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Messages - shippuden1592


www.mediafire.com

 
1.-Go to your _zombiemode.gsc and look for the line:
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maps\_zombiemode_weapon_box::init();
Below it add:
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maps\_zombiemode_soulboxes::init();
2.-Open your radiant and add the following things:
SoulBoxes
Add the amount you want of trigger_use with this kvp:
Code Snippet
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targetname        soul_triggers
In each of the trigger_use you created, create a script_struct almost touching the ground, select the trigger and then the script_struct and press W, you should see a red line that joins the trigger_use with the script_struct.
   
    The amount you add will be the number of boxes to fill.
 
    The number of souls needed is generated from a random number (between a minimum and a maximum) and you can configure it by modifying these lines in the file:
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set_zombie_var( "soulboxes_soul_min",        10 );
        set_zombie_var( "soulboxes_soul_max",        20 );

Rewards
If you want to enable the rewards, all you have to do is set the one you like the most to true (it can be one, all or none, depending on what you want), if not, set it to false to remove it.
 
    Active examples:
Code Snippet
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set_zombie_var( "soulboxes_reward_door",        true );
        set_zombie_var( "soulboxes_reward_weapon",        true );
        set_zombie_var( "soulboxes_reward_perks",        true );
        set_zombie_var( "soulboxes_reward_points",        true );
If you don't want it, simply disable it like this:
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set_zombie_var( "soulboxes_reward_door",        false );
        set_zombie_var( "soulboxes_reward_weapon",        false );
        set_zombie_var( "soulboxes_reward_perks",        false );
        set_zombie_var( "soulboxes_reward_points",        false );
Choose the ones you like the most.
//========================== FREE DOOR ===============================\\
Create a door with script_brushmodel or some model with a clip (so the player doesn't walk through it) and add all these kvps:
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targetname    soulboxes_reward_door
If you want it to have a trigger_use that says some message add this trigg with these kvps:
Code Snippet
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targetname    soulboxes_reward_door_trigger
To change the message it will show, go to this line and modify it to what you want:
Code Snippet
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set_zombie_var( "soulboxes_reward_door_text",        "^3Finish filling the soul boxes." );
The ^3 is yellow. This is the list of available colors:
            ^0 = Black
            ^1 = Red
            ^2 = Green
            ^3 = Yellow
            ^4 = Blue
            ^5 = Light Blue
            ^6 = Gold
            ^7 = White
 
//========================== FREE WEAPON ===============================\\
Create 4 trigg_use with this kvp:
Code Snippet
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targetname    soulboxes_reward_weapon_point
These should be positioned where each player receives the weapon. There are 4, one for each player. Each weapon will be locked to a specific player.
To configure the weapon is with this line:
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set_zombie_var( "soulboxes_reward_weapon_name",        "zm_thundergun" );
You simply change the name to the weapon you want to give.
 
//========================== ALL PERKS ===============================\\
There are two files: _normal and _shippuden. If you are not using the shippuden perks you should use the file that ends in _normal otherwise you should use the one that ends in _shippuden. When you choose it, remove the _normal or the _shippuden so that it remains only: _zombiemode_soulboxes
 
//========================== FREE POINTS ===============================\\
To configure the total points awarded by the reward, edit this line:
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set_zombie_var( "soulboxes_reward_points_total",        5000 );
For the total that you like the most.
 
3.-In your mod.csv add this:
Code Snippet
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fx,soulboxes/fx_soulboxes_point
fx,soulboxes/fx_soulboxes_zombie_soul
4.-Add these sounds to your soundaliases:
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soul_loop,raw\sound\soulboxes\loop.wav,,,,ambience,90,90,100,100,450,700,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\soulboxes\loop.xm4,0,raw\sound\soulboxes\loop.mp3,0,raw\sound\soulboxes\loop.wav,0,zmb_common,all
soul_pickup,raw\sound\soulboxes\pickup.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\soulboxes\pickup.xm4,0,raw\sound\soulboxes\pickup.mp3,0,raw\sound\soulboxes\pickup.wav,0,zmb_theater,all
Note: In the .rar there are more fx of various colors, choose and replace the name with the one you like the most.
2 years ago
www.mediafire.com

