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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |

![]() | Has released one or more maps to the UGX-Mods community. |
![]() | 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 |
could just do a distance check that bullet traces to make sure they are not "on the other side" of the wall
The second one is what I'm using for my doors. Can send you the script if you want and you edit it for your weapons. But it's basically the one you sent me with some changes to fix bugs and stuff.
distance and bullet trace is a small part of the script. I'm actually using a new method, that works more like self waittill("trigger", player), vs threading the function on all players. Thanks guys, I got the script handled.distance and bullet trace is a small part of the script. I'm actually using a new method, that works more like self waittill("trigger", player), vs threading the function on all players.
I was just questioning script vs spawning in a trigger. Which is better to use, if either is better.
Turns out the game is still crashing with the new system, and only stops crashing if I delete 4 of the wall weapons, so it may not even be related to entities. But I guess the initial question could still stand to be answered.
![]() | Has released one or more maps to the UGX-Mods community. |
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If the problem is related to entities I'd use the second. It's not that hard and you save some entities.
If not, use the first. It's easier and you can still save entities. For example, I use it for my guns, but I only create the trigger when a player is in the same cube. So many times you'll only have one-two triggers for all the weapons at the same moment.

![]() | Has released one or more maps to the UGX-Mods community. |
![]() | 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 |
Assuming it does have something to do with the amount of ents in your map...
Well, if a zone isn't active then a player isn't going to see the triggers in that zone anyway, so create a script that stores and deletes the trigger and then spawns them again on a notify.
As long as your not near the script variable limit, this should work. I had a rough implementation in a test map and it (partially) did for me(just wasn't fully implemented).