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Topics - Scobalula

Started a new map recently, and I am that type of person that wants to remove those SRE's even in developer (as you got from my last thread about this lol), since my knowledge has increased I can fix most them no problem, but this one is bugging me.




Here's the part of the logfile about it:

http://hastebin.com/loresebece.md

If you want the script it's a stock _zombiemode_spawner.gsc, mine did have modifications by me for Harry perks, but they made no difference, since a stock file does the same thing.

From what I've gathered overflow = too much? I would appreciate help, as I do need developer 1/2 for other debugging, etc. :P
8 years ago
Essentially I have a bonus points script made up using DD's roundoff, but I asked on chat and Hitman told me it would give it to all players, what I feared. He advised me to use a distance check, so there's it:

How would I go about doing this? I tried using get_closest_living but didn't work.

Here's the script:

Code Snippet
Plaintext
zombie_cash( drop_item )
{
players = get_players();
int = randomIntRange(10, 4000);
int = roundOff(int, 10, 5);
for(i=0;i<players.size;i++)
{
if(level.zombie_vars["zombie_point_scalar"] == 1)
{
players[i] maps\_zombiemode_score::add_to_player_score(int);
}
else
{
players[i] maps\_zombiemode_score::add_to_player_score(int*2);
}

}
}

Also anyone else reading is free to use this script if they want, I don't mind.
8 years ago
Trying to eliminate script run times errors, etc, from my map, but this one just never goes away...



The gun is not included in any of my FFs, nor is in the weapons gsc or dlc3 gsc, so I don't know at all. ;-;

It happened with the sawed off, but removing it from the gsc fixed it, but this isn't going away at all.


Any assistance from you lovely people is appreciated.  :derp:
8 years ago
Hi guys, I'm curious what your set ups look like, I looked around and didn't find one of these, and if there is, it isn't active. :D

Here's mine:



The wall is fairly battered since there used to be a long desk along it which was taken down, happy with the set up, gonna upgrade PC soon. :D (Yes, that cup is on top of a hard drive, yes it's not working. :P)


Essentially just a picture and maybe a brief description, please don't list out your PSU and your monitors brightness setting. :D Just a pic, and maybe description, like mine. :) If it's just a laptop, then feel free to post it. :D
8 years ago
I put this in this section, since I'm not asking for help or anything, I'm asking for an opinion.

So I have been using an old 1600x900 Hanns.g monitor for quite some time, and having used 1080p monitors in school and enjoying the extra viewing space, I decided to get one.

All well, I love it, sleek, colors are awesome and viewing space... :o

But I run into one issue with this one specifically, of course, has to be me.... (before we get started it's an Acer K222HQL)

Essentially, in certain colors (more bright ones and solid colors), the cursor leaves a slight trail, depending on the color, it can be pretty noticeable.

Here's a view of it (don't even need to click to see it, it's in the thumbnail, kek):

http://youtu.be/11L9YR-G-64

So my question is: Should I return it for a replacement/refund? I can probably ignore it, but I know sometimes I will find it annoying, and it's one of those things once you've seen it, you can't un-see it, you know it's there, and it'll always be at your head.

If there is a way to fix it (I've messed with every setting Windows, AMD CCC and the monitor has to try and fix it), I would love that over going back to the store. :P

Let me know your opinions. :)
8 years ago
So one issue leads to a next, eh? Well at least I hope this one isn't major.

I am attempting to port the Black Ops 2 player models from Town, everything went well, but Hitman pointed out that faces fuck up on them, and fucked up indeed they were:



Messing around leads me to believe the tag fucking up is j_jaw (and possibly one or 2 others), but I am left with no solution. :(

I have tried many things, including deleting face joints seen, this works, but then eyes, inside mouth, etc, look very weird and are outside the body.

I know some of you fine men have ported these before, if so, I would appreciate if you could help me with this. :)
8 years ago
EDIT: Fixed thanks to Harry, overlooked this but it was a comment above the line in mod.csv which comments the line below it, thus the model wasn't loaded at all. :P

So I ported (well tried to) the Suit view-hands from Town from Black Ops 2, all went well, but when I loaded up the game I noticed they still weren't working, the gun was still spazing in my face, so I checked the console, and noticed this:



Sorta weird, so I double checked the view-hands, and they do indeed have that tag.



