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souls zombies

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Created 7 years ago
by kitos
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https://ugx-mods.com/forum/index.php?topic=8491.msg153519#msg153519


YOu know how to do this but not with points I need how to do this tutorial with zombies souls you understund??? pls help me
Marked as best answer by kitos 7 years ago
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Make a trigger_multiple or trigger_radius in radiant, players need to kill zombies inside this trigger. Give it this KVP:   "soul_trig" - "targetname"

Then make a door using a script_(brush)model(s),
-give it a targetname:   "soul_door" - "targetname"
-use a script_vector to tell it where to move to
-make sure it's DYNAMICPATH spawnflag is ticked
-if it needs to activate a zone add the script_flag ( if you use multiple models/brushes for the door, just give one of them the script_flag KVP )

create a script_struct where the fx for the souls need to fly towards:     "soul_fx_pos", "targetname"


Then in your _zombiemode.gsc you'll see lines around line 60 - 70 that look like this:
Code Snippet
Plaintext
 	maps\_zombiemode_dogs::init();

Add this to the list:
Code Snippet
Plaintext
 soul_tracker_init();

And at the bottom of the file add this,
This door needs 25 kills to open ( self.souls == 25  ), you can your add FX for the souls and a sound to the script.
script untested might have a typo here and there ::)

Code Snippet
Plaintext
soul_tracker_init()
{
soul_door = getentarray( "soul_door", "targetname" );

for( i=0 ; i<soul_door.size ; i++ )
{
if( isDefined(soul_door[i].script_flag) && !IsDefined( level.flag[soul_door[i].script_flag] ) )
flag_init( soul_door[i].script_flag );
}

level thread zombie_soul_start();
}
zombie_soul_start()
{
trig = getent( "soul_trig", "targetname" );

while(isdefined(trig))
{
zombies = getaiarray( "axis" );
for( i=0 ; i<zombies.size ; i++ )
{
if( !isdefined( zombies[i].soul_zombie ) )
{
zombies[i].soul_zombie = true;
zombies[i] thread soul_watch( trig );
}
}

wait 0.5;
}
}
soul_watch(trig)
{
self waittill( "death", attacker );

if( !isdefined( trig ) )
return;

if( isdefined(attacker) && !isplayer( attacker ) )
return;

if( self istouching( trig ) )
trig thread add_soul_to_door(self.origin);
}
add_soul_to_door(death_origin)
{
if( !isdefined( self.souls ) )
self.souls = 0;

self.souls++;
fx_pos = getstruct( "soul_fx_pos", "targetname" );
fx_tag = spawn( "script_model", death_origin+(0,0,30) );
fx_tag setmodel( "tag_origin" );
playfxontag( level._effect[ "YOUR_SOUL_FX" ], fx_tag, "tag_origin" ); // SOUL FX
fx_tag moveto( fx_pos.origin, 2, 1, 0 );
wait 2;
fx_tag delete();
playsoundatposition( "SOUL_ADDING_SOUND", fx_pos.origin ); // SOUND WHEN A SOUL GETS ADDED

if( self.souls == 25 )
{
level thread open_special_door();
self delete();
}
}
open_special_door()
{
soul_door = getentarray( "soul_door", "targetname" );

for( i=0 ; i<soul_door.size ; i++ )
{
soul_door[i] notsolid();
soul_door[i] connectpaths();
soul_door[i] moveto( (soul_door[i].origin+soul_door[i].script_vector), 2, 0.5, 0.5 );

if( isdefined( soul_door[i].script_flag ) )
flag_set( soul_door[i].script_flag );
}
}



Last Edit: August 07, 2017, 04:58:00 pm by BluntStuffy
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So much ty!!!!!! Can I put this  in ugx mod standalone???  I try and I tell you ty man!!

Double Post Merge: August 06, 2017, 06:10:15 pm
https://imgur.com/a/Cpn73

Ihave this error
Last Edit: August 06, 2017, 06:10:15 pm by kitos
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Quote
So much ty!!!!!! Can I put this  in ugx mod standalone???  I try and I tell you ty man!!
Should work fine, just make sure you edit the _zombiemode.gsc that is inside the UGX-iwd


Quote
Ihave this error
There's 2 spots in the script you need to fill in the FX and sound you want to use, if you dont use them comment out the lines:
Code Snippet
Plaintext
playfxontag( level._effect[ YOUR_SOUL_FX ], fx_tag, "tag_origin" );				// SOUL FX
playsoundatposition( SOUL_ADDING_SOUND, fx_pos.origin ); // SOUND WHEN A SOUL GETS ADDED
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How can I comment out of the  lines?

