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

Vehicle help

broken avatar :(
Created 5 years ago
by smasher248
0 Members and 1 Guest are viewing this topic.
878 views
broken avatar :(
×
broken avatar :(
The Last of Us
Location: scotland
Date Registered: 28 September 2013
Last active: 3 weeks ago
Posts
1,463
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
Personal Quote
ฏ๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎
Signature
×
smasher248's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
smasher248's Contact & Social Linkssmasher248smasher248
How do i apply screen shake to players.

How do I rotate the vehicle in a large circle on death.

Why is this deathmodel not applying on vehicle death.

Code Snippet
cs
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#using_animtree( "vehicles" );
main( model, type )
{
build_template( "blackhawk", model, type );
build_localinit( ::init_local );

//build_deathmodel( "vehicle_blackhawk" );
build_deathmodel( "little_bird_model", "little_bird_bench" ); //THIS LINE
//build_deathmodel( "vehicle_blackhawk_low" );
//build_deathmodel( "vehicle_blackhawk_low_thermal" );
//build_deathmodel( "vehicle_blackhawk_hero_sas_night" );
//build_deathmodel( "vehicle_blackhawk_hero" );

build_drive( %little_bird_rotor_anim, undefined, 0 );

blackhawk_death_fx = [];
blackhawk_death_fx[ "little_bird_model" ] = "maps/zombie/fx_zombie_flashback_american";


build_deathfx( "maps/zombie/fx_zombie_flashback_american", "tag_engine", "littlebird_helicopter_secondary_exp", undefined, undefined, undefined, 0.0, true );
build_deathfx( "fire/fire_smoke_trail_L", "tag_engine", "littlebird_helicopter_dying_loop", true, 0.05, true, 0.5, true );
build_deathfx( "explosions/helicopter_explosion_secondary_small", "tag_engine", "littlebird_helicopter_secondary_exp", undefined, undefined, undefined, 2.5, true );
build_deathfx( "explosions/helicopter_explosion_little_bird", undefined, "littlebird_helicopter_crash", undefined, undefined, undefined, - 1, undefined, "stop_crash_loop_sound" );
build_mainturret();
build_treadfx();
build_deathquake( 1.3, 2, 500 );
build_life( 100 );
broken avatar :(
×
broken avatar :(
Location: kh
Date Registered: 9 August 2013
Last active: 5 years ago
Posts
503
Respect
Forum Rank
Zombie Enslaver
Primary Group
Member
×
codmoddd1234's Groups
codmoddd1234's Contact & Social Links
Add deathmodel to a csv if you havent already. Check appdata/.../mods/mapname/missing_assets.csv for anything related to your vehicle, ignore everything else in it.
If the rotation happens after death you can get "classname" "script_vehicle_corpse" and check the targetname to be sure its the right one but you cant use functions like rotate on the corpse so you need to spawn a new script_model at the corpse.origin, delete or hide the corpse, rotate the script_model.
Another option would be to give the vehicle (X*2) health and in gsc wait until (X) dmg was done, rotate the script_vehicle or use a crash animation then kill it through script.
If you need a gsc example for either i can upload one in a few hours when im home.


 
Loading ...