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Topics - JR-Imagine

Rise V2

DOWNLOAD NOW: http://ugx-mods.com/forum/index.php?topic=4964

Description:
Washington DC, USA, 2023 - A group of scientics are expirimenting with dimensional portals at an underground base in Washington. A canister of Element 115, the resource used to power the portal, accidentally got spilled and caused a large scale zombie outbreak. In an attempt to escape from a horde, Ludwig accidentally activated the prototype he had been working on and got sucked in. However, the prototype was instable and caused Ludwig to get stuck between two dimensions. You wake up in an abandoned building and are trying to survive when suddenly Ludwig manages to contact you...

Features:
  • In-Depth Easter Egg with reward
  • Tons of custom guns
  • BO Perks + Electric Cherry
  • Double Tap 2.0
  • BO2 Perk & Powerup Shaders
  • Kino-Style Teleporter (Doesn't require linking though)
  • Timed Gameplay (Optional)
  • Ascension Style Vision (Optional)
  • Zombie Counter (Optional)
  • Multiple Power Switches
  • Buildables
  • Double Pack-A-Punch
  • Musical Easter Eggs
  • Radios (Audio logs & songs)
  • Difficulties (Normal & Hard (Verruckt Runners))
  • 4 Perk Limit (Though, more perks can be obtained through drops)
  • Jumpscares
  • Trolls >:D
  • ...

Updates:
5/12/2014
20 days left 'till release, so I figured it would be appropriate to make a trailer. :)

CoD: WaW - Rise V2 (Custom Zombies Map) | Trailer

Nothing that special shown in it but eh...

7/23/2014
Yesterday I decided to start working on Rise V2 again and I've changed and added some stuff since last time:

CoD: WaW - Rise V2 (Custom Zombies Map) | Electric Cherry, New Buildables System, ...

New things:
- Electric Cherry (Radius depends on the percentage of ammo you have left, the more ammo you have left the lower the radius will be.)
- New Buildables System (Pretty much an exact replica of BO2's buildables with part swapping, dropping parts on death, random spawn locations for parts, workbench has a progressbar, ...)
- FOV Slider and Fullbright added to the Game Options menu.
- New gun added: MSMC
- Some other small changes regarding optimization and engine limit bypassing. (eg: hintstrings)

6/23/2014
I'll be streaming some mapping of the new areas coming to Rise V2 at 12:30PM GMT.
You'll be able to follow the stream here:
CoD: WaW - Mapping Rise V2 (Call of Duty 5: World at War - Custom Zombies Mapping Livestream)

For anyone asking, no I do not have an estimated release date, I'm trying to get the map out before I have to go back to school but idk if I'll be able to finish it in 2 months.

4/7/2014
First WIP video:
CoD: WaW - Rise V2 (Custom Zombies Map) | Target Practice, Buildables, ...


Weapons:
Spoiler: click to open...
  • M27 IAR (BF3)
  • AK-47 (MW)
  • MP5 (MW)
  • G3 (MW)
  • M40A3 (MW)
  • G36C (MW)
  • M249 SAW (MW)
  • AK74u (MW)
  • ACR (MW2)
  • UMP-45 (MW2)
  • Striker (MW2)
  • Intervention (MW2)
  • Vector K10 (MW2)
  • SCAR-H (MW2)
  • F2000 (MW2)
  • M16A4 (MW2)
  • Model 1887 (MW2)
  • Tar-21 (MW2)
  • Desert Eagle (MW3)
  • M4A1 (MW3)
  • PP90M1 (MW3)
  • Five-Seven (MW3)
  • Thompson (WaW)
  • PPSh-41 (WaW)
  • MP40 (WaW)
  • Ray Gun (WaW)
  • Invisi Gun (WaW - Edited version of Wunder Waffe)
  • Peacemaker Carbine (Bulletstorm - 2 different versions)
  • B23R (BO2)
  • STG-44 (BO2)
  • Chicom CQB (BO2)
  • Peacekeeper (BO2)
  • HAMR (BO2)
  • M8A1 (BO2)
  • MSMC (BO2)
  • Deathmachine (BO)
  • P226 (Ghosts)

Credits:
  • Tom-BMX (Timed Gameplay, Lime, iPak Extractor, ...)
  • Ege115 (WIN vision file)
  • treminaor (Hintstring limit "fix")
  • Ray1235, P0rkRoyalz, susel, Darkraptor, Sanya, T-Max, Hacker22, Koene007, Str1ker, tito, MrMELUSIN, ParadoX (Guns)
  • HitmanVere (Double PaP camo)
  • HexZombies (Loadscreen, Missionscreen, Menu background)
  • deper63923 (Custom Powerup FX)
  • PROxFTW (Solo Scoreboard, PhD Dive to Nuke)

Voice Actors:
  • iMtroll
  • Staab

Beta Testers:
  • Triton
  • HitmanVere
  • iMtroll
  • JWofles
  • Staab
  • InvDenial
  • chromastone10
  • P0tZ
  • Lossy
  • Purity
  • BraXi
  • luisdude1
10 years ago
So me and couple other guys where having some fun in UGX Chat using inspect element. I thought it would be pretty cool to do something totally random, so...