What I've done:

  • Loaded Black Ops 2 Town and run Lime.
  • Opened the .ma file and drag on the script to bind it.
  • Exported from Maya with Aidan's plug-in, selecting all joints and meshes.
  • Convert in Assman as "Viewhands", not rigid or animated.
  • Add to _loadout and weapons.
  • Add to my mod.csv as "xmodel,viewhands_suit" and built IWD and FF's.
  • Ran Game

I also tried adding to the weapon file.

I have ported many view-hands in the past, though it's been a while, and never have I gotten this. I'll try another set and see how it goes, but I do want these ones, so if anyone can shed light on it, I would appreciate it. :)

EDIT: Ok weird af, tried viewhands from COD 4, which I know 100% work, and same issue.
8 years ago
So I have been learning a lot about GSC and scripting as of late, but there's some things I can't get my head around when it comes to arrays (and maybe other things that may relate to it).

Let me take this piece of code as an example that Hitman done for my wall weapon light fx and break down what's confusing me:

Code Snippet
Plaintext
bo2_weapon_light()
{
fx_1 = GetEntArray("weapon_upgrade","targetname");

wait 1;
for(i=0;i<fx_1.size;i++)
playFx(level._effect["wall_weapon_light"], fx_1[i].origin);
}

The first part I understand, getting the array of entities, etc. where I start to loose understanding his this:

Code Snippet
Plaintext
wait 1;

Not really sure what this does at all and why it's there.

Code Snippet
Plaintext
for(i=0;i<fx_1.size;i++)

I understand what for() is and why it's there, but what's inside the bratchets it what confuses me the most out of anything, what is i=0? Does it define what FX is played on? So if I said i=4 then the first 4 entites would not emit FX?

Code Snippet
Plaintext
i<fx.size;

Not really sure, relating back to i=0 does it mean if I said i=4 then it will only play on only first 4 if I said i>fx.size?

Code Snippet
Plaintext
i++

Not a single clue what this means or does...


Of couse I am new to this, don't have a great understanding of it atm and that's why I would throw this out for scripters to maybe give me an idea?

Any info is appreciated. :D

9 years ago
This map will not require T4M.

Zombie Garage

As the recent outbreak sweeps through the United States, killing all those around you, you and your team take shelter in a nearby Garge, but things aren't what they seem.

Officially this will be second map, but first to be released to the public, I have spent and still am spending a lot of time making sure the map is good enough. :)

Screenshots:
























Features

- Black Ops 1 and Black Ops 2 Perks!

Keep yourself in the game with perks such as Widows Wine and PHD (with D2P)!

- Array of weaponry!

Many guns to cater to most players ranging from Thunder Gun to RGMK2 to Mustang and Sally!

- Buildables!

Get finding those parts and build your way to survival!

- Traps!

Sit back and let the machine do the killing! Just..make sure..not to get in it..

- Much more!

Keep playing to find out what this map has waiting for you!


Credits:
Rollonmath42- Porting tutorials
Offthewall- Sync Akimbo CSC script
Redspace - Panzer
LilRobot - Anims, models, etc. from IW6 and T7
Tim Smith- XR2
lilrifa - Kuda, assistance, scrub, mental support.
HarryBo21- Black Ops 1 & 2 Perks, Buildables, Shrieker and majority of features seen.
YhPh1l- Kino Like Wall lights, Typewriter intro
DualVII - Rotating Doors
DUKIP - T6 Tranzit HUD & Font
MakeCents - M1216 Simulation Script
UGX-Team - Tools such as Weapon Editor, etc.
JBird632 - Bloodsplatter, Secondary Alias Tutorial
Treyarch- Black Ops 1, 2 and 3 Textures, Models and anims.
Infinity Ward- MW2, 3 and Ghosts Textures, Models and anims
Tom_Bmx- Tools such as Xmodel Utils, Lime, Lemon, etc.
BluntStuffy - Ray Gun MK2 FX & Impact
HitmanVere- General Help, Pause Menu, Menu Tutorial
Valve- Textures from Counter Strike - Global Offense
TheScotchGuy- Scrub
Uk_ViiPeR- Why is he here again?



