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Topics - LilRobot


Project Thor is a mod created by Dr. LilRobot and a small team.

Welcome to Baikonur Cosmodrome. Meet up with Cullman the A.I., a human-turned-robot who can help you stop Dr. Schroader before he can control the super-weapon. Who will take control of the Thor Satellite?

Take on the Cosmodrome as the four characters from the FIVE Nova Six crew, meet up with two new characters and give Dr. Schroader a warm welcome back as you face off in this new arena.

A full armory of over 30 weapons from Call of Duty: Ghosts, Black Ops 3, and Advanced Warfare, as well as two amazing new wonderweapons, both with upgradable variants, as well as a full quest and the return of Dr. Robot's Gobblegum!
Weapons List:
Spoiler: click to open...
AK12
Blunderbuss
Brecci
Bulldog
CBJ-MS
Ripper [flippable sight]
FP-6
HG-40 (Ice, Thunder, Fire)
Honeybadger
IA2
IA2-Scoped
K7
Vector CRB
Kuda
M27
P226
Magnum
Maverick
Mtar
PDW
PP-19
Ray Gun BO3
SC-2010
Gravity Spikes
VKS Sniper Rifle
Credits:
Spoiler: click to open...
* dr. lilrobot (mod producer & coder, gobblegum, weapon ports, etc)
 * lilrifa (wall power!, also gave me the kuda port)
 * Syphon/UKMatthewHarris (voice of cosmodrome announcer 2.0, and cullman the eyebot)
 * Ray1235 (gravity spikes animations, blunderbuss animations)
 * Lucas (sound help, black ops 3 models & textures)
 * Joey StaXX (composer, composed basically all of the orignal music in the mod.)
 * Jonny Atma AKA GaMetal (composed the "Megalovania" remix heard during the final battle sequence.)
 * Sean Murray (composed the "Russian Theme" heard during the final escape sequence.)
 * SE2Dev (created Launcher_LDR, the tool used to raise the game's asset limit so we can have such a high amount of content.)
 * hitmanvere (general advice/assistance)
 * jbird632 (helped me fix Stock Option and Alchemical Antithesis. int conversion, really? why didn't i think of that?!)
 * tom (made lemon and lime, bosoundtool, as well as xanimconverter tools)
 * sal/z0mbie1337 (really cool guy, made the hud element graphics)
 * jrrizzo (ported the ray gun model, misc model stuff)
 * rollonmath42 (taught me how to mod Black Ops, ARK effects)
 * zeroy (awesome guy who put up a VERY useful function directory)
 * diduknowipwn (misc assistance with fixing scripts/code)
 * stachekip (voice acting Dr. Schroader)
 * chromastone10 (animated the gum eating animation)
 * fissionmetroid101 (created the gum popping model & animation)
 * treyarch! (making black ops 1, black ops 3 weapons, black ops 2 anims, black ops 3 gobblegum machine...they helped a lot here.)
 * infinity ward (ghosts weapons. pretty cool weapons, i like them a lot)
 * valve (drone models and animations)
 * sledgehammer games (blunderbuss, jetpacks, inspiration)
Updated to support Game_Mod natively.
mega.nz

NOTE: Before installing the mod, install Game_Mod from here: https://github.com/Nukem9/LinkerMod/releases
8 years ago
getting a little fed up, been trying to figure this one out for a while. at a completely random interval (changes every time i play the sound!), the sound will randomly stop, then play from the beginning again, even though the PlayLocalSound is only run once. i'm assuming it has something to do with the alias, but i don't know what could be making it conflict. no other song is playing!

PLEASE NOTE: this is a Black Ops soundalias!

Code Snippet
Plaintext
name,file,template,loadspec,secondary,group,vol_min,vol_max,team_vol_mod,dist_min,dist_max,dist_reverb_max,volume_falloff_curve,reverb_falloff_curve,volume_min_falloff_curve,reverb_min_falloff_curve,limit_count,limit_type,entity_limit_count,entity_limit_type,pitch_min,pitch_max,team_pitch_mod,min_priority,max_priority,min_priority_threshold,max_priority_threshold,spatialized,type,loop,randomize_type,probability,start_delay,reverb_send,duck,pan,center_send,envelop_min,envelop_max,envelop_percentage,occlusion_level,occlusion_wet_dry,is_big,distance_lpf,move_type,move_time,real_delay,subtitle,mature,doppler,futz,context_type,context_value,compression,timescale,music,fade_in,fade_out,pc_format,pause,stop_on_death,bus,snapshot,voice_limit,file_xenon,file_size_xenon,file_ps3,file_size_ps3,file_pc,file_size_pc,file_wii,file_size_wii,source_csv,language

mus_ritual,raw\sound\mus\ritual_music.wav,mus_normal_2d,front_end,,music,100,100,100,0,0,0,default,default,allon,rdefault,8,priority,8,reject,0,0,0,100,100,0,1,2d,streamed,nonlooping,,1,0,0,vork_music_ending,quad,0,0,0,0,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,75,no,yes,0,0,wma,yes,no,world,music,no,no_file,0,no_file,0,raw\sound\mus\ritual_music.wav,0,no_file,0,spl_music,all
i noclipped all the way out of the map so i couldn't hear anything anymore, and the song played through just fine. i feel like it has something to do with zombies voices colliding but...
here's my soundalias.
8 years ago

Director On Set is a mod created by Dr. LilRobot with help from the general Zombies community.
Minimum Game Size: 2 players
Recommended Game Size: 4 players

DIRECTOR ON SET! A new twist on Black Ops 1 Zombies! Get you and three friends together for a deathmatch of undead proportions.

