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Messages - shippuden1592

2 years ago

www.mediafire.com

1.-In radiant add prefab that comes in the rar "mech_spawn" and put it in areas where you want to make panzer respawn
 
2.-In each info_volume have their areas add this:
Code Snippet
Plaintext
script_noteworthy    player_zone
3.-In your _zombiemode.gsc below:
Code Snippet
Plaintext
maps\_zombiemode_auto_turret::init();
Add this:
Code Snippet
Plaintext
maps\_zombiemode_ai_mech::init();
4.-Go to _zombiemode_powerups and find this function "nuke_powerup( drop_item )" and below:
Code Snippet
Plaintext
        if( zombies[i].animname == "boss_zombie" )
        {
            continue;
        }
add this:
Code Snippet
Plaintext
        if( zombies[i].animname == "mech_zombie" )
        {
            continue;
        }
search "check_for_instakill( player )" and below:
Code Snippet
Plaintext
        if( self.animname == "boss_zombie" )
        {
            return;
        }
add this:
Code Snippet
Plaintext
        if( self.animname == "mech_zombie" )
        {
            return;
        }
5.-In your generic_human.atr search this:
Code Snippet
Plaintext
body
{
And below add this:
Code Snippet
Plaintext
ai_zombie_mech_idle
    ai_zombie_mech_death
    ai_zombie_mech_death_explode
    ai_zombie_mech_walk_basic
    ai_zombie_mech_walk_patrol
    ai_zombie_mech_run
    ai_zombie_mech_sprint
    ai_zombie_mech_melee_a
    ai_zombie_mech_melee_b
    ai_zombie_mech_stunned
    ai_zombie_mech_arrive
    ai_zombie_mech_pain
    ai_zombie_mech_head_pain
    ai_zombie_mech_ft_fire_start
    ai_zombie_mech_ft_fire_end
    ai_zombie_mech_ft_burn_player
    ai_zombie_mech_ft_sweep
   
    ai_zombie_mech_grapple_intro_sprint_to_aim_5
    ai_zombie_mech_grapple_aim_5
    ai_zombie_mech_grapple_arm_closed_idle    
   
    ai_zombie_mech_ft_aim_1
    ai_zombie_mech_ft_aim_2
    ai_zombie_mech_sprint_booster_liftoff
    ai_zombie_mech_sprint_booster_loop
    ai_zombie_mech_sprint_booster_touchdown
Note. Remember to check that you do not already have xanims added
 
6.-Add this to your mod.csv
Code Snippet
Plaintext
include,ai_zombie_mech

Credits:
shippuden1592 ---> Script & fx´s
psulions45 & kielrgz ---> models & xanims

2 years ago
 
stop these ad enabled links for monetization. i have no idea how to download this map and this link sketches me out. i dont want a virus on my pc for a mod
 
You can try to watch it now
2 years ago

If you know how to skip a shortener and want to continue supporting you can open the link with shorteners.
Si sabes como saltar un acortador y quieres seguir apoyando puedes abrir el enlace con acortadores.
ouo.io

 
Note:
When the zombies stop spawning, the mechanism waits 20 or 30 seconds to reestablish spawn. If in 30 seconds it is not fixed they can use the new system to pass rounds, it is found in 3 locations on the map.
 
Nota:
Cuando los zombies dejan de aparecer el mecanismo espera 20 o 30 segundos para reestablecer el spawn. Si en 30 segundos no se arregla puedan usar el nuevo sistema para pasar rondas, se encuntra en 3 ubicaciones en el mapa.