How does it work?
The user before you posts a link to a webpage you have to use inspect element on, you post a screenshot of what you did to it and add a new link. It's as easy as that. I'll give some simple examples:

Before opening: These may contain strong language towards daedra descent, SajeOne and Google+. :P
Spoiler: click to open...


First link is: https://www.facebook.com/ (HOMEPAGE, so log out please. :) )
10 years ago
I decided I would release my custom HUD I made for Rise (which was based of MotD's hud, using MotD's hud images), below are the instructions on how to install it.



To install this custom HUD to your map all you have to do is drag and drop the files inside "Custom HUD.zip" inside your map's mod folder (ex: "root/mods/custom_hud") and add these lines to your mod.csv in launcher:
Code Snippet
Plaintext
// Materials 
material,motd_hud_dpad
material,motd_hud_dpad_bar
// Menufile
menufile,ui/hud.menu

That's all!

What the HUD looks like:
Spoiler: click to open...
10 years ago
Rise: Prepare to Die!

Description:
Washington DC, USA, 2023 - The apocalypse has begun. The infected have reached an underground base in Washington and are killing thousands of people a day. You are one of the few survivers in the USA and have to stop this madness.

Features:
  • Buildable Power
  • Easter Egg / Objectives
  • MW, MW2, MW3, BO2 Guns
  • BO Perks
  • Double Tap 2.0
  • BO2 Perk & Powerup Shaders
  • Elevator
  • Timed Gameplay (Optional)
  • Custom PaP Power System
  • Double Pack-A-Punch
  • 2 Hidden Songs (Teddy & Perk Bottle)
  • Mob of the Dead Zombies
  • Custom HUD
  • Ammo Counter in Numbers
  • ...
Some of these features have been implemented AFTER the trailer was made.

Trailer:
CoD: WaW - Rise (Custom Zombies Map) | Trailer


Weapons:
All of these (with the exception of the Deathmachine) have a Pack a Punch and Double Pack a Punch version.
Spoiler: click to open...
  • M27 IAR (BF3)
  • AK-47 (MW)
  • MP5 (MW)
  • G3 (MW)
  • M40A3 (MW)
  • G36C (MW)
  • M249 SAW (MW)
  • USP .45 (MW)
  • ACR (MW2)
  • UMP-45 (MW2)
  • Vector K10 (MW2)
  • SCAR-H (MW2)
  • M16A4 (MW2)
  • Model 1887 (MW2)
  • Tar-21 (MW2)
  • Desert Eagle (MW3)
  • M4A1 (MW3)
  • PP90M1 (MW3)
  • Five-Seven (MW3)
  • B23R (BO2)
  • STG-44 (BO2)
  • Chicom CQB (BO2)
  • Peacekeeper (BO2)
  • HAMR (BO2)
  • M8A1 (BO2)
  • Deathmachine (BO) (Powerup)

Credits:
  • Tom-BMX (Timed Gameplay, Lime, iPak Extractor, ...)
  • Bamskater33 (BO Perks -> Edited by myself to have Mule Kick working 100%)
  • ConvictioNDR (Double Tap 2.0)
  • ZMBS_DON_GOONY (Basic script for buildables)
  • Ray1235, P0rkRoyalz, susel, Darkraptor, Sanya, T-Max, Hacker22, Koene007, Str1ker, tito (Guns)
  • tito (Origins Player Models)
  • echo000 (Mob of the Dead Zombie Models)
  • YaPh1l (Fix for overlapping HUD text)

Download:
Mega: https://mega.co.nz/#!ZVxVjB6S!C2LwRXbUYQjCAaYyZb-JhRIGFfMupY0irfCZ631Xe5E
Zippyshare: http://www30.zippyshare.com/v/1685345/file.html

Notes to NGT:
SpiderBite: You should Double PaP the PP90M1, just sayin'.
Hypermole: You should Double PaP the G3, just sayin'.



If you want to see how this map progressed: http://ugx-mods.com/forum/index.php?topic=1452.0
10 years ago
So I tried making  a custom hud with some MotD images and a text ammo counter, but there's a little issue with the ammo counter:


Here's my hud.menu code for the ammo counter:
Code Snippet
Plaintext
		itemDef
{
name "cliptxt"
rect (WEAPINFO_X +92) (WEAPINFO_Y +28) 1 1
textscale TEXTSIZE_DEFAULT
textstyle ITEM_TEXTSTYLE_SHADOWED
textfont UI_FONT_OBJECTIVE
forecolor 1 1 1 HUD_FOREGROUND_ALPHA
ownerdraw CG_PLAYER_AMMO_VALUE
visible 1
decoration
}

Anyone knows how to fix this?