Main Features: A full armory of weapons from Infinity Ward's game "Call of Duty: Ghosts", an entirely brand new 1v3 gamemode in which one player plays a George A. Romero, "The Director", while the other three play as Survivors fighting to take him down. The Survivors can choose from four different classes, each with different abilities: Medic, Engineer, Recon, and Demolitionist. Choose a class according to your playstyle and gear up to battle!

Credits:
Spoiler: click to open...
* dr. lilrobot (mod producer & coder, weapon ports, etc)
* lilrifa (fov slider, general assistance)
* treyarch! (making black ops 1, black ops 2 m1911 animations, call of the dead, etc)
* jrrizzo (put together the grenade launcher onto the sa805)
* Daniel Sadowski - composed Crimson Assault used in the spawn room. buy his tracks! they're awesome!
* z0mbie1337/Salvador Diaz - created all the neat hud elements, and the Director On Set logo.
* GeekComm/Lucas - created a lot of weapon renders used in the mod.
* Tom "BMX" Crowley - producer, programmer of Lemon and Lime used to obtain and port animations from Call of Duty games.
8 years ago
Nova Six is a mod created by Dr. LilRobot with lots of help from the UGX community.


The outbreak in the Pentagon has begun, and you find yourself surrounded. Dr. Schroader speaks out, and claims he can help you. Will you free him, or will you try your luck against the undead horde?

Main features of Nova Six include: Fully-functioning Gobblegum machine, an array of weapons from Modern Warfare 3, Call of Duty: Ghosts, and Black Ops 3, a brand new Wonder Weapon, an updated Wunderwaffe with models from The Giant, a whole new dog-styled enemy with its own round, a full easter egg quest and a new enemy with his own voice, and some small game fixes, such as Double Tap II.


mega.nz

Credits:
Spoiler: click to open...
* me (obv)
 * lilrifa (wall power!, also gave me the kuda port)
 * hitmanvere (general advice/assistance, helped me animate gum machine)
 * jbird632 (helped me fix Stock Option and Alchemical Antithesis. int conversion, really? why didn't i think of that?!)
 * tom (made lemon and lime, as well as xanimconverter tools)
 * sal (really cool guy, made the hud element graphics)
 * zeroy (awesome guy who put up a VERY useful function directory
 * sparkymcsparks (helped me with pre-rendered cutscene display)
 * diduknowipwn (misc assistance with fixing scripts/code)
 * stachekip (voice acting the enemy Panzer Soldat)
 * chromastone10 (animated the gum eating animation)
 * fissionmetroid101 (created the gum popping model & animation)
 * treyarch! (making black ops 1, black ops 3 weapons, black ops 2 anims, black ops 3 gobblegum machine...))
 * infinity ward (mw3 weapons, ghosts weapons. pretty cool weapons, i like them a lot)
 * valve (drone models and animations, m9 bayonet)
 * sledgehammer games (boss fight music, inspiration for the boss fight)
 i might have missed a few, if so sorry! the final credits list in the ending is the true credits.
8 years ago

This is a Moon Weapon Mod created in a collaboration with members of "The Spooky Crew".





Special features include the Wunderwaffe (but with updated materials to match that of The Giant), Black Ops 2, 3, Advanced Warfare, and Star Wars: Battlefront weapons, changed lighting and a buildable zap gun. Also includes some UI upgrades, shaders by Z0mbie_1337, and changed round sounds. The easter egg song has also been replaced with "Archangel" by Kevin Sherwood from Origins.

The map takes place after the Grand Scheme, hence the exploded earth, blue eyes, Richtofen announcer and Samantha playable character.

www.mediafire.com

[Installation instructions are included on a text file within the zip.]
8 years ago
here's two pretty links:
https://www.dropbox.com/s/8myjzia8rhmlu0p/Desktop%2009.23.2015%20-%2015.27.09.01.mp4?dl=0

https://www.dropbox.com/s/bxqxinnqn88nu5e/Desktop%2009.23.2015%20-%2015.32.29.02.mp4?dl=0

as you can see, the first animation is within the game, but for some reason the clip floats around and weird things like that, as well as the animation just overall being inaccurate (subdued?) in comparison to what we see in Maya, in the second link.

i've tried exporting the reload animation by selecting tag_torso, tag_cambone, then the hierarchy, but it didn't change anything at all.
(i'm well aware of the material issue, i'm trying to deal with this animation issue first)
9 years ago

We deleted the old thread because Rizzo is bad at updating it. (u scrub), so as a result I made the thread.

