Plans have changed once again. Dogs for CotD are scrapped, just going with the Engineer for now. Looking through the gsc files for Kino, I found a couple strings that look something like this:
Would I do something similar to that to set a spawn point for the boss? Like, say something such as:
So now I'm working on modding Hellhounds into Call of the Dead in Black Ops (the Engineer boss will come later), and I guess I'm facing the same issue where they just never spawn. In my previous post on this thread, I found this string:
Which I believe I would have to use in order to place a spawn point, am I right? I know the respective target names to use, I just don't know how I would go about setting it all up. Anyone understand what I'm trying to get at? Thanks for the help
I'm a bit more unfamiliar with the BO mod tools than the ones for WaW, especially when it comes to setting up sounds and whatnot. I'm trying to get some sounds to work for a ported weapon, but whenever I build I mod, I get this error message:
And of course, as a result, the sounds don't work in game. The thing I don't understand about this is that it mentions the 74th column in the first row. But looking at my csv file, there are only 73 columns. What's up with that? Anybody know how to fix this? Thanks for the help
Yeah, I was able to figure out what I was doing wrong. I was following rollon's tutorial on modding Black Ops, and it sounded like he said to not include any gsc files in the iwd checklist. So I decided to instead go against his word and included the edited script in the iwd, and that ended up fixing my problem Thanks for the help though!
I'm facing two different issues that pertain to sounds, so I figured that I'd just make one topic to keep from cluttering the forum.
1). So the first problem I'm having is relating to editing the sounds that the Hellhounds make. I'm looking to replace the stock Hellhound sounds with the ones from BO3, but an important part of that involves editing the soundalias that these sounds are referenced in. However, I've searched through every single soundalias in my raw/soundalias folder, and I have not found any references to the Hellhound sounds at all, aside from the spawn/round beginning sounds. How would I go about doing this instead? I've searched through other folders, such as the clientscripts and zone source folders, but I didn't find any other leads on this.
2). The second problem I'm having is changing the flamethrower sounds. I'm trying to replace the regular Flamethrower sounds with my own new sounds, but in-game, the weapon still uses the original sounds. Now usually, if I forgot to include the soundalias in the csv file, or if I were using unformatted sounds, the weapon would just play no sounds at all. So why is it still using the original sounds? I've even tried replacing the original sounds in the sound folder with my new sounds, but that doesn't fix anything. So what's up? Are the sounds for the flamethrower set up a different way than the regular weapons? Using the UGX weapon editor, I know that the sounds are supposed to be changed by editing the "flameonloopsound" and whatever, but for some reason, it just doesn't work.
So yeah, thank you to whoever can help me with this!
1). If you're trying to use MW weapons with WaW viewhands, the ADS animations won't work, you have to port a pair of viewhands from MW and use those instead.
Yeah, I misunderstood one of the above comments, so thanks for pointing that out.
I'm getting really close with this one now. So the viewhands are invisible while holding the weapon as they should, but when I switch any other different weapon, the viewhands are now invisible for all weapons. It should be important to point out that I am using mrpeanut's randomize player/viewhands/voice script, so I had to change two lines at the bottom. Not sure if the randomized script will make this harder to fix, but hey, whatever happens, happens.
I have this script as its own separate GSC file, called within _zombiemode.gsc like usual. I've gotten the viewmodels for the weapons fixed, but the viewarms for the flamethrower remain visible. I came up with a different solution to use a pair of invisible viewarms to switch to instead of tag_origin, but that didn't fix anything. Anyone wanna look at the full script that I'm using to see if I'm doing anything wrong?
I've been toying around with the idea of mods of other maps, including Ascension and Moon, but I'd probably move more towards using more 60s-era weapons. It kinda ticked me off how Black Ops was a game that took place in the '60s, but featured weapons that hadn't been invented until as late as the mid-90s. Of course, that doesn't rule out the possibility of WWII-era weapons appearing, since many of them were used in the Korean/Vietnam wars (the Thomspon, M1 Garand, Grease Gun, PPSh-41, and the Browning M1919 all come to mind).
I'm planning on creating a new WIP page for my mod project as a whole, since its certainly outgrown just Der Riese at this point!
Sorry to bump this month old topic, but I'm looking to actually solve this problem now, and I'm still kind of confused on what to do. I tried out something like this:
But that just messed up every single viewmodel lol. Anyone got any recommendations on fixing this?