Code Snippet
Plaintext
playfxontag( level._effect[ YOUR_SOUL_FX ], fx_tag, "tag_origin" );	                         // SOUL FX
playsoundatposition( SOUL_ADDING_SOUND, fx_pos.origin ); // SOUND WHEN A SOUL GETS ADDED


These are the lines that you say come this way. I do not quite understand what you mean I have copied and pasted them as they are

Show me with picture better if you can please

Last Edit: August 06, 2017, 10:01:10 pm by kitos
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To comment out something it's this "//" for an example

//playfxontag( level._effect[ YOUR_SOUL_FX ], fx_tag, "tag_origin" );                            // SOUL FX
//playsoundatposition( SOUL_ADDING_SOUND, fx_pos.origin );                  // SOUND WHEN A SOUL GETS ADDED
         
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https://imgur.com/a/0wuoH


why now this? XD I do it  the coment


I coment in "fxtag", the map start but nothing happens no souls I do all tutorial help me please
and i do coment in the other lines


Double Post Merge: August 07, 2017, 12:25:40 pm


Double Post Merge: August 07, 2017, 12:27:54 pm
hi again the doors is open but the souls not appears why?
Last Edit: August 07, 2017, 12:27:54 pm by kitos
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Can  I see the script where you commented out the part because that means that you accidentally put it in the wrong place because when I first got that error from commenting out a weapon I accidentally put a//dd weapon instead of //addweapon
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Code Snippet
Plaintext
	self.souls++;
fx_pos = getstruct( "soul_fx_pos", "targetname" );
fx_tag = spawn( "script_model", death_origin+(0,0,30) );
fx_tag setmodel( "tag_origin" );
//playfxontag( level._effect[ YOUR_SOUL_FX ], fx_tag, "tag_origin" ); // SOUL FX
fxtag moveto( fx_pos.origin, 2, 1, 0 );
wait 2;
fxtag delete();
//playsoundatposition( SOUL_ADDING_SOUND, fx_pos.origin ); // SOUND WHEN A SOUL GETS ADDED

when i coment all tags

Code Snippet
Plaintext
self.souls++;
fx_pos = getstruct( "soul_fx_pos", "targetname" );
//fx_tag = spawn( "script_model", death_origin+(0,0,30) );
//fx_tag setmodel( "tag_origin" );
//playfxontag( level._effect[ YOUR_SOUL_FX ], fx_tag, "tag_origin" ); // SOUL FX
//fxtag moveto( fx_pos.origin, 2, 1, 0 );
wait 2;
//fxtag delete();
//playsoundatposition( SOUL_ADDING_SOUND, fx_pos.origin ); // SOUND WHEN A SOUL GETS ADDED

it works the door is open but 0 zombie souls
Last Edit: August 07, 2017, 02:10:45 pm by kitos
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My bad, this:

Code Snippet
Plaintext
	fxtag moveto( fx_pos.origin, 2, 1, 0 );
wait 2;
fxtag delete();


Should be this:
Code Snippet
Plaintext
	fx_tag moveto( fx_pos.origin, 2, 1, 0 );
wait 2;
fx_tag delete();
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No errors now only is the FX soul that I dont know hoy yo do it
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No errors now only is the FX soul that I dont know hoy yo do it

What do you mean? You dont know how to add your fx?


In your mapname.gsc in the precachefx() function add:
Code Snippet
Plaintext
	level._effect["soul_fx"]            		= loadfx ("custom/soul_fx");


And in your mod.csv or mapname.csv add the fx as well:
Code Snippet
Plaintext
fx,custom/soul_fx



and then in my script change the line to:
Code Snippet
Plaintext
playfxontag( level._effect[ "soul_fx" ], fx_tag, "tag_origin" );
Last Edit: August 07, 2017, 04:49:08 pm by BluntStuffy
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Sorry but 0 souls I put the same that you mean. Ty for your time man!!!
Last Edit: August 07, 2017, 08:33:24 pm by kitos
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show everthing you did, so i can see your changes
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show everthing you did, so i can see your changes

I think he doesn't have the FX,that's why it isn't showing up in game.That's what I understood

 
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