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Topics - whippytrout

UE4 Multiplayer Zombie Survival Template



Hey everybody! Some of you may know me for my custom zombie maps for Call of Duty: World at War. I spent years making zombie maps and over a year ago I switched over to Unreal Engine 4 and started working on my own zombie survival game. Well today I'm happy to announce the release of my very own zombie survival template. You can now make your very own zombie survival game with no limits. So let your imagination go crazy and start making what you always wished you could.
The Multiplayer Zombie Survival Template for Unreal Engine 4 has now been released! Fight waves of enemies with your friends. Fully setup for multiplayer. Jump straight into slaughtering zombies with your friends online. It’s setup to be easily edited and changed. You can simply switch out player characters, weapons and zombies with whatever you want to use. Variables can easily be changed to tweak the game experience. Thousands of hours were put into this project in order to save you the hassle of getting the basic framework working for your own multiplayer horde game.


Buy it now on the Unreal Engine 4 Marketplace: https://www.unrealengine.com/marketplace/en-US/slug/multiplayer-zombie-survival-template
Support me on Patreon: https://www.patreon.com/WhippyGames
5 years ago
Alcatraz
Created By WhippyTrout


Story:
March 21, 1963 The year Alcatraz Federal Penitentiary closed. President John F. Kennedy had scheduled a political trip to Dallas, Texas in order to smooth over frictions in the [/img]Democratic Party. He decided beforehand he would attend the shutting down of Alcatraz and visit the prison one last time while it was still operational. As JFK docked at Alcatraz Prison he was greeted by three strange men. One was wearing prisoners clothing (Sal) and was covered in blood. The second was a short Mexican with a mustache and red bandanna. He claimed to be an top notch mercenary and expert with a machete. (Danny Trejo AKA Machete) The last man was a tall well groomed man with slicked back hair and a black leather jacket. (David Hasselhoff) He referred to himself in the third person a lot and seemed to think he had been kidnapped and was the center of a twisted experiment deep within the depths of Alcatraz.

As the unlikely group of men began investigating Alcatraz it became pretty clear that something evil had taken over the prison. A zombie outbreak of some kind had spread throughout the prison infecting prisoners and guards alike. No sign of the warden could be found but Sal spoke of a beast of a man named Brutus who was the head guard of Alcatraz. Sal said Brutus was pure evil and had  sacrificed the warden in some sort of ritual deep beneath Alcatraz. Brutus was obsessed with the pursuit of mystical items. He believed they contained powers, powers that could manipulate the very fabric of existence and even bestow upon him unworldly powers.

The four men didn't know what exactly was going on on the island but they knew it was bad when the hordes of the undead began descending upon them. As they went to get back onto the boat in order to leave the island a loud voice rang out, shaking the island itself. It was the voice of Brutus, "No one gets off this rock! This is your prison!" he roared. The boat was then swallowed up by the ocean and the men braced for an epic showdown against the undead zombies on Alcatraz.


Images:
Spoiler: click to open...












Features:
Spoiler: click to open...
  • Custom weapons from various Call of Duty games
  • Massive Easter Egg
  • Insane stuff never seen in zombies before
  • Tons of secrets that I won't list.  ;)
  • You'll have to figure it out yourself.

Most Helpful and Influential:
  • codmoddd1234
  • BluntStuffy
  • natesmithzombies

Credits:
Spoiler: click to open...
  • tomikaze: For urging me to finish the map
  • Zombeast250
  • Scobalula
  • Tom BMX
  • xSanchez78
  • ville88
  • Utamia
  • DTZxPorter
  • HitmanVere
  • YaPh1l
  • DamianoTBM
  • ElTitoPricus
  • FUSORF v2
  • DualVII
  • Gogeta
  • shippuden1592
  • HarryBO21

Beta Testers:
  • Midget Blaster
  • Watch Me Lag
  • Cblankin57
  • Urban Spiral
  • Oshawat750
  • Jerri13

Map Download: (Note You Also Need T4M Below!)
Google Drive

Mediafire




Notice!!!!
You MUST download the .dll file below and put it in your Call of Duty WaW root directory in order to play this map. This is an engine mod that increases the limits of Call of duty WaW
The original post for this mod which has more details on what it does can be found here:

http://ugx-mods.com/forum/index.php/topic,8092.0.html
T4M: This is the Engine Mod Download that goes in your root directory

www.mediafire.com

Instructions:
To install the engine mod simply go to your steam library, right click Call of Duty WaW, Click properties, Click the Local Files Tab, Then click browse local files. Then drag the .dll into that window that opens.
If you don't have the Steam version of the game your game is probably in C/programfiles(86)/Activition/Call of Duty - World at War