Edit, nvm, solved thanks to YaPh1l. :)
10 years ago
Here is a script I wrote for the GCZ Script Placer that gives you a fully functional Mule Kick! Just like in BO and BO2 it won't give you any dumb extra weapons but just increase your inventory size to 3.

This tutorial assumes you already have bam's perks installed! If you don't: http://www.zombiemodding.com/index.php?topic=10345.0
This is for stock maps only! If you want your Mule Kick fixed with a UGX Mod map: http://ugx-mods.com/forum/index.php?topic=1146.0

Ok so first off, you're gonna need the following files:
  • _laststand.gsc
  • _zombiemode_perks_black_ops.gsc
  • _zombiemode_weapons.gsc
If any of the above mentioned files is not in your "root/mods/mapname/maps" folder then copy it from "root/raw/maps".

Now onto the fun part, scripting. :)

The first file we are going to edit is _laststand.gsc, open it with any text editor and search for this:
Code Snippet
Plaintext
PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
if( sMeansOfDeath == "MOD_CRUSH" ) // if getting run over by a tank then kill the guy even if in laststand
{
if( self player_is_in_laststand() )
{
self mission_failed_during_laststand( self );
}
return;
}

if( self player_is_in_laststand() )
{
return;
}

//CODER_MOD: TOMMYK 06/26/2008 - For coop scoreboards
self.downs++;
//stat tracking
self.stats["downs"] = self.downs;
dvarName = "player" + self GetEntityNumber() + "downs";
setdvar( dvarName, self.downs );

//PI CHANGE: player shouldn't be able to jump while in last stand mode (only was a problem in water) - specifically disallow this
if (IsDefined(level.script) && level.script == "nazi_zombie_sumpf")
self AllowJump(false);
//END PI CHANGE

if( IsDefined( level.playerlaststand_func ) )
{
[[level.playerlaststand_func]]();
}

//CODER_MOD: Jay (6/18/2008): callback to challenge system
maps\_challenges_coop::doMissionCallback( "playerDied", self );

if ( !laststand_allowed( sWeapon, sMeansOfDeath, sHitLoc ) )
{
self mission_failed_during_laststand( self );
return;
}

// check for all players being in last stand
if ( player_all_players_in_laststand() )
{
self mission_failed_during_laststand( self );
return;
}

// vision set
self VisionSetLastStand( "laststand", 1 );

self.health = 1;

self thread maps\_arcademode::arcadeMode_player_laststand();

// revive trigger
self revive_trigger_spawn();

// laststand weapons
self laststand_take_player_weapons();
self laststand_give_pistol();
self thread laststand_give_grenade();

// AI
self.ignoreme = true;

// bleed out timer
self thread laststand_bleedout( GetDvarFloat( "player_lastStandBleedoutTime" ) );

self notify( "player_downed" );
}

Replace the whole function with this:
Code Snippet
Plaintext
PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
primaryWeapons = self GetWeaponsListPrimaries();
    if(primaryWeapons.size == 3) // he has three weapons
    {
current_weapon = self getCurrentWeapon(); // get his current weapon
player_load = self GetWeaponsListPrimaries();
if (current_weapon == primaryWeapons[2])
{
self.take_weapon = player_load[1];
self takeweapon(self.take_weapon);
}
else
{
self.take_weapon = player_load[2];
self takeweapon(self.take_weapon);
}
    }

if( sMeansOfDeath == "MOD_CRUSH" ) // if getting run over by a tank then kill the guy even if in laststand
{
if( self player_is_in_laststand() )
{
self mission_failed_during_laststand( self );
}
return;
}

if( self player_is_in_laststand() )
{
return;
}

//CODER_MOD: TOMMYK 06/26/2008 - For coop scoreboards
self.downs++;
//stat tracking
self.stats["downs"] = self.downs;
dvarName = "player" + self GetEntityNumber() + "downs";
setdvar( dvarName, self.downs );

//PI CHANGE: player shouldn't be able to jump while in last stand mode (only was a problem in water) - specifically disallow this
if (IsDefined(level.script) && level.script == "nazi_zombie_sumpf")
self AllowJump(false);
//END PI CHANGE

if( IsDefined( level.playerlaststand_func ) )
{
[[level.playerlaststand_func]]();
}

//CODER_MOD: Jay (6/18/2008): callback to challenge system
maps\_challenges_coop::doMissionCallback( "playerDied", self );

if ( !laststand_allowed( sWeapon, sMeansOfDeath, sHitLoc ) )
{
self mission_failed_during_laststand( self );
return;
}