To play this map you must have game_mod installed
https://github.com/Nukem9/LinkerMod/releases

FEATURES
Perks from BO2 & BO3
3 Hit like in Black Ops 3
Weapons from various CODs
Timed Gameplay

VIDEOS


Special thanks
tescoValueRice (BO3 Version)
SE2Dev
Nukem
DTZxPorter
NGcaudle
Venom Modding
Gogeta
Deper
espi_thekiller
Thunderfrost
Hdmisreal
Lightning
jerri13
Gympie5
Harry Bo21
Scobalula
ricko0z
Salamanca
Lord-san
HitmanVere
psulions45
Sidzzz
Ville88
TheSkypeLord
 
​ My memory is bad so if someone needed me sorry
Beta Testers
Lord-san
LIGHTNING

2 years ago
 
NOTE: The map download link comes inside a shortener, you are free to download the map or not. The shortener helps me keep bringing upcoming projects. I appreciate your help.
 
NOTA: El enlace de descarga del mapa viene dentro de un acortador, eres libre de descargar el mapa o no. El acortador me ayuda a seguir trayendo próximos proyectos. Aprecio tu ayuda.

MEDIAFIRE V1.1
www.mediafire.com

 
Note:
When the zombies stop spawning, the mechanism waits 20 or 30 seconds to reestablish spawn. If in 30 seconds it is not fixed they can use the new system to pass rounds, it is found in 3 locations on the map.
 
Nota:
Cuando los zombies dejan de aparecer el mecanismo espera 20 o 30 segundos para reestablecer el spawn. Si en 30 segundos no se arregla puedan usar el nuevo sistema para pasar rondas, se encuntra en 3 ubicaciones en el mapa.

To play this map you must have game_mod installed

FEATURES
Perks from BO2 & BO3
Napalm from BO1
Panzer from BO2
Cheese Man (Boss fight)
Buildable Powerswitch
3 Hit like in Black Ops 3
Version 1.1
Fix system napalm spawn
The final battle is fixed. Now it is for time and not for infinite rounds
Fix Perks BO2&BO3
The panzer is now its bo3 version

VIDEOS

PICTURES



Special thanks
SE2Dev
Nukem
DTZxPorter
NGcaudle
Venom Modding
Gogeta
Deper
espi_thekiller
Thunderfrost
Hdmisreal
Lightning
jerri13
Gympie5
Harry Bo21
Scobalula
ricko0z
Salamanca
Lord-san
HitmanVere
psulions45
Sidzzz
Ville88
TheSkypeLord
 
​ My memory is bad so if someone needed me sorry

Beta Testers
Sadoron
Lord-san
Venom
PamojoYT
LIGHTNING
Kiel

2 years ago

www.mediafire.com

1.-In your _zombiemode.gsc below:
Code Snippet
Plaintext
maps\_zombiemode_weapon_box::init();
add this:
Code Snippet
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maps\_zombiemode_iw_magic_wheel::init();
2.-Add this to your mod.csv
Code Snippet
Plaintext
include,iw_magic_wheel

Credits:
shippuden1592 ---> Script & fx´s
Lighthing ---> models & xanims
SE2Dev
Nukem
DTZxPorter
Scobalula

2 years ago

www.mediafire.com

 
Credits:
shippuden1592 ---> Script/Xanim
Deper ---> fx´s
RDV ---> Fix xanim bo1 and bo2

1.-Once unpacked and put everything in place to go to _zombiemode and add this:
Code Snippet
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maps\_zombiemode_ai_napalm::init();
under:
Code Snippet
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maps\_zombiemode_auto_turret::init();
2.-In radiant add the prefab that comes in the "napalm" rar and put it in the areas where you want the engineer to respawn
 
3.-In each info_volume you have of your zones add this:
Code Snippet
Plaintext
script_noteworthy        player_zone
4.-Go to _zombie mode_powerups and look for this function "nuke powerup( drop item )" and under:
Code Snippet
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if( zombies[i].animname == "boss_zombie" )
        {
            continue;
        }
add this:
Code Snippet
Plaintext
if( zombies[i].animname == "napalm_zombie" )
        {
            continue;
        }
search "check_for_instakill( player )" and below:
Code Snippet
Plaintext
if( self.animname == "boss_zombie" )
        {
            return;
        }
add this:
Code Snippet
Plaintext
if( self.animname == "napalm_zombie" )
        {
            return;
        }
5.-In this generic_human.atr below:
Code Snippet
Plaintext
body
{
add this:
Code Snippet
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ai_zombie_napalm_run
    ai_zombie_napalm_attack_01
    ai_zombie_firestaff_death_walking_a
    ai_zombie_firestaff_death_walking_b
    ai_zombie_firestaff_death_walking_c
6.-Add this to your mod.csv
Code Snippet
Plaintext
include,napalm

