Videos
- edit
- /
- history
- /
- upload files
Uboa Rampage
Author | takedeppo.50cal |
Date of release | v1.1 - October 13, 2018 v1.0 - February 5, 2017 |
.bsp filename | uboa_rampage |
Description
This is a simple map.
Enjoy the UBOA's free fight.
| ゚Д゚| | ゚Д゚| | ゚Д゚| | ゚Д゚|
| ゚Д゚| | ゚Д゚| | ゚Д゚| | ゚Д゚|
| ゚Д゚| | ゚Д゚| | ゚Д゚| | ゚Д゚|
W E A R E R E A D Y T O R A G E !!
And this might be an experiment map for scripts.
but that's immaterial, indeed.
We must cry!!
UOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!
Additional info
** TANOSHII NIHONGO KOUZA **
(FUNNY JAPANESE LANGUAGE LESSON)
KORAA -> HEEEY
DAREDA -> Who are you
○×△※ SUNAA (SURUNA) -> Do not do ○×△※
KICHIGAI -> Crazy man
IMOMUSHI -> Caterpillar
KIMOI -> Creepy
KONICHIWA (KONNICHIHA) -> Hello
ARA IIDESUNE -> Oh, Sounds good
OSAKANA (SAKANA) -> Fish
HAGE -> Baldness
KICHIKU -> Evil, Brutal, Savage
DAIMAOU -> Demon king
ONSEN -> Hot spring
TOKORODE, UBOA TTE NANDESUKA?
(btw, what is UBOA?)
Additional credits
| ゚Д゚| blah blah blah
Changelog
(; ^^)つ [Readme.txt]
Tags
Rate this map
4.1 / 5 (24 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
I tested today!
all player press yes to start but game will not start.
cosmoline.at
Probably one of my favorite maps on your mapper career.
I played this on vanilla mode and scxpm and was a funny and enjoyable experience.
Unfortunately doesn't work.
Spams tons of error messages " 'm_pPlayer' is not a member of 'CBasePlayerWeapon'" for each weapon *.as file, in game's console.
Check out the commet below (http://scmapdb.com/map:uboa-rampage/uboa_rampage_AS_5_11_scripts.zip)
Edit: Those are now included in the main download
Hey version 5.12.
No knifes and …..
cosmoline.at
((((( ゚ω゚) imomushi man's notification!!!
Scripts for ver 5.11 (candidate beta) are probably here.
http://scmapdb.com/map:uboa-rampage/uboa_rampage_AS_5_11_scripts.zip
(゚ω゚ ))))) uboaa uboaa
requires a model from pizza ya san that is not included and is replaced by the error model lol. Fun map though
Sorry, that's my mistake. tree model was referencing pizza ya san's path. I uploaded file that fixed by using ripent.
Finally got around to playing this with the whole squad. Definitely had a great time. It's way more fun when there are more players. We peaked at 6 or 7 and that's when it was at its best. The arena style gameplay is an interesting departure from the likes of pizza ya san, but was still awesome. I liked the concept of having stages. The weapons were hilarious and the rage multiplier might be one of the best ideas yet. Keep these coming, we need more eccentric maps like these!
Awesome map! Had a lot of fun playing it. Very well done. Also, was "Mr. G" in the secret room supposed to me? You clever devil.
Anyways, I wish you luck on any future projects! Take care!
The weird "don't delete this file called '0'" was bugging me. I posted about it on discord and KernCore was kind enough to discover the origin of the issue. He encountered it while creating his counterstrike weapon pack. It relates to the crowbar:
KernCore - Today at 8:29 PM
weapon_uboamelee.as
line 315
it's calling this: self.m_pPlayer.pev.viewmodel = 0;
exact glitch with AS's crowbar
Just thought I would post so you can get rid of this weird file. KernCore recommends just commenting out the line //
This problem seems like fixed, thanks to you and KernCore. d(^^;)yay
I updated res and scripts files. 0 file is no longer needed.
Thank you so much.
But, I wonder why that code caused problem.
It's a bug in the crowbar angelscript example. SoloKiller commented on it in the last release of his AS repository:
//Used to assign 0, which was converted to "0". Needs to be "". - Solokiller
self.m_pPlayer.pev.viewmodel = string_t();
It's caused by the design of AS itself. Hopefully his new crowbar example will be passed around so that less people run into this issue.
Here is a forum thread where he brought up the issue:
"It is currently possible to implicitly invoke the constructor of one type to call the constructor of another:
engine->RegisterObjectBehaviour("string", asBEHAVE_CONSTRUCT, "void f(int value)", asFUNCTION(String_IntConstruct), asCALL_CDECL_OBJLAST);
engine->RegisterObjectBehaviour("string_t", asBEHAVE_CONSTRUCT, "void f(const string& in str)", asFUNCTION(string_t_StrConstruct), asCALL_CDECL_OBJLAST);
string_t str = 0; //Becomes "0"
This is allowed due to implicit constructor usage. Is there any way to make the string constructor explicit so only string( 0 ) will be considered valid, like C++'s explicit constructor syntax?
I don't see any way to specify this for value or reference types at this time."
The authors of AS confirmed that explicit constructor calls are not possible at this time, but that they would look into it in the future.
edit: the example has been fixed in the current AS example
This map was awesome! I do wish the hands were standalone, I would reskin any hands with these ones.