// check for all players being in last stand
if ( player_all_players_in_laststand() )
{
self mission_failed_during_laststand( self );
return;
}

// vision set
self VisionSetLastStand( "laststand", 1 );

self.health = 1;

self thread maps\_arcademode::arcadeMode_player_laststand();

// revive trigger
self revive_trigger_spawn();

// laststand weapons
self laststand_take_player_weapons();
self laststand_give_pistol();
self thread laststand_give_grenade();

// AI
self.ignoreme = true;

// bleed out timer
self thread laststand_bleedout( GetDvarFloat( "player_lastStandBleedoutTime" ) );

self notify( "player_downed" );
}

That's it for _laststand.gsc, now open up _zombiemode_perks_black_ops.gsc. Add this to the bottom of the file:
Code Snippet
Plaintext
bo_perks_thread()
{
players = getplayers();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}
}

staminup()
{
while(1)
{
if(self hasperk("specialty_longersprint"))
self setmovespeedscale(1.15);
else
self setmovespeedscale(1);
wait .5;
}
}

deadshot()
{
while(1)
{
if(self hasperk("specialty_bulletaccuracy"))
self setClientDvar( "cg_laserForceOn", 1 );
else
self setClientDvar( "cg_laserForceOn", 0 );
wait .1;
}
}

mulekick()
{
while(1)
{
if(self hasperk("specialty_extraammo"))
self.inventorySize = 3;
else
self.inventorySize = 2;
wait .1;
}
}

In _zombiemode_weapons.gsc, look for this:
Code Snippet
Plaintext
treasure_chest_give_weapon( weapon_string )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;

if( self HasWeapon( weapon_string ) )
{
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
return;
}

// This should never be true for the first time.
if( primaryWeapons.size >= 2 ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get hiss current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" ) )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory") )
{
if( current_weapon == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END

self TakeWeapon( current_weapon );
}
}
}

if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}

if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory") )
{
if( primaryWeapons[i] == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END

self TakeWeapon( primaryWeapons[i] );
}
}
}

self play_sound_on_ent( "purchase" );

if( weapon_string == "molotov" || weapon_string == "molotov_zombie" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "zombie_cymbal_monkey" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}
// PI_CHANGE_END
}
if( weapon_string == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}

if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END

self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
play_weapon_vo(weapon_string);
return;
}

self GiveWeapon( weapon_string, 0 );
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );

play_weapon_vo(weapon_string);

// self playsound (level.zombie_weapons[weapon_string].sound);
}

And replace the whole function with:
Code Snippet
Plaintext
treasure_chest_give_weapon( weapon_string )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;

if( self HasWeapon( weapon_string ) )
{
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
return;
}

// This should never be true for the first time.
if( (self.inventorySize == 2) && (primaryWeapons.size == 2) ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" ) )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory") )
{
if( current_weapon == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END

self TakeWeapon( current_weapon );
}
}
}

if( (self.inventorySize == 3) && (primaryWeapons.size == 3) ) // he has three weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" ) )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory") )
{
if( current_weapon == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END

self TakeWeapon( current_weapon );
}
}
}

self play_sound_on_ent( "purchase" );

if( weapon_string == "molotov" || weapon_string == "molotov_zombie" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "zombie_cymbal_monkey" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}
// PI_CHANGE_END
}
if( weapon_string == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}

if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END

self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
play_weapon_vo(weapon_string);
return;
}

self GiveWeapon( weapon_string, 0 );
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );

play_weapon_vo(weapon_string);

// self playsound (level.zombie_weapons[weapon_string].sound);
}

In that same file, look for:
Code Snippet
Plaintext
weapon_give( weapon, is_upgrade )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;

//if is not an upgraded perk purchase
if( !IsDefined( is_upgrade ) )
{
is_upgrade = false;
}

// This should never be true for the first time.
if( primaryWeapons.size >= 2 ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon == "fraggrenade" || weapon == "stielhandgranate" || weapon == "molotov" || weapon == "zombie_cymbal_monkey" ) )
{
self TakeWeapon( current_weapon );
}
}
}

if( weapon == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}

if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END

self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
play_weapon_vo( weapon );
return;
}
if( (weapon == "molotov" || weapon == "molotov_zombie") )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}

self play_sound_on_ent( "purchase" );
self GiveWeapon( weapon, 0 );
self GiveMaxAmmo( weapon );
self SwitchToWeapon( weapon );

play_weapon_vo(weapon);
}

And replace it with:
Code Snippet
Plaintext
weapon_give( weapon, is_upgrade )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;

//if is not an upgraded perk purchase
if( !IsDefined( is_upgrade ) )
{
is_upgrade = false;
}

