Hello guys. Today I have made an awesome script. It is where you use a trigger, survive rounds, and then a door opens. Here is how to use it.
Here is the script:
Go into "mapname.gsc" and underneath "maps\_zombiemode::main();" add "maps\_survive_rounds::main();". Make a new ".gsc" file and place the script above into it. Call it "_survive_rounds.gsc". Place the script into "Root/mods/mapname/maps". Then go into Radiant and open your map. Everything will be set up using KVP's, like a real zombie_door. It may get a bit complex, but I'll try to do my best to explain. First make a trigger_use. Give it this initial KVP. targetname = rounds_survive_doors
First add "script_noteworthy". Now all you need to add in this KVP is the number of rounds you need to survive for this trigger. Now if you want cost, add this as another KVP: "zombie_cost". Set any value for a cost, and the hintstring will adjust. If you dont want cost, DONT add this KVP at ALL. That way the hintstring will not have any cost listed on it and will not play the "cha-ching" sound on use. Next if you want a flag to set after the door is open like to activate a zone, add "script_flag" as a KVP. Then type the name of the flag you want to be set. Finally add the KVP "target". Then type a Key you will remember to array to the doors that will open. Once you use one trigger in game, all other triggers will disable so you cannot activate multiple "survive round" modes at once. They all re-enable once there is no "survive rounds" mode active. Now to set up the doors. Each trigger can open as many doors at once as you want. Each door you want to be opened will be targeted by the trigger. That means the door's initial KVP will be this: targetname = (TRIGGER'S_TARGET_KVP)
I hope that makes sense, because I can't think of a better way to say that. Now to set up how the door will open once told to open. If you want the door to just delete without doing anything, just leave it alone after adding the targetname. If you want the door to look more professional and move on open, do the following. Add a new KVP called "script_vector". Now type in this "0 0 0". This is just like setting up a normal door's script_vector. The first "0" will be the door's X-Axis Move. You can type negative or positive numbers to make the door move forward or backward. The middle "0" will be the doors Y-Axis Move. You can type negative or positive numbers to make the door move left or right. The last "0" will be the door's Z-Axis Move. You can type negative or positive numbers to make the door move up or down. After setting your values make sure there is only one space between each number and no spaces before or after. I hope that made sense to you, I dont know a better way to explain it. Now add a new KVP called "script_transition_time". Set it to how long you want it to take for your door to open. If you dont set this KVP, the time will default to 2 seconds for sound sync. Now add a new KVP called "script_noteworthy". Here you will either set it to "solid" or "delete". If you set it to "solid", after the door is done moving, it will just remain solid where it is on your map. If you set it to "delete", after the door is done moving, it will delete of your map.
That's all. Remember if you dont set a "script_vector" for your door, it will just delete on open. You can make as many trigger's and doors for the trigger's to open as you want. I hope this tutorial made sense since there is so much to explain. Remember in Mod Builder, Select the following before you Build Mod: maps/_survive_rounds.gsc maps/mapname.gsc
Remember to credit me if you use this. Thanks and peace out. By the way for those wondering, my real preferred name is xSanchez78.
Hello Guys My name is xSanchez78. Today I have created a Second Pack-a-Punch Machine. It uses the same script as the pack-a-punch machine found in "_zombiemode_perks.gsc" But is heavily modded by me and placed into a standalone ".gsc" file.
Go into "Root/raw/maps" and copy any ".gsc" file. Paste it onto your desktop. Rename it to "_weapon_bundle.gsc". Here is the script to place into it:
Place this ".gsc" file into "Root/mods/mapname/maps". Add "maps\_weapon_bundle::main();" before "maps\_zombiemode::main();" in "mapname.gsc".
Now here is how to make a new weapon to be bundled after it has been upgraded. Make your new weapon file. Rename it to "WEAPONNAME_upgraded_bundled". I will not show you how to change the weapon's on-screen name, ammo, camo, or damage amount. This can be found in other tutorials, but for this I will just show you how to set your gun up.
Go into Launcher. Go into the "Mob Builder" Tab. Add this into the "mod.csv".
Go into "_zombiemode_weapons.gsc". Find the "init_weapons()" function. Add this to it: Go into "dlc3_code.gsc" Find the "include_weapons()" function. Add this to it:
As I said at the top, this will be set up like pack-a-punch. So If you have a custom xmodel, make sure it has the slot for the weapon to go in and out of. This tutorial I plan on editing over a period of time. So when I get the availability in my schedule, I will make an xmodel and provide a link for it. But unfortunately right now, I dont have one, Im sorry Ill work on it.
Open Radiant. Make a trigger_use like this: targetname = zombie_vending_bundle target = (PICK_A_NAME_TO_TARGET_THE_MACHINE)
Make you custom machine xmodel. Again make sure it has the slot for the weapon to go in and out of, like pack-a-punch. Make the machine's KVP's look like this: targetname = (TRIGGER_USE_TARGET) target = (PICK_A_NAME_TO_TARGET_THE_FLAG)
If you want the wait flag that pops up behind pap while your paping, add the xmodel of a custom one of yours. Make it's KVP's like this: targetname = (MACHINE_TARGET)
Like I said, this is a project I am going to work on for a long time. If you like this tutorial, expect an update one day. I will hope to have come up with a custom xmodel, along with some new fx and sounds.
Open Launcher. Compile Your Map. Go to Mob Builder. Make sure to select the following in the IWD List:
Again as it says above, make sure to check all your new weapon files in the "weapons/sp" folder. Again I will be back with some updates to this tutorial, such as a custom model, fx, and sounds. It will all be included in a download link, and updated to this tut once I'm done w/ them. Credit me, xSanchez78, for this. Enjoy & Peace.
