Step 1: Add an extra power switch prefab and add the following KVP:
Step 2: Go to the perk prefabs you want to be on the power zone and add:
Anything without "script_int" is global power. For example, a global power switch wouldn't have any script_int on it.
DONE!
I was surprised to see how easy this was and not see anyone even talk about it. Obviously, this way is the most simplest way to do it but it gets the job done.
Just like what the title says, all I want to do is add ammo (Not give max ammo) to the stock
I really want to use this for a custom perk im making. (Ammo regeneration) Double Post Merge: April 23, 2017, 12:33:44 amNevermind, im dumb. I was doing instead of
When buying a perk, the points are deducted when you get the perk
When you have Electric Cherry and You don't have Widow's Wine, and a zombie hits you, it does what it would do when you reload (Needs Fixing, because rn everytime you get hit, it activates which could cause framerate issues)
After round 10, perks will cost 10% more every round til round 20. After 20, it'll stay at double the price.
And More to Come...
Why? Because Why Not? Don't get me wrong, I like Treyarch's version. But why have mod tools and not modify the gameplay? Also there are some things I find bs and would like to change them. Plus, its basically all the things that I, being a copy and paste coder atm, can put into a mod
NOTE: I'll have videos up later.
NOTE 2: I may or may not release this. I mostly want opinion on this.
So, I heard you got down right inbetween that weird time frame of you buying the perk but you don't have it yet. And now you're raging and probably even left the game. Now if it was Original? World At War, it would deduct points AFTER you got it, not as you hold "Use". Well boi, and/or gurl (I don't judge), do I have a tutorial for you.
- Step 0: -- Find "_zm_perks.gsc" within "ROOT\shared\raw\scripts\zm" - Step 0.5: -- Copy to your mod/map scripts folder. For Example: "ROOT\maps\zm_mapname\scripts\zm" - Step 1: -- Open the file and goto line ~577. And replace: -- with: - Step 1.5: -- If you didn't already, put "scriptparsetree,scripts/zm/_zm_perks.gsc" within your zone file so the game knows about the file.
Now for the less important stuff: - Why? -- Because I really liked that why and I figured maybe classic fans (or new ones) would like it too. - What does this do? -- So basically instead of the player buying the perk right away, it waits til the player burps (aka gets the perk) then issues the deduction of points.
I want to make a copy of the ray gun and make it a separate weapon, how can I do that? I tried but I get errors stating that there is no model of "sea_ray_gun", which is the devname of my gun. But when I went to edit the model in the weapon file it says the model for the normal ray gun. Im so confused. I'll see about getting a logfile.
EDIT: Now its saying
Im not sure if Im doing things right
EDIT 2: I did the give all command and the upgraded version is there but not the non-upgraded
When I try to make ledges, (like from the cat walk to the ground on Der Riese without using the stairs) I make a AI clip but it makes the zombies sometimes shake their head and then they run towards where I jumped off. Is there any way to make them stop doing that or is there any way to change it?
This is the first time I ever made map and I was trying to make a new custom perk and it started saying this: ++ must be applied to an int (applied to undefined): (file 'maps/_zombiemode_utility.gsc', line 72) level.hudelem_count++; * I don't know what to do and I loved the map I made, even though its a box.
10 years ago
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