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Topics - pvtseacow

Tutorial
  • Step 1: Add an extra power switch prefab and add the following KVP:
Code Snippet
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script_int : <Number>
<Number> being any number (Remember this for later)
  • Step 2: Go to the perk prefabs you want to be on the power zone and add:
Code Snippet
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script_int : <Number>
<Number> being the same number as the power switch
    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.
    7 years ago
    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 am
    Nevermind, im dumb. I was doing
    Code Snippet
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    weapon = self GetCurrentWeapon();
    ammoSize = self GetAmmoCount( weapon );
    self SetWeaponAmmoStock( weapon , ammoSize + 1 );
    instead of
    Code Snippet
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    weapon = self GetCurrentWeapon();
    ammoSize = self GetWeaponAmmoStock( weapon );
    self SetWeaponAmmoStock( weapon , ammoSize + 1 );
    :derp:
    7 years ago
    What?
    Just normal Zombies with a few tweaks I put into it
    For example:

    • Max Ammo/Buying Wall Ammo fills both the clip and the reserve
    • Max Ammo works while down (Needs testing)
    • Double Points multiplies each time you get it while its active (It also resets the 30 sec time, but that was a feature already)
    • Solo Revive is on no matter what (Needs Testing/Might Remove this)
    • No Perk Limit (Might Make it 6 instead)
    • Using a modified version of Rampage's Zombie Counter
    • 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.
    7 years ago
    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:
    Code Snippet
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    sound = "evt_bottle_dispense";
    playsoundatposition(sound, self.origin);
    player zm_score::minus_to_player_score( current_cost );
    perkHash = -1;
    if (isDefined(level._custom_perks[ perk ]) && isDefined(level._custom_perks[ perk ].hash_id))
    {
    perkHash = level._custom_perks[ perk ].hash_id;
    }
    player RecordMapEvent(ZM_MAP_EVENT_PERK_MACHINE_USED, GetTime(), self.origin, level.round_number, perkHash);

    player.perk_purchased = perk;
    player notify( "perk_purchased", perk );

    self thread zm_audio::sndPerksJingles_Player(1);
    self thread vending_trigger_post_think( player, perk );
    -- with:
    Code Snippet
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    sound = "evt_bottle_dispense";
    playsoundatposition(sound, self.origin);
    perkHash = -1;
    if (isDefined(level._custom_perks[ perk ]) && isDefined(level._custom_perks[ perk ].hash_id))
    {
    perkHash = level._custom_perks[ perk ].hash_id;
    }
    player RecordMapEvent(ZM_MAP_EVENT_PERK_MACHINE_USED, GetTime(), self.origin, level.round_number, perkHash);

    player.perk_purchased = perk;
    player notify( "perk_purchased", perk );

    self thread zm_audio::sndPerksJingles_Player(1);
    self thread vending_trigger_post_think( player, perk );
    player waittill("burp");
    player zm_score::minus_to_player_score( current_cost );
    - 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.
    7 years ago
    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
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    unknown item 'sea_ray_gun': (file 'maps/_zombiemode_weapons.gsc', line 40)
     PrecacheItem( weapon_name );
                   *
    Error: called from:
    (file 'maps/_zombiemode_weapons.gsc', line 306)
     add_zombie_weapon( "sea_ray_gun",         &"Hold &&1 to buy Sea Cow's Ray Gun [Cost: 15000]",     15000, "vox_raygun", 6 );
     *
    Error: called from:
    (file 'maps/_zombiemode_weapons.gsc', line 7)
     init_weapons();
     *
    Error: called from:
    (file 'maps/_zombiemode.gsc', line 59)
      maps\_zombiemode_weapons::init();
      *
    Error: called from:
    (file 'maps/zombie_backyard.gsc', line 130)
     maps\_zombiemode::main();
     *
    Error: started from:
    (file 'maps/zombie_backyard.gsc', line 9)
    main()
    *

    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
    10 years ago
    After I installed it and followed all the steps I got this
    Link: http://www.zombiemodding.com/index.php?topic=15941
    Code Snippet
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    ******* script runtime error *******
    undefined is not a field object: (file 'maps/bam_bo_mod_bo1_perks_standalone.gsc', line 32)
    bo1_vending_machines[bo1_vending_machines.size] = GetEnt(bo1_vending_triggers[2].target, "targetname" );
    Any Idea?
    10 years ago
    I have no idea what happened, I just want it to work again.

    Code Snippet
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    ******* Client script compile error *******
    Error: unknown function: (file 'common_scripts/utility.gsc', line 736)
     tokens = strtok( flags, " " );
              *
    ************************************
    Thats what I got from the console, anything will be ok
    10 years ago
    When ever I get a carpenter, my game freezes and the console out puts this

    And then the carpenter sound fx keeps on playing and none of the windows are getting built
    10 years ago
    My map is a box to put it simply. This is my first map I made so don't yell at me for making it somewhat with glitches or bugs in it

    A list of features:
    • Custom Menu Music(You'll know what it is)
    • Pack a Punch
    • All original four perks
    • The UGX mod v1.0 (Soon v1.1, Im so excited)
    • Roaming Box
    • Power
    • A lot of space
    • Zombies only come from two windows, both in the same corner (I might change that)
    • Powerup Machine
    • Its really Easy to get to High rounds but It gets crowded
    • A bank(Shown In Video)
    • Only TWO doors (I will add more but for now only two)
    Youtube Video:
    http://youtu.be/lbFTy1Q6EfI
    Progress:
    I don't really have a progress bar because I continue to add stuff

    Images:










    Credits:
    Map: Me
    Sliding Doors: Mr. Hankey
    Powerup Machine: bamskater33 (Forum Link)
    Bank: Treminaor
    Other people I forgot about(Sorry)
    10 years ago
    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?
    10 years ago
    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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