 
 
2 years ago

www.mediafire.com

 
1.-Once unpacked and put everything in place to go to _zombiemode and add this:
Code Snippet
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maps\_zombiemode_ai_engineer::init();
under:
Code Snippet
Plaintext
maps\_zombiemode_auto_turret::init();
2.-In radiant add the prefab that comes in the "engineer" rar and put it in the areas where you want the engineer to respawn
 
3.-In each info_volume you have of your zones add this:
Code Snippet
Plaintext
script_noteworthy        player_zone
4.-Go to _zombie mode_powerups and look for this function "nuke powerup( drop item )" and under:
Code Snippet
Plaintext
if( zombies[i].animname == "boss_zombie" )
        {
            continue;
        }
add this:
Code Snippet
Plaintext
if( zombies[i].animname == "engineer_zombie" )
        {
            zombies[i] maps\_zombiemode_ai_engineer::engineer_playanim(level._zombie_engineer["engineer_nuke"]);
            continue;
        }
search "check_for_instakill( player )" and below:
Code Snippet
Plaintext
if( self.animname == "boss_zombie" )
        {
            return;
        }
add this:
Code Snippet
Plaintext
if( self.animname == "engineer_zombie" )
        {
            return;
        }
5.-In this generic_human.atr below:
Code Snippet
Plaintext
body
{
put this:
Code Snippet
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ai_zombie_engineer_attack_multiswing_a
    ai_zombie_engineer_attack_multiswing_b
    ai_zombie_engineer_attack_running
    ai_zombie_engineer_attack_sprinting
    ai_zombie_engineer_attack_swing_overhead
    ai_zombie_engineer_attack_swing_swipe
    ai_zombie_engineer_death
    ai_zombie_engineer_death_a
    ai_zombie_engineer_death_explode
    ai_zombie_engineer_death_mg
    ai_zombie_engineer_enrage_start_a
    ai_zombie_engineer_enrage_start_scream
    ai_zombie_engineer_enrage_start_slamground
    ai_zombie_engineer_headbutt
    ai_zombie_engineer_icyramp_jump_up_2_climb
    ai_zombie_engineer_idle
    ai_zombie_engineer_jump_down_72
    ai_zombie_engineer_nuke_react
    ai_zombie_engineer_run_a
    ai_zombie_engineer_run_b
    ai_zombie_engineer_run_c
    ai_zombie_engineer_run_d
    ai_zombie_engineer_run_hitground
    ai_zombie_engineer_sprint_a
    ai_zombie_engineer_sprint_b
    ai_zombie_engineer_swing
    ai_zombie_engineer_tesla_death
    ai_zombie_engineer_walk
    ai_zombie_engineer_walk_a
    ai_zombie_engineer_walk_b
6.-Add this to your mod.csv
Code Snippet
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include,enginner

You can modify these:
 
Initial spawn round of the engineer... change it for the one you study want....
Code Snippet
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set_zombie_var( "engineer_first_round", 1 );
The intervals between which the engineer will be able to spawn again... in the example below it will be a random number between 3 and 5... adjust it as you wish....
Code Snippet
Plaintext
set_zombie_var( "engineer_rnd_max", 5 );
set_zombie_var( "engineer_rnd_min", 3 );
The life that the engineer will have... the higher the number, the greater the life... put it into consideration on your map....
Code Snippet
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set_zombie_var( "engineer_health_multiplier", 10 );

