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Messages - Dust

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General / Re: Question about public models on internet
« on: December 13, 2016, 01:58:26 pm »
We are no longer actively taking down links that has raw assets included unless we receive a take down notice from Activison.

This change was made about 2 months ago.

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Help Desk / Re: teleport script help
« on: December 03, 2016, 04:31:37 pm »
From now on please use the code tags when adding code to a post. That way the post won't look messy, and it is easier to read.

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Mapping / Re: Duplicate an existing model?
« on: November 26, 2016, 06:06:09 am »
Of course you need to use APE, how else will the game convert the image properly.

Here is a guide on custom textures: https://confluence.ugx-mods.com/display/UGXMODS/BO3+%7C+Adding+custom+materials+and+textures

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Scripting / Re: whats wrong with my god mod trigger
« on: November 22, 2016, 01:08:09 pm »
where should i add the TriggerEnable(false);?

Double Post Merge: November 22, 2016, 01:06:45 pm
thanks dust tho i still can't get god mode working

After the trigger waittill

And not sure why the dvar code isnt working, maybe someone more experienced can help.

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Scripting / Re: whats wrong with my god mod trigger
« on: November 22, 2016, 12:51:09 pm »
To make the trigger disappear after you use it, you need to do trigger delete(); or trigger TriggerEnable(false); (True will enable it again.

Also I am not too familar with changing dvars via script on BO3, but to use the cheat via console you need to do /god, so maybe you just need to add the / before god in the script.

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Scripting / Re: Console comands into triggers value - possible?
« on: November 20, 2016, 02:28:47 pm »
now its says me "Not Available"

When it says "Not Available" on the trigger then that means that the KVPs doesnt match in the script and in radiant.

Make sure your trigger has a targetname that matches what you put in the script.

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Modding / Re: Anims arent working properly in Maya
« on: November 12, 2016, 01:57:08 pm »
In mod me there is a conversion hands for IW weapons. Then you can follow jbrid tutorial

Hmm, tried using those hands but I am getting the same problem.

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Modding / Re: Anims arent working properly in Maya
« on: November 12, 2016, 01:12:34 pm »
Are you using the IW porting hands?

I am using the ones that Jbird linked in the description of that video. Could try and find the ones that are in IW.

Well ported the viewhands from IW, but whenever I try to open it in maya, maya just crashes.

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Modding / Anims arent working properly in Maya
« on: November 12, 2016, 11:45:46 am »
I am trying to port the RPR evo from Infinite Warfare, and I followed all the steps in Jbirds weapon porting tutorial https://www.youtube.com/watch?v=CHNfDfTb_gA, it says that its for weapons from older call of duty games, but I assume it would work for Infinite Warfare as well but when I import the .mel file for the idle anim it looks like this(it is the same for all of the other anims as well).



Anyone know why?

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Introduce Yourself / Re: hi!
« on: November 12, 2016, 11:41:23 am »
Wow! Glad to see a actual Treyarch dev on UGX. Hope you enjoy your stay

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Scripting / Re: Purchase Perks From Wallbuy / Model
« on: November 08, 2016, 03:34:21 pm »
I had a look through _zm_perk_quick_revive.gsc and created a "trigger_use" with the following kvps :

(Image removed from quote.)

When I go up to it it says I need to turn power on but even when I turn power on it continues to say this

You also need a script_noteworthy for the trigger, which is referenced in the main perks.gsc file. Not entirely sure what the actual name is for it, but try this one specialty_quickrevive

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Scripting / Re: Purchase Perks From Wallbuy / Model
« on: November 08, 2016, 02:12:59 pm »
I haven't done anything zombies related yet but isn't there a trigger included with the prefab? If so then that same trigger you can just use the same kvp's on your newly created trigger.

There isn't a trigger included in the prefab since the trigger is spawned in via script.

Havent had a chance to look at the perks script, but you should still be able to find out what KVPs they used and then make your own trigger with those same KVPs

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Mapping / Re: What are the different player spawns in zombies?
« on: November 06, 2016, 06:42:05 pm »
Looking at the KVPs, it seems like the yellow and pink ones are both controlling the spawning since they are basically the same KVPs, except for the script_int, the pink has a value of 1, and the yellow has a value of 2. No clue what that value is actually for.

And the little red struct seems to be the actually respawn point, which is linked to the yellow/pink structs, and all of the structs has the same script_noteworthy which I guess you will need to change that to match the zone that the respawn point is going to be for.

Pretty complicated process really.

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Map Releases / Re: Nuketown 2025 Unicorned
« on: November 05, 2016, 04:01:41 am »
I tried to keep clean the post of messages from people that the only thing that shares and will share with the comunity is hate, stupidity, envy, mediocrity and moral poverty.
Maybe my reports to moderators didnt arrive, maybe moderators just ignored my reports.
Anyways, reports didnt arrive or ignore the fact is some people that create accounts for throw bullshit to the map, the only intention is that.
Thanks to moderators for the big work on this topic.
I think if I would use a fake and pretentious tag in the name of the map, maybe I would have a better behavior.

I just woke up.

Taking care of it now.

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Mapping / Re: How to enable a trigger when the power is on
« on: November 05, 2016, 12:42:10 am »
after the
Code: [Select]
function setup_wallrun {
put
Code: [Select]
level flag::wait_till( "power_on" );
that way the script will not run until the power is turned on.

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