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Topics - jei9363



will automatically adjust itself to the perks available in your map
10 years ago
Fixes:

- Zombies attacking downed players in coop
- Vulture-Aid drops in non-playable areas
- Wunderfizz staying visible for only the first person to use it

see black ops perks for MuleKick-PAP fix

https://www.mediafire.com/?nnsc6xfqewrn9qo

Vulture-Aid

V1.1 Fixes:

- Zombies will not drop packages if killed by traps
- Vulture Aid now has a way point

https://www.mediafire.com/?519ntxcc184pghr

also included is perk limit fix for electric cherry!

notes:

- you can only collect the droppings if you were the one who killed the zombie
- zombies will only drop packets if they were killed by a player who has vulture-aid
- waypoints only show at a specified range and if they're in view
- zombies avoid you when you stand in their stink
- this tutorial utilizes 2 fx assets







Download This:https://www.mediafire.com/?519ntxcc184pghr

Add the map_source to your root and the rest to your mod folder in Appdata!

go into you _zombiemode_weapons.gsc

replace
Code Snippet
Plaintext
init_starting_chest_location();
with
Code Snippet
Plaintext
thread init_starting_chest_location();

replace
Code Snippet
Plaintext
init_starting_chest_location()
{
with
Code Snippet
Plaintext
init_starting_chest_location()
{
wait .1;

go in _zombiemode_spawner.gsc

add
Code Snippet
Plaintext
if(randomint(100) < level.vulture_chance)
self thread maps\bam_bo_mod_vulture_aid_standalone::vulture_treasure();
under
Code Snippet
Plaintext
self disable_pain();


go to your _zombiemode.gsc

add
Code Snippet
Plaintext
	level.vulture_chance = 40; 			//percent per zombie for dropping goodies
level.vulture_limit = 8; //cap how many waypoints can be seen
level.vulture_packets_limit = 5; //cap number of packets on ground
level.vulture_range = 2048; //see visibility limit for way points
level.vulture_range_min = 256; //is the player close enough to not need help?
level.stink_time = 10;              //how long does the stink smoke last?
level.makeStinkTime = 20; //how long until trying to give another zombie stink?
        maps\bam_bo_mod_vulture_aid_standalone::vulture_init();
under
Code Snippet
Plaintext
	maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();

ADD THE PREFAB TO YOUR MAP!

make sure you delete your nazi_zombie_mapname_patch from your mod that you build before compiling! youll overwrite my awesome fastfile!

if you want pretty effects!

go into you dlc3_code.gsc

ADD
Code Snippet
Plaintext
 
level._effect["vulture_smell"] = Loadfx("vulture_smell");
level._effect["vulture_powerup"] = Loadfx("vulture_powerup");
IN
DLC3_FX(){}

compile and enjoy!

10 years ago
haven't thoroughly tested every case, but it seems to work pretty effectively. plus there's no real chance of freezing

soo.. this  may be a little bit of a WIP but I havent been able to get the player to talk.. level.player_is_speaking is pretty widely used

go to _zombiemode_weapons.gsc

in init()

add

Code Snippet
Plaintext
thread always_speak();

under init(){}

add

Code Snippet
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always_speak()
{
while(1)
{
level.player_is_speaking = 1;
wait .1;
}
}

we'll see how it goes :P
10 years ago
how does one make something like what he sees at :35 - :37?

https://www.youtube.com/watch?v=oqLTVMHTdOQ

the cloth blowing in the wind?

its snazzy..
10 years ago
Fixes:

- Zombies attacking downed players in coop
- Vulture-Aid drops in non-playable areas
- Wunderfizz staying visible for only the first person to use it

see black ops perks for MuleKick-PAP fix

https://www.mediafire.com/?m2j9aqqoel77vlk

Jay's Black Ops Perks

4/29 notes:

1. If you have nazi_zombie_MAPNAME_patch in the mod folder you compile, delete it.
2. you can change the perk limit by adjusting level.perk_limit = 4; in _zombiemode.gsc
3. remove from your nazi_zombie_MAPNAME.gsc
4. always use the nazi_zombie_MAPNAME_patch from the latest Add-On. if you download older Add-Ons just place the IWDs

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}

---------------------------------------------------------------------------------------------------



download this:https://www.mediafire.com/?xbebt53nyy6cpil

move map_source to your root directory and the other files to C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMOD

PLACE THE MACHINES IN YOUR MAP!

note because I am not allowed to post raw assets the original sumpf machines will serve as place holders then be switched with the black ops perks when the game starts!