 
1.-Open your map in the radiant and add trigger_multiple where you want the sound to be inside.
Add these kvps:
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targetname    inside_rain
2.-Open your zombie_mapname.gsc and below
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//#include maps\zombie_theater_teleporter;
add this:
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#include maps\_weather;
under of:
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main ()
{
add this:
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level._effect["lightning_strike"] = LoadFX( "maps/zombie/fx_zombie_lightning_flash" );
    level._effect["rain_10"]   = LoadFX( "env/weather/fx_rain_sys_heavy" );
    level._effect["rain_9"]  = LoadFX( "env/weather/fx_rain_sys_heavy" );
    level._effect["rain_8"]  = LoadFX( "env/weather/fx_rain_sys_heavy" );
    level._effect["rain_7"]  = LoadFX( "env/weather/fx_rain_sys_heavy" );
    level._effect["rain_6"]  = LoadFX( "env/weather/fx_rain_sys_med" );
    level._effect["rain_5"]  = LoadFX( "env/weather/fx_rain_sys_med" );
    level._effect["rain_4"]  = LoadFX( "env/weather/fx_rain_sys_med" );
    level._effect["rain_3"]  = LoadFX( "env/weather/fx_rain_sys_med" );
    level._effect["rain_2"]  = LoadFX( "env/weather/fx_rain_sys_lght" );
    level._effect["rain_1"]  = LoadFX( "env/weather/fx_rain_sys_lght" );
    level._effect["rain_0"]  = LoadFX( "env/weather/fx_rain_sys_lght" );
you have to look for this line:  
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maps\_zombiemode::main();
under it add this:
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thread weather_control();
at the end of the .gsc add this:
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weather_control()
{
    flag_wait("all_players_connected");

    rainInit( "hard" ); // get rain going
       level thread rainEffectChange( 9, 0.1 );  // tweak initial rain strength ... default is hard
       thread playerWeather(); // make the actual rain effect generate around the players

    level.thunder_sound_active = true; //disable or enable thunder sounds

    players = get_players();
    for(i = 0; i < players.size; i++)
    {
        players[i] thread watchRainSFX();
    }

       level.nextLightning = GetTime() + 1;
       thread lightning( ::lightning_normal, ::lightning_flash );
}

watchRainSFX()
{
    self endon("death");
    self endon("disconnect");
   
    self.isInside = false;
    self.isInsideLoop = false;
    self.isOutsideLoop = false;

    zones = GetEntArray("inside_rain", "targetname");

    while(1)
    {
        for(i = 0; i < zones.size; i++)
        {
            if(self IsTouching(zones[i]))
            {
                self.isInside = true;
                break;
            }
            else
            {
                self.isInside = false;
            }
        }
       
        if(self.isInside)
        {
            if(!self.isInsideLoop)
            {
                iprintln("Jugador isInSide");
                self.isInsideLoop = true;
                self.isOutsideLoop = false;
                self StopLoopSound();
                self PlayLoopSound("rain_inside");
            }
        }
        else
        {
            if(!self.isOutsideLoop)
            {
                iprintln("Jugador isOutSide");
                self.isOutsideLoop = true;
                self.isInsideLoop = false;
                self StopLoopSound();
                self PlayLoopSound("rain_outside");
            }
        }
        wait(0.1);
    }
}

lightning_normal()
{
    wait( 0.05 );
    ResetSunLight();
}

lightning_flash()
{
    SetSunLight( 4, 4, 4.5 );
    SetSunLight( 1, 1, 1.5 );
   
    wait( 0.0014 );  

       SetSunLight( 3, 3, 3.5 );
       SetSunLight( 2, 2, 2.5 );
      SetSunLight( 1.5, 1.5, 2 );
       
       wait( 0.0010 );
 
       SetSunLight( 1, 1, 1.5 );
       SetSunLight( 5, 5, 5.5 );
       
       wait( 0.0011 );
 
       SetSunLight( 4, 4, 4.5 );
       SetSunLight( 1, 1, 1.5 );
       
       wait( 0.0015 );
 
       SetSunLight( 2.5, 2.5, 3 );
}
3.-Put this in your sounds
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rain_outside,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00.wav,evt_2d,,,ambience,97,97,100,0,0,0,default,default,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,2d,loaded,looping,,1,0,97,,quad,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,event,no,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.xm4,0,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.mp3,0,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.wav,0,mpl_kowloon,all
rain_inside,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.wav,evt_2d,,,ambience,97,97,100,0,0,0,default,default,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,2d,loaded,looping,,1,0,97,,quad,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,event,no,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.xm4,0,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.mp3,0,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.wav,0,mpl_kowloon,all

