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Dead Town

HOT
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Created 11 years ago
by Mckay
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Location: usJohnston
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Map Progress:
95%







Last Edit: October 30, 2013, 08:19:52 pm by Mckay
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This map is beautiful - I look forward to seeing it finished!
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Wow......  :rainbow:
I am jealous :P
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Cool!  :D :rainbow:
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this is AWESOME. i'd try to implement some cool features in it!!
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this is AWESOME. i'd try to implement some cool features in it!!

Like what? Mapping is pretty much complete, and the ugx mod is on the map so theres not much more to do. Got any ideas? I can possibly make it happen.
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Like what? Mapping is pretty much complete, and the ugx mod is on the map so theres not much more to do. Got any ideas? I can possibly make it happen.
lets see.... how about.. OH I KNOW!! okay so there will be an under ground nuclear bomb shelter (looks like this: https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQt0air3VAXGQAneNkFvR9S5TovEaOy6VTHAR3K-2RH3R4yqA1UYg you open it for 500. once you get down there, there will be a big red button that says "drop tactical nuke" and it will cost 2750. once you buy it, the door to enter the shelter immediatly shuts and you here the sound of a bomb dropping. when you hear the sound of the explosion, the whole map shakes for a couple seconds. 60 seconds after, the door opens, all the zombies are dead, and there is a green and black fog around the whole map for the next 3 minutes. if a teammate is outside of the shelter when you push the button, he dies instantly (no revive) lastly, in the shelter, there will be copies of all the guns on the wall, all the perk machines, the "?" box, and the PaP but they will cost more. (example: "?" box costs 1950, PaP costs 7500, jug costs 4000, etc) THAT WOULD BE SICK
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also im the official video producer for tmg so i can make a trailer for your map!!
http://triple-mgames.com/index.php?/user/121-geh-233/ (look at my info)
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also im the official video producer for tmg so i can make a trailer for your map!!
http://triple-mgames.com/index.php?/user/121-geh-233/ (look at my info)
You work for tmg :(
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You work for tmg :(
whats so bad about it? im still an active member on ugx
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Keep it classy, this is a WIP thread.
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This map is coming to an end.
An addition to my map includes different visions for the different gamemodes.

For example, in the original game mode, the vision is black and white (Like Black ops ascension), and when the power is turned on, the vision changes to normal. But for the other 4 game modes, the vision when spawned in is normal.

I have a script, very basic one, which I wrote to control what i explained above, which is:

Code Snippet
Plaintext
colour() // Scripted so that only have vision change when power is turned on in Normal mode only
{
   flag_wait( "all_players_connected" );
   if(level.ugxm_settings["gamemode"] == 1)
{
set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 2)
{
set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 3)
{
set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 4)
{
set_all_players_visionset( "zombie_factory", 0.1 );
}
else
{
set_all_players_visionset( "_bw", 0.1 );
thread power_vision();
}
}

power_vision()
{
flag_wait("electricity_on");
maps\_utility::set_all_players_visionset("zombie_factory", 4);


players = get_players();
for(i = 0; i < players.size; i++)
players[i] SetBlur(20, 0.5);
wait(2);
players = get_players();
for(i = 0; i < players.size; i++)
players[i] SetBlur(0, 2);
}

Now the problem is, when I die in solo, the map restarts. When the map is restarted, no matter what game mode it is, I spawn in with no vision set, and the map looks ugly AF. XD So I'd like to keep the same control as explained above when you die, and the map is automatically restarted.

So what i tried to do is make it so when the players touch a trigger_multiple (It covers the whole map), their vision is set, and the vision set is based on what game mode is being played. HOWEVER, the script does not work, which means I cannot script for shit, or it won't work this way.

Anyway, here's that script:
Code Snippet
Plaintext
vision_control()
{
map = getEnt("vision_control","targetname");
map setCursorHint( "HINT_NOICON" );

if( self isTouching( map ) && level.ugxm_settings["gamemode"] == 1 )
{
self.vision = "zombie_factory";
}
else if( self isTouching( map ) && level.ugxm_settings["gamemode"] == 2 )
{
self.vision = "zombie_factory";
}
else if( self isTouching( map ) && level.ugxm_settings["gamemode"] == 3 )
{
self.vision = "zombie_factory";
}
else if( self isTouching( map ) && level.ugxm_settings["gamemode"] == 4 )
{
self.vision = "zombie_factory";
}
else//( self isTouching( map ) )
{
self.vision = "_bw";
}
}

My question is.... how can i make this work?!

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You just need to disable what's resetting the vision ;)

It gets set in _zombiemode.gsc and also possibly in dlc3_code.gsc if I remember correctly. Do a file-wide search for "zombie_factory" using Scite.
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I recall this bug in Comosea, when you die and automatically restart it changes the .vision (or maybe it just removes it entirely, idk).

In your script, I think instead of using "self.vision", you should try
Code Snippet
Plaintext
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
as the function for setting the player's vision. :)
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I dropped that other script, so instead I wrote this is my map's _art.gsc:

Code Snippet
Plaintext
	// Controls Visions
if(level.ugxm_settings["gamemode"] == 1)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 2)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 3)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 4)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else
{
level thread maps\_utility::set_all_players_visionset( "_bw", 0.1 );
}

This works, however, as in the script it says if the gamemode isn't any of the 4 (Which is original) the vision will be '_bw', but instead, it goes to the vision of zombie_factory. ;_;

 
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