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...
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)
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.
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+.
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:
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.
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.
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:
Into this: 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.
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.)
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!!!
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.
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.
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.
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)
So I modified the laststand_giveback_player_weapons() function:
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.
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.
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: 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:
Add the following code AFTER that line:
So it looks like this:
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.
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.