thunder_00,raw\sound\amb\weather\thunder\thunder_00.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\amb\weather\thunder\thunder_00.xm4,0,raw\sound\amb\weather\thunder\thunder_00.mp3,0,raw\sound\amb\weather\thunder\thunder_00.wav,0,zmb_theater,all
thunder_01,raw\sound\amb\weather\thunder\thunder_01.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\amb\weather\thunder\thunder_01.xm4,0,raw\sound\amb\weather\thunder\thunder_01.mp3,0,raw\sound\amb\weather\thunder\thunder_01.wav,0,zmb_theater,all
thunder_02,raw\sound\amb\weather\thunder\thunder_02.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\amb\weather\thunder\thunder_02.xm4,0,raw\sound\amb\weather\thunder\thunder_02.mp3,0,raw\sound\amb\weather\thunder\thunder_02.wav,0,zmb_theater,all
thunder_03,raw\sound\amb\weather\thunder\thunder_03.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\amb\weather\thunder\thunder_03.xm4,0,raw\sound\amb\weather\thunder\thunder_03.mp3,0,raw\sound\amb\weather\thunder\thunder_03.wav,0,zmb_theater,all
4.-Finally in your zone_source (mod.csv) add this:
Code Snippet
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include,rain

2 years ago

Download the following file:
www.mediafire.com

 
1.-Open your zombie_mapname.gsc and look for this line:
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maps\_zombiemode::main();
above it add this:
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precacheShader( "bo4_hitmarker_white" );
precacheShader( "bo4_hitmarker_red" );

2.-Open your _zombiemode_spawner.gsc and go to the function: zombie_death_event( zombie ) and look for this (this is then at the beginning):
Code Snippet
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if ( !IsDefined( zombie ) )
       {
              return;
       }
below add this:
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if( IsDefined( zombie.attacker ) && IsPlayer( zombie.attacker ) )
    {
        zombie.attacker thread maps\_damagefeedback::updateDamageFeedbackDeath( zombie );
    }
Look for the function: zombie_damage() and look for this:
Code Snippet
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if( !IsDefined( player ) )
       {
              return;
       }
below add this:
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if( IsDefined( player ) && IsPlayer( player ) && mod != "MOD_BURNED" )
    {
        player thread maps\_damagefeedback::updateDamageFeedback( self );
    }
Do the same step with the function: zombie_damage_ads
 
 
3.-Open your _zombiemode.gsc file and look for this function: onPlayerSpawned() under this:
Code Snippet
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self add_to_spectate_list();
add this:
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if( !IsDefined( self.hud_damagefeedback ) )
    {
        self thread maps\_damagefeedback::init();
    }

4.-In your mod.csv add this:
Code Snippet
Plaintext
material,bo4_hitmarker_white
material,bo4_hitmarker_red

5.-In your sound file add this:
Code Snippet
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MP_hit_alert,raw\sound\prj\bullet\headshot\mp_hit_indication_3c.wav,,prj_headshot,,projectile,95,96,100,250,3250,3250,log2,default,allon,rdefault,5,priority,5,reject,-182,165,0,100,100,0.25,1,3d,loaded,nonlooping,,1,0,96,,default,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,projectile,no,raw\sound\prj\bullet\headshot\mp_hit_indication_3c.xm4,0,raw\sound\prj\bullet\headshot\mp_hit_indication_3c.mp3,0,raw\sound\prj\bullet\headshot\mp_hit_indication_3c.wav,0,cmn_projectiles,all
prj_bullet_impact_headshot_helmet_nodie,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_00.wav,,prj_headshot,,projectile,95,96,100,250,3250,3250,log2,default,allon,rdefault,5,priority,5,reject,-182,165,0,100,100,0.25,1,3d,loaded,nonlooping,,1,0,96,,default,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,projectile,no,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_00.xm4,0,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_00.mp3,0,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_00.wav,0,cmn_projectiles,all
prj_bullet_impact_headshot_helmet_nodie,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_01.wav,,prj_headshot,,projectile,95,96,100,250,3250,3250,log2,default,allon,rdefault,5,priority,5,reject,-182,165,0,100,100,0.25,1,3d,loaded,nonlooping,,1,0,96,,default,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,projectile,no,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_01.xm4,0,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_01.mp3,0,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_01.wav,0,cmn_projectiles,all
prj_bullet_impact_headshot_helmet_nodie,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_02.wav,,prj_headshot,,projectile,95,96,100,250,3250,3250,log2,default,allon,rdefault,5,priority,5,reject,-182,165,0,100,100,0.25,1,3d,loaded,nonlooping,,1,0,96,,default,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,projectile,no,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_02.xm4,0,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_02.mp3,0,raw\sound\prj\bullet\headshot\helmet_nd\helmet_nd_02.wav,0,cmn_projectiles,all

