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Messages - conrad.multan

what if i put find_flesh?

Double Post Merge: March 03, 2018, 11:55:41 pm
Uhh so i tried all of that but the zombies spawns by it self without the trigger and again the issues with points and other zombies chasing the player happened
6 years ago
If I were to make him spawn in a separate open area without windows would it work?
6 years ago
The Boss and making it spawn i with a trigger, the boss that i got from fanmagic didn't work and allmods hasn't responded to me, (I PMed him).
6 years ago
Hey guys was still hoping for some help with this.
6 years ago
yea like gympie said just delete all the files on the mods folder other than your own map. You can also make everything in your root "readable" by right clicking on the properties of the root folder and unselecting "read only."

For radiant "theme" you can go over to the tool bar and find misc>colors>themes, u can change the color there.

As for radiant not opening a file right away, it shouldn't do that, at least mine doesn't. Everytime I open radiant I go over to file>open>"mapname"
6 years ago
 :nyan:
6 years ago
Hey man so I finally got to adding the script and:
1. when i spawn i get a fire screen overlay effect
2. zombies don't target me
3. I don;t spawn in with as many points as i should and when I kill zombies the points don;t collect

Was just wondering how I could fix this, again wanted to thank you for what u had already helped me with.
6 years ago
Ok awesome thanks man
Greatly appreciated
6 years ago
So would i download your older version, install it, and then replace the .gsc with this?





Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
flag_wait( "all_players_connected" );
wait(2);
thread napalm_spawn_cycle();
}

napalm_spawn_cycle()
{
level.napalm = 0;
level.next_napalm = 6;
while(1)
{
level waittill("between_round_over");
level.napalm++;
if( level.napalm == level.next_napalm )
{
//iPrintLNBold("SPAWN_NAPALM");
thread spawn_napalm();
level.napalm = 0;
}
wait (.5);
}
}

spawn_napalm()
{
level endon("boss_killed");

    damage = 20;
    distancehurt = 200;
boss = GetEnt("napalmboss", "targetname");
zombie = spawn_zombie( boss );
zombie.is_boss = true;
    zombie.zombie_move_speed = "walk";
zombie.animname = "zombie";
zombie.health = 10000;
zombie.maxhealth = 10000;
zombie.gibbed = true;
zombie thread check_for_explosion();
zombie thread check_for_running();
zombie thread play_fire_fx();

players = getplayers();
for(i=0;i<players.size;i++)
{
players[i] thread check_for_near_players(zombie, damage);
}
while(1)
{
array_thread( players,::BurnThem,zombie,damage,distancehurt );
wait (1);
}
}

play_fire_fx()
{
level endon("boss_killed");

while(1)
{
fxTag = "j_neck";
PlayFxOnTag( level._effect["napalm_head"], self, fxTag );
wait 1;
}
}

check_for_near_players(zombie, damage)
{
level endon("boss_killed");

near_player_time = 0;

damage = damage * 2;

while(1)
{
if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<50)
{
if(near_player_time == 5)
{
zombie dodamage( zombie.health + 666, zombie.origin );
if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, 20, damage, 5, zombie);

fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
near_player_time++;
//iPrintLN(near_player_time);
}
wait(1);
}
}

check_for_explosion()
{
//iPrintLNBold("Check explosion");

level endon("boss_killed");

while(1)
{
if(self.health < 0)
{
fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
wait(1);
}
}

check_for_running()
{
//iPrintLNBold("Check run speed");

level endon("boss_killed");

while(IsAlive( self ))
{
if(self.health < self.maxhealth)
{
var = randomintrange(1, 4);
self set_run_anim( "sprint" + var );                       
self.run_combatanim = level.scr_anim[self.animname]["sprint" + var];
//iPrintLNBold("Sprint");
wait (10);       
self set_run_anim( "walk" + var );                         
self.run_combatanim = level.scr_anim[self.animname]["walk" + var];
//iPrintLNBold("Walk");
self.maxhealth = self.health;
}
wait(1);
}
}

BurnThem(zombie,damage,distancehurt)
{
    zombie endon("death");

ai = GetAISpeciesArray( "axis", "all");
for( i = 0; i < ai.size; i++ )
{
if (distance (ai[i].origin, zombie.origin) < 200 && ai[i].is_boss == false)
{
ai[i] dodamage( damage, ai[i].origin );
}
}

if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<distancehurt)
{
self SetBurn( 1 );

if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, distancehurt, damage, 5, zombie);
}
}
I think that i corrected it a while ago. Can you tell me exectly what lines of code you are talking about, if the mistake is still there?  ::)

6 years ago
Thanks man , but already found a tut..
6 years ago
ok thanks

Double Post Merge: February 28, 2018, 06:41:47 am
Hey I just found a fix for this so no need for this one just the boss fight help
6 years ago
sorry im really new to scripting, How would I do that?
6 years ago
Thanks a lot :)

Double Post Merge: February 26, 2018, 10:08:42 pm
Hey, im really sorry to bother you again but how would i make them despawn if i leave a zone, like im in one zone, teleport to another and the zombies would teleport or respawn in the current zone.
6 years ago
So where I would normaly put add_adjacent zone I would put that in?
6 years ago
Thanks Man, thats a +1 for you  ;D
6 years ago
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