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Contact Support - Help Center Get help on the UGX Discord. Join it now!function init()
{
level thread raise_water();
}
function raise_water()
{
rising_water = GetEnt("rising_brush", "targetname");
original_origin = rising_water.origin;
while(1)
{
//IPrintLn("Water is rising!"); // Remove the comment lines at the beginning of this line to make it announce when the water is rising.
water_barrier MoveTo(water_barrier.origin + (0, 0, 15), 5); // Change 15 to the amount of units you want the water to move up. Change 5 to the amount of time you want it to take to move in seconds.
wait(8); // Change this to the amount of time you want to wait between water rising stages plus the number you changed 5 to. So if you changed 5 to 7 and you wanted to wait 3 seconds between you would make this 10.
if(rising_water.origin == original_origin + (0, 0, 50)) // Change 50 to the amount of units you want it to stop at.
{
break;
}
}
}
#using scripts\rising_water;
thread rising_water::init();
scriptparsetree,scripts/rising_water.gsc
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the bodies hanged on trees in UGX Azrael.
Could this be used to make a hanged body swing ?
The problem is I think it may work but if we shoot it it won't make it move like the bodies hanged on trees in UGX Azrael.
Okay, step 2...
"Go into root/usermaps/zm_mapname/scripts/zm/zm_mapname.gsc and add this into the #using section:
Code: [Select]"
There is nothing in root/usermaps for me... Would this be the same as if I went into mods/mymap/maps/mymapname.gsc?
Keep in mind I used UGX script placer so all the scripts were already generated. Also, at the top on mymap.gsc is #include not #using.
drifter