 
2 years ago

www.mediafire.com

 
How to Install

1.-Open your generic_human.atr (if you don't have it, look for it in raw/animtrees/... and move it to your mod folder)
At the beginning you will find:
Code Snippet
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body
{
below that add this:
Code Snippet
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ai_zombie_walk_slipslide
 ai_zombie_walk_slipslide_a
 ai_zombie_sprint_slipslide
 ai_zombie_sprint_slipslide_a
 ai_zombie_run_slipslide
 ai_zombie_run_slipslide_a
 ai_zombie_slipslide_collapse
 ai_zombie_crawl_slipslide_recover
 ai_zombie_crawl_slipslide_slow
 ai_zombie_crawl_slipslide_fast
Open your _zombiemode.gsc and under:
Code Snippet
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maps\_zombiemode_auto_turret::init();
add this:
Code Snippet
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maps\_zombiemode_weap_sliquifier::init();
In your mod.csv add this:
Code Snippet
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weapon,sp\zombie_slipgun
sound,bo2_sliq,,all_sp
fx,sliquifer\slipgun_doorwater
fx,sliquifer\slipgun_flash_view
fx,sliquifer\slipgun_impact
fx,sliquifer\slipgun_zombiesplash
xanim,ai_zombie_walk_slipslide
xanim,ai_zombie_walk_slipslide_a
xanim,ai_zombie_sprint_slipslide
xanim,ai_zombie_sprint_slipslide_a
xanim,ai_zombie_run_slipslide
xanim,ai_zombie_run_slipslide_a
xanim,ai_zombie_slipslide_collapse
xanim,ai_zombie_crawl_slipslide_recover
xanim,ai_zombie_crawl_slipslide_slow
xanim,ai_zombie_crawl_slipslide_fast
Credits
Deper

2 years ago
 
Hey dude ! Thanks for this amazing map ! I have spotted different things in this map that you could correct if you have the time.
This map is really enjoyable with good weapons and good perks also ! But the zombies are only spawning by the ground, maybe it'll be better
if you add some zombie windows on the wall instead of some underground spawns ? And thanks again for this map ! Great job ! :+1:
 
https://youtu.be/P5Q9ZVujFA4
https://youtu.be/LIIdtWXmId0
 
Thanks for playing :) !! When I have time to fix the videos and maybe add the spaceland zappers  
2 years ago
www.mediafire.com

 
1.-Go to your _zombiemode.gsc and look for the line:
Code Snippet
Plaintext
maps\_zombiemode_weapon_box::init();
Below it add:
Code Snippet
Plaintext
maps\_zombiemode_buildable_powerswitch::init();
2.-Open your zombie_mapname.map in radiant and add the prefabs that come in the .rar
 
3.-In your mod.csv add this:
Code Snippet
Plaintext
material,hud_buildable_item_lever
material,hud_buildable_item_panel
4.-Add these sounds to your soundaliases:
Code Snippet
Plaintext
craftable_build_added_piece,raw\sound\bo2\zmb_build_added_piece.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\bo2\zmb_build_added_piece.xm4,0,raw\sound\bo2\zmb_build_added_piece.mp3,0,raw\sound\bo2\zmb_build_added_piece.wav,0,zmb_theater,all
craftable_build_completed,raw\sound\bo2\zmb_build_completed.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\bo2\zmb_build_completed.xm4,0,raw\sound\bo2\zmb_build_completed.mp3,0,raw\sound\bo2\zmb_build_completed.wav,0,zmb_theater,all
craftable_build_adding_piece,raw\sound\bo2\zmb_build_adding_piece.wav,,,,ambience,100,100,100,100,450,700,curve3,curve2,allon,rdefault,5,priority,5,reject,-100,100,0,25,50,0.25,1,3d,loaded,looping,,1,0,96,,default,0,50,150,92,0.4,0.5,no,yes,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\bo2\zmb_build_adding_piece.xm4,0,raw\sound\bo2\zmb_build_adding_piece.mp3,0,raw\sound\bo2\zmb_build_adding_piece.wav,0,zmb_common,all


2 years ago
1.-Open your map and create script_structs where you want the fx to appear.
Now add these kvps:
Code Snippet
Plaintext
targetname        fx_struct
script_noteworthy    NAME_CACHE_FX
NAME_CACHE_FX: It is the name of your loaded FX.
 
