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[Black Ops II] Venom's Ray Gun Mark II

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Created 2 years ago
by RealVenomModz
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Venom Modding - 2022-
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Venom's Ray Gun Mark II from Black Ops II

 
Hey, everyone!. While I have taken a look at the files from Black Ops II, I decided to port the Ray Gun Mark II over to Black Ops with correctly assigned sounds, glows working, and standalone FX and materials (so they don't override the game FX).


The Ray Gun Mark II is probably one of the most interesting guns to port. Some assumed it might have unlimited damage, however they're just the same as the original Ray Gun. Since there was no public Ray Gun Mark II on UGX-Mods, well... I decided to release this. I also decided to do the Porter's Mark II Ray Gun. :)
All GDT files are pre-compiled for the public to make their own changes as they like.


Features
  • Assigned proper sounds so it sounds like the original version
  • FX straight from BO2 with minor adjustments so the FXs work as a standalone without replacing original material files
  • Glow working (not 1:1), uses SW4 materials
  • 1:1 Stats, State Timers straight from the BO2 weapon files

Direct Download
As of January 12th, 2023, the ouo.io button will no longer be allowed as a primary link. It can, however, be used as a secondary mirror. Due to the fact that ads do get out of hand and can get quite impossible to download stuff.
mega.nz

Mirror Link
ouo.io

To download, click the button below. Yes, I am aware that it is a link shortener. By shortening links, it lets me bring more projects for everyone to enjoy, such as assets, maps, mods, etc.

How to Install
Drag and drop the files to your Root directory.
Open the t6_raygunmk2 GDT in your Asset Manager.
Compile the materials first, XModel second, XAnims third, and the weapon files fourth.
Open raw\soundaliases\zones\copy_to_csv.txt, and paste everything to your soundalias (Your soundalias may be different than what I have)
And that's it!

How to add to map
Open your mapname.gsc and .csc, and add this inside include_weapons()
Code Snippet
Plaintext
include_weapon( "raygun_mark2_zm" );
    include_weapon( "raygun_mark2_upgraded_zm", false );
It should look like this.

 
And then on your mapname.gsc or your _zombiemode_weapons.gsc, add this line.
Code Snippet
Plaintext
add_zombie_weapon( "raygun_mark2_zm",             "raygun_mark2_upgraded_zm",                &"ZOMBIE_WEAPON_RAYGUN",                 10000,    "raygun",            "",        undefined );
It should look like this.

 
On your _zombiemode_weapons.gsc, find this line.
Code Snippet
Plaintext
    if (weapon_string == "ray_gun_zm")
    {
            playsoundatposition ("mus_raygun_stinger", (0,0,0));        
    }
[/pre]



 
Compile your mod, and it should be done! You should have your Ray Gun Mark II.
 
 

Credits
Scobalula (Greyhound, GameImageUtils)
SE2Dev, Nukem9 (LinkerMod, game_mod)
Treyarch (BO Mod Tools, Ray Gun MkII assets)
DTZxPorter, Myself (BassDrop Enhanced)

Changelogs
v1.1
Forgot to include the anim model, and forgot to rename FX to be standalone, whoops
 
v1.2
Had to redo all of the FX so they aren't reused from the ones in the Mod Tools
 
v1.3
Added a more detailed way for those who can't add the FX on their own. Also, fixed the D2P animations with the D2P out being a loop. My bad.
 
v1.4
It's just v1.3, but this time, there's more links. This is in compliance with the new rules about link shorteners.

 
 
Last Edit: January 13, 2023, 02:57:24 am by RealVenomModz
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v1.4
Changed links due to new rules.
Last Edit: January 13, 2023, 02:56:25 am by RealVenomModz
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Hey can you please make a video explaining the download process a little better?
or can you go more in depth on how to download it for people you don't know anything about mod tools?

 
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