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BO perk fx fix

broken avatar :(
Created 10 years ago
by MakeCents
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2,674 views
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broken avatar :(
Location: us
Date Registered: 14 September 2013
Last active: 4 years ago
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Zombie Destroyer
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Community Scripter
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MakeCents's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Introduction

I followed ZK's tutorial on installing BO perks from bamskater33's BO perks tutuorial. I didn't use the models in my map because they didn't light up when the power came on and they were black.

  • They were black because I didn't have a light grid (for those of you that found this and that's your problem)
  • They didn't light up, I think, because of the models tag_origin is off, and that is what the fx is called on (see below).

Fix

I came up with this work around, after learning how to add fx the other day, that I deemed good enough to put the models back in. I figured I'd share since I couldn't find how to do this anywhere.

Find the following code in your _zombiemode_perks_black_ops.gsc, perk_fx( fx ) function:
Code Snippet
Plaintext
    playfxontag( level._effect[ fx ], self, "tag_origin" );

and replace it with this:

Code Snippet
Plaintext
    self.fx_playing = spawn("script_model",self.origin + (0,0,20));
    self.fx_playing setmodel("tag_origin");
    self.fx_playing.angles = (0, self.angles[1] + 90, 0 );
    playfxontag( level._effect[ fx ], self.fx_playing, "tag_origin" );
Last Edit: April 10, 2014, 02:02:05 pm by MakeCents

 
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