2.-Open your zombie_mapname.gsc and below
under of:
Code Snippet
Plaintext
main ()
{
Add your fx like this:
Code Snippet
Plaintext
level._effect["NAME_CACHE_FX"]            = loadfx( "LOCATION_FX" );
Examples:
Code Snippet
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level._effect["fx_mp_smoke_thick_indoor"] = loadfx("maps/zombie/fx_mp_smoke_thick_indoor");
level._effect["fx_mp_smoke_amb_indoor_misty"] = loadfx("maps/zombie/fx_zombie_theater_smoke_amb_indoor");
   
In your zombie_mapname_fx.gsc file there are some fx loaded, if you want to use one of them it is no longer necessary to add it.
you have to look for this line:
Code Snippet
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maps\_zombiemode::main();
under it add this:
Code Snippet
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fx_struct = getstructarray( "fx_struct", "targetname" );
    array_thread(fx_struct_think, ::fx_struct_think);
at the end of the .gsc add this:
Code Snippet
Plaintext
fx_struct_think()
{
    self.tag_origin = spawn("script_model", self.origin);
    self.tag_origin setmodel("tag_origin");
    self.tag_origin.angles = self.angles;
   
    playfxontag(level._effect[self.script_noteworthy], self.tag_origin, "tag_origin");
}
3.-In your mod.csv add the fx you used:
Example:
Code Snippet
Plaintext
fx,maps\zombie\fx_mp_smoke_thick_indoor
fx,maps\zombie\fx_zombie_theater_smoke_amb_indoor

2 years ago
Download the fx and put it in raw/fx/
www.mediafire.com

1.-Open your zombie_mapname.gsc and below
 
under of:
Code Snippet
Plaintext
main ()
{
add this:
Code Snippet
Plaintext
level._effect["weapon_glow"] = LoadFX( "fx_weapon_glow" );
you have to look for this line:
Code Snippet
Plaintext
maps\_zombiemode::main();
under it add this:
Code Snippet
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thread weapon_glow();
at the end of the .gsc add this:
Code Snippet
Plaintext
weapon_glow()
{
    weaponslocations = GetEntArray( "weapon_upgrade", "targetname" );
   
    for(i = 0; i < weaponslocations.size; i++)
    {
        weaponslocations[i] thread fx_weapon();
    }
}

fx_weapon()
{
    self.tag_origin = spawn("script_model", self.origin);
    self.tag_origin setmodel("tag_origin");
    self.tag_origin.angles = self.angles;
   
    playfxontag(level._effect["weapon_glow"], self.tag_origin, "tag_origin");
}
2.-Add in your mod.csv
Code Snippet
Plaintext
fx,fx_weapon_glow

2 years ago
This tutorial is directed towards an improvement of the "Nuke" powerup, basically someone uses the powerup, the zombies take between 0.1 second to 0.7 seconds to die, in that time many times the zombie can kill the player, here is why this tutorial. In addition, another detail is corrected about the points it awards (400) when double points are active, they should be 800 but they always give 400, that is also included.
 
We will only work with the _zombiemod_powerups.gsc file.
Look for this function: nuke_powerup( drop_item ) and replace it with this:
Code Snippet
Plaintext
nuke_powerup( drop_item )
{
    zombies = getaispeciesarray("axis");
    location = drop_item.origin;

    PlayFx( drop_item.fx, location );

    // BO2 STYLE NUKE *******************
    players = get_players();
    for(i = 0; i < players.size; i++)
    {
        players[i] EnableInvulnerability();
    }
    // ************************************

    level thread nuke_flash();

    wait( 0.5 );

   
    zombies = get_array_of_closest( location, zombies );
    zombies_nuked = [];

    // Mark them for death
    for (i = 0; i < zombies.size; i++)
    {
        // already going to die
        if ( IsDefined(zombies[i].marked_for_death) && zombies[i].marked_for_death )
        {
            continue;
        }

