Posts
20
Respect
Forum Rank
Legless Crawler
Primary Group
Member
Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
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. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
I would like to know how to make zombies move with an elevator with the Woo's elevator script (https://ugx-mods.com/forum/index.php?topic=1927.0)](https://ugx-mods.com/forum/index.php?topic=1927.0)[/url]) so they don't just fall through the floor.
Thank you.
I spawned tag_origins and linked the zombies to them
![]() | 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 |
How would I do this, I have no scripting knowledge, at all.
One thing I haven't tried is using a noclip metal texture for the floor, cause dead bodies don't fall through noclip metal, which maybe could be used for the floor of the elevator? But that is just me brainstorming, I have no clue if that would help. It probably wouldn't, and if it did, would maybe just kill the zombies.
![]() | 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 |
In Cube I have clip_ai textures over the floor of every cube. Paths don't connect over script_brushmodels.
So you have to put one on the floor of the elevator and another where the floor will be after the elevator movement.
Then, do what MakeCents said, but you don't need to re-establish paths if you have those brushes I said.
ai = getAIArray( "axis" );
linked = [];
if( isDefined( ai ) && ai.size > 0 ) {
for( i = 0; i < ai.size; i++ ) {
if( ai[ i ] isTouching( ELEVATOR_TRIGGER ) ) {
ai[ i ] linkTo( ENT_THAT_MOVES );
linked[ linked.size ] = ai[ i ];
}
}
EN_THAT_MOVES waittill( "movedone" );
for( i = 0; i < linked.size; i++ ) {
if( isDefined( linked[ i ] && isAlive( linked[ i ] ) )
linked[ i ] unlink();
}
}
Thank you very much, I will post tommorow the results when I get the chance to test it.
Also (I could proberely figure this out by myself but) could you possibly post where in the script I need to place that code.
Thank you.
self notify("door_closed"); // line inside woo_watch_elevator_car( car, inner_doors, light )
// I think self is the trigger, if not call it on the elevator trigger instead:
self thread name_of_your_func( book_forcefield )
// ···························
// changed the code to fit woo's style and replaced the ents in capital letters with what I think they should be now
name_of_your_func( link_ent )
{
ai = getAIArray( "axis" );
linked = [];
if( isDefined( ai ) && ai.size > 0 )
{
for( i = 0; i < ai.size; i++ )
{
if( ai[ i ] isTouching( self ) )
{
ai[ i ] linkTo( link_ent );
linked[ linked.size ] = ai[ i ];
}
}
link_ent waittill( "movedone" );
for( i = 0; i < linked.size; i++ )
{
if( isDefined( linked[ i ] && isAlive( linked[ i ] ) )
linked[ i ] unlink();
}
}
}
linked[ i ] unlink();