 
 
 
2 years ago
www.mediafire.com

 
0.-Download the sound files and put them in your root_folder/raw/sound/. Also add them to your mods/mapname/sound
 
1.-Go to raw/maps/... and find the zombie_mapname.gsc file and copy it to your mods/mapname/maps/.. folder.
 Open file and dind this line:
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level thread teleporter_intro();
Just comment the line like this:
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//level thread teleporter_intro();
Below that same line add this:
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level thread phil_typewriter_intro();
Finally add this function at the end of your zombie_mapname.gsc file:
Code Snippet
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phil_typewriter_intro()
{
        text = [];
        text[text.size] = "Text 1";
        text[text.size] = "Text 2";
        text[text.size] = "Text 3";
   
        intro_hud = [];
        for(i = 0;  i < text.size; i++)
        {
            intro_hud[i] = create_simple_hud();
            intro_hud[i].alignX = "left";
            intro_hud[i].alignY = "bottom";
            intro_hud[i].horzAlign = "left";
            intro_hud[i].vertAlign = "bottom";
            intro_hud[i].foreground = true;
            intro_hud[i].sort = 100;

            if ( level.splitscreen && !level.hidef )
            {
                    intro_hud[i].fontScale = 2.75;
            }
            else
            {
                    intro_hud[i].fontScale = 1.75;
            }
            intro_hud[i].alpha = 1;
            intro_hud[i].color = (1, 1, 1);
            intro_hud[i].y = -110 + 20 * i;
        }

        for(i = 0 ; i < text.size; i++)
        {
            intro_hud[i].label = "";
            for(k = 0; k <= text[i].size; k++)
            {
                    intro_hud[i].label = GetSubStr(text[i], 0, k);
                    PlaySoundAtPosition("typewriter", (0, 0, 0));
                    wait(0.1);
            }
            wait(1.5);
        }
        wait(1.5);
        for(i = 0 ; i < text.size; i++)
        {
            intro_hud[i] FadeOverTime( 3.5 );
            intro_hud[i].alpha = 0;
            wait(1.5);
        }    
        wait(2);
        for(i = 0 ; i < text.size; i++)
        {
            intro_hud[i] destroy_hud();
    }
}
Replace Text1, Text2 and Text3 with whatever you want..
 
2.-In your sound file add this:
Code Snippet
Plaintext
typewriter,raw\sound\typewriter\type_00.wav,amb_1000,,,ambience,95,95,100,100,1000,1000,log2,default,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,2d,loaded,nonlooping,,1,0,95,,default,0,30,400,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\typewriter\type_00.xm4,0,raw\sound\typewriter\type_00.mp3,0,raw\sound\typewriter\type_00.wav,0,zmb_theater,all
typewriter,raw\sound\typewriter\type_01.wav,amb_1000,,,ambience,95,95,100,100,1000,1000,log2,default,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,2d,loaded,nonlooping,,1,0,95,,default,0,30,400,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\typewriter\type_01.xm4,0,raw\sound\typewriter\type_01.mp3,0,raw\sound\typewriter\type_01.wav,0,zmb_theater,all
typewriter,raw\sound\typewriter\type_02.wav,amb_1000,,,ambience,95,95,100,100,1000,1000,log2,default,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,2d,loaded,nonlooping,,1,0,95,,default,0,30,400,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\typewriter\type_02.xm4,0,raw\sound\typewriter\type_02.mp3,0,raw\sound\typewriter\type_02.wav,0,zmb_theater,all
Credits:
phil

2 years ago

 
www.mediafire.com

 
1.-Go to raw/maps/... and find the _zombiemode_perks.gsc file and copy it to your mods/mapname/maps/.. folder.
 
