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.
. To suggest an idea on what you asked:
- Make a vehicle path for the plane, pretty sure there is a ugx tutorial on it
- set variables on the level for the next plane round
- use a projectile impact check on the plane when flying

#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
plane_round(planeDamage){
while(1){
if (level.round_number >= 3){
//level.round_number >= 15 && level.round_number % 2 && planeDamage < 3
iPrintLnBold( "Round "+level.round_number+". This is a plane round" );
plane_pass_by();
planeDamage = plane_hit_detect(planeDamage);
}
}
plane_pass_by(){
plane = getEnt("plane","targetname");
plane_path = GetVehicleNode("plane_path_start","targetname");
plane AttachPath( plane_path );
plane thread maps\_vehicle::vehicle_paths(plane_path);
maps\_vehicle::vehicle_init(plane);
plane StartPath( plane_path );
iPrintLnBold( "Plane flying over the map..." );
}
plane_hit_detect(planeDamage){
plane = getEnt("plane","targetname");
/*while(1){
plane waittill( "damage", amount, attacker, direction_vec, point, "MOD_PROJECTILE" );
iPrintLnBold( "Plane has been damaged" );
} */
if (planeDamage > 3){
plane_down();
return 4;
}
else{
return planeDamage+1;
}
}
plane_down(){
iPrintLnBold( "Pap falls from the sky!" );
}plane_pass_by(){



![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
I always call my stuff in mapname.gsc with the init() function for variables and precaches/fx above the thread for _zombiemode::main(); and below that I call my main(); function. Look at any of my last 3 releases and you will see it is part of the install instructions.
Idk if it is proper, but I try to keep all of my script to a single script if possible. I would not thread your function in zombiemode.gsc when it notifies the betweeb_round_over.
maps\_custom_script::init();
init()
{
precache fx
precache model
level thread custom_script_main();
}
custom_script_main()
{
blah blah blah
}

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
That's personal preference really. I like to call all my scripts in zombiemode, that way you dont have to seperately precache everything.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
I guess I'll leave my script call in mapname.gsc for now. I'm having another issue: I followed the "UGX airstrike tutorial" to make my plane fly over the map, but when the function plane_pass_by() is called, the plane model does not move. It just disappears
I've been into scripting recently and in a lot of things that I bumped into was this precaching. What does it do and what if you don't precache? I suppose caching is for loading things into memory so it can be accessed without "lag spikes" or whatever.
I have 0 experience with vehicle paths tbh, only time i've made a flying chopper i made animations for it in maya. But are you sure you precached everything correctly and everything is loaded in a .csv? Sounds like a missing model, or a bad vehicle-path maybe? But just guessing, like i said never used them myself before..