// This should never be true for the first time.
if( (self.inventorySize == 2) && (primaryWeapons.size == 2) ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon == "fraggrenade" || weapon == "stielhandgranate" || weapon == "molotov" || weapon == "zombie_cymbal_monkey" ) )
{
self TakeWeapon( current_weapon );
}
}
}

if( (self.inventorySize == 3) && (primaryWeapons.size == 3) ) // he has three weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon == "fraggrenade" || weapon == "stielhandgranate" || weapon == "molotov" || weapon == "zombie_cymbal_monkey" ) )
{
self TakeWeapon( current_weapon );
}
}
}

if( weapon == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}

if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END

self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
play_weapon_vo( weapon );
return;
}
if( (weapon == "molotov" || weapon == "molotov_zombie") )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}

self play_sound_on_ent( "purchase" );

self GiveWeapon( weapon, 0 );
self GiveMaxAmmo( weapon );
self SwitchToWeapon( weapon );

play_weapon_vo(weapon);
}

Now for the last step, remove anything related to bam's perks from your mapname.gsc and add this line:
Code Snippet
Plaintext
maps\_zombiemode_perks_black_ops::bo_perks_thread();
UNDER:
Code Snippet
Plaintext
maps\_zombiemode::main();
So it looks like:
Code Snippet
Plaintext
maps\_zombiemode::main();
maps\_zombiemode_perks_black_ops::bo_perks_thread();

That's it, have fun playing around with the working Mule Kick! :)
10 years ago
So I've been looking into this issue for quite some time now and I can't seem to get it working in any way, I've changed this:
Code Snippet
Plaintext
	maps\_zombiemode_dogs::init();

Into this:
Code Snippet
Plaintext
	jr_usedogs = getDvarInt("jr_usedogs");
if (jr_usedogs == 1)
{
maps\_zombiemode_dogs::init();
}
In my _zombiemode.gsc.

And for some reason, whenever I disable the hellhounds in the menu, they do get disabled BUT my zones don't work anymore, only the start_zone works. I've rechecked my zones and tried with dogs enabled and everything works just fine. I really want this menu option in Rise and I would greatly appreciate any help.
10 years ago
Quite a lot of people have been asking me how I did the elevator in Rise, so I decided to share the script. (Note: You'll need to figure out the Radiant part yourself, I currently do not have time to make a complete tutorial. I did however comment all entities in the script. You'll also have to add a call for the script in your mapname.gsc.)

Code Snippet
Plaintext
//================================================================================================
// Rise Elevator Script
// By JR-Imagine
//================================================================================================

#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
self.status = "bottom";
self.movestatus = "idle";

elev_panel_trig = getEnt("elev_panel_trig","targetname"); // Elevator Panel Trigger (trigger_use)
elev_panel_trig setHintString("Take the Elevator [Cost: 250]");
elev_panel_trig setCursorHint( "HINT_NOICON" );

thread elev_bottom_door();
thread elevator();
}

elev_bottom_door()
{
door = getEnt("elev_bottom_door_out","targetname"); // Elevator Door (script -> brushmodel)
elev_door = getEnt("elev_door","targetname"); // Outside door (bottom) (script -> brushmodel)

flag_wait("electricity_on");

door MoveZ (128, 3);
elev_door MoveZ (128, 3);
}

elevator()
{
interest_point = getEnt("interest","targetname"); // Point of Interest (script -> origin)

elev = getEnt("elev","targetname"); // Main Elevator (script -> brushmodel)
elev_panel = getEnt("elev_panel","targetname"); // Elevator Panel (scipt -> model)
elev_door = getEnt("elev_door","targetname"); // Elevator Door (script -> brushmodel)
elev_panel_trig = getEnt("elev_panel_trig","targetname"); // Elevator Panel Trigger (trigger_use)
door_bottom = getEnt("elev_bottom_door_out","targetname"); // Bottom Door (script -> brushmodel)
door_top = getEnt("elev_top_door_out","targetname"); // Top Door (script -> brushmodel)
elev_nojump = getEnt("elevator_nojump","targetname"); // No Jump Area (trigger_multiple)

elev_panel enablelinkto();
elev_panel linkto (elev);
elev_panel_trig enablelinkto();
elev_panel_trig linkto (elev);
elev_nojump enablelinkto();
elev_nojump linkto (elev);

player = undefined;
elev_panel_trig waittill("trigger", player);

if(player.score > 249 && !(self.movestatus == "moving") && !(self.status == "cooldown"))
{
player maps\_zombiemode_score::minus_to_player_score(250);
player playsound("steam_effect");
if(self.status == "bottom")
{
interest_point create_zombie_point_of_interest( 1536, 96, 10000, true );

thread movestatus();

door_bottom MoveZ (-128, 3);
elev_door MoveZ (-128, 3);
wait 3.5;