Beta Testers:
TBD

If you feel I should have given you credit (helped me, used something made by you, etc.) please do not hesitiate to PM me here or on Skype.

The map is still a W.I.P and therefore there is no download links, duh, so don't ask for it. If you would like the chance to be a beta tester use the Beta Access link.
9 years ago
So I've been experimenting the last few days with Dual Wield anims, coming from the fact I am posting here it has been fail.

I understand there is a tutorial by SevenGPLuke about custom animations but that's not what I am looking for (nor has it worked for me, Lol), I am wondering about converting a DW weapon and its tanims to WaW to use.

FX and other stuff isn't an issue, it's porting the gun models and anims, I have been extensively searching for tutorials on it but to no avail.

If anyone can point me in the right direction I would appreciate it. I know how to port normal guns already if that helps.
9 years ago
This is something I have been Googling, asking other people and trying myself to fix.

Essentially with any dynamic omni light, when the player walks up to it, it's a sudden change of lighting for the viewhands and models, bad explanation I know.

http://youtu.be/9Ctvy4itnFQ


Any help would be appreciated, if you're going to ask "do you have caulk box?", "do you have lightgrid?" then yes, I have all those. KVPs are stock light with Dynamic Omni and No-Shadowmap thing ticked, yes I have played with the KVPs for radius and intensity.
9 years ago

Oh god, what was going through his mind when he rele- wait sorry, thought this was a Box Map, no this is Industrial Estate, what place would be best to hold up in in a zombie apocalypses? An Industrial Estate of course, not an ordinary one though, featuring many perks, unquie bosses, some sweet guns, buildables and much more, what is there not to like about it?

It may not be Oil Rig but it's a taste for what's in store along with a pretty sweet map.

Let's get down to business!

Starting off

Pretty laid back start, even with the risers it's quite easy to survive a number of rounds in the starting room. I recommendation from me is to grab the MK14 and QR and do your best to survive in the first room, if you fell you're getting overrun, no problem, open the door to the second area which has a nice amount of room.

Surviving

While training isn't exactly easy the map's layout and the "loops" make it easy to get out of a sticky situation, one can easy train around the garage area back through spawn and the second area. It gives you that relief that at least you know you can somewhat get out of a horde, unless you're a n00b like HitmanVere, High Rounds aren't too difficult with this in mind.

Along with that the array of weapons will cater to any zombie player making surviving the map relaxing for all zombie players, if you like Shotguns, no problem, there is many of them on the map, or are you an SMG guy? Sure thing, got some of them! The weapons are quite balanced when it comes to fire rate, ammo capacities and damage, while some guns may run out of ammo quickly this is made up for by the frequent drops and the Juggernauts as they drop Max Ammos (expect the Minigun ones, they drop Dead Machines), I can safely say I have not gone a game where I was worried about Ammo majorly.

Weaponry

As mentioned above the map has quite the array of weapons to cater for everyone. From the Sliquifier (buildable) to the ASM1 to the HK21, this map has a weapon for everyone. Many of the weapons are also, as mentioned above, very balanced, while we all want a M1911 that can kill in one shot it isn't always the best thing, many of the weapons who have low damage make up for this in other areas, same goes for low ammo guns such as Shotguns, with considerably high damage and can get you out of a very sticky situation.

Along with the bullet and wonder weapons there are others such as the QEDs and Gersch Device, the latter has saved my life on this map more times than I can imagine. You could consider the Shield under Weaponry, in that case it is also quite a useful device, and works similarly to its original.

Buildables

The buildables were a very nice addition, both the Sliquifier and the Zombie Shield can be built, parts aren't mad hard to find and both function very like their originals from Black Ops 2. Both are very useful, making them a worthy choice to try and get the parts to build. Do keep in mind however like Black Ops 2, the Sliquifier takes up a weapon slot and will replace the weapon you are holding when taking it.

