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Topics - kitos

is posible to make a tomahawk in bo 3 i need to make reward gun
6 years ago
hi guys is posible put ww xmodels to bo3 ????
6 years ago
is posible make the giant teleport in bo 3 mod tools? can you help me please?
6 years ago
i have this problem when I load my map

https://imgur.com/a/IZ6yG


couldn't load level fastfile bo3 mod tools


I making a good map for first time in bo3 please need  help I dont know how to fix.

this are images of my map
three or two weeks I have on the map more or less:

https://imgur.com/a/ftvZX

https://imgur.com/a/F1bJg



6 years ago
Hi guys I have a fatal error in radiant is this error:

No compatible dx11 card found
GetlastError() = 0
Would you like edit preferences before exiting Radiant?


please help me
6 years ago
hi guys how  can I do this? can you help me please?

http://www.youtube.com/watch?v=KD8bRoSvO5g
6 years ago
how can I make electricity in other areas like the last custom crhistmas?
6 years ago
can you help me with this script I try to make the tutorial of goble gum but i don´t know why appears a image of hand when I try to buy gobble gum

this is the code

Code Snippet
Plaintext
//Add this script into your mapname.gsc file
//Add this: thread gobble_gum_machine(); after
 
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
//level thread DLC3_threadCalls();
//thread gobble_gum_machine(); HERE
 
 
gobble_gum_machine()
{
    //image of gobble gum
    PrecacheShader( "specialty_gobble_gum_zombies");
    PrecacheShader( "specialty_nuke");
    //cost of gobble gum buy
    cost = 500;
   
    //activate the following script code when player buys perk
    trigger = getEnt("gobble_gum_trigger", "targetname");
 
   
    bought_round_number = undefined;
    //level.round_number = 0;
    last_round = 0;
   
    trigger setHintString ("Hold &&1 to dispense Gobble Gum [500]");
                   
        //hold code till trigger is activated
        trigger waittill("trigger", player);
           
        using_player = player;
           
        //random gumball script here
            //--------------------------------------
        gobble_gums_index = 0;
           
        gobble_gums = [];
               
        add_to_array("gobble_gums","insta_kill");
        add_to_array("gobble_gums","double_points");
        add_to_array("gobble_gums","nuke");
        add_to_array("gobble_gums","plain_sight");
        add_to_array("gobble_gums","pack_a_punch");
               
        //gobble_gum = gobble_gums[RandomInt(gobble_gums.size)];
               
        //gobble_gum = array_randomize(gobble_gums);
               
        //if( gobble_gums_index >= gobble_gums.size )
        //{
        //  gobble_gums_index = 0;
        //  randomize_gobble_gums(gobble_gums);
        //}
               
        //gobble_gums_index++;
               
        //--------------------------------------
        //final gumball selected from script
        //this pack a punch gobble gum packs my current gun for 30 seconds and then returns the old one after the time has ran out!
        gumball = "pack_a_punch";
        //this gumball code will give me the gumball without picking a random one
        //--------------------------------------
           
           
        if ( player.score < cost )
        {
            //player iprintln( "Not enough points to buy Perk: " + perk );
            self playsound("deny");
            player thread play_no_money_perk_dialog();
            //continue;
        }
        else
        {
            //blur players view for effect
            player setblur( 4, 0.1 );
            wait(0.6);
            player setblur(0, 0.1);
               
            //add the image of the shader to the hud
            player thread gumball_hud_create(gumball);
                   
            //subtract players points for the cost of the gobble gum machine
            player maps\_zombiemode_score::minus_to_player_score(cost);
               
            player thread gobble_gum_activate(using_player, gumball);
           
            //bought_round_number = level.round_number;
        }
       
        //rerun the gobble gum machine script so it keeps running
        thread gobble_gum_machine();
   
}
 
gobble_gum_activate(using_player, gumball)
{
    perk_bottle = "specialty_quickrevive";
    while(1)
    {
        if(using_player useButtonPressed())
        {
            if(gumball == "none")
            {
                //iprintln("You have no gobble gums!");
            }
            else
            {
                //get players gun
                gun = self GetCurrentWeapon();
               
                //eat gobble gum when pressed button
                thread perk_give_bottle_begin(perk_bottle);
               
                //play blowing bubble sound effect
                //using_player playsound("blowing_gobble_gum");
                //notify player the gumball is being chewed (the player has the gumball)
                iprintln("Chewing Gobble Gum!");
                wait 3;
                thread perk_give_bottle_end(gun, perk_bottle);
               
                //remove gobble gum from hud because it was used
                using_player thread gumball_hud_destroy(gumball);
               
                //player eat gumball and recieve effects
                thread player_eat(gumball, using_player, gun);
                using_player setElectrified(true);
                gumball = "none";
            }
            wait 1;
        }
        wait 0.01;
       
