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Topics - gympie6



I made this mini boss a few years back for the map called: Bayern
These kind of zombies also electrify you after you got hit by them.
Not much special but it creates a bit uniqueness to your map

________________________________________________


1. copy the following files from raw/maps folder into your mod:
_zombiemode
_zombiemode_spawner
(If you already have those files you don't need to copy them)

________________________________________________


2. In your mod make a new script file (MODNAME/maps) and paste the following code in there:
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
spawn_electricityzombie()
{        
    // Settings
    self.pathEnemyFightDist = 72;
    self.meleeAttackDist = 72;
    self.electricity_range = 75;
    self.electrified_duration = 0.75; // in seconds
    self.maxhealth = int(level.zombie_health * 1.5);
   
    self.health = self.maxhealth;
   
    if (randomInt(100) <= 85)
    {
        self.hatModel = "char_ger_honorgd_headgear3";
        self attach(self.hatModel);
    }
    if (randomInt(100) <= 75)
    {
        self.hatModel2 = "char_ger_hnrgd_player_shades";
        self attach(self.hatModel2);
    }
   
    self thread electricity_zombie_fx();
   
    while ( 1 )
    {
        self waittill( "meleeanim", note );
        if ( note == "fire" )
        {
            if( IsDefined( self.favoriteenemy ) )
            {
                if (!self.favoriteenemy maps\_laststand::player_is_in_laststand() && distance( self.favoriteenemy.origin, self.origin ) < self.electricity_range)
                {
                    self.favoriteenemy setelectrified( self.electrified_duration );
                    self.favoriteenemy shellshock( "electrocution", self.electrified_duration );
                    self.favoriteenemy playsound( "tesla_bounce" );
                }
            }
        }        
    }
}

electricity_zombie_fx()
{
    self endon ("death");

    while(1)
    {
        PlayFxOnTag( level._effect["elec_sm"], self, "j_thumb_le_1" );
        PlayFxOnTag( level._effect["elec_sm"], self, "j_thumb_ri_1" );
        wait 6;
    }
}
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in)
3. openup _zombiemode and look for:
Code Snippet
Plaintext
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
}
change it to this:
Code Snippet
Plaintext
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );

    precachemodel( "char_ger_honorgd_headgear3" );
    precachemodel( "char_ger_hnrgd_player_shades" );
}
________________________________________________
4. openup _zombiemode_spawner and look for:
Code Snippet
Plaintext
self notify( "zombie_init_done" );
change it to this:
Code Snippet
Plaintext
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 3; // the starting round the electricity zombie will spawn
    spawn_percentage = 10; // the spawn percentage the electricity zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\YOURSCRIPT::spawn_electricityzombie();
    }
}
________________________________________________
5. Add this to your modbuilder:
Code Snippet
Plaintext
// Electricity zombie
xmodel,char_ger_hnrgd_player_shades
xmodel,char_ger_honorgd_headgear3
// Electricity zombie
________________________________________________
6. Build mod and you're done! Have fun! :)
You don't need to add any fx because I am re-using the dlc3 fx.
4 years ago
This tutorial is original written by Bamskater33 aka Jei9363!
go to your _zombiemode_spawner.gsc
 
find
Code Snippet
Plaintext
zombie_head_gib( attacker )
go to
Code Snippet
Plaintext
if(isdefined(self.hatmodel))
add:
Code Snippet
Plaintext
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel(self.hatmodel);
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) ); //adjust to your hatmodel 3000 - 5000
self.hatmodel_launch thread timed_delete(5);
add to bottom of script
Code Snippet
Plaintext
timed_delete(time)
{
    wait time;
    self delete();
}
hatmodels are attached in character/ char_ger_honorguard_zombies and char_ger_honorguard_zombies2
Code Snippet
Plaintext
self.hatmodel = "your_model";
self attach(self.hatmodel, "", true);
go in asset viewer, look at the char_ models and pick out a fabulous hat for your zombie!
add to bottom
Code Snippet
Plaintext
precacheModel("your_model");
add:
Code Snippet
Plaintext
xmodel,your_model
to mod.csv
 