If you have a disk version of Call of Duty WaW then you must download and use a lanfix.exe. A Google search for a Call of Duty WaW lanfix exe will take you to what you need. I personally don't have the disk version of the game but I've seen respected members of this community with disk versions of the game use a lanfix in order to play and they seemed to have no issues. If you have any issues please search the UGX site for details, there are several maps using T4M and this question has been answered quite often.
7 years ago
So I was testing my Alcatraz map today with some friends and on round 27 I crashed and got this error:




If anyone has any ideas on what this means I'm all ears. I did remember I lowered the zombie count from 24 to 18 I thought but I must have done it somewhere else because in zombiemode.gsc it still says: SetAILimit( 24 );  So maybe I changed it back. I forgot.
7 years ago
Hey guys!

I have a strange issue on my Alcatraz map that I've noticed for a while. What happens is some risers don't rise meaning, the dirt FX plays but no zombie appears. Sometimes on round 1 only one or two zombies spawn. I know the riser struct is not broken because I've seen zombies rise from that same spot later. This issue happens all over the map. There is not one specific area it happens it. It's not game breaking or anything but it is strange and I'd like to try and fix it before release.

All I can' think of that may be causing it is not enough riser structs (I removed a lot of them when trying to fix g_spawn only to learn they don't count towards it  :-[ )

Here is the FX but no zombie:
Spoiler: click to open...

Any help or suggestions are appreciated.

Thanks,

Whippy
7 years ago
Hey guys!

I'm polishing up my Alcatraz map with the little things and would like to add custom door sounds for when a player opens a door. I followed the swinging door tutorial on UGX's wiki here: https://confluence.ugx-mods.com/display/UGXMODS/Creating+a+Swinging+Door+Blocker

But for the life of me I can't seem to get the door sounds to work. I know all about converting sounds and how soundalias work so please don't go off on me about that. I also converted the sounds in Audacity the right way. I've done all of this a million times. I just for some reason can't get the door sounds to work.

If anybody has used the swinging doors tutorial and can help me out please let me know.

Thanks,

Whippy
7 years ago
Hey guys,

I'm trying to finish up my Alcatraz map but I have one game breaking bug. If a player uses my teleporter while the rounds are changing it messes up everything. I have a boss that spawns when you teleport but if you teleport in-between rounds a bunch of bosses spawn and there is no way to survive, that trust me.

So how can I disable my trigger or deny the player from teleporting when in-between rounds? I've tried for 5+ hours today and can't figure it out.

Thanks,

Whippy
7 years ago
Hey guys I really need some help. I just about have my Alcatraz map finished for Cod Waw but I seem to be running into the dreaded g_spawn error. I've researched it but can't find a whole lot on it so I'm going to ask some questions that maybe you guys can clear up for me.

1. What counts towards g_spawn? I know FX, script_model, origin, etc. but do lights count, pathnodes, info_coronas?

2. I disabled the spawning of gibbing on zombies as well as removed their glowing eyes. I also fixed a zone spawn issue that Harry posted here on the forums that deletes a script_origin that is spawned and not deleted. So is there any other ways to reduce my total entity count? (besides deleting stuff in my map lol)

I'm using a debugging script by either codmodd or MakeCents that tells me the amount of entities in my map. I've got the total number down to 800 but I think it crashes at around 1000 entities.

Any help would be appreciated.

Thanks,

Whippy
7 years ago
Hey guys I really need some help with this simple task in order to complete my Alcatraz map.

So I used a public script from AllMods that allows you to spawn a normal zombie but give him a weapon and follow you around. It works great but I want to know how to make the zombie immune to powerups and round changes. (You know the typical stuff a boss needs to be immune from) My problem is that its not working like I thought it should. I set the zombie animname to "boss_zombie" and for a few test runs it worked flawless. But then all of a sudden the zombie is not being defined as a boss anymore. Cod waw is working its evil magic against me again and I've struggled for days and countless hours trying to get this to work.  :'(  Also the only other boss I have in my map is Panzers I'm not sure those play a role in this issue.