Find this function: perk_hud_create( perk ) and replace with this:
Code Snippet
Plaintext
perk_hud_create( perk )
{
    if ( !IsDefined( self.perk_hud ) )
    {
        self.perk_hud = ;
    }

/#
    if ( GetDvarInt( #"zombie_cheat" ) >= 5 )
    {
        if ( IsDefined( self.perk_hud ) )
        {
            return;
        }
    }
#/


    shader = "";

    switch( perk )
    {
    case "specialty_armorvest_upgrade":
        shader = "specialty_juggernaut_zombies_pro";
        break;
    case "specialty_armorvest":
        shader = "specialty_iw_tuff_nuff";
        break;

    case "specialty_quickrevive_upgrade":
        shader = "specialty_quickrevive_zombies_pro";
        break;
    case "specialty_quickrevive":
        shader = "specialty_iw_up_atoms";
        break;

    case "specialty_fastreload_upgrade":
        shader = "specialty_fastreload_zombies_pro";
        break;
    case "specialty_fastreload":
        shader = "specialty_iw_quickies";
        break;

    case "specialty_rof_upgrade":
    case "specialty_rof":
        shader = "specialty_iw_bang_bangs";
        break;
       
    case "specialty_longersprint_upgrade":
    case "specialty_longersprint":
        shader = "specialty_iw_racin_stripes";
        break;
       
    case "specialty_flakjacket_upgrade":
    case "specialty_flakjacket":
        shader = "specialty_iw_bombstoppers";
        break;
       
    case "specialty_deadshot_upgrade":
    case "specialty_deadshot":
        shader = "specialty_iw_deadeye_dewdrops";
        break;

    case "specialty_additionalprimaryweapon_upgrade":
    case "specialty_additionalprimaryweapon":
        shader = "specialty_iw_mule_munchies";
        break;

    case "specialty_bulletaccuracy_upgrade":
    case "specialty_bulletaccuracy":
        shader = "specialty_iw_blue_bolts";
        break;

    case "specialty_bulletdamage_upgrade":
    case "specialty_bulletdamage":
        shader = "specialty_iw_slappy_taffy";
        break;

    case "specialty_extraammo_upgrade":
    case "specialty_extraammo":
        shader = "specialty_iw_change_chews";
        break;
       
    default:
        shader = "";
        break;
    }

    hud = create_simple_hud( self );
    hud.foreground = true;
    hud.sort = 1;
    hud.hidewheninmenu = false;
    hud.alignX = "center";
    hud.alignY = "bottom";
    hud.horzAlign = "center";
    hud.vertAlign = "bottom";
    hud.x = 0; //self.perk_hud.size * 30;
    hud.y = hud.y - 20;
    hud.alpha = 0;
    hud fadeOverTime(0.6);
    hud.alpha = 1;
    hud SetShader( shader, 26, 24 );
    hud scaleOverTime( 0.6, 26, 24 );

    self.perk_hud = hud;

    x_start = -1 * ((self.perk_hud.size * 28) / 2);

    keys = GetArrayKeys( self.perk_hud );

    for( i = 0; i < keys.size; i++ )
    {
        self.perk_hud[keys[i]].x = x_start;
        x_start += 28;
    }
}
2.-Go to raw/maps/... and find the _zombiemode_powerups.gsc file and copy it to your mods/mapname/maps/.. folder.
 
Find this function: powerup_hud_overlay() and replace with this:
Code Snippet
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level.powerup_hud[i].y = level.powerup_hud[i].y - 5; // ww: used to offset by - 78
Replace with this:
Code Snippet
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level.powerup_hud[i].y = level.powerup_hud[i].y - 50; // ww: used to offset by - 78

2 years ago
In order to disable dogs on your maps you must follow these steps.
 
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
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level.dogs_enabled = true;
Change the variable to false
Code Snippet
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level.dogs_enabled = false;
In the same file look for this line:
Code Snippet
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maps\_zombiemode_ai_dogs::enable_dog_rounds();
Just comment the line like this:
Code Snippet
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//maps\_zombiemode_ai_dogs::enable_dog_rounds();
IMPORTANT NOTE. If you want to remove the dogs from your map do so, but don't remove the script_struct from the zone_test (your initial zone) where the dogs spawn as those are used by quickrevive.
2 years ago
In order to disable nova crawlers on your maps you must follow these steps.
 