        // check for custom damage func
        if ( IsDefined(zombies[i].nuke_damage_func) )
        {
             zombies[i] thread [[ zombies[i].nuke_damage_func ]]();
            continue;
        }
       
        if( is_magic_bullet_shield_enabled( zombies[i] ) )
        {
            continue;
        }

        zombies[i].marked_for_death = true;
        zombies[i].nuked = true;
        zombies_nuked[ zombies_nuked.size ] = zombies[i];
    }

     for (i = 0; i < zombies_nuked.size; i++)
      {
         wait (randomfloatrange(0.1, 0.7));
         if( !IsDefined( zombies_nuked[i] ) )
         {
             continue;
         }
 
         if( is_magic_bullet_shield_enabled( zombies_nuked[i] ) )
         {
             continue;
         }
 
         if( i < 5 && !( zombies_nuked[i].isdog ) )
         {
             zombies_nuked[i] thread animscripts\zombie_death::flame_death_fx();
             zombies_nuked[i] playsound ("evt_nuked");
 
         }
 
         if( !( zombies_nuked[i].isdog ) )
         {
            if ( !is_true( zombies_nuked[i].no_gib ) )
            {
                 zombies_nuked[i] maps\_zombiemode_spawner::zombie_head_gib();
             }
             zombies_nuked[i] playsound ("evt_nuked");
         }
         
 
         zombies_nuked[i] dodamage( zombies_nuked[i].health + 666, zombies_nuked[i].origin );
     }

    for(i = 0; i < players.size; i++)
    {
        players[i] DisableInvulnerability(); // FOR BO1 STYLE

        if ( level.zombie_vars["zombie_powerup_point_doubler_on"] )
        {
            players[i] maps\_zombiemode_score::player_add_points( "nuke_powerup", 800 );
        }
        else
        {
            players[i] maps\_zombiemode_score::player_add_points( "nuke_powerup", 400 );
        }
    }
}

 
2 years ago
1.-Go to raw/maps/... and find the zombie_mapname.gsc file and copy it to your mods/mapname/maps/.. folder.
 
2.-Open the file and look for this line:
Code Snippet
Plaintext
maps\_zombiemode::main();
Below add this
Code Snippet
Plaintext
thread zombiesleft_hud();
Finally add this function at the end of your zombie_mapname.gsc file:
Code Snippet
Plaintext
zombiesleft_hud()
{  
    Remaining = create_simple_hud();
      Remaining.horzAlign = "center";
      Remaining.vertAlign = "middle";
       Remaining.alignX = "Left";
       Remaining.alignY = "middle";
       Remaining.y = 230;
       Remaining.x = 60;
       Remaining.foreground = 1;
       Remaining.fontscale = 8.0;
       Remaining.alpha = 1;
       Remaining.color = ( 1, 0.5, 0 );

       ZombiesLeft = create_simple_hud();
       ZombiesLeft.horzAlign = "center";
       ZombiesLeft.vertAlign = "middle";
       ZombiesLeft.alignX = "center";
       ZombiesLeft.alignY = "middle";
       ZombiesLeft.y = 230;
       ZombiesLeft.x = -1;
       ZombiesLeft.foreground = 1;
       ZombiesLeft.fontscale = 8.0;
       ZombiesLeft.alpha = 1;
       ZombiesLeft.color = ( 1, 0.5, 0 );
       ZombiesLeft SetText("Zombies: ");

    while(1)
    {
        remainingZombies = get_enemy_count() + level.zombie_total;
        Remaining SetValue(remainingZombies);

        if(remainingZombies == 0 )
        {
            Remaining.alpha = 0;
            while(1)
            {
                remainingZombies = get_enemy_count() + level.zombie_total;
                if(remainingZombies != 0 )
                {
                    Remaining.alpha = 1;
                    break;
                }
                wait 0.5;
            }
        }
        wait 0.5;
    }        
}

 
2 years ago
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