Here is the script:

Spoiler: click to open...
Code Snippet
Plaintext
#include maps\_anim; 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include animscripts\utility;
#include animscripts\traverse\shared;
#using_animtree ("generic_human");

freeze_init()
{
//precachemodel("YOUR MODEL NAME HERE");
thread spawn_freeze();
Precacheitem("ray_gun"); // new gun here replace ray_gun every where its name SHOWS
}

spawn_freeze()
{

freezeSpawns = GetEnt( "freeze_boss", "targetname" );

while(1)
{

if(getNumfreeze() == 0)
{


wait 15;

thread spawn_freeze_zombie(freezeSpawns);
wait 60*randomintrange( 2, 3 );
}

wait 1;
}
}

getNumfreeze()
{

count = 0;

zombies = getaiarray( "axis" );

for(i=0;i<zombies.size;i++)
{
if(isDefined(zombies[i].isfreeze))
count++;
}

return count;

}

spawn_freeze_zombie(freezeSpawn)
{

zombies = getaiarray( "axis" );

while(zombies.size > 23)
{
wait .1;
}

playfx(level._effect[ "elec_torso" ],freezeSpawn.origin); //playfx on spawn spot
playsoundatposition( "pre_spawn", freezeSpawn.origin ); //play sound on spawn spot
wait 1.5;
playsoundatposition( "bolt", freezeSpawn.origin ); //play sound on spawn spot
zombie = spawn_zombie(freezeSpawn);
zombie.team = "axis";
zombie.isfreeze = true;

//zombie setModel("YOUR MODEL NAME HERE", true); //add properly rigged model
zombie thread makefreeze();
zombie.IsGunner = true;
zombie.gibbed = true;
                zombie.head_gibbed = true;
                zombie.grenadeawareness = 1;
                zombie.ignoreSuppression = false;
                zombie.suppressionThreshold = 0;
                zombie.noDodgeMove = false;
                zombie.dontShootWhileMoving = true;
               
zombie.goalradius = 1000;
zombie.pathenemyfightdist = 1000;
zombie.pathenemylookahead = 1000;
               
zombie.chatInitialized = true;
                zombie.zombie_move_speed = "run";
                zombie AllowedStances( "crouch" );
zombie animscripts\init::initWeapon( "ray_gun", "primary" );  // new gun here replace ray_gun
zombie animscripts\shared::placeWeaponOn( "ray_gun", "right" ); // new gun here replace ray_gun
                zombie PushPlayer( false );
                zombie.disableArrivals = false;
                zombie.disableExits = false;
                zombie OrientMode( "face point" );
zombie.is_zombie = false;
zombie thread zombdoshoot();
zombie notify( "zombie_acquire_enemy" );
zombie GiveWeapon( "ray_gun", 0 ); // new gun here replace ray_gun
zombie SwitchToWeapon( "ray_gun" ); // new gun here replace ray_gun


}
makefreeze()
{
        self.animname = "boss_zombie";       // I added this to make him immune to powerups and round changes
self.boss = true;                              // This too, but it doesn't work.
self maps\_zombiemode_spawner::zombie_spawn_init("zombie");
self maps\_zombiemode_spawner::zombie_think();
self maps\_zombiemode_spawner::zombie_setup_attack_properties();
self maps\_zombiemode_spawner::find_flesh();
}

zombdoshoot()

{

self endon( "death" );

for(;;)

{

self notify( "zombie_acquire_enemy" );

close_zombie = get_closest_valid_player( self.origin, true );

close_zombie.favoriteenemy = self;

lockspot = close_zombie gettagorigin("b_c_head");

//if (distance(self.origin, close_zombie.origin) < 1000 ) // Checks if there is a known enemy in distance for my boss if [true] shoot
//if(self CanSee(close_zombie)) //shots you if mele range
if ( self IsKnownEnemyInRadius( self.origin, 400 ) ) // Checks if there is a known enemy in a radius from my boss if [true]  dus not shoot teal yore out of Radius
{

self SetLookAt( lockspot, 0.05 );
self AimAtPos( lockspot, 0.09 );
self shoot(5.1);
self notify( "zombie_acquire_enemy" );
}

else

{

self SetLookAt( lockspot, 0.05 );

self AimAtPos( lockspot, 0.09 );

self SetRunToPos( close_zombie.origin );
self notify( "zombie_acquire_enemy" );

}

wait (randomfloatrange(0.2, 1.1)); // how often ai shoots

}

}

If somebody can help me out I'd be extremely grateful,

WhippyTrout

Double Post Merge: February 23, 2017, 04:42:27 am
Oh my god I just got it!!!!!  :nyan: :nyan: :nyan:

All it took was hours of frustration and one UGX help topic to make a light bulb click in my head.

So I just learned that I can use the .variable such as zombie.isfreeze and then add an exception in zombiemode_utility.gsc and zombiemode_powerups.gsc in order to prevent that zombie from being killed and not having to be killed to progress to the next round.

Man I feel relieved. Like that feeling when you take a massive dump after holding it all day.  ;)

7 years ago
Hey guys!

I have been playing custom Black Ops I mods such as Fury's Temple but recently I can't launch the BO_Mods.bat file without getting this error:

Spoiler: click to open...

I didn't do anything different but now every time I try to launch the batch file I get that error. I've tried reinstalling the game and the game_mod but it still does it. I have several friends that have this issue too.

