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How many weapons can you have in map?

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Created 11 years ago
by JadenSzewczak
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I was wondering... how many weapons can you have in a map... UGX Mod v1.1 supposedly has 100 (elemental & papd variants included). so what is the maximum amount of guns possible within a custom zombies map?
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I was wondering... how many weapons can you have in a map... UGX Mod v1.1 supposedly has 100 (elemental & papd variants included). so what is the maximum amount of guns possible within a custom zombies map?
The limit is 128, but this includes not only the weapons that players get from the wall, box and what not, but also stuff like perk bottles, packapunch knuckles, betties, grenades, monkeys, and everything inbetween.
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The limit is 128, but this includes not only the weapons that players get from the wall, box and what not, but also stuff like perk bottles, packapunch knuckles, betties, grenades, monkeys, and everything inbetween.
im assuming each type of grenade and every perk bottle requires 1 slot?
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im assuming each type of grenade and every perk bottle requires 1 slot?
Yes, any time you do an animation with a model it is a weapon file with a model and anims. Here is a list of weapons in my mod that aren't physical weapons for example:
- m76 grenade
- semtex
- gersch (or monkeys on overrun)
- dolls
- claymores
- zombie_bowie_flourish
- zombie_knuckle_crack
- zombie_melee
- zombie_perk_bottle_doubletap (basically every perk bottle)
Last Edit: July 01, 2014, 10:00:42 pm by JBird632
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Yes, any time you do an animation with a model it is a weapon file with a model and anims. Here is a list of weapons in my mod that aren't physical weapons for example:
- m76 grenade
- semtex
- gersch (or monkeys on overrun)
- dolls
- claymores
- zombie_bowie_flourish
- zombie_knuckle_crack
- zombie_melee
- zombie_perk_bottle_doubletap (basically every perk bottle)
what about the defualt weapon?
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what about the defualt weapon?
Yes, but the examples listed are just that, examples. They are in no way a complete list.
Last Edit: July 03, 2014, 05:07:52 am by mrpeanut188
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+1 to off-topic reply -DBZ

lmao. Too funny.

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Yes, but the examples listed are just that, examples. They are in no way a complete list.

There is, actually. If you combine all of the .csv's in the UGX asset counter app it should display all of the weapon includes,(i.e. weapon,sp/WEAPON_NAME).
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Dat feel when anims "fall from sky" ;)
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Offthewall says that he found an exploit that allows the user to add in more weapons...

Click on this link to one of his videos and look in the comments:
https://www.youtube.com/watch?v=OG4pOZDbLsU
Last Edit: July 03, 2014, 06:29:12 am by CyberMan1011
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Offthewall says that he found an exploit that allows the user to add in more weapons...

Click on this link to one of his videos and look in the comments:
http://www.youtube.com/watch?v=OG4pOZDbLsU
Just had a look at this. Few issues come to mind:
1) Yes, it will consolidate the perk bottles. We did this by using FX but this is actually a better solution and I will do it in UGX Mod.
2) Setting weapom camos != new weaponfile, which is why it technically lets you have more weapons. BUT all of these weapon "camo editions" will have the exact same stats and statetimers, which makes it pointless for making PaP/special versions of weapons which have modded stats. For example if you wanted a single shot gun to turn full auto by PaPing it, you would have to have two weaponfiles. When I discovered the camo feature in WaW I immediately tossed it out of my mind because of the stats issue - but using it for the perk bottles is a good idea.

I currently have 135 weaponfiless in a map I'm working on btw (with UGX Mod v1.1), and people said the limit was 120. If I had any more the game crashes, though - so I'm definitely at the limit now.
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When I discovered the camo feature in WaW I immediately tossed it out of my mind because of the stats issue - but using it for the perk bottles is a good idea.
Glad I could help. I would have showed the perk bottles in the video but it's hard to prove that only one weapon file is being used in that situation. Having the camo change during an animation, made it a little more obvious. I hope that everybody starts trying to think of new ways to optimize their map, there is so much opportunity in this game and anyone can achieve something memorable if they put their mind to it.
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Glad I could help. I would have showed the perk bottles in the video but it's hard to prove that only one weapon file is being used in that situation. Having the camo change during an animation, made it a little more obvious. I hope that everybody starts trying to think of new ways to optimize their map, there is so much opportunity in this game and anyone can achieve something memorable if they put their mind to it.

This may sound off-topic, but considering all the amazing things you've made in WaW that many thought was impossible, I'm beginning to wonder how Treyarch would react if they saw everything you made... 8)
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If anyone's still wondering how to do this themselves. it's an optional second parameter to giveWeapon. You can specify a camo index for the game to use: giveWeapon(<weaponName>, <camoIndex>) - if the link doesn't work, search for giveWeapon on our scripting reference and you will find it.
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If anyone's still wondering how to do this themselves. it's an optional second parameter to giveWeapon. You can specify a camo index for the game to use: giveWeapon(<weaponName>, <camoIndex>) - if the link doesn't work, search for giveWeapon on our scripting reference and you will find it.
its still missing the camoindex in the wiki
btw can you show an example?
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its still missing the camoindex in the wiki
btw can you show an example?
Not for me. Try going to it by using the search bar, I think there's a bug with the scripting reference currently that's causing the update to not show if you use the direct link.

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thanks for the image. but even i use the search bar it shows me the one that doesnt specifies camoindex and with the "automatically added" warning :s
Last Edit: July 03, 2014, 08:19:23 pm by jjbradman

 
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