players = getplayers();
for(i=0;i<players.size;i++)
{
if(players[i] isTouching(elev_nojump))
{
players[i] AllowJump(false);
wait 0.5;
}
}

elev MoveZ (640, 5);
elev_door MoveZ (640, 5);
wait 5.5;

for(i=0;i<players.size;i++)
{
if(players[i] isTouching(elev_nojump))
{
players[i] AllowJump(true);
wait 0.5;
}
}

door_top MoveZ (128, 3);
elev_door MoveZ (128, 3);
wait 3.5;

interest_point create_zombie_point_of_interest( 0, 0, 0, true );

thread elev_cooldown();
}
else
{
interest_point create_zombie_point_of_interest( 1536, 96, 10000, true );

thread movestatus();

door_top MoveZ (-128, 3);
elev_door MoveZ (-128, 3);
wait 3.5;

players = getplayers();
for(i=0;i<players.size;i++)
{
if(players[i] isTouching(elev_nojump))
{
players[i] AllowJump(false);
wait 0.5;
}
}

elev MoveZ (-640, 5);
elev_door MoveZ (-640, 5);
wait 5.5;

for(i=0;i<players.size;i++)
{
if(players[i] isTouching(elev_nojump))
{
players[i] AllowJump(true);
wait 0.5;
}
}

door_bottom MoveZ (128, 3);
elev_door MoveZ (128, 3);
wait 3.5;

interest_point create_zombie_point_of_interest( 0, 0, 0, true );

thread elev_cooldown();
}
}
thread elevator();
}

elev_cooldown()
{
elev_panel_trig = getEnt("elev_panel_trig","targetname");

if(self.status == "bottom")
{
self.status = "cooldown";
elev_panel_trig setHintString("Elevator is Cooling Down");

wait 20;
self.status = "top";
self.movestatus = "idle";
elev_panel_trig setHintString("Take the Elevator [Cost: 250]");
}
else
{
self.status = "cooldown";
elev_panel_trig setHintString("Elevator is Cooling Down");

wait 20;
self.status = "bottom";
self.movestatus = "idle";
elev_panel_trig setHintString("Take the Elevator [Cost: 250]");
}
}

movestatus()
{
elev_panel_trig = getEnt("elev_panel_trig","targetname");

self.movestatus = "moving";

elev_panel_trig setHintString("Elevator is Moving");
}
10 years ago
Rise: Prepare to Die!

Description:
Washington DC, USA, 2023 - The apocalypse has begun. The infected have reached an underground base in Washington and are killing thousands of people a day. You are one of the few survivers in the USA and have to stop this madness.

Features:
  • Buildable Power
  • Easter Egg
  • Modern Guns
  • BO Perks
  • Double Tap 2.0
  • BO2 Perk & Powerup Shaders
  • Elevator
  • Timed Gameplay (Optional)
  • ...

Updates:
12/24/2013
Here's a little gameplay video, DO NOT WATCH IF YOU DON'T LIKE SPOILERS!!!

CoD: WaW - Custom Zombies - Rise (Part 1)

12/15/2013
Thanks to echo000 (<3) we now have some new visitors:


12/14/2013
Here's a little trailer to get you guys excited:
CoD: WaW - Rise (Custom Zombies Map) | Trailer

Map is almost done and should be released around Christmas. :)

12/7/2013
Just a quick little update, haven't been able to work on the map a lot. I have exams from Monday untill next week Wednesday so next week's video won't be long either.

CoD: WaW - Rise (Custom Zombies Map) | B/W Vision, New Guns & Outside

12/1/2013
http://www.youtube.com/watch?v=6sP79rh7VVA#

11/27/2013
Wins:
CoD: WaW - Rise (Custom Zombies Map) | Guns

11/24/2013
A little video to get you guys excited, the map is far from done and currently lacks a lot of detail. I just wanted to share this. :)
CoD: WaW - Rise (Custom Zombies Map) | Buildable Power + Elevator Test


Weapons:
All of these (with the exception of the Deathmachine) have a Pack a Punch and Double Pack a Punch version.
Spoiler: click to open...
  • M27 IAR (BF3)
  • AK-47 (MW)
  • MP5 (MW)
  • G3 (MW)
  • M40A3 (MW)
  • G36C (MW)
  • M249 SAW (MW)
  • USP .45 (MW)
  • ACR (MW2)
  • UMP-45 (MW2)
  • Vector K10 (MW2)
  • SCAR-H (MW2)
  • M16A4 (MW2)
  • Model 1887 (MW2)
  • Tar-21 (MW2)
  • Desert Eagle (MW3)
  • M4A1 (MW3)
  • PP90M1 (MW3)
  • Five-Seven (MW3)
  • B23R (BO2)
  • STG-44 (BO2)
  • Chicom CQB (BO2)
  • Peacekeeper (BO2)
  • HAMR (BO2)
  • M8A1 (BO2)
  • Deathmachine (BO) (Powerup)

