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[Release] UGX Mod Standalone v1.0.4

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Created 11 years ago
by treminaor
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Are you compiling your map's _patch.ff file? I used to get this error before compiling my mapname_patch.ff, but after doing that the error was fixed and I could play normally.

I'll try that right now, thanks for the input :)

[Edit]
Just wanted to say that I have the mod working perfectly on my map now. Thank you so much for releasing this. Its awesome!
Last Edit: March 02, 2013, 05:35:14 am by lpsssmdlj
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Hey guys can you post a list of all 70+ guns that are in the mod?
(and what their weapon file names are?)
-Luke
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Just wanted to say that I have the mod working perfectly on my map now. Thank you so much for releasing this. Its awesome!
You're welcome :)

Hey guys can you post a list of all 70+ guns that are in the mod?
(and what their weapon file names are?)
-Luke
Download the mod, open ugxm_guns.iwd, check the /weapons/sp folder.
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Fallout Assault Center - Released!

Z ASYLUM - WIP  https://ugx-mods.com/forum/index.php/topic,15236.msg150610.html#msg150610

Xbl, psn, and steam username is nickst98
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fac now running ugx mod 100% working!
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fac now running ugx mod 100% working!
:D
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Umm when I add trem bank (2) to my map it doesn't work quite right...the ui doesn't come up which im guessing has something to do with having to put files in different locations because im using UGX mod...
Has anyone done this before and knows what do do?
-Luke
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After updating my map's ui files to get the objectives to work, when I quit the map from the duration when I am playing, when the mod's menu appears, my cod waw crashes with, "Unhandled exceptions caught." Anyway for this to be fixed?
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After updating my map's ui files to get the objectives to work, when I quit the map from the duration when I am playing, when the mod's menu appears, my cod waw crashes with, "Unhandled exceptions caught." Anyway for this to be fixed?
I will do some testing on my end and try to verify if its my fault or if its local to your mod.
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Just tested, works fine for me. I turned objectives on and played for a good 5 minutes, then quit back to the main menu and everything was fine. From there I was able to exit CoDWaW normally with no crash. You must have a scripting error that's crashing the game.
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are we able to add our own guns to the mod? eg the recently released peacekeeper from tom bmx ?
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are we able to add our own guns to the mod? eg the recently released peacekeeper from tom bmx ?
No, and there isn't enough asset room left anyway.
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Well thats not good for me then. Thanks for the info. Looks like my map is facked.

It may be the debug from the bank; when I set it to false it doesn't affect it at all, there is no changes.
Last Edit: March 06, 2013, 07:33:36 pm by Mckay
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Well thats not good for me then. Thanks for the info. Looks like my map is facked.

It may be the debug from the bank; when I set it to false it doesn't affect it at all, there is no changes.
Catch me on Skype when I get home in about 3-4 hours.
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Umm when I add trem bank (2) to my map it doesn't work quite right...the ui doesn't come up which im guessing has something to do with having to put files in different locations because im using UGX mod...
Has anyone done this before and knows what do do?
-Luke

Does anyone know a fix for this?

Post Merge: March 07, 2013, 10:09:56 am
Can we add extra custom weapons to a map running ugx standalone?
I figure that I it probably a different procedure that a stock map.
-Luke
Last Edit: March 07, 2013, 10:09:56 am by flukey.lukey
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Can we add extra custom weapons to a map running ugx standalone?
I figure that I it probably a different procedure that a stock map.
-Luke
There's probably room for a few more weapons but not a ton. A lot of the asset room is already taken by UGX Mod content. You will need to use an ff other than mod.ff to include your weapons - otherwise the process is the same. All UGX weapons are placed in localized_common.ff, which is proof you can put the stuff in any iwd. Make sure you edit the UGX scripts accordingly to add your weapons to the gamemodes as well as editing the UGX _zombiemode_weapons.gsc instead of making a new one. It should be straightforward if you know what you are doing.

 
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