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Contact Support - Help Center Get help on the UGX Discord. Join it now!Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Can’t use getentarray on structs...
Can’t use getentarray on structs...
Scheiße
Double Post Merge: July 08, 2018, 12:54:45 pm
I wasn't using getEntArray on a struct, I was using it on the zombie spawner entities.
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Delete the struct which the zombies are spawning from.
And then remove the script_string from the zombie spawner.
Also, why don’t you want risers? Without them, they will just appear in the map without an animation.
Delete the struct which the zombies are spawning from.
And then remove the script_string from the zombie spawner.
Also, why don’t you want risers? Without them, they will just appear in the map without an animation.
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Okay so I think I am mixing things, for me the riser is where the zombies spawn and the spawner in what set's wich model of zombie will spawn.
(Image removed from quote.)(Image removed from quote.)
I didn't understand wich one of these the code should delete, as HarryBo said I can't get the a array of structs, but, I just have one spawner, so how could I set a spawner per zone?
Double Post Merge: July 08, 2018, 07:41:00 pm
Also, how would I remove the script_string from the spawner?
Just delete the script_struct (the red box). I realised there’s no need to remove any KVPs.
Now in the script, add:
Double Post Merge: July 08, 2018, 08:16:00 pm
To get one spawner per zone just duplicate the zombie spawner but with each duplicate, change the name of the zone in the targetname.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
He doesn’t know what he’s doing...
This is bo3 not waw - there is only one spawner and the structs / spawners wouldn’t necessarily be touching the zone volume anyway - PLUS a zone can be multiple volumes your only checking one...
Check zm_zonemgr.gsc - there’s “actual code” to disable riser points... struct.is_enabled or something if I recall
He doesn’t know what he’s doing...
This is bo3 not waw - there is only one spawner and the structs / spawners wouldn’t necessarily be touching the zone volume anyway - PLUS a zone can be multiple volumes your only checking one...
Check zm_zonemgr.gsc - there’s “actual code” to disable riser points... struct.is_enabled or something if I recall
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
I don’t use BO3. There’s no need to be so contemptuous just because I got something wrong lol.
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |