavenger_non_upgraded_projectile");
precacheModel("tag_origin");
level thread sniper_explosive_on_player_connect();
level._effect["zombie_obliterate"] = loadfx( "scvgr/none" );
level._effect["scvgr_explode"] = loadfx( "scvgr/fx_scavenger_explode" );
level._effect["scvgr_explode_upgraded"] = loadfx( "scvgr/fx_scavenger_up_explode" );
}
sniper_explosive_on_player_connect()
{
for( ;; )
{
level waittill( "connecting", player );
player thread watch_for_sniper_bolt();
}
}
creath_hud_elems()
{
self endon( "death" );
self endon( "disconnect" );
player = self;
for (;;)
{
wait(1);
zombies = getaiarray("axis");
for(i = 0; i < zombies.size; i++)
zombies[i] thread create_zombie_hud_elems(player);
}
}
create_zombie_hud_elems(player)
{
if(player.scoped_in == true)
{
iconOrg = self.origin;icon = NewClientHudElem(player);
icon.x = iconOrg[0];
icon.y = iconOrg[1];
icon.z = iconOrg[2] + 54;
icon.alpha = 1;
icon.archived = true;
icon setShader("zombie_kill", 120, 120);
wait 1;icon destroy();
}
}
watch_for_sniper_bolt()
{
self endon( "death" );
self endon( "disconnect" );
for (;;)
{
point = undefined;
self waittill("projectile_impact", weapon, point);
if(isdefined(point))if(weapon == "scavenger")
{
self thread scvgr_explode(point);
}
if(weapon == "scavenger_upgraded")
{
self thread scvgr_explode_upgraded(point);
}
}
}
scvgr_explode(point)
{
target = undefined;
ai = getaiarray("axis");
target = get_closest_living(point, ai, 400 );
angles = self getplayerangles();
dist = distance2d(target.origin, point);
grenade = spawn("script_origin", point);
model = spawn("script_model", grenade.origin);
model.angles = angles;
model setmodel("bo1_scavenger_non_upgraded_projectile");
soundemitter = spawn("script_model", grenade.origin);
soundemitter setmodel("tag_origin");
soundemitter thread scvgr_fired_sound(grenade);
if(dist < 30)
{
grenade linkto(target, "J_MainRoot");
model linkto(target, "J_MainRoot");
}
wait 2.5;
playfx( level._effect["scvgr_explode"], grenade.origin );
model delete();
excluders = undefined;
zombies = undefined;
ai = getaiarray("axis");
zombies = get_array_of_closest( grenade.origin, ai, excluders, 666, 400 );
self thread damage_self(grenade, 60);
player = self;
for(i = 0; i < zombies.size; i++)
{
zombies[i] thread kill_or_damage(grenade, player);
}
wait 3;
grenade delete();
}
scvgr_explode_upgraded(point)
{
target = undefined;
ai = getaiarray("axis");
target = get_closest_living(point, ai, 800 );
angles = self getplayerangles();
dist = distance2d(target.origin, point);
grenade = spawn("script_origin", point);
model = spawn("script_model", grenade.origin);
model.angles = angles;
model setmodel("bo1_scavenger_non_upgraded_projectile");
soundemitter = spawn("script_model", grenade.origin);
soundemitter setmodel("tag_origin");
soundemitter thread scvgr_fired_sound_upgraded(grenade);
if(dist < 30)
{
grenade linkto(target, "J_MainRoot");
model linkto(target, "J_MainRoot");
}
wait 3.5;
playfx( level._effect["scvgr_explode_upgraded"], grenade.origin );
model delete();
excluders = undefined;
zombies = undefined;
ai = getaiarray("axis");
zombies = get_array_of_closest( grenade.origin, ai, excluders, 666, 800 );
self thread damage_self(grenade, 120);
player = self;
for(i = 0; i < zombies.size; i++)
{
zombies[i] thread kill_or_damage_upgraded(grenade, player);
}
wait 3;
grenade delete();
}
scvgr_fired_sound(grenade)
{
self playsound("scavenger_build_up");
self linkto(grenade);
wait 2.5;
self unlink();
self playsound("scavenger_explode");
wait 0.1;
self delete();
}
scvgr_fired_sound_upgraded(grenade)
{
self playsound("scavenger_build_up");
self linkto(grenade);
wait 3.5;self unlink();
self playsound("scavenger_explode");
}
kill_or_damage(grenade, player)
{
if(self.health < 10000)
{
playfxontag(level._effect["zombie_obliterate"],self,"tag_origin");
player maps\_zombiemode_score::add_to_player_score(50);
}
player maps\_zombiemode_score::add_to_player_score(10);
self dodamage(10000, grenade.origin);
}
kill_or_damage_upgraded(grenade, player)
{
if(self.health < 20000 && self.brutus == false)
{
playfxontag(level._effect["zombie_obliterate"],self,"tag_origin");
player maps\_zombiemode_score::add_to_player_score(50);
}
player maps\_zombiemode_score::add_to_player_score(10);
self dodamage(20000, grenade.origin);
}
damage_self(grenade, damage)
{
dist = distance(grenade.origin, self.origin);
if(dist < 400)
{
RadiusDamage(self.origin, 50, damage, damage);
}
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
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FX is played through weapon file. Remove it from there and then add FX in mod.csv
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
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I tried that, it still played the FX upon impact. I mean, it doesnt look all that bad, the FX plays and as it is closing out it kills them.
(Image removed from quote.)
Untick ProjImpactExplode, then remove scavenger_explode sound. You sure FX is like this in mod.csv: fx,scvgr/fx_scavenger_explode
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
if I un tick that the weapon does no damage
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
To simplify it, just remove the sound and FX called in the projectile section and call it in your mod. Works perfect for me. Thanks HitmanVere