Update, I found his topic here: https://www.ugx-mods.com/forum/scripting/11/easy-tutorial-buriedorigins-style-headshots/1998/
I couldn't find it at the time so sorry for the repost.
4 years ago


I made this mini boss a few years back for my big map called: Snowblind
It works fine but they are maybe too focused on their targets even if they are in laststand.
If you are able to fix this issue be my guest and post it here.
I re-checked and fixed some old issues so maybe it's already solved but who knows?

________________________________________________

1. copy the following files from raw/maps folder to your mod:
  • _zombiemode
  • _zombiemode_spawner
  • dlc3_code
(If you already have those files you don't need to copy them)

________________________________________________

2. In your mod make a new script file (MODNAME/maps) and paste the following code in there:
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
spawn_banzaizombie()
{    
    self.gib_override = false;
    self.gibbed = true;
   
    self setModel("char_ger_ansel_body");
   
    self.hatmodel = "char_ger_wermachtwet_helm1";
    self Attach( self.hatmodel );

    // Wait until the zombie entered the player area
    while(1)
    {
        if (!self.ignoreall)
        {
            self thread banzai_zombie();
            break;
        }
        wait 0.5;
    }
}

banzai_zombie()
{
    self endon( "death" );

    // Settings
    self.moveplaybackrate = 0.80; // Play banzai animation at 80%
    self.banzai_minimum_damage = 65; // Melee minimum damage with bayonet
    self.banzai_maximum_damage = 75; // Melee maximum damage with bayonet
    self.banzai_range = 70; // Melee range with bayonet
    self.banzai_hit_range = 30; // Melee hit range with bayonet
    // Settings
   
    self.pathEnemyFightDist = 0.0000001; // To Disable hand melee attacks.
    self.banzai_stop_stabbing = false;
    self thread banzai_zombie_stop_stabbing();
    self thread banzai_zombie_draw_weapon();
   
    self.zombie_move_speed = "sprint";
    banzaiRandom = randomFloat(100);
    if (banzaiRandom <= 25) self.run_combatanim = %ai_bonzai_sprint_a;
    else if (banzaiRandom > 25 && banzaiRandom <= 50) self.run_combatanim = %ai_bonzai_sprint_b;
    else if (banzaiRandom > 50 && banzaiRandom <= 75) self.run_combatanim = %ai_bonzai_sprint_c;
    else self.run_combatanim = %ai_bonzai_sprint_d;
   
    players = get_players();
   
    while( 1 )
    {
        if (isdefined(self.favoriteenemy))
        {
            target = self.favoriteenemy;
            if (self.banzai_stop_stabbing)
            {
                return;
            }
           
            if (target.is_zombie || target maps\_laststand::player_is_in_laststand() || target.sessionstate == "spectator" || !isalive(target))
            {
                continue;
            }
           
            if (distance( target.origin, self.origin ) <= self.banzai_range && target.origin != self.origin)
            {        
                self thread banzai_zombie_attack(target, target.origin);
                self waittill( "attack_done" );
            }
        }
        wait .05;
    }
}

banzai_zombie_attack(player, player_pos)
{
    angles = VectorToAngles( player_pos - self.origin );
    self OrientMode( "face angle", angles );
    self animscripted("melee_zombies", self.origin, self.angles, %ai_bayonet_stab_melee);        
   
    while ( 1 )
    {
        self waittill( "melee_zombies", note );
        if ( note == "fire" )
        {
            if( isalive(player) )
            {
                if (distance( player.origin, self.origin ) < self.banzai_range)
                {
                    radiusdamage(player_pos, 45, self.banzai_maximum_damage, self.banzai_minimum_damage, self, "MOD_MELEE");
                   
