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Messages - pvtseacow

Tutorial
  • Step 1: Add an extra power switch prefab and add the following KVP:
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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
    "Enhanced" == "easy mode"
    I never said it was gonna make zombies hard  :P
    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
    I think they removed this in world at war because you could buy the perk and before your points were taken you could walk over and purchase something else for example an electric trap then have your points taken from buying the perk and go into negative points, example being on verrukt you could have 2000 points exactly, buy double tap then quickly go purchase the electric trap and then have your 2000 taken from buying double tap to get into the negative points
    Luckily, Treyarch possible thought about this because you can't buy anything while doing the perk anims (At least for me because I tried buying the box while buying Jugg on DE)

    This was "never" the case

    The points have always been deducted the moment you hit the trigger -> then the bottle anim

    So getting downed while still drinking, regardless of holding buttons you still get charged
    As Chromastone10 said, this was the case in an earlier version of World At War, But I didn't realize/remember them updating the game so its as you use the trigger, my bad.

    PS: I also kinda posted this while I was half-asleep so I was bound to derp somewhere
    7 years ago
    The game over text is actually kinda easy

    Just put this within your maps main function under "zm_usermap::main();"
    Code Snippet
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    level.custom_game_over_hud_elem = &custom_game_over;
    and put this at the end of the same file
    Code Snippet
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    function custom_game_over(player, game_over, survived){
        game_over.alignX = "center";
        game_over.alignY = "middle";
        game_over.horzAlign = "center";
        game_over.vertAlign = "middle";
        game_over.y -= 130;
        game_over.foreground = true;
        game_over.fontScale = 3;
        game_over.alpha = 0;
        game_over.color = ( 1.0, 1.0, 1.0 );
        game_over.hidewheninmenu = true;
        game_over SetText( "Text Goes Here" );

        game_over FadeOverTime( 1 );
        game_over.alpha = 1;
        if ( player isSplitScreen() )
        {
            game_over.fontScale = 2;
            game_over.y += 40;
        }

        survived.alignX = "center";
        survived.alignY = "middle";
        survived.horzAlign = "center";
        survived.vertAlign = "middle";
        survived.y -= 100;
        survived.foreground = true;
        survived.fontScale = 2;
        survived.alpha = 0;
        survived.color = ( 1.0, 1.0, 1.0 );
        survived.hidewheninmenu = true;
        if ( player isSplitScreen() )
        {
            survived.fontScale = 1.5;
            survived.y += 40;
        }
    }

    I will look into game over music, Treyarch should've made it easy
    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
    Look for a file called
    Quote
    workshop.json
    in
    Quote
    zm_yourmapname\zone
    and delete it, then retry uploading
    8 years ago
    Still doesn't work  :fuuu:
    10 years ago
    Did you add the weapon,sp/sea_ray_gun to the mod.csv in launcher and check the weapon file name in the list
    Yes I did
    10 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
    Code Snippet
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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
    download this iwd and this map_name_patch.ff instead that might be outdated and bugged
    iwd: https://www.mediafire.com/?3p13uagagf171c5
    fast file: https://www.mediafire.com/?3k1f1ucm23h2aw6

    Thanks so much!!!
    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
    Plaintext
    ******* 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 UGX mod tools patch
    10 years ago
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