So to beat this map, do you build power with 2 parts. Then build navcard table with 5 parts. Then shoot the 3 monkeys which opens secret room/box-in-the-wall and you pick the navcard there. Then you place the navcard on the table and it waits 21 seconds or something like that and you get 10,000 points, 7000 point blundergat buy, and enables end game trigger for 80,000. The end game is the teleporter in the green room that originally had the spool thingy part and all the panels on the walls right?
Is all this true? Would appreciate if someone clarifys. Thanks and peace
Hey Guys. I just recently thought of something interesting. I thought could you make multiple end game switches? Yes you can. I have made a script.
First you make a new ".gsc" file. Rename it to "end_switches.gsc". Place this into it:
Call "maps\end_switches::main();" after "maps\_zombiemode::main();" in "mapname.gsc". Go into "_zombiemode.gsc". Search for the "end_game()" function. Replace it with this:
Go into Radiant. Make a trigger_use. Give it this KVP: targetname = end_game_switch
You can place as many of these around your map. They will all have the same hintstring, cost, and all will need to be activated to end the game. You can edit the price and hintstring in the "end_switches.gsc". Thats all. Enjoy. Credit me, xSanchez78 for this. Peace.
sweet stuff man, i beat it solo! man that map was very stupidly secret. Im not hating on the map maker, i love the map with electric cherry, vulture aid, and bo1 perks by bamskater, and his custom double dew where he renamed to nuka cola and made points *5. But he made it even more secret to open parts then treyarch makes there easter eggs. Damn son that was annoying, but glad i did it. At least x5 points made 85000 easier to get, but i like a good points challenge, so that didnt bother me. Thanks again Imirageraptor, and the map maker.
Hello Guys. Today I have created a small yet useful script. This covers power and pap doors. What is a power door? A power door is a door that opens after the power is activated. Isn't that already in the game like verruckt and der riese? Yes it is but I'm pretty sure almost no one, not even I, knows how to use it. Therefore I just created a script that is simpler and is seperated from all the other complex scripts in the game. What is a pap door? A pap door is a door that opens after all der riese style teleporters are linked. This part of the script only applies to people using der riese style teleporting in their map. Isn't that also already in world at war in the map der riese? Yes it is, but I have some reasons that I think people will understand for making a new script. 1. The original pap door is basically the script_model for the pap door and an invisible clip infront of it so that nobody can walk through the model. In the original dlc3_teleporter script, the script model will move down a little on the first link, again on the second, and then all the way down on the third followed by the clip deleting. That is a bit complicated for those who want to just simply add a pap door. 2. The script_model used in der riese is a certain size. The treyarch map makers have made the dlc3_teleporter script make the model move down certain amounts of units. Therefore it will only look proper when you use the pap door script_model or another script_model/script_brushmodel that is the exact same size as the pap door model. Some may want a different model, that is a different size. But the movement for it will not look good unless you go in and re-count the units you want the door to move and then edit that in the dlc3_teleporter script. I know I dont want to do that, and Im sure others dont aswell. My script just waits for all teleporters to be linked, and then gives an easy way to make the door move where ever YOU want it to, no hassle required. Those are my reasons for remaking the power/pap doors. Now lets get to installation.
Get a ".gsc" file. Name it "power_pap_door.gsc". Put the following in it:
Add "maps\power_pap_door::main();" after "maps\_zombiemode::main();" in "mapname.gsc". Adding a second/third/fourth/cont. door should be self explanitory after reading the script. Make sure at the top to change how you want the door to move after it has been told to open. Go into radiant. Make either a script_model or script_brushmodel for your door(s). Make the power door this: targetname = power_door1
Make the pap door this: targetname = pap_door1
Now put a trigger_use infront of each door. These will not be for using, only for showing a hintstring that informs the players what action needs to occur for the door to open. Example: "The power must be activated first" Trying to use the trigger_use will have no effect, do not worry. They will also be deleted along with the door, so no worries about extra unneeded entities on your map. Make the trigger_use infront of the power door this: targetname = power_door1_hintstring
Make the one in front of the pap door this: targetname - pap_door1_hintstring
Save & Close. Compile Map. In mod builder, make sure to check the following: power_pap_door.gsc mapname.gsc
Build Mod.
Credit me, xSanchez78, for this tutorial. By the way, some people thought alaurenc9 and xSanchez78 were two different people. Well my zombiemodding name is alaurenc9, my steam, ps3, ps4, xbox, and any other thing's name is xSanchez78. So dont think we are to different people, Lol. Credits to Gamer9294 for helping with the moving door ideas. And the setup for people to easily make the door move wherever they want it to. Example video, NOT MADE BY ME!, it was made by Gamer9294. www.youtube.com/watch?v=Ulnxi_UwRkM Enjoy and peace.
Bro how do you beat this? I think i saw a utub video where the dude said you have to shoot this electric shock symbol wil a un-upgraded ballista but idk if there is more or what the fuck
Hey i was wondering, what does the fastfile do? also, i am planning to use ugx mods v1.1 with my map so i wll use them for my bo1 perks, but i still want to use your vulture aid and electric cherry. Adding the fastfile that covers the bo1 pperks as well as vulture and cherry but not using the bo1 perks wont hurt anything will it?
I am looking for the end game script where you pay a certain price and then you have to survive 10 more rounds to beat the game. ive been searching through hell and back and just cant find it. if you know the script reply the linkhere or contact me through steam at: www.steamcommunity.com/id/xSanchez78