                    //Give the player the feeling he got stabbed
                    radiusdamage(player_pos, 45, 0, 0, player, "MOD_MELEE");
                    wait .2;
                    self stopAnimScripted();
                    break;
                }
            }
        }
        if ( note == "end" )
            break;        
    }
    self notify( "attack_done" );
}

banzai_zombie_stop_stabbing()
{
    self endon( "death" );

    level waittill( "end_game" );
   
    self.banzai_stop_stabbing = true;
}

banzai_zombie_draw_weapon()
{
    self endon( "death" );
   
    wait 3; // Otherwise you see spooky things
    self.primaryweapon = "kar98k_bayonet";
    self animscripts\shared::placeWeaponOn( self.primaryweapon, "right" );
}
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in)
________________________________________________
3. openup _zombiemode and look for:
Code Snippet
Plaintext
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
}
change it to this:
Code Snippet
Plaintext
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
   
    precachemodel( "char_ger_ansel_body" );
    precachemodel( "char_ger_wermachtwet_helm1" );
}
________________________________________________
4. openup _zombiemode_spawner and look for:
Code Snippet
Plaintext
self notify( "zombie_init_done" );
change it to this:
Code Snippet
Plaintext
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 6; // the starting round the banzai zombie will spawn
    spawn_percentage = 10; // the spawn percentage the banzai zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\YOURSCRIPT::spawn_banzaizombie();
    }
}
________________________________________________
5. openup dlc3_code and look for:
Code Snippet
Plaintext
include_weapon
along the others add this:
Code Snippet
Plaintext
include_weapon( "kar98k_bayonet", false );
________________________________________________
6. Add this to your modbuilder:
Code Snippet
Plaintext
// Banzai Zombie
xmodel,char_ger_ansel_body
xmodel,char_ger_wermachtwet_helm1
xanim,ai_bonzai_sprint_a
xanim,ai_bonzai_sprint_b
xanim,ai_bonzai_sprint_c
xanim,ai_bonzai_sprint_d
xanim,ai_bayonet_stab_melee
weapon,sp/kar98k_bayonet
// Banzai Zombie
________________________________________________
7. Build mod and you're done! Have fun! :)
4 years ago
SubZero
 
THE MAP IS RELEASED, YOU CAN DOWNLOAD IT HERE: Subzero Release
 
Good day everybody!
 
Today I want to show you a preview of what I am working on with IamBear.
It includes an epic terrorist zombie with C4 explosives and suicide actions.
 
Story:
After the War in 1960 the nuclear winter started, temperatures dropped and a thick layer of snow covered the earth.
Survive the cold at a remote farm in asia and find out about all the secrets that lie beneath.
 

 

 

 

 

 

 

 

 

 
Terrorist Zombie


Features

Perks: Quick Revive, Speed cola, Double tap, Jugg, Mulekick, Stamin-up
Custom Perks: Baron Samedi run, Chain of Fools, Rewind Time Barcardi
 
Baron Samedi Rum: Turn into a zombie when your health reach below zero, in that form you have to kill zombies and collect brains to turn back into a human.
If you are too late, haven't killed enough zombies or didn't collect enough brains you will go into laststand.
 
Rewind Time Barcardi: re-spawn at tactical insertion preventing death.
 
Chain of Fools: Gives you the ability to slow and stun zombies for a second, kniving slows them garanteed and shooting has a smaller chance.
 
Custom weapons
Heating bar: Fed by killed zombies, when it drops to zero players will freeze to death.
Blundergat (Ice upgrade)
EasterEgg
 
PS.

