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Contact Support - Help Center Get help on the UGX Discord. Join it now!i fixed this. The problem was in the file "localization.txt"
where to get the missing files?
ERROR: xanim 'ai_zombie_quad_death_5' not found
ERROR: xanim 'ai_zombie_quad_attack_leap_loop' not found
ERROR: xanim 'ai_zombie_quad_attack_leap_attack' not found
ERROR: xanim 'ai_zombie_quad_attack_leap_loop_out' not found
ERROR: physics preset 'gib' not found
ERROR: Couldn't find material 'mtl_ballistic_knife'
ERROR: effect 'fx/misc/fx_zombie_cola_arsenal_on.efx' not found
ERROR: Couldn't find material 'specialty_extraprimaryweapon_zombies'
ERROR: effect 'fx/misc/fx_zombie_cola_staminup_on.efx' not found
no soul boxes or BO4 guns, 0/10
//read comments for helpful tips
//Spawns players with a random weapon each game for one in the chamber
#using scripts\shared\array_shared;
#using scripts\shared\util_shared;
#using scripts\shared\callbacks_shared;
#using scripts\codescripts\struct;
function main()
{
thread no_weapons();
callback::on_spawned(&oic_start);
}
function no_weapons() //this function disables wall buys. You have to disable magic box and pack a punch separately.
{
level.func_override_wallbuy_prompt = ¬hing_func;
}
function nothing_func()
{
self.stub.hint_string = "";
self.stub.cursor_hint = "HINT_NOICON";
}
function onPlayerDisconnect()
{
self waittill( "disconnect" );
}
function oic_start()
{
self thread onPlayerDisconnect();
self endon("death");
self endon("disconnect");
wait 0.05;
self give_oic_weapon();
self thread kill_watcher();
}
function give_oic_weapon()
{
self endon("death");
self endon("disconnect");
wait 0.05;
weapons = []; //weapons array, follow the pattern to add more weapon options
weapons[0] = "sniper_powerbolt";
weapons[1] = "shotgun_precision";
weapons[2] = "launcher_standard";
weapons[3] = "sniper_fastsemi";
weapons[4] = "sniper_fastbolt";
oic_weap = weapons[randomIntRange(0,5)]; //set the 2nd number to 1 higher than the last number in your weapons array
self TakeAllWeapons();
weap = getweapon(oic_weap);
self giveweapon(weap);
self setWeaponAmmoClip(weap, 1);
self setWeaponAmmoStock(weap, 0);
self switchToWeapon(weap);
stabby = GetWeapon( "knife" );
self GiveWeapon( stabby );
}
function kill_watcher()
{
self endon("death");
self endon("disconnect");
while(IsAlive(self))
{
self waittill("zom_kill");
weapon = self getcurrentweapon();
ammo_clip = self getWeaponAmmoClip(weapon);
self setWeaponAmmoClip(weapon, ammo_clip + 1);
self setWeaponAmmoStock(weapon, 0); //this part stops there from ever being more ammo than what is in the magazine aka no stock ammo, only clip ammo
}
}
players[i] GiveMaxAmmo( primary_weapons[x] );
players[i] SetWeaponAmmoClip( primary_weapons[x], 125 );
if ( players[i] HasWeapon( primary_weapons[x] ) )
//players[i] GiveMaxAmmo( primary_weapons[x] );
players[i] SetWeaponAmmoClip( primary_weapons[x], 125 );
if ( zm_utility::is_Classic() )
//if ( zm_utility::is_Classic() )
//{
//level.chests = struct::get_array( "treasure_chest_use", "targetname" );
//treasure_chest_init( level.start_chest_name );
//}
#using scripts\zm\one_in_the_chamber;
function grab_fire_sale( player )
function grab_fire_sale( player )
{
players = getplayers();
foreach (player in players)
{
player one_in_the_chamber::give_oic_weapon();
wait 0.5;
player thread more_ammo();
}
//level thread start_fire_sale( self );
//player thread zm_powerups::powerup_vo("firesale");
}
function more_ammo() //gives the player full ammo for new gun
{
weapon = self getcurrentweapon();
ammo_clip = self getWeaponAmmoClip(weapon);
self setWeaponAmmoClip(weapon, ammo_clip + 125);
self setWeaponAmmoStock(weapon, 0);
}
function grab_minigun( player )
function grab_minigun( player )
{
level thread give_bullets( player );
//level thread minigun_weapon_powerup( player );
player thread zm_powerups::powerup_vo( "minigun" );
if( IsDefined( level._grab_minigun ) )
{
level thread [[ level._grab_minigun ]]( player );
}
}
function give_bullets( ent_player )
{
weapon = ent_player getcurrentweapon();
ammo_clip = ent_player getWeaponAmmoClip(weapon);
ent_player setWeaponAmmoClip(weapon, ammo_clip + 5); //change to amount of bullets you want to give
ent_player setWeaponAmmoStock(weapon, 0);
}
use_trigger
//one in the chamber
#using scripts\zm\one_in_the_chamber;
one_in_the_chamber::main();
How does one get the staff dude? amazing map by the way, just got raged till i found gnome the builder
For the last part, you need to think exo zombies carrier. Specifically the weapon disposal machine.
I really want to do the easter egg, i got the staff and the crystal for it but couldn't build it, dose it require a third piece? awesome map nice and crisp. good job dude!!!!
This is easily one of the most difficult custom zombie maps out there. It's refreshing to have a challenge. They're all massively open spaces with tons of OP weapons.. But this.. This is even more difficult than Verrukt
this isn't based on the Dawnville map from the first CoD, is it?
In addition to my previous post, I completed all challenges, all soulboxes, found the 4 teddy's and 3 gnomes but couldn't find the last part to the table weapon (don't want to give it away). Gonna take a guess and say the last part is to do with the keys ? Managed to find 2/3 keys but couldn't find any after that.
I found the tank Gnome and the Gnome under the little broken wall, where is the other one!!!!!!!!!!!
Have you found Gnome the builder?
have only found 3 teddy bears and 2 gnomes
Same here. Cant find the last gnome
How was my response in any way hostile? Or were you just offended by my use of the F-word? ???
They tend to be like that when you question the legitimacy of them selling (beta/early access) maps.