    }
}
 
player_eat(gumball, using_player, gun)
{
    if(gumball == "insta_kill")
    {
        maps\_zombiemode_powerups::insta_kill_powerup();
    }
    if(gumball == "nuke")
    {
        maps\_zombiemode_powerups::nuke_powerup();
    }
    if(gumball == "max_ammo")
    {
        maps\_zombiemode_powerups::full_ammo_powerup();
    }
    if(gumball == "carpenter")
    {
       
    }
    if(gumball == "double_points")
    {
        maps\_zombiemode_powerups::double_points_powerup();
    }
    if(gumball == "pack_a_punch")
    {
        //time how long the player gets to use their pack-a-punched gun (seconds)
        level.packapunch_timeout = 30;
       
        packa_timer = spawn("script_origin", self.origin);
       
        using_player TakeWeapon(gun);
        using_player GiveWeapon(gun+"_upgraded");
        //using_player GiveMaxAmmo(gun+"_upgraded");
        using_player switchToWeapon(gun+"_upgraded");
       
        self thread wait_for_timeout(packa_timer);
        self waittill("pap_timeout");
       
        using_player TakeWeapon(self GetCurrentWeapon());
        wait 0.01;
        using_player GiveWeapon(gun);
        using_player switchToWeapon(gun);
    }
    //perkacholic is still beta
    if(gumball == "perkacholic")
    {
        using_player perk_hud_create("specialty_armorvest");
        using_player perk_hud_create("specialty_quickrevive");
        using_player perk_hud_create("specialty_fastreload");
        using_player perk_hud_create("specialty_rof");
        using_player.health = 300;
    }
    if(gumball == "plain_sight")
    {
        zombies = getaiarray("axis");
        zombies flagEnemyUnattackable();
    }
    if(gumball == "anywhere_but_here")
    {
        doggie = getent("start_zone_spawners_dog", "targetname");
        using_player setOrigin(doggie.origin);
        //using_player setElectrified(true);
    }
}
 
wait_for_timeout(packa_timer)
{
    wait( level.packapunch_timeout );
   
    self notify( "pap_timeout" );
    //packa_timer stoploopsound(.05);
    //packa_timer playsound( "packa_deny" );
}
 
gumball_hud_create(gumball)
{
    if ( !IsDefined( self.gumball_hud ) )
    {
        self.gumball_hud = [];
    }
 
    /#
        if ( GetDVarInt( "zombie_cheat" ) >= 5 )
        {
            if ( IsDefined( self.gumball_hud[gumball] ) )
            {
                return;
            }
        }
#/
        shader = "";
        overlay = "";
 
        switch(gumball)
        {
        case "pack_a_punch":
            shader = "specialty_gobble_gum_zombies";
            break;
       
        case "insta_kill":
            shader = "specialty_gobble_gum_zombies";
            break;
           
        case "nuke":
            shader = "specialty_nuke";
            break;
           
        case "max_ammo":
            shader = "specialty_gobble_gum_zombies";
            break;
           
        case "double_points":
            shader = "specialty_gobble_gum_zombies";
            break;
           
        case "carpenter":
            shader = "specialty_gobble_gum_zombies";
            break;
           
        case "perkacholic":
            shader = "specialty_gobble_gum_perkacholic";
            break;
           
        case "plain_sight":
            shader = "specialty_gobble_gum_zombies";
            break;
 
        default:
            shader = "specialty_gobble_gum_zombies";
            break;
        }
 
        hud = create_simple_hud( self );
        hud.foreground = true;
        hud.sort = 1;
        hud.hidewheninmenu = false;
        hud.alignX = "right";
        hud.alignY = "bottom";
        hud.horzAlign = "right";
        hud.vertAlign = "bottom";
        hud.x = self.gumball_hud.size - 35;
        hud.y = hud.y - 100;
        hud.alpha = 1;
        hud SetShader( shader, 48, 48 );
 
        self.gumball_hud2[ gumball ] = hud;
       
}
 
perk_hud_create( perk )
{
    if ( !IsDefined( self.perk_hud ) )
    {
        self.perk_hud = [];
    }
 
    /#
        if ( GetDVarInt( "zombie_cheat" ) >= 5 )
        {
            if ( IsDefined( self.perk_hud[ perk ] ) )
            {
                return;
            }
        }
#/
 
 
        shader = "";
 
        switch( perk )
        {
        case "specialty_armorvest":
            shader = "specialty_juggernaut_zombies";
            break;
 
        case "specialty_quickrevive":
            shader = "specialty_quickrevive_zombies";
            break;
 
        case "specialty_fastreload":
            shader = "specialty_fastreload_zombies";
            break;
 
        case "specialty_rof":
            shader = "specialty_doubletap_zombies";
            break;
 
        default:
            shader = "";
            break;
        }
 
        hud = create_simple_hud( self );
        hud.foreground = true;
        hud.sort = 1;
        hud.hidewheninmenu = false;
        hud.alignX = "left";
        hud.alignY = "bottom";
        hud.horzAlign = "left";
        hud.vertAlign = "bottom";
        hud.x = self.perk_hud.size * 30;
        hud.y = hud.y - 70;
        hud.alpha = 1;
        hud SetShader( shader, 24, 24 );
 
        self.perk_hud[ perk ] = hud;
       