4 years ago


Do you like the gravity as you can see in this screenshot? I am here with the tutorial!
Openup _zombiemode and search for this:

onPlayerConnect_clientDvars
you will see this:

self SetClientDvars( "cg_deadChatWithDead", "1",
        "cg_deadChatWithTeam", "1",
        "cg_deadHearTeamLiving", "1",
        "cg_deadHearAllLiving", "1",
        "cg_everyoneHearsEveryone", "1",
        "compass", "0",
        "hud_showStance", "0",
        "cg_thirdPerson", "0",
        "cg_fov", "65",
        "cg_thirdPersonAngle", "0",
        "ammoCounterHide", "0",
        "miniscoreboardhide", "0",
        "ui_hud_hardcore", "0" );

change it to this:

self SetClientDvars( "cg_deadChatWithDead", "1",
        "cg_deadChatWithTeam", "1",
        "cg_deadHearTeamLiving", "1",
        "cg_deadHearAllLiving", "1",
        "cg_everyoneHearsEveryone", "1",
        "compass", "0",
        // gravity
        "phys_gravity", "0", // Zombie gravity
        "g_gravity", "80", // Player gravity
        "ragdoll_max_life", "500000", // Life time of dead bodies flying around in the air in milliseconds
        // gravity
        "hud_showStance", "0",
        "cg_thirdPerson", "0",
        "cg_fov", "65",
        "cg_thirdPersonAngle", "0",
        "ammoCounterHide", "0",
        "miniscoreboardhide", "0",
        "ui_hud_hardcore", "0" );

After you changed that, build the mod and you're done! :)
Have fun testing! (If this tutorial is already on the forum you have my sorry)
4 years ago
I was busy fixing the cooking grenade issue while working on the bo1 perk called PHD Flopper.
Thread this function on all the players and put this script somewhere:
Code Snippet
Plaintext
player_cook_grenade_watcher()
{
    self endon( "disconnect" );

    while(1)
    {
        self waittill("grenade_fire", grenade, weaponName);

        if(isdefined(grenade))
        {
            wait 0.125;
           
            if( distance( self.origin, grenade.origin ) <= 0 && self fragButtonPressed())
            {
                self FreezeControls(true);
                self DisableOffhandWeapons();
               
                grenade delete();
               
                ammo_clip = self GetWeaponAmmoClip( weaponName );
                self TakeWeapon(weaponName);
               
                if(self fragButtonPressed())
                {
                    self waittill("grenade_fire", grenade2, weaponName);
                    if(isdefined(grenade2))
                    {
                        grenade2 delete();
                    }
                }
               
                wait 0.05;
               
                self EnableOffhandWeapons();
                self FreezeControls(false);
               
                wait 1.75;
               
                self GiveWeapon(weaponName);
                self SetWeaponAmmoClip(weaponName, ammo_clip);
            }
        }
    }
}
This was quickly tested and worked fine for me..
Maybe it needs some tweaks but this is it.
4 years ago
Black Ops perks progress
100%


Update, my job on the perks are done! :)

Install Tutorial:

https://www.ugx-mods.com/forum/scripts/55/call-of-duty-world-at-war-black-ops-perks/22180

DOWNLOAD:

Version: 1.0.0
www.ugx-mods.com



Alright guys,

I am working on a new mod adding all the lovely perks from bo1 to bo3 into Call of Duty World at War.

Some cool testing gameplay. :sunglass-smiley:


I feel this is missing to UGX, the perks that could be downloaded are maybe old or removed from the website.
I don't know if I am gonna release this to the public because I am afraid this is going to be boycotted.
Or that people are gonna complain it doesn't work and stuff.
Take from me that I will do my very best to make this mod as stable as possible.
It should be also easy to install and quick to use!

This is currently my list:
--=-- Perks --=--

Quick revive = Done
It should react the same way as the perk with quick revive and solo revive where the zombies run away when you are downed.

Jugg  = Done
Starting with 100 health and 250 when player has jugg

Double Tap 2.0 =  Done
Should react the same as Double Tap 2.0

Speed Cola = Done
Does it need changes?

PHD = Done
Added explosion damage when falling would normally deal damage. It is doubled when the fall would kill you.
Normally you would deal damage when you do the dolphin dive but I am not going to add that in this mod.

Deadshot = Done
Added extra breathing time when aiming down with for example snipers.

Staminup = Done
Keep it the same as the perk

Mulekick = Done
Only need to add a hud to show the player when it has the third weapon.

