Author Topic: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)  (Read 39876 times)

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Offline daedra descent

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #180 on: June 07, 2016, 09:36:52 am »
Code: [Select]
#include clientscripts\_utility;
#include clientscripts\_music;
#include clientscripts\_fx;

main()
{
   level.DLC3_Client = spawnStruct(); // Leave This Line Or Else It Breaks Everything

   // Must Change These For Your Map
   level.DLC3_Client.createFX = clientscripts\createfx\hellokitty_remastered_fx::main;
   level.DLC3_Client.myFX = ::preCacheMyFX;

   clientscripts\_load::main();

   println("Registering zombify");
   clientscripts\_utility::registerSystem("zombify", clientscripts\dlc3_code::zombifyHandler);

   clientscripts\dlc3_teleporter::main();
   
   clientscripts\dlc3_code::DLC3_FX();
   
   clientscripts\_zombiemode_tesla::init();

   thread clientscripts\_audio::audio_init(0);

   // Change For Your Map!
   thread clientscripts\hellokitty_remastered_amb::main();

   level._zombieCBFunc = clientscripts\_zombie_mode::zombie_eyes;
   
   thread waitforclient(0);

   println("*** Client : zombie running...or is it chasing? Muhahahaha");
   
}

preCacheMyFX()
{
   // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
   
   level._effect["snow_thick"]   = LoadFx( "env/weather/fx_snow_blizzard_intense" );
}


Wrong script I guess. With DLC3(nazi_zombie_factory) dlc3_code.csc is used to specify the footsteps even though that *really* should be map specific.


DLC3_FX()(clientscripts\dlc3_code.csc) it should have these:


Code: [Select]
   clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
   clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
   clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #181 on: June 07, 2016, 09:57:13 am »

Wrong script I guess. With DLC3(nazi_zombie_factory) dlc3_code.csc is used to specify the footsteps even though that *really* should be map specific.


DLC3_FX()(clientscripts\dlc3_code.csc) it should have these:


Code: [Select]
   clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
   clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
   clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
   clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
   clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
Yep, I have those:
Code: [Select]
DLC3_FX()
{
if( isDefined( level.DLC3_Client.createFX ) )
{
[[level.DLC3_Client.createFX]]();
}

_spawnFX();

clientscripts\_fx::reportNumEffects();

clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
Maps:
Unterwegs
Hello Kitty Remastered
Firing Range

Offline CesarikYT

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #182 on: June 22, 2016, 02:49:11 pm »
Have you tried installing T4M? I have no idea if that might do anything but it might give you help you out.
What is T4M  ;D

Offline Mr. Unp3rf3ct

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #183 on: July 02, 2016, 08:41:04 am »
Ok! I have the same problem with the perk crash and the pack a punch not working. I hope someone here can make clear how to fix this, because I dont understand the fixes you are giving

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #184 on: July 15, 2016, 10:51:20 am »
Hmm. I just decided to give the UGX mod a try and I seem to still be getting this issue with the  Start Game button and the Save & Close button being missing. I tried this fix but it is still not there.

I just noticed why some people are having problems with the Start Game button and/or the Save & Close button being missing in UGX Mod v1.1 maps. There are two files which MUST be in your map's mod folder in appdata in order for the persistent settings to load properly for players who have never played your map before:

- ugx_userconfig.cfg
- disableXboxController.cfg

I put these files in the root/mods/mapname folder assuming that Launcher would copy them over to the appdata/mods/mapname folder upon compile, but APPARENTLY it ignores cfg files ( [You are not allowed to view external links. Register or Login to see them] .) So until I figure out a nice way of getting those files to be automatically placed for people, please just make sure you copy them into the appdata folder once yourself. Once you put them there the first time they should stay forever, no need to do it over and over again.

Is anyone else still getting this? I am unable to start the game or return to the menu from the UGX settings menu.
Btw this is on a fresh install of the mod-tools on my new PC.

Offline Scobalula

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #185 on: July 15, 2016, 12:33:29 pm »
Hmm. I just decided to give the UGX mod a try and I seem to still be getting this issue with the  Start Game button and the Save & Close button being missing. I tried this fix but it is still not there.

Is anyone else still getting this? I am unable to start the game or return to the menu from the UGX settings menu.
Btw this is on a fresh install of the mod-tools on my new PC.

It seems to be because the Weapon Bob Dvar isn't set, it didn't happen to me on my main profile, but it happened on my alt and to several people who tried my map.

Even if I set it in UGX Options Page, it still doesn't save on my alt.

My fix was to just add this to my mapname.csc (can also loop players and set it in gsc):

Code: [Select]
if(isDefined(GetDvar("ugx_client_weaponbob")))
setClientDvar("ugx_client_weaponbob", "On");

The only issue is the weaponbob setting doesn't get set and so resets every time if it's not set, but I suppose that's better than having 50 people report they can't play. lol
Aye mate you don't know me so y don't you shut tf up ok buddy :)


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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #186 on: July 15, 2016, 05:32:22 pm »
It seems to be because the Weapon Bob Dvar isn't set, it didn't happen to me on my main profile, but it happened on my alt and to several people who tried my map.

Even if I set it in UGX Options Page, it still doesn't save on my alt.

My fix was to just add this to my mapname.csc (can also loop players and set it in gsc):

Code: [Select]
if(isDefined(GetDvar("ugx_client_weaponbob")))
setClientDvar("ugx_client_weaponbob", "On");

The only issue is the weaponbob setting doesn't get set and so resets every time if it's not set, but I suppose that's better than having 50 people report they can't play. lol

Where exactly did you put this to get it to work?

Offline Scobalula

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #187 on: July 16, 2016, 12:38:38 am »
Where exactly did you put this to get it to work?

Here:


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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #188 on: July 16, 2016, 10:14:38 am »
Here:

( [You are not allowed to view external links. Register or Login to see them] .)

Thank you so much, got it working.

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #189 on: August 20, 2016, 08:20:49 am »
Hey There, First Off I would like to say that this map, Hogwarts is awesome!
...Until I was unable to play it.
 You see, one time I had this "BRILLIANT" idea to enable xBox controller option.
Now the cursor will not show up in the title screen so I am not able to play the map.
 Also, I couldn't open up console to do the "Disable Xbox Controller" Command, so that doesn't work either.
Any feedback or support would be most appreciated!

Offline H0lylel

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #190 on: October 08, 2016, 07:35:34 pm »
hey i cant prees coop button on all ugx 1.1 maps can anybody help me please i want to play a ugx 1.1 map with my friend but not requiem

Offline QUICSKOPFAGITMLG

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Re: [Beta] UGX Mod Standalone v1.1.0 (updated 1/3/2016)

« Reply #191 on: February 02, 2017, 02:28:42 pm »
The co-op button on a UGX 1.1 map that i made is not clickable. The solo button works fine and the game starts fine without any problems. Can someone help please?