Detail

The map follows a very consistent design as an Industrial area and the detail is very well done. Layout is very well done and as stated above the loops allow for getting out of sticky situations. The attention to detail is aparent, from the spot lights from holes in the roof to broken walls. Very well done on layout, design and detail. :)


Overall: This map is a must try, it's very well done in all departments. While it's a smallish map it gives considerable amount of replay value. +1

And our verdict kids:

Level of Detail: 8/10
Custom Content: 9/10
Fun Scale: 9/10
Replay-ability: 8/10

Overall: 34/40

Download link: http://ugx-mods.com/forum/index.php/topic,7842.0.html


9 years ago

Dixmor Asylum is a custom zombies map by sevengpluke based off Manhunt 2's Asylum of the same name.

Featuring creepy atmosphere, lots of custom weapons and features, and custom characters, this map is a must for zombie players to try.

Pros

This map, waoh, so much cool stuff to say about it, where to start? From the awesome start to the immersful atmosphere, this maps has many features that keep you playing for quite some time.

The starting of the map is quite unique; it starts with you in the cell and a little girl talking to you, since I don't want to give away too much, I'll let you go from there upon downloading the map.

Many people have said to some degree, the map has some lack of detail. I completely disagree, while it would have been more suitable for the asylum to be broken up possibly, the detail is quite good, the map's design is very good. Layout of the map is also quite well done and feels just like an asylum. +1

This is one of the few cases I get to say weapons were done very, very well, the stats, models and texture maps on the weapons were done to a tee, couldn't have been done better imo.

Last but, most certainly, not least, is the little easter eggs and objectives, from the soul chests to other things, there are many objectives which again keep you at the map.

Cons

There's not much bad about the map, other than I feel there should be some better indication of what to do, while you will get the jist, I feel there should have been some more info on what to do without giving away too much, such as how in Mob of the Dead you understand the final goal is to build and airplane, you know you have to find parts and you get an idea of where they are, but you're not told what to do exactly and what happens once everything is done.

Overall - This map has hit my top 10 maps and has a lot of features and play-ability, I recommend everyone out there give it a go, if I could compare it to a map I would compare it to Mob of the Dead only on a smaller scale in some sense and maybe without the busted-up prison part.

Score:

Level of Detail: 7/10
Custom Content: 9/10
Fun Scale: 8/10
Replay-ability: 8/10

Overall score: 32/40

Download link: http://ugx-mods.com/forum/index.php/topic,7621.0.html
9 years ago
So I've had a go at porting some stuff over from Black Ops 2, but when I try the .tanims in Maya for some reason the hands don't exactly line up.

This image is pretty self explanatory, it's the idle for the MG08, the other anims such as reload, technically work, as in the mag is removed (shown in a GIF below) but once again they don't line up.






The same thing happened upon trying to port the Ray Gun from Black Ops 2, I don't know if this affects it, but I want to make sure so I don't export 10-20 anims just to find they are messed up.

Any help would be appreciated, thank you. :)
9 years ago
Note: When I say root, I mean your CoD WaW Folder.


Download this RAR:


Place the raw folder in your Call of Duty Root folder.

Open your mapname.gsc (You should know where it is) and find this:

Code Snippet
Plaintext
maps\_zombiemode::main();

Add this under it:

Code Snippet
Plaintext
	wall_weaps = GetEntArray("weapon_upgrade","targetname");
for(i=0;i<wall_weaps.size;i++)
playFx(level._effect["wall_weapon_light"], wall_weaps[i].origin);


So it will look something like this:

Code Snippet
Plaintext
        maps\_zombiemode::main();
wall_weaps = GetEntArray("weapon_upgrade","targetname");
for(i=0;i<wall_weaps.size;i++)
playFx(level._effect["wall_weapon_light"], wall_weaps[i].origin);

In preCacheMyFX function add this:

Code Snippet
Plaintext
level._effect["wall_weapon_light"] = loadfx("weapon/fx_wallweapon_light");

Then go to zone_source and open your mapname.csv and add this into it:

Code Snippet
Plaintext
fx,weapon/fx_wallweapon_light

After that you're done, the game will automatically add this FX to the trigger of wall weapons.

Since this uses your weapon's trigger make sure to place it accordingly in Radiant.

Thanks to:

Code Snippet
Plaintext
HitmanVere - Script
MakeCents - Suggesting this 1000 times easier method and extensive help.
Harry Bo21 - Extensive help also.
CreeperFace - Suggesting the tutorial in whole.

9 years ago
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