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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. |
Hey gympie6 love your perks but when i add Widows wine to my map its not there.
idk if i did something wrong but in added the localized_common.ff with widows wine so i think it couldnt be this problem
![]() | 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. |
Is T4M no good or why should i try to avoid it
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Hello Sir. I just found some bugs. For me It's lagging/freeze. First is in round 1 it freeze my game for a second. Second is when I throw the grenade and then explode it freezes too. Third is around level/round 8 it starts lagging every minute. Thank you
UPDATE:
Sorry, I already fix the issue. It was the sound vox player causing it.
How?????? What?????![]()
if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");
level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
//temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
level.pandora_light SetModel( "tag_origin" );
playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS:)
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");
level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = (-90, 0, 0);
level.pandora_light SetModel( "tag_origin" );
//playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
There is a minor issue people might run into with the preedited script for _zombiemode_weapons.gsc. Usually when people have multiple boxes in their map, they change the _zombiemode_weapons by having the same code run that the "nazi_zombie_factory" map uses. If you do that, you will find the following produces a subtle bug (lines 556-578):Code: cppThe original version of this had an else if statement check if level.script was the paris map. Now it runs no matter what. This effectively overwrites the pandora_light reference with a tag_origin with no fx, and when the box moves, it will move the new tag_origin rather than the one with the lght_marker fx. To fix this, you can either add an else statement after the "DCS" comment or just delete the second code block.if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");
level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
//temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
level.pandora_light SetModel( "tag_origin" );
playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS:)
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");
level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = (-90, 0, 0);
level.pandora_light SetModel( "tag_origin" );
//playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
if (isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");
level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
//temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
level.pandora_light SetModel( "tag_origin" );
playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower.
else if(level.script == "nazi_zombie_paris")
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");
level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = (-90, 0, 0);
level.pandora_light SetModel( "tag_origin" );
//playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
![]() | 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. |
Still recieving updates in 2022?! Insane, Amazing work Gympie!
I just had one quick question for a problem i'm facing.
whenever i change the start weapon in _zombiemode_perks to anything but the colt, it makes it so i can only hold one gun in game, and Box just replaces that one gun as well.
Not sure if it's related, but Mulekick also doesn't allow me to buy a third gun. I thought i had this problem like a year ago and solved it somehow. I can't now though
// Mule Kick
set_zombie_var( "mulekick_cost", 4000 ); // Perk cost
set_zombie_var( "mulekick_min_weapon_slots", 2 ); // The min amount of weapons the player can drag
set_zombie_var( "mulekick_max_weapon_slots", 3 ); // The max amount of weapons the player can drag
set_zombie_var( "start_weapon", "tac45" ); // Starting weapon, this must match with the weapon file name (You no longer need to set weapon in _loadout.gsc)