Credits:
  • Tom-BMX (Timed Gameplay, Lime, iPak Extractor, ...)
  • Bamskater33 (BO Perks -> Edited by myself to have Mule Kick working 100%)
  • ConvictioNDR (Double Tap 2.0)
  • ZMBS_DON_GOONY (Basic script for buildables)
  • Ray1235, P0rkRoyalz, susel, Darkraptor, Sanya, T-Max, Hacker22, Koene007, Str1ker, tito (Guns)
  • tito (Origins Player Models)
  • echo000 (Mob of the Dead Zombie Models)
10 years ago

With permission from JR-Imagine I've updated his topic to have a more up to date version of the tool without the auth that was using codscript.net. I will be attempting to fix up the tool so if you find any issues then please forward them onto me at [email protected] or on the PM's.

Version 1.0 - without Auth:
https://drive.google.com/open?id=0Bwq3HAdc7k4zbFlHZEltYnpvVFk

- MiKeY



Download: http://codscript.net/spz/release.zip Link down :(

Instructions:
To use the script placer, make sure you extract the release.zip file you downloaded to your COD:WAW ROOT DIRECTORY. Simply launch it from the "Script Placer Z.exe" file. For instructions on the features it currently has, look through the "Help" menu.

NOTE: You need to have .NET Framework 4.0 installed on your computer: http://www.microsoft.com/en-us/download/details.aspx?id=17851

Features:
  • Black Ops Perks
  • Menu Buttons
  • Double Tap 2.0
  • Remove Hellhounds/Dogs
  • Anti-Cheat
  • Black Ops 2 Perk/Powerup Shaders
  • Custom start score
  • Custom starting weapon
  • Timed Gameplay
  • Easy FX
  • Auto Updater
  • Help menu
  • More...
Changelog

The latest version of the script placer (without updater files) will always be available here: http://codscript.net/spz/update.zip (incase you want/have to update manually)
10 years ago
So yeah... I got bored and decided to start working on a script placer, lol. This is what I have so far:



Everything you see is working. Also, a little side-note: Mule Kick is completely fixed.

For anyone wondering what "Map Name" and "Script Name" are:
  • Map Name: The folder for the mod. (root/mods/"Map Name")
  • Script Name: All other things that need a map specific name. (For example: nazi_zombie_test.gsc)
Just a neat little thing since there's menu buttons and you don't need console anymore.

If you have a request for a feature, feel free to ask. I'm bored and it's not hard to implement. :)
10 years ago
I've been asking for a lot of help lately, lol. :P

So I modified the laststand_giveback_player_weapons() function:
Code Snippet
Plaintext
laststand_giveback_player_weapons()
{
ASSERTEX( IsDefined( self.weaponInventory ), "player.weaponInventory is not defined - did you run laststand_take_player_weapons() first?" );

self TakeAllWeapons();

for( i = 0; i < self.weaponInventory.size; i++ )
{
weapon = self.weaponInventory[i];

switch( weapon )
{
// this player was killed while reviving another player
case "syrette":
// player was killed drinking perks-a-cola
case "zombie_perk_bottle_doubletap":
case "zombie_perk_bottle_revive":
case "zombie_perk_bottle_jugg":
case "zombie_perk_bottle_sleight":
case "zombie_bowie_flourish":
case "zombie_knuckle_crack":
continue;
}

self GiveWeapon( weapon );
self SetWeaponAmmoClip( weapon, self.weaponAmmo[weapon]["clip"] );

if ( WeaponType( weapon ) != "grenade" )
self SetWeaponAmmoStock( weapon, self.weaponAmmo[weapon]["stock"] );
}

// if we can't figure out what the last active weapon was, try to switch a primary weapon
//CHRIS_P: - don't try to give the player back the mortar_round weapon ( this is if the player killed himself with a mortar round)
if( self.lastActiveWeapon != "none" && self.lastActiveWeapon != "mortar_round" && self.lastActiveWeapon != "mine_bouncing_betty" )
{
self SwitchToWeapon( self.lastActiveWeapon );
}
else
{
primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
{
self SwitchToWeapon( primaryWeapons[0] );
}
}
primaryWeapons = self GetWeaponsListPrimaries();
if(primaryWeapons.size == 3) // he has three weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon
self TakeWeapon( current_weapon );
}
}

The last part is what I made. The problem is, it doesn't work. I'm trying to check if the player has 3 guns and if so, take away his third gun. It's the last thing I need to fix for Mule Kick, got the rest working just like in BO. :) Help would be greatly apreciated.