note: this map overwrites _callbackglobal.gsc

PART 1: SETTING UP QUICKREVIVE

step 1: go into _zombiemode_perks.gsc and replace

Code Snippet
Plaintext
		case "specialty_quickrevive":
cost = 500;
break;

with

Code Snippet
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		case "specialty_quickrevive":
players = get_players();
if(players.size == 1)
{
cost = 500;
self.reviveUsesLeft--;
}
else
cost = 1500;
break;

step 2:

change this function to make revive turn on at the start

Code Snippet
Plaintext
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

players = get_players();

if(players.size > 1)
level waittill("revive_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );
}

replace

Code Snippet
Plaintext
	case "specialty_quickrevive":
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

with

Code Snippet
Plaintext
	case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

step 3:

replace

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))

with

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger())  && (players[i].perk_hud.size < level.perk_limit) && self.reviveUsesLeft > 0)

step 4: go into _zombiemode.gsc and replace the entire player_damage_override() function with
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}

if( iDamage < self.health )
{
if ( IsDefined( eAttacker ) )
{
eAttacker.sound_damage_player = self;
}

//iprintlnbold(iDamage);
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
if( level.intermission )
{
level waittill( "forever" );
}

players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] == self || players[i].is_zombie || players[i] maps\_laststand::player_is_in_laststand() || players[i].sessionstate == "spectator" )
{
count++;
}
}

if( count < players.size )
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}

self.intermission = true;

self.wasRevived = false;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self maps\bam_bo_mod_bo1_perks_standalone_functions::player_fake_death();

if( count == players.size)
{
if(!self.wasRevived)
level notify( "end_game" );
self.wasRevived = false;
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}
}



PART 2: SETTING UP PERK LIMIT/Quick Revive Point

ADD in zombiemode.gsc
Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");

UNDER
Code Snippet
Plaintext
        maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();

ADD a script_origin in your map with targetname as revive_retreat_point

PART 3: SETTING UP MULE KICK

replace in _zombiemode_weapons

Code Snippet
Plaintext
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

with

Code Snippet
Plaintext
user thread maps\bam_bo_mod_bo1_perks_standalone_functions::treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

PAP Mule Kick fix in _zombiemode_perks.gsc

Code Snippet
Plaintext
wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= self.MuleCount )
{
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );

WITH

Code Snippet
Plaintext
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );


PART 4: Giving life to the machines!

in _zombiemode.gsc

add

Code Snippet
Plaintext
maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();

under your

Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");


PART 5: Final Touches! (if needed)

replace

set_zombie_var( "zombie_perk_juggernaut_health",   160 );

with

set_zombie_var( "zombie_perk_juggernaut_health",   250 );

download and replace your _patch.ff with this if you think the machines look ugly

https://www.mediafire.com/?3k1f1ucm23h2aw6

its just the _patch.ff were I took off normal mapping of the machines
10 years ago
since the generators and Vulture-Aid both utilize waypoints I figured I should co-develop them to avoid conflicts.






the logic so far

Code Snippet
Plaintext
vulture_think()
{
for(i=0;i<level.vending_triggers_vulture.size;i++)
{
level.vending_triggers_vulture[i].hud = NewClientHudElem(self);
level.vending_triggers_vulture[i].hud setShader(level.vending_triggers_vulture[i].script_noteworthy + "_zombies",64,64);
level.vending_triggers_vulture[i].hud setWaypoint( true,level.vending_triggers_vulture[i].script_noteworthy + "_zombies");
level.vending_triggers_vulture[i].hud SetTargetEnt(level.vending_triggers_vulture[i].vulture_origin);
}
}
10 years ago


note this needs to have access to:

character\char_ger_honorguard2_zombies.gsc
character\char_ger_honorguard_zombies.gsc

just dont have these in your mod.


download: https://www.mediafire.com/?873u92rwxgrcaux

1. (If you do not have access to the models) rename localized_MAPNAME to localized_MAPNAME or another available .ff

1b. IF YOU DO HAVE THE MODELS

ADD to your mod.csv and dont add in my .ff

Code Snippet
Plaintext
xmodel,bo2_c_zom_inmate_body1
xmodel,bo2_c_zom_inmate_body1_g_larmoff
xmodel,bo2_c_zom_inmate_body1_g_legsoff
xmodel,bo2_c_zom_inmate_body1_g_llegoff
xmodel,bo2_c_zom_inmate_body1_g_lowclean
xmodel,bo2_c_zom_inmate_body1_g_rarmoff
xmodel,bo2_c_zom_inmate_body1_g_rlegoff
xmodel,bo2_c_zom_inmate_body1_g_upclean
xmodel,bo2_c_zom_zombie_barbwire_head
xmodel,bo2_c_zom_zombie_hellcatraz_head
xmodel,bo2_c_zom_zombie_mask_head
xmodel,bo2_c_zom_zombie_mask_head_device
xmodel,bo2_c_zom_zombie_slackjaw_head
xmodel,bo2_c_zom_guard_body
xmodel,bo2_c_zom_guard_body_g_larmoff
xmodel,bo2_c_zom_guard_body_g_legsoff
xmodel,bo2_c_zom_guard_body_g_llegoff
xmodel,bo2_c_zom_guard_body_g_lowclean
xmodel,bo2_c_zom_guard_body_g_rarmoff
xmodel,bo2_c_zom_guard_body_g_rlegoff
xmodel,bo2_c_zom_guard_body_g_upclean
xmodel,bo2_c_zom_guard_hat