Who's Who = Done
Keep it the same as the perk

Tombstone = Done
In solo this vending machine is removed because it has no purpose.
I don't think that's right so when you are downed with solo revive you will also get your perks back except Tombstone.
(The revive uses are getting lower everytime you use this perk in solo)

Solo is done!
Co-op is done!.

Electric Cherry = Done
Keep it the same as the perk but maybe it needs some tweaks?

Vulture Aid = Done
Keep it the same as the perk, maybe I have to tweak this a bit.

Widow's Wine = Done
Keep it the same as the perk.

Music for new perks = Done
Shaders for new perks = Done (Gonna use Fusorf's shaders. I already credited you man for your hard work! :)))

I was thinking about to make a IWD file and a patch file to support the creator his map.
gympie6_perks.iwd This contains images, scripts and weaponfiles
localized_common.ff (patch file for loading all the images, models, music and soundeffect ect..)
localized_common_nofx.ff (Same as the localized_common.ff (Must also be renamed to that) but without pushing the creator to use T4M for the map, replacing fx with existing ones)


The following things will not be included in this mod!:
  • Wunderfizz
  • Double pap (Bo3 stuff)
  • Random perk locations
  • Buildable things
I am not going to set a deadline on this mod...
Remember this mod is just an idea... that's all.
5 years ago
DjinnCaves

No T4M Required!








Story

The famous good old heroes went inside a dark secret cave of the Djinns.
The cave however is not stable so the exits are collapsed and the heroes are trapped!!!
In panic they try to find a new way out but without succes...
The horde of zombies seems to be normal but that isn't true, there are new types they have never seen before, How long they can survive is up to you!
(There is no easteregg or buyable ending in this map)


This map was requested by Wakizashi, I just want to make his dream come true so I helped him creating this cool map by his own level design.
There is a lot of action and pure survival! There is no exit and no way to run. The heroes have to go through this nightmare until the cave go dark...

Downloads

MIRROR 01

Installer

Manual

MIRROR 02

Manual

People playing the map! :)




Credits

Credits
Community
Treyarch & Activision
UGX Mods and Zombiemodding

Wakizashi (Level Designer)
Gympie5 (Scripter, Modder and Mapper)
IamBEAR
RedSpace200
Bamskater
Harrybo21
AwesomePieMan
Fusorf
Tom_BMX  
DidUknowiPwn
Don Gooney  
Tim Smith(aka BaD BoY 17)  



5 years ago
Enclosed

No T4M Required!






Installer

Manual

People playing my map! :)



Warning, if you are about to stream this map please turn off the music.

Features

Features
6 Custom Perks (Raging Devil, Chainbind, Blitzkrieg Soda, Primo Victoria, Baron Samedi and Rewind Time Barcardi)
Black Ops 1/2 Perks
Black Ops 1 HUD
Black Ops 3 Shader for perks and powerups
Double papable weapons
Custom Boss
Banzai Zombies (Fast running zombies with bayonets)
Stalker Zombies (Zombies with the skill of teleportation)
Hextech Zombies (Zombies with the power to shock players)
Boom Zombies (Zombies that go explode closely)
Ghost Weapons
BO1 Weapons
WAW Weapons
4 Wonder weapons
Custom Powerup/Box Fx
Unlimited Ammo Powerup (Shoot infinite ammo until time runs out)
DogHunter Powerup (Dogs will hunt down zombies)
EasterEgg
EasterEgg (Song: Opeth - The Baying of the Hounds)
Buyable Ending

Weapons

Weapons
WAW
PSHH
MP40
Type99 LMG
Panzerschrek
RayGun Mark 1

BO1
MP5/MP5K
Spectre
Spas12
Commando
Dragunov
HK21
Python
M1911 Bo1 colt

Ghosts
Mk14 EBR
MTS 225
SC2010
K7
PP-19 Bizon
L115a3
Venom-X
M27IAR

Other
RayGun Mark 2
Galleria
Duplet Shotgun
Stg44
Blitzkrieg grenades (Can be bought from Blitzkrieg perk vending machine)
Hidden Text
Sliquifier


Perks

Perks
No perk limit!

