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Last post by IZaRTaX - 2 hours ago
Press F (filter) and uncheck GoalVolumes
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Last post by TheGhostZone - 3 hours ago

This is the updated Rayne Of The Dead Mod featuring No Mans Land rounds after the dog round. I also created some custom bosses also besides George, he spawns in every two rounds like normal but sense the round counter is like No Mans Land he keeps spawning no matter what.

I might put Pack A Punched guns back in the mystery box sense the game is way harder now. The only weapon that can kill the zombies after round 70 is the wunder waffe. The scavenger doesn't deal any damage after those rounds.

I also added the same system used on Zombie Library with the destroyed earth. I am going to add the custom destroyed sky box and the red mist that displays after the earth is destroyed.

I am still trying to figure out how to change zombie models and add custom boss zombies.

So enjoy the video and  I don't have any release date for this mod as of yet still working on it daily.


 

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Last post by IZaRTaX - 6 hours ago
Should working like that

Code: cpp
add_adjacent_zone( "start_zone",		"second_zone",	"enter_second_zone" );
add_adjacent_zone( "start_zone", "third_zone", "enter_third_zone" );
add_adjacent_zone( "second_zone", "fourth_zone", "enter_fourth_zone" );
add_adjacent_zone( "fourth_zone", "fifth_zone", "enter_fifth_zone" );

//add_adjacent_zone( "third_zone", "fifth_zone", "enter_fifth_zone" ); //test
//add_adjacent_zone( "fifth_zone", "fourth_zone", "enter_fourth_zone" ); //test

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Last post by JoshZombieBoy - 6 hours ago
There's two ways to fix this, either:

1.
Go to /raw/images/ and find any iwi file in there, copy it and then rename it to "~-gblockout_asphalt_test_c". Now you can compile it.


or


2.


Open the level with the compile problem in it with radiant and change brushes with this texture:

(Image removed from quote.)

to any other texture you want to have in that place.

I found the image, and my browser saved it as a different name, so I had to rename it and now it works, thanks for the help anyways.
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Last post by ChangCow - 23 hours ago
I know 'h' and 'shift+h'  but I was wondering if there's anyway to seperate what you're hiding. On startup I hide all the volumes so I can edit the map and geometry, but hiding something for a moment and then "shift-h'ing" then returns the volumes again. Any reply is appreciated, thank you!
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Last post by mikkyloppy4 - 24 hours ago
Resurrecting this because it's not like anyone makes new posts anyways. What the hell is up with these textures not being able to line up? Have round corners ever been figured out? This is a very frustrating issue. Not to mention the surface inspector wont manipulate a curve patch/bevel at the same time as a normal flat brush or face.
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Last post by ZackGuy - 1 day ago
Like I mentioned, opening either the fourth or third zone would activate spawners in the fifth. I've checked the keys and values and there is no link to the fifth zone in either of the two triggers used to enter the fourth and third.
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Last post by ZackGuy - 1 day ago
I apologize I did mean to add a picture of the layout I must've forgot.

https://i.imgur.com/rxQbbEw.jpg
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Last post by klevi - 1 day ago
So i was assuming this is the sketch of your map --> https://imgur.com/a/LAiRV4y
Now ur in the spawning area. U have 2 doors to open eahch of them represents another zone, zone2 and zone3. After u enter zone 2 u go to zone4, also if u open zone 3 u can go to the 5th zone. U said that the 5th zone has 2 adjacent zones so, when ur in the 5th zone u can open zone 3 or zone 4 since there are 2 adjacent's. Now let suppose that from zone 4 u went to zone 5. From there u want to go to zone 3. then U have typed add_adjacent_zone( "fifth_zone",                "third_zone",           "enter_third_zone" );But let suppose ur in zone 3 and u opened zone 5. U said that zone 5 has 2 adjacents for each zone(zone3, and zone4).Now when we were at the 5th zone and wanted to jump in 3rd zone, it was linked with 1 dor( 1 trigger) which we used it. But going from zone 3 to zone 5 i dont think will work cuz we used that trigger and as far as i know in the trigger u can put only 1 time - script_flag  - enter_zonename. Now i cant say anything for sure(maybe im too dumb and i cant understand ur situation too) but just make sure check the zones correctly. I would also suggest you to put 2 more doors or debris which are linked with the 5th zone. IDK how clear i was :joy: but anyway if u need help just DM me. Also would be better if u post an image like i did just to know.
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Last post by Liamza2314 - 1 day ago
Will this need game_mod? Because it doesn't work on cracked games
 It actually does, you just need to edit BO Mods.bat and change BlackOps.exe to whatever the name is of the cracked client that you are using
For example, if you are using BgamerT5 you change it to BGT5.exe or whatever its called, I dont remember or if you're using plusmaster you change it to PT5ZM.exe
Here's an example

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