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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
I recently began work on a buildable weapon script. However, I thought I would ask if anyone already has a buildable weapon script that they would be willing to release/send to me. Theres really no point in creating something that already exists and you would really save me a lot of time.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
I have this:
Easy EEs, buildables, custom doors, and buyable debris (_mc_puzzles_v1.5)
It comes with the option to make a buildable power, weapon, ees, and custom doors and debris, if you want. For the weapon you would edit the GiveCoolWeapon() function to give the weapon you want to give. It is currently set up so each player can grab the weapon that is built. If you want it to just be one time then change imadethis_trig thread GiveMeAGun(players.size, puzzle); to imadethis_trig thread GiveMeAGun(1, puzzle);. It has guidance documents and feel free to hit me up with any questions.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Awesome! I think this will work! I am just a little confused on a few things. I looked through the script and tried to figure this out but im still a noob at scripting. The comments in your script helped a little but i was still a little foggy on these details:
1. What kvps would I enter in radiant (on the script_models, and trigger_use's) to get this all set up?
2. Is there any additional scripting that i need to do in order to get this to work? (Other than what you said in your comment^^^)
3. Im assuming this is a 3-part buildable (not 2) but if it isnt, could you tell me how to make it 3 parts.
4. What would I name the shaders for the part to show up on the hud?
Sorry for all the questions... Thanks in advance
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Awesome! I think this will work! I am just a little confused on a few things. I looked through the script and tried to figure this out but im still a noob at scripting. The comments in your script helped a little but i was still a little foggy on these details:
1. What kvps would I enter in radiant (on the script_models, and trigger_use's) to get this all set up?
2. Is there any additional scripting that i need to do in order to get this to work? (Other than what you said in your comment^^^)
3. Im assuming this is a 3-part buildable (not 2) but if it isnt, could you tell me how to make it 3 parts.
4. What would I name the shaders for the part to show up on the hud?
Sorry for all the questions... Thanks in advance
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
Here is a prefab:
Example Gun prefab
1. Follow the kvp structure in the prefab I included. Each piece of the gun will have a set of script models and triggers. A trigger and script_model for the pick up part, and a trigger and a script_model for the place part.
2. The only scripting necessary for the default set up is to change the 0 to how many parts you have. In this example we have three
to
3. You can make it as many parts as you want based on the number set above.
4. It would be the puzzle name and "_shader". So if your puzzle name is build_b5 then the shader name would be build_b5_shader.
No need to apologize. I may make prefabs for everything in this script now, for more clarity. So thank you.
Be sure to hit me up with any other questions, and of course, don't forget to precache your shaders, in _zombiemode.gsc, or where ever you like to do that.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Followed your tut and used your prefab but when i went in game, i could not pick up or place any parts. It just showed the hand icon and all the parts in place. Any help?
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
That happens when the code doesn't run. Either it was not called in your nazi_zombie_mapname.gsc, or the number isn't changed, like in your quote, or the gsc wasn't checked when you built your mod? Can you make sure that you added maps\_mc_puzzles::init(); after maps\_zombiemode::main(); and saved it. And that you changed the right thread puzzle(...); that matches the prefabs targetname kvps, which should be build_b..., save it. Then make sure the new _mc_puzzle.gsc is checked and build your mod.
If any of that isn't it, I'm on the road right now, I'll be back this weekend and I can check it out further. I updated the instructions to incorporate the prefabs.