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

Attaching/dettaching models

broken avatar :(
Created 11 years ago
by sethnorris
0 Members and 1 Guest are viewing this topic.
2,496 views
broken avatar :(
×
broken avatar :(
Location: es
Date Registered: 15 August 2013
Last active: 7 years ago
Posts
161
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Mapper
My Groups
More
Signature
Enjoy my work? Feel free to donate here to support me

Wanna become a Patron? Try my Patreon Page
×
sethnorris's Groups
Mapper Has released one or more maps to the UGX-Mods community.
sethnorris's Contact & Social Links
Ok, i tried this and several ways to make my zombie boss detach the regular zombie head models and attach a specific one with no luck. I can make so he dettachs the regular heads but then the thing is to make him have the desired head. Maybe someone can point to what I am doing wrong?


Code Snippet
Plaintext
 
if (self.boss == true)
{

self setModel("char_usa_pbycrew_pel2_body1_1");
new_head = self GetAttachModelName( 0 );
self Detach( new_head );
self DetachAll();
new_head setModel("char_usa_pbycrew_pel2_fullmask");
self Attach( new_head );
self thread boss_check();
}
This topic contains a post which is marked as the Best Answer. Click here to view it.
broken avatar :(
×
broken avatar :(
[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
Last active: 3 years ago
Posts
1,322
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX Team Member
My Groups
More
My Contact & Social Links
More
Personal Quote
(ง º ω º )ง u wont sum m8y?
Signature
Do not take life too seriously. You will never get out of it alive.
×
DidUknowiPwn's Groups
UGX Team Member
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Why not handle it through character files?
broken avatar :(
×
broken avatar :(
Location: es
Date Registered: 15 August 2013
Last active: 7 years ago
Posts
161
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Mapper
My Groups
More
×
sethnorris's Groups
Mapper Has released one or more maps to the UGX-Mods community.
sethnorris's Contact & Social Links
Yeah, I tought about that. I mean, all my zombies are custom managed via that way to have many variations with gibbing and stuff. The problem is that i dont see the way to make the boss zombie (the way it is scripted) to be associated with an individual character file. I mean the scripting way to do so.
Marked as best answer by sethnorris 11 years ago
broken avatar :(
×
broken avatar :(
Location: nlApeldoorn
Date Registered: 17 December 2013
Last active: 2 years ago
Posts
1,186
Respect
1,332Add +1
Forum Rank
Zombie Colossus
Primary Group
Scripter Elite
My Groups
More
My Contact & Social Links
More
Personal Quote
It aint much, if it aint Dutch
Signature
×
BluntStuffy's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
Oil Rig Beta Access
Oil Rig Beta Access
BluntStuffy's Contact & Social LinksBluntStuffyBluntstuffy@BluntZombieStuffyZombie
think this should work: ( untested though )

Code Snippet
Plaintext
 
if (self.boss == true)
{

self setModel("char_usa_pbycrew_pel2_body1_1");
self DetachAll();
self.headModel = "char_usa_pbycrew_pel2_fullmask";
        self attach(self.headModel, "", true);
self thread boss_check();
}




 
Loading ...