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Contact Support - Help Center Get help on the UGX Discord. Join it now!Does anyone know how treyarch did this? I need something similar to the player follows a path at a high speed they cant control and end up at another location. Thus allowing me to section my map into different sections far away...
Use script_origins to make a path then move the player to them I suppose, you can also disable their controls so they don't move.
could you explain this in depth please ?
You could spawn a script model on the player origin, link the player to the script model, move the script model to the end of the sewer, then unlink/delete the script model. There is prob a better way to do this but i think that is what id do
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Would you want something like this, unfortunately i have no idea how to make the zombies follow through it, but it can help you get to places.
(Content removed from quote.)
Would you want something like this, unfortunately i have no idea how to make the zombies follow through it, but it can help you get to places.
(Content removed from quote.)
how did you do it !
function sewer_transport_1()
{
sewer_trig = GetEnt("sewer_trig_1", "targetname");
sewer_origin_start = GetEnt("sewer_origin_start", "targetname");
sewer_origin_one = GetEnt("sewer_origin_1", "targetname");
sewer_origin_two = GetEnt("sewer_origin_2", "targetname");
sewer_origin_three = GetEnt("sewer_origin_3", "targetname");
sewer_origin_four = GetEnt("sewer_origin_4", "targetname");
sewer_origin_five = GetEnt("sewer_origin_5", "targetname");
sewer_origin_end = GetEnt("sewer_ending", "targetname");
while(1)
{
sewer_trig SetHintString("Press and hold &&1 to go for a ride");
sewer_trig waittill("trigger", player);
player SetOrigin( sewer_origin_start.origin);
wait(0.01);
moveable = Spawn( "script_model", player.origin );
player PlayerLinkTo( moveable );
moveable MoveTo( sewer_origin_one.origin, 1, 0.5, 0 );
wait(1);
moveable MoveTo( sewer_origin_two.origin, 1, 0, 0.5);
wait(1);
moveable MoveTo( sewer_origin_three.origin, 1, 0.5, 0);
wait(1);
moveable MoveTo( sewer_origin_four.origin, 1, 0, 0);
wait(1);
moveable MoveTo( sewer_origin_five.origin, 1, 0, 0.5);
wait(1);
player Unlink();
moveable Delete();
wait(0.01);
player SetOrigin( sewer_origin_end.origin );
}
}
![]() | 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. |
Should use structs - ents count towards gspawn
In this case - this case being all you need is the origin of locations - structs would be perfect
![]() | 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. |
Pretty much
That and change the references to "getent" as structs are not "ents"
Would you want something like this, unfortunately i have no idea how to make the zombies follow through it, but it can help you get to places.
(Content removed from quote.)
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
sorry im a noob and dont understand what you mean, what do i need to do with the getents ?
Double Post Merge: October 27, 2016, 10:09:35 pm
can you show me the radiant view plz ?
struct = struct::get("something", "targetname");