}
 
gumball_hud_destroy(gumball)
{
    self.gumball_hud[gumball] destroy_hud();
    self.gumball_hud[gumball] = undefined;
}
 
perk_hud_destroy(perk)
{
    self.perk_hud[perk] destroy_hud();
    self.perk_hud[perk] = undefined;
}
 
perk_give_bottle_begin(perk_bottle)
{
    self DisableOffhandWeapons();
    self DisableWeaponCycling();
 
    self AllowLean( false );
    self AllowAds( false );
    self AllowSprint( false );
    self AllowProne( false );     
    self AllowMelee( false );
 
    wait( 0.05 );
 
    if ( self GetStance() == "prone" )
    {
        self SetStance( "crouch" );
    }
 
    gun = self GetCurrentWeapon();
    weapon = "";
 
    switch( perk_bottle )
    {
    case "specialty_armorvest":
        weapon = "zombie_perk_bottle_jugg";
        break;
 
    case "specialty_quickrevive":
        weapon = "zombie_perk_bottle_revive";
        break;
 
    case "specialty_fastreload":
        weapon = "zombie_perk_bottle_sleight";
        break;
 
    case "specialty_rof":
        weapon = "zombie_perk_bottle_doubletap";
        break;
    }
 
    self GiveWeapon( weapon );
    self SwitchToWeapon( weapon );
 
    return gun;
}
 
 
perk_give_bottle_end(gun, perk_bottle)
{
    assert( gun != "zombie_perk_bottle_doubletap" );
    assert( gun != "zombie_perk_bottle_revive" );
    assert( gun != "zombie_perk_bottle_jugg" );
    assert( gun != "zombie_perk_bottle_sleight" );
    assert( gun != "syrette" );
 
    self EnableOffhandWeapons();
    self EnableWeaponCycling();
 
    self AllowLean( true );
    self AllowAds( true );
    self AllowSprint( true );
    self AllowProne( true );       
    self AllowMelee( true );
    weapon = "";
    switch( perk_bottle )
    {
    case "specialty_armorvest":
        weapon = "zombie_perk_bottle_jugg";
        break;
 
    case "specialty_quickrevive":
        weapon = "zombie_perk_bottle_revive";
        break;
 
    case "specialty_fastreload":
        weapon = "zombie_perk_bottle_sleight";
        break;
 
    case "specialty_rof":
        weapon = "zombie_perk_bottle_doubletap";
        break;
    }
 
    // TODO: race condition?
    if ( self maps\_laststand::player_is_in_laststand() )
    {
        self TakeWeapon(weapon);
        return;
    }
 
    if ( gun != "none" && gun != "mine_bouncing_betty" )
    {
        self SwitchToWeapon( gun );
    }
    else
    {
        // try to switch to first primary weapon
        primaryWeapons = self GetWeaponsListPrimaries();
        if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
        {
            self SwitchToWeapon( primaryWeapons[0] );
        }
    }
 
    self GiveWeapon(gun);
    self SwitchToWeapon(gun);
}
 
play_no_money_perk_dialog()
{
   
    index = maps\_zombiemode_weapons::get_player_index(self);
   
    player_index = "plr_" + index + "_";
    if(!IsDefined (self.vox_nomoney_perk))
    {
        num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_nomoney_perk");
        self.vox_nomoney_perk = [];
        for(i=0;i<num_variants;i++)
        {
            self.vox_nomoney_perk[self.vox_nomoney_perk.size] = "vox_nomoney_perk_" + i;   
        }
        self.vox_nomoney_perk_available = self.vox_nomoney_perk;       
    } 
    sound_to_play = random(self.vox_nomoney_perk_available);
   
    self.vox_nomoney_perk_available = array_remove(self.vox_nomoney_perk_available,sound_to_play);
   
    if (self.vox_nomoney_perk_available.size < 1 )
    {
        self.vox_nomoney_perk_available = self.vox_nomoney_perk;
    }
           
    self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, 0.25);
   
}

and this is the tutorial that I see:

http://ugx-mods.com/forum/index.php?topic=10044.0

please help me

6 years ago
hey guys can you help me with teleport?

I need when I stay in one area need to teleport in other area in a time for example in 1 min

can you help me please?
6 years ago
is posible make a power areas like infity warfare zombies?
7 years ago
hey guys how can i do when the player stay in one area spawn in other area?
7 years ago
hi how can I do when a player stay in one area spawn to other area?

like this map

http://www.youtube.com/watch?v=-YN6mWkT3eQ&t=534s
7 years ago
how can I do a tomahawk easter egg like alcatraz? ugx mod standalone?
7 years ago
Hey guys how can I do jump pads like bo3 in cod waw? and how can i do when I stay In one areago to other? is like teleporter but without fx only go intsly to the other area

help me please
7 years ago
hi guys one question,

how can I make a plataform when you stay in the plataform you jump in to other area? like moon map? is posible?

but only you need to stay in plataform and after you jump in to other point

can you help me please?

7 years ago
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