WAW
Quick Revive (With self revive)
Juggenaut (250 health)
SpeedCola
Doubletap 2.0

Bo1
PHD
MuleKick
StaminUp
Deadshot (Steady aim & increased headshot damage)

Bo2
Electric Cherry

Custom
Raging Devil
Chain of Fools
Blitzkrieg Soda
Primo Victoria
Baron Samedi
Rewind Time Barcardi

Primo victoria: gives you a shield that generates after not getting hit for a while. (100 health)
Blitzkrieg soda: gives you special grenades that deals massive damage and also gas zombies.
Chainbind rootbeer: gives you the ability to slow and stun zombies for a second, kniving slows them garanteed and
shooting has a smaller chance.
Raging devil rum: a zombie goes raging onto you and takes down everything on his path.
Baron Samedi: Turn into a zombie after being takedown, wander around killing zombies or gather brains to restore your humanity.
Rewind Time Barcardi: Set your safe location (Tatical insertion), when you are about to die instead you will teleport to that safe location.


Credits

Credits
Community
Treyarch & Activision
UGX Mods, Zombiemodding & CustomCodMapping

Shippuden1592
Bamskater
Harrybo21
Fusorf
Tom_BMX  
DidUknowiPwn
holty007
ADDICTED
Don Gooney
Tim Smith(aka BaD BoY 17)
​​​
Beta Testers
Galal Mehrez
Cpt_Johnson1
5 years ago
Bayern

No T4M Required!

Downloads

MIRROR 01

Installer

Manual

MIRROR 02

Manual


Warning, if you are about to stream this map please turn off the music.

People playing my map:



Features
7 Custom Perks (Raging Devil, Chainbind, Blitzkrieg Soda, Primo Victoria, Baron Samedi, Repair Rum and Rewind Time Barcardi)
Black Ops 1/2 Perks
Black Ops 1 Mob of the dead zombies
Black Ops 1 HUD
Black Ops 3 Shader for perks and powerups
Double papable weapons
Custom Boss
Stalker Zombies (Zombies with the skill of teleportation)
Hextech Zombies (Zombies with the power to shock players)
Boom Zombies (Zombies that go explode closely)
Ghost Weapons
BO1 Weapons
WAW Weapons
4 Wonder weapons
Custom Powerup/Box Fx
Unlimited Ammo Powerup (Shoot infinite ammo until time runs out)
DogHunter Powerup (Dogs will hunt down zombies)
Digsites/Loot Crates
Soulchests
EasterEgg
EasterEgg (Song: Carbine - Undefeated)
Buyable Ending

Weapons

Weapons
WAW
PSHH
MP40
Type99 LMG
Panzerschrek
RayGun Mark 1

BO1
MP5/MP5K
Spectre
Spas12
Commando
Dragunov
HK21
Python
M1911 Bo1 colt

Ghosts
Mk14 EBR
MTS 225
SC2010
K7
PP-19 Bizon
L115a3
Venom-X
M27IAR

Other
RayGun Mark 2
Galleria
Duplet Shotgun
Stg44
Bowie Knife (Damage is doubled)
Blitzkrieg grenades (Can be bought from Blitzkrieg perk vending machine)

Perks

Perks
No perk limit!

WAW
Quick Revive (With self revive)
Juggenaut (250 health)
SpeedCola
Doubletap 2.0

Bo1
PHD
MuleKick
StaminUp
Deadshot (Steady aim & increased headshot damage)

Bo2
Electric Cherry

Custom
Raging Devil
Chain of Fools
Blitzkrieg Soda
Primo Victoria
Baron Samedi
Repair Rum
Rewind Time Barcardi

Primo victoria: gives you a shield that generates after not getting hit for a while. (100 health)
Blitzkrieg soda: gives you special grenades that deals massive damage and also gas zombies.
Chainbind rootbeer: gives you the ability to slow and stun zombies for a second, kniving slows them garanteed and shooting has a smaller chance.
Raging devil rum: a zombie goes raging onto you and takes down everything on his path.
Baron Samedi: Turn into a zombie after being takedown, wander around killing zombies or gather brains to restore your humanity.
Repair Rum: Repair barriers instantly!
Rewind Time Barcardi: Set your safe location (Tatical insertion), when you are about to die instead you will teleport to that safe location.


