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Contact Support - Help Center Get help on the UGX Discord. Join it now!Nice and fast way to do it . Before i was using ZK'S way but this is much faster . Good job on this +1.
both ways worked...
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
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Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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 |
For this tut to be better imo, is to add how to remove the dogs completely (including FXs, models and such) Most dog tutorials still leave the assets in and people probably would prefer without them at all for more space in mod. And yes, I know that its easy to go through .csv's and such, but wouldnt hurt to add all filenames, that contain dog assets
Do you have any issues with the flag("dog_round" ) in round_wait function in zombiemode with developer_script 1 with this method? And would you still need maps\_zombiemode_dogs::init();?
I'm not at home to look at this myself, I apologize, so they could be dumb questions once I saw the scripts. I'm just curious.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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 |