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 function: zombie_school_ignore_spawner( spawner ) will have the name of your map at the beginning (mine is zombie_school) and replace it with the following:
Code Snippet
Plaintext
zombie_school_ignore_spawner( spawner )
{
    // no power, no quads
    if ( !flag("power_on") )
    {
        if ( spawner.script_noteworthy == "quad_zombie_spawner" )
        {
            return true;
        }
    }
    if ( spawner.script_noteworthy == "quad_zombie_spawner" )
    {
        return true;
    }
    return false;
}
NOTE: Remember to change the name: "zombie_school" to the name of your map.
2 years ago

PoolDay Camo

www.mediafire.com

 
Mob of the Dead Camo

www.mediafire.com

 
Cheese Camo


www.mediafire.com

Green Camo



www.mediafire.com

 
Purple Camo
 

www.mediafire.com

 
Giant Camo


www.mediafire.com

 
 
 
Credits
Ricos

2 years ago


MEDIAFIRE (V1.2)
www.mediafire.com

 
MEDIAFIRE (Old version with IW weapons and final fight against alien)
www.mediafire.com

 
Fixes 1.2
  • Removed the panzer's claw attack and replaced it with the bo3 grenade launcher (Thanks Venom)
  • Fixed a bug with the Modular Atomic Disintegrator weapon


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 V1.1
Candy Perk from IW
Weapons from Moder Warfare 2
Bosses from Black Ops, Coldwar COD Online
Different game modes: Classic, GunGame, SharpShooter, One in the Chamber
Magic Wheel from IW
Modular Atomic Disintegrator from IW
Venom X from IW
Discord from IW
3 Hit like in Black Ops 3
 
FEATURES V1
All weapons from IW
11 Candy Perks from IW
Magic Wheel from IW
Modular Atomic Disintegrator from IW
Brute from Spaceland
Clown from Spaceland
Slasher from Rave in the Redwoods
Alien from Zombies in Spaceland(Boss fight)
3 Hit like in Black Ops 3

VIDEOS


PICTURES

 


 
Special thanks
SE2Dev
Nukem
DTZxPorter
NGcaudle
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
2 years ago
Hello there people here I bring different models of zombies of Bo1 and Bo2.

:sunglass-smiley: I will bring a pack of zombies every week, you can vote in the poll for your favorite:sunglass-smiley:


 
BO1 - Shangri-La Zombies
www.mediafire.com

 
BO2 - Tranzit (LilGabe)
www.mediafire.com

 
BO2 - Nuketown (psulions45)
www.mediafire.com

COD ONLINE - Island
www.mediafire.com

 
 
Credits
DTZxPorter - Wraith
SE2Dev - Advice with zombie model hit boxes.
Treyarch - Zombie models & mod tools
LilGabe (Tranzit zombies)
psulions45 (Nuketown zombies)

2 years ago
 
Played this map 2 weeks ago and forgot to leave a comment,
 
The map was great, but the skybox was off so maybe you should change it to something else, something pixelated.
 
Also Steve would die in one or two hits from the zombies so maybe you should take a look at that too.
 
Otherwise, nice map.
 
Of course, review Steve's system, according to me everything works fine, but it would not be bad to review it again. I don't like the skybox either hehe I just wanted to make it like my version of waw, although there will probably be some change in the next update.
 
I was thinking about a cool thing you could do is to add dogs rounds with the skins of the angry wolves with their red eyes in Minecraft, and also replace the spiders with Minecraft spiders if it's possible, to feel more in the universe of Minecraft, that would be cool !
 
I'll be looking at the spiders in the next updates.
2 years ago
NOTE: The download link comes inside a shortener, you are free to download the files or not. The shortener helps me keep bringing upcoming projects. I appreciate your help.

ouo.io

 
Credits:
shippuden1592 Script
Lightning fx/Models
 
How to install

Spawn starts when power is activated

1.-In your _zombiemode.gsc below:​​
Code Snippet
Plaintext
maps\_zombiemode_weapon_box::init();
Add this:
Code Snippet
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maps\_zombiemode_ai_spider::init();
2.- In your generic_human.atr search this:​​
Code Snippet
Plaintext
body
{
​And below add this:
Code Snippet
Plaintext
ai_zm_dlc2_spider_walk
    ai_zm_dlc2_spider_spawn
    ai_zm_dlc2_spider_mantle_over_barricade
    ai_zm_dlc2_spider_jump
    ai_zm_dlc2_spider_idle
    ai_zm_dlc2_spider_death
    ai_zm_dlc2_spider_attack_shoot
    ai_zm_dlc2_spider_attack_melee
3.-Add this to your mod.csv
Code Snippet
Plaintext
include,ai_zombie_spider

2 years ago
UPDATE V1.1
 
All Weapons sounds fixed
Abomination fixed
Steve Fixex
More difficult
Add Spiders from Zetsubou No Shima
Final Battle fixed
2 years ago
 
Hey, im sorry but, im new and i want to know how i add this mod to my game
 
At the beginning of the post there is a video that explains it
2 years ago
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