2. drop everything in C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\nazi_zombie_MAPNAME

------------------------------------OPTIONAL------------------------------------

to make the hat fly off the guard

replace zombie_head_gib( attacker ) in _zombiemode_spawner.gsc

Code Snippet
Plaintext
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach("bo2_c_zom_guard_hat", "" , true);
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}

add to bottom

Code Snippet
Plaintext
timed_delete(time)
{

wait time;

self delete();

}

10 years ago


he will only chase me if im like 200 units away
10 years ago


they walk towards me until they're about 500 units away

Code Snippet
Plaintext
if(randomint(100) < 10 && get_num_crusaders() < 6)
{
user iprintln("num crusaders: " + get_num_crusaders());
zombie = spawn_zombie(self.nearbyCrusaderSpawners[randomint(self.nearbyCrusaderSpawners.size)]);
zombie.team = "axis";
zombie.isCrusader = true;
zombie makeCrusader();
zombie cherry_play_death_fx();
}

Code Snippet
Plaintext
makeCrusader()
{

self setModel("bo2_c_zom_tomb_crusader_body_zc");
self detach(self.headModel, "", true);
self attach("bo2_c_zom_tomb_crusader_headz", "", true);

self.goalradius = 1;

self.script_noteworthy = "find_flesh";

self thread maps\_zombiemode_spawner::find_flesh();

}
10 years ago
Code Snippet
Plaintext
self.generator_waypoint = newHudElem();
self.generator_waypoint setShader( "generator_waypoint", 64, 64 );
self.generator_waypoint setWaypoint( true,"generator_waypoint");

only gives me an arrow, no image  :(

self is the generator trigger

Post Merge: April 24, 2014, 04:47:57 pm
generator_waypoint is a 2d material
10 years ago
As of now the generators all pick the perk machines closest to themselves to power up. still a lot of work to be done.

https://www.youtube.com/watch?v=75mpdGyrRAE
10 years ago
does everything except knife  :(
10 years ago
ACENSION LUNAR LANDER SYSTEM





This Add-On assumes you are using the common Der Riese scripts. (_telsa,_net)

https://www.youtube.com/watch?v=HAawV2iZFos

DOWNLOAD THIS: https://www.mediafire.com/?d1g12iimghcaj61

Item 1: nazi_zombie_mapname_patch.ff (still includes assets for electric cherry)
Item 2: lunar_lander.IWD
Item 3: map_source


Item 1: rename to nazi_zombie_YOURMAPNAME_patch.ff

replace in C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMAPNAME

Item 2: place the lunar_lander.IWD in C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMAPNAME

Item 3: place the map_source in your root directory

Radiant:

1. Add Stations (home, 1, 2, and 3)
Station 1 has to have a path to your power switch

2. Add Calling Pannels (home, 1, 2, and 3)

3. Add a script origin and targetname it lunar_lander_interest
place this at a midpoint in the map that is accessible between home and lander 1


FINAL STEP!: add

Code Snippet
Plaintext
maps\bam_bo_mod_lunar_lander_system::lunar_landers_init()

in your _zombiemode.gsc that is currently in use.

COMPILE MAP!

Note: in Radiant the prefabs are mostly red squares, in game it will be replaced by Lunar Landers!

enjoy and don't re-compile your _patch!





you can say thanks at my channel by subscribing for more content!

https://www.youtube.com/channel/UCV-_aOJAkuCP5QQYwjjkwSg/videos
10 years ago
go to

Code Snippet
Plaintext
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\zone_source\english\assetlist

make a .csv and call it my_ignore.csv

copy unneeded assets from nazi_zombie_mapname.csv into your new file

add
Code Snippet
Plaintext
ignore,my_ignore,,
to your mod.csv



10 years ago


This Add-On assumes you are using the common Der Riese scripts. (_telsa,_net)

https://www.youtube.com/watch?v=7qGhIwS4Gr4&feature=youtu.be

DOWNLOAD THIS: https://www.mediafire.com/?kdc1kafcnakwjuo

Item 1: nazi_zombie_mapname.ff
Item 2: electric_cherry.IWD
Item 3: vending_cherry.map


Item 1: rename to nazi_zombie_YOURMAPNAME_patch.ff

replace in C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMAPNAME

Item 2: place the electric_cherry.IWD in C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMAPNAME

Item 3: place the vending_cherry.map in your map_source

ADD VENDING_CHERRY TO YOUR MAP!

FINAL STEP!: add

Code Snippet
Plaintext
maps\bam_bo_mod_e_cherry_standalone::cherry_init();

in your _zombiemode.gsc that is currently in use.

COMPILE MAP!

Note: in Radiant it shows as Quick Revive, in game it will be replaced by Electric Cherry!

enjoy and don't re-compile your _patch!






you can say thanks at my channel by subscribing for more content!

https://www.youtube.com/channel/UCV-_aOJAkuCP5QQYwjjkwSg/videos
10 years ago
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