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Messages - HitmanVere

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1
Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: Today at 04:17:29 am »
Hey, Drlilrobot finished his mindshare mod for moon on bo1, would it be possible that he could work on this map again? Or is he not into this anymore, too hard and stuff?

He helps me time to time with scripting when I ask for help so he is kinda working on map. We have almost finished the finale of Easter Egg, but we will see, if it will get extended /shrug

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: September 08, 2017, 01:34:51 pm »
is their any videos out there showing the mapping of this project? im just extremely curious as to how yall even got this working.  ???

Showing me mapping would be same as WaW, lol. Main part was done by SE2Dev and Nukem, which was porting WaW stuff and rewriting some to work with BO1

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: September 03, 2017, 11:19:53 am »
I'm not sure what you're referring to, the past couple pages have been "I can't wait for release!" Even if there is some resentment (by majorly new users), it's you and only you that can release the map at the end of the day. Kick back and take it at your own pace, us patient people will do just that: be patient.

No no no, not here. Happened in other places mostly. Appreciate it though. I will try to get the map done soon as University started few hours ago (One course came online, so my summer vacation has ended) Need to concentrate on studies more than last year definitely

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Modding / Re: [TUT] "Dual Render" Scopes
« on: September 01, 2017, 04:58:07 am »
can u do infrared on the inside but regular render on the outside? just asking for a friend that need an infrared scope attachment on the spas-12 silenced drum mag bipod with underbarrel shotgun.

also is akimbo possible? :please:

Don't give him ideas, lmao

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: September 01, 2017, 04:51:14 am »
hey man its been a while since its gone to 100 percent completed. I really have great intentions to play it. but I cant because it hasn't made any improvement in a while. I think I'm speaking for everyone here when I say we want the map to be finished so we can play it and enjoy it. hopefully it will be done so we can play it. thank you for your time and goodbye.

It is not 100% yet, missing that 1%, lol. Anywhos, development has been really slow recently as I work with other people a lot on separate projects and tbh, I enjoy working on those more than this map due to all negativity revolving around it. + I hate to always say this, but waiting on assets. I need one new perk machine which is almost done, jingle for it (friend and I are working on it time to time), stats system so I can implement some cool stuff and ending fully fleshed out. If I could release the map now, I would, just so I can get away from everything that is caused by this map

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Scripting / Re: determine if node is inside of zone
« on: August 17, 2017, 01:45:47 pm »
Spawn model in origin of pathnode and check if that is touching zone

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: August 17, 2017, 09:38:06 am »
Did the hype die off?

I get less comments about it nowadays since I haven't posted major updates recently, due to being burned out by the map almost completely. Development has been painful from the start so I am surprised I am so burned out year and a half later and not earlier. The map is not cancelled, people still are waiting for it and are hyped, all is good.

Im still checking this post everyday. The hype is real.

Ma man

8
Scripting / Re: help with bad syntax
« on: August 12, 2017, 02:06:09 am »
It is cos of this:
Code: [Select]
Random_Perk(entity_num)

Instead of:
Code: [Select]
		entity_num = (self.zm_random_char);

Random_Perk(entity_num)
{
if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;
case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;
case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;
case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}
}

Have:
Code: [Select]
		if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;

case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;

case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;

case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}

I suggest adding default case as well in switch in case entity_num goes undefined

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: August 01, 2017, 10:11:51 am »
Just release the map, shorty

Fatty

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: August 01, 2017, 09:44:04 am »
Whats left to do on the map? Glitches and scripts?

New perk machine/jingle, finish one script and full implementation of stats

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: July 20, 2017, 02:35:16 pm »
Do i need to install some sort of mod to play this map when it releases?

Just one:
http://ugx-mods.com/forum/index.php/topic,10956.0.html
(+ map of course)

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: July 15, 2017, 09:50:03 am »
That 99% is killing me. We need a trailer or something.

Have been thinking about doing teaser type of thing before main trailer, but I think main trailer would be pretty close to be started and released that teaser would not be needed

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Mod Releases / Re: CODWare [Mod]
« on: July 10, 2017, 06:18:07 am »
Where would I find your twitter? Don't see it on your profile.

https://twitter.com/HitmanVere

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: July 10, 2017, 06:16:36 am »
Indeed, including the official state timers.

You must have an account to view the spoiler contents. Please log in or create an account.

To be fair, some state timers are not official as they have been done "better" than respective games did, for example MP40 in Origins having too late Reload Add times ¯\_(ツ)_/¯ But yeah, most stuff should be fine

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: July 08, 2017, 09:17:12 am »
Looks amazing, just those rocks on the ground seem weird.

Yeah, some MW3 models that are from catacombs, lol. I guess I can remove/adjust them a bit to fit with dirt. Thanks for feedback

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