Stock map btw.
10 years ago
I modified Bam's scripts so the mule kick works and everything. But the perk shaders are invisible for some reason, tested on a fresh map too. I didn't change anything to the hud display so IDK why they're invisible. Shaders for the default 4 perks work.
10 years ago
This tutorial will show you how to make an area system like in Green Run or any other map from BO2 with multiple playable areas. (Example: Town, Farm, Bus Depot ...) You need some scripting experience for this since I'm not going to explain how to implement a menu for your area selection or anything like that. You're on your own for that.

1. The Area script
Make a new .gsc file and save it in mods/MAPNAME/maps as areas.gsc:
Code Snippet
Plaintext
//Multi-Area Script by JR-Imagine

//Including needed files
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\dlc3_code;

//Initiating the area selection
init()
{
thread spawn_area1();
}

spawn_area1()
{
//Activate the Area 1 zone
zones = [];
zones[ zones.size ] = "zone_area1";
level.DLC3.initialZones = zones;

//Define the spawnpoints
spawn0 = getEnt ("area1_spawn0", "targetname");
spawn1 = getEnt ("area1_spawn1", "targetname");
spawn2 = getEnt ("area1_spawn2", "targetname");
spawn3 = getEnt ("area1_spawn3", "targetname");

//Spawn the players at their respective spawnpoints
players = getPlayers();

players[0] SetOrigin(spawn0.origin);
players[0] SetPlayerAngles( spawn0.angles );

players[1] SetOrigin(spawn1.origin);
players[1] SetPlayerAngles( spawn1.angles );

players[2] SetOrigin(spawn2.origin);
players[2] SetPlayerAngles( spawn2.angles );

players[3] SetOrigin(spawn3.origin);
players[3] SetPlayerAngles( spawn3.angles );
}

spawn_area2()
{
//Activate the Area 2 zone
zones = [];
zones[ zones.size ] = "zone_area2";
level.DLC3.initialZones = zones;

//Define the spawnpoints
spawn0 = getEnt ("area2_spawn0", "targetname");
spawn1 = getEnt ("area2_spawn1", "targetname");
spawn2 = getEnt ("area2_spawn2", "targetname");
spawn3 = getEnt ("area2_spawn3", "targetname");

//Spawn the players at their respective spawnpoints
players = getPlayers();

players[0] SetOrigin(spawn0.origin);
players[0] SetPlayerAngles( spawn0.angles );

players[1] SetOrigin(spawn1.origin);
players[1] SetPlayerAngles( spawn1.angles );

players[2] SetOrigin(spawn2.origin);
players[2] SetPlayerAngles( spawn2.angles );

players[3] SetOrigin(spawn3.origin);
players[3] SetPlayerAngles( spawn3.angles );
}
That's the basic set up for a map with 2 areas. If you want more, simply copy over the spawn_area1() function and change the area number.
NOTE: The init function is just for testing purposes, you'll have to edit that function yourself to define wich area is activated when the game starts.



2. Making the script function
Now obviously, just placing this script where I told you to wouldn't do anything. We'll have to open up our mapname.gsc and look for this line:
Code Snippet
Plaintext
maps\_zombiemode::main();

Add the following code AFTER that line:
Code Snippet
Plaintext
maps\areas::init();

So it looks like this:
Code Snippet
Plaintext
maps\_zombiemode::main();
maps\areas::init();

This will call the init() function of the areas.gsc file.



3. Radiant: Spawnpoints
Add a script->origin to your map and give it these KVPs:
"targetname"   "area1_spawn0"
Copy that script origin and change the KVPs to the names of each spawnpoint. This is the list we are using in our script: (including the one we just added)
"targetname"   "area1_spawn0"
"targetname"   "area1_spawn1"
"targetname"   "area1_spawn2"
"targetname"   "area1_spawn3"
"targetname"   "area2_spawn0"
"targetname"   "area2_spawn1"
"targetname"   "area2_spawn2"
"targetname"   "area2_spawn3"

Please note that you still need to add the 4 standard spawn points.



4. Radiant: Zones
Create 2 zones (I hope you already know how to do that...) with zone names of "zone_area1" and "zone_area2". These are the zones defined in the script that will activate when you spawn. "zone_area1" activates when you spawn in area1, "zone_area2" activates when you spawn in area2.



5. Init() function
As I already mentioned before, you still need to edit the init() function. There's several ways of setting this up. You'll have to find one that fits for you. I'm NOT going to explain how to create a menu for it or anything else.
I might edit this later on with a script for a menu or a area selection room. The script will be commented so you know what to change etc. No further explanation will be given. As I already mentioned, you needed some scripting experience for this.
10 years ago
I'm using the Payload spawners for a mod/map I'm working on and for some reason I don't get points for kills, only for hits. I used the UGX Script Placer if that helps.
10 years ago
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