Credits

Credits
Community
Treyarch & Activision
UGX Mods and Zombiemodding

IamBEAR (Mapper, Porter)
Gympie5 (Scripter, Modder)
Shippuden1592
Bamskater
Harrybo21
Fusorf
Tom_BMX  
DidUknowiPwn
Rorke
holty007
ADDICTED
SexySeaTutrtle
StupidEdits
Don Gooney
JBird632
Tim Smith(aka BaD BoY 17)

Special Thanks
StupidEdits - This guy saved my map!
​​​
Beta Testers
IronWolf
UltraZombieDino
SexySeaTurtle
HungrayFTW
Zriac
Galal Mehrez
DrezZone
Narumeias
RyanTheBone
Cpt_Johnson1
Mr. Dark
6 years ago


I am trying to help someone with his zoning issue but when I want to save my answer all the line spaces are removed and the text are stuck to each other.
Is using shift enter a problem or something?
6 years ago
Hello everyone, me and IamTIMMEHHH are working on the second cool map called Bayern.

Currently we have no backstory but this map is going to be easier at start and gets more difficult at later rounds.

This map has two custom zombies and a zombie boss called Lord Jashin.

Lord Jashin is an very aggresive zombie that dislikes others of his kind.
He puts them on fire and when you are killing zombies they will explode just like the lord himself.
Besides that he is a bomber he can also disable vending machines and set you on fire when you are close enough.

This map will get two or three new custom perks:

Baron Samedi's Rum: Turn into a zombie when your health reach below zero, in that form you have to kill zombies and collect brains to turn back into a human.
If you are too late, haven't killed enough zombies or didn't collect enough brains you will go into laststand.

Rewind Time Barcardi: Get tatical insertion as item. You can press the killstreak button to use it to create a respawn point.
If you are about to get killed instead of going into laststand mode you will teleport to the item for safety.

Carpenter Rum (TBD if it is going to be introduced in the map): Instant repair windows.

pictures:

gifs:

This map is going to be reworked because we reached a very strange limit....... MAX_SCENE_SURFS_SIDES (131072*2)



6 years ago
Snowblind

No T4M Required!



Story

Snowblind takes place in Austria in a mining camp for Jewish slaves during World War 2.
The camp was under Nazi control. When the nazis heard that they had lost the war they abandoned the camp.

Our four heroes make their way into the base, but need a way to survive. There are a lot of resources plus a lot of weapons from the modern war. The heroes are lucky when they have found new perks for use.

Downloads

MIRROR 01

Installer

Manual

MIRROR 02

People playing my map! :)



old video



Features

Features
4 Custom Perks (Raging Devil, Chainbind, Blitzkrieg Soda and Primo Victoria)
Black Ops 1/2 Perks
Black Ops 1 NovaCrawler zombies
Black Ops 1 Call of the Dead zombies
Black Ops 2 Crusader zombies
Black Ops 1 HUD
Black Ops 3 Shader for perks and powerups
Double papable weapons
Engineer Boss
Stalker Zombies (Zombies with the skill of teleportation)
Banzai Zombies (Fast running zombies with bayonets)
MW3 Weapons
BO1 Weapons
WAW Weapons
4 Wonder weapons
Buyable Weapons from a weaponshop
Custom Powerup/Box Fx
Unlimited Ammo Powerup (Shoot infinite ammo until time runs out)
DogHunter Powerup (Hellhounds will hunt down zombies)
Powerdoors / GeneratorPowerdoors
Keydoor
Digsites/Loot Crates
Fanblade traps
Origins generators
Five Style Teleporter
EasterEgg
EasterEgg (Song: Mortal Reminder from PentaKill)
Buyable Ending