What is Arrival?: Arrival is a new custom zombies map created by Jrrizzo666 and I. The goal is to provide enjoyable gameplay while providing good-looking visuals. We'll keep the standards of official zombies maps--a medium armory, with three wonder weapons (Ray Gun, Mark 2, and a super sekrit one.) Alongside it, we'll be providing an immersive story and a cast of brand new characters. Our armory will consist of weapons from Black Ops 2 and Ghosts, with official anims and their respective sounds, as well as a soundtrack.

Story: It began in 2014 when a team of scientists began excavation of a large site of 115 in Page, Arizona. The expedition was a huge success, and it looked as if the element would pave the way for incredible scientific advancement. However, the government was more interested in using the element for advancements in weaponry. After attempting to create a biological weapon with concentrated 115, the mixture infected some of the scientists and reanimated the corpses of those who had been used as guinea pigs in the experiments.

For those that like to read, a features list:
Quote
39 weapons <- May be cut down to a smaller number.
3 wonder weapons: Ray Gun, Mark 2, and our classified weapon.
A cast of 4 new playable characters, as well as 3 NPC characters that will contribute to the story.
A playable easter egg.
Musical easter egg featuring "Always Running" by Kevin Sherwood.
A mini-boss that will appear every few rounds, more powerful than Brutus, but less powerful than that god forsaken Panzer Soldat.
Nine perks: Bo1 Perks and Electric Cherry.
Wunderfizz
Origins-styled Mystery Box.
Dynamic cutscene intro.
In-game animated introduction.
Custom-made FX for all events.
A layout that requires a bit more strategy than just running in circles in a train.
Custom Pack-a-Punch texture.
A very well-balanced arsenal tweaked to fit with their real life counter-parts.
And more unannounced information...


Media:



pretty hud:




Credits:

Dr. LilRobot: Mapper.
John Rizzo III: Story writer, animator.
Stuffed Oatmeal: Animator, modeler, weapon creator.
JJBradman: Super secret wonder weapon, elevator, Origins Mystery Box.
Bamskater: Perks.
Chromastone: supplied the Ray Gun Mk. 2
Tom Crowley: Lime/Lemon (to obtain assets.)
Treyarch: Many asset(s).
Infinity Ward: Many asset(s).

I've gotten help from many people, so sorry if I missed you guys!

I might add the armory list to the thread, we still need to finalize that list before we do that though.

BETA:

Dr. Bot, I want to be a beta tester! pls.
Probably not. Beta will be a closed one because I don't like people who leak stuff. We won't trust every john, david, and nigerian prince out there to test the map. Mostly, developers will be the only people accessible to the beta; aka, everyone that's in that Credits list you see above. Want the beta? Contribute to us in some way. Until then, we won't have a beta until near launch.

A month before we launch, we'll be running a "Stress Test" beta test. The goal of this test is to make sure that the map can run on a variety of different computers. As a result, you won't be able to play much--you'll simply be running a benchmark build of the map and give us feedback on your framerate.

We DO need Voice Actors; more information here: https://www.youtube.com/watch?v=bkpJC0mCIZU
Feel free to send me or Jrrizzo a PM on here or Youtube.
10 years ago
hiya. i've got a question
is it possible to create an image-based ammo counter type system? i want to make it kind of like that of Origins, to flit in a cool looking font that sets a tone. i also want to know if it is possible for me to change the font used to a different one? i want to use a default Windows font which is that of Black Ops 2--Agency FB and Agency FB Bold.

before you ask, on the subject of the image-based ammo counter using Origins materials, i do own black ops 2 and have those exact images in my possession. i am not asking for assets, i'm asking for scripting help.

10 years ago
hiya. encountered a very fun error in my map. a major lighting issue that has been boggling my mind for about a week now.
before you ask: i have placed light grid volumes in every area of the map, as well as reflection probes and sealing the map off with caulk textures.



that image is with sunisprimarylight set to 0, but when set to 1, all models on the map, including viewmodels, will take the ambient light's color. right now between the center and radius of this specific light, the viewmodel will take the ambient light when between the center and radius of the light. it's very obscure.

attempts to change _color to pure white causes the same undesirable issue.
10 years ago
started getting this after i tried to add a custom weapon to my map that wasn't defined in zombiemode_weapons. i added it to that file, but for some reason i'm STILL getting the error.

here's the script and the trigger_use as shown in radiant:


full error details:
10 years ago
hiya. requesting a bit of assistance here. recently i had to import a handful of models from Black Ops 2 for use in my map, but for some reason, even after creating the materials properly with proper names in the asset manager, the models will always show up completely black.

i created the materials the same method for the kap-40 in the picture, and for some reason those work just fine! weird enough, the rock and door models will also show up with the proper materials in the asset viewer and Radiant.



Asset Manager info:



as you can see, everything is labeled as the asset manager requests. the material names match that of Maya. but, the model will still remain black.
10 years ago
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