Any help would be appreciated,

WhippyTrout

7 years ago
So I want to add in Danny Trejo and Michael Englund from BOI Call of the Dead into my Alcatraz map as players. I have all the models but I couldn't find the player sounds using Wraith or other tools. Plus I don't have the time to create the soundalias files for them. So my question to the community is: Does anybody want to help me out? Either telling me how to find the sounds or if they already created the soundalias file, share it with me.

Here is my Alcatraz WIP if you wanna see my work so far: https://ugx-mods.com/forum/index.php/topic,7912.0.html

Thanks,

Whippy
7 years ago
Hey guys I'm using Harry's Mystery box pack for my Alcatraz map but the MOTD boxes are all initially spawned as if they are usable. Only one is of course and it has the fire and light FX on it but the other locations appear like they are usable but they are not. This confuses players while playing because they think the box is in locations it is really not.

I did notice however if the box moves to a different location then leaves, that location then appears correctly as if the crate it gone. So my question is how can I make it where all the crate locations appear gone like they are supposed too? If there was a way to activate all the crates then deactivate them at the start of the game that might fix the issue.

Here is Harry's Mystery box script (its publicly released so its ok lol):

http://paste.md-5.net/pamakujosi.avrasm

Any help would be nice,

Thanks,

Whippy
7 years ago
For my Alcatraz map I use randomized players with different viewhands found here: https://ugx-mods.com/forum/index.php/topic,7214.0.html

This works great but hide_tags does not work in weapons such as the Blundergat/Acidgat. I can set the handmodel in the weaponfile to one of the viewarms such as dempsey_viewhands but if a player is Takeo, Richtofen, or Nikolai then the hidetags don't work. Is there a way to fix this or use multiple handmodels in one weapon file?

Please help. Thanks,

Whippy


7 years ago
So basically when a player dies then re-spawns next round he has no weapons. He is holding nothing. He has to buy a wall weapon in order to get a gun. I tried using the stock loadout.gsc and stock laststand.gsc but it still happens. I'm using the default "zombie_colt" as my starting pistol, nothing special.

Please Help me out this has to be a simple fix.

Thanks,

Whippy
7 years ago
Hey guys I added in the Origins Playermodels and Viewhands to my map but Nikolai's viewhands are messed up a little bit. Is seems the mesh is bound to a messed up joint or something. I'm not sure how to fix it but somebody has to know because I've played several maps with Origins viewhands.  ;)



Please help me out.

Thanks,

Whippy
7 years ago
Jigsaw
Created by WhippyTrout


Story:
You have been captured by Jigsaw and will be put through several excruciating traps and tests in order to test your will to survive. Will you be able to survive?

About Map:
This map is unlike any other zombie map. It is mainly traps and obstacles similar to those seen in the "Saw" movies. Don't worry there are zombies, just not like in other maps.
This map features two maps in one. If you play solo the traps and obstacles will be completely different than Co-op. Co-op features fun thrilling traps that involve teamwork. You find out who your real friends are while playing this map. Solo is equally as exciting with time based traps and skill based traps. You will more than likely die several times while attempting either of these modes. Don't get discouraged though, dying is part of the map just as it was in the movies.
I don't want to give any more away about the map because I want it to be a surprise. So have fun and "Let the Game Begin".

:nyan: :nyan: :nyan: Download Map (Note! Must Use T4M Or Game Will Crash!!!!) :nyan: :nyan: :nyan:


Credits:
BluntStuffy
natesmithzombies
codmoddd1234
Tom BMX
If I missed anyone else please let me know

For those "special" people that need a screenshot here is one room/trap:
Spoiler: click to open...

Note! You MUST download the .dll file below and put it in your Call of Duty WaW root directory in order to play this map. This is an engine mod that increases the limits of Call of duty WaW
The original post for this mod which has more details on what it does can be found here: http://ugx-mods.com/forum/index.php/topic,8092.0.html

T4M DOWNLOAD LINK:

Instructions:
To install the engine mod simply go to your steam library, right click Call of Duty WaW, Click properties, Click the Local Files Tab, Then click browse local files. Then drag the .dll into that window that opens.
If you don't have the Steam version of the game your game is probably in C/programfiles(86)/Activition/Call of Duty - World at War


If you have a disk version of Call of Duty WaW then you must download and use a lanfix.exe. A Google search for a Call of Duty WaW lanfix exe will take you to what you need. I personally don't have the disk version of the game but I've seen respected members of this community with disk versions of the game use a lanfix in order to play and they seemed to have no issues. If you have any issues please search the UGX site for details, there are several maps using T4M and this question has been answered quite often.
8 years ago
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