Weapons

Weapons
WAW
PSHH
MP40
Panzerschrek
RayGun Mark 1

BO1
M14
MP5/MP5K
Spectre
Spas12
Commando
Dragunov
Winter's Howl

MW3
ACR 6.8
CM901
G36C
L115A3
MG36
Pecheneg
Scar-L
UMP45
Usas12
USP.45

Ghosts
Venom-X
M27IAR

Other
RayGun Mark 2
Tom's katana
Blitzkrieg grenades (Can be bought from Blitzkrieg perk vending machine)

Perks

Perks
No perk limit!

WAW
Quick Revive (With self revive)
Juggenaut (250 health)
SpeedCola
Doubletap 2.0

Bo1
PHD
MuleKick
StaminUp
Deadshot (Steady aim & increased headshot damage)

Bo2
Eletric Cherry

Custom
Raging Devil
Chain of Fools
Blitzkrieg Soda
Primo Victoria

Primo victoria: gives you a shield that generates after not getting hit for a while.
Blitzkrieg soda: gives you special grenades that deals massive damage and also gas zombies.
Chainbind rootbeer: gives you the ability to slow and stun zombies for a second, kniving slows them garanteed and shooting has a smaller chance.
Raging devil rum: a zombie goes raging onto you and takes down everything on his path.


Credits

Credits
Community
Treyarch & Activision
UGX Mods, Zombiemodding, Modme & CustomCodMapping

IamBEAR (Mapper)
Gympie5 (Scripter, Modder)
Shippuden1592
Bamskater
WoLf_GoLd
Harrybo21
AwesomePieMan
Fusorf
Tom_BMX
MakeCents
DidUknowiPwn
Rorke
holty007
ADDICTED
TheGamingRing
F3ARxReaper666
SexySeaTutrtle
.lilrifa
EmpGeneral
Symbo
OWGKID
HitmanVere
SexySeaTurtle
StupidEdits
Don Gooney  
JBird632
Tim Smith(aka BaD BoY 17)  

Special Thanks
BluntStuffy
MiKeY
​​​
Beta Testers
UltraZombieDino
SexySeaTurtle
HungrayFTW
Zriac
Galal Mehrez
DrezZone
Narumeias
RyanTheBone
Lemming

Key
Shang
7 years ago
Does someone has a idea how I can fix this problem?









Thank you very much for your time and help!  :)
7 years ago
If a zombie is shot near another zombie there is a chance he gets mad.
When it happens he goes running/sprinting.

To fix this issue there is one line of code needed to fix that.

change this:
Code Snippet
Plaintext
if( level.round_number > 3 )
    {
        zombies = getaiarray( "axis" );
        while( zombies.size > 0 )
        {
            if( zombies.size == 1 && zombies[0].has_legs == true )
            {
                var = randomintrange(1, 4);
                zombies[0] set_run_anim( "sprint" + var );                      
                zombies[0].run_combatanim = level.scr_anim[zombies[0].animname]["sprint" + var];
            }
            wait(0.5);
            zombies = getaiarray("axis");
        }

    }
in to this:
Code Snippet
Plaintext
if( level.round_number > 3 )
    {
        zombies = getaiarray( "axis" );
        while( zombies.size > 0 )
        {
            if( zombies.size == 1 && zombies[0].has_legs == true && zombies[0].boss == false)
            {
                var = randomintrange(1, 4);
                zombies[0] set_run_anim( "sprint" + var );                      
                zombies[0].run_combatanim = level.scr_anim[zombies[0].animname]["sprint" + var];
            }
            wait(0.5);
            zombies = getaiarray("axis");
        }

    }
In the boss script when the boss is spawned at this somewhere:
Code Snippet
Plaintext
self.boss = true;
7 years ago
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