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Messages - shippuden1592


www.mediafire.com

 
Credits:
shippuden1592 / Script
!!Hdmisreal / fx´s & models
SE2Dev
Nukem
DTZxPorter
Scobalula
How to install
1.-In your _zombiemode.gsc below:​​​
Code Snippet
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maps\_zombiemode_weapon_box::init();
​Add this:
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maps\_zombiemode_shadows_mystery_box::init();
2.-Add this to your mod.csv
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include,zombie_shadows_mystery_box
3.-Add in your sounds:
Code Snippet
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zod_box_arrive,raw\sound\shadows\box\zod_box_arrive.wav,evt_3d,,,event,100,100,100,500,2000,2000,log3,log2,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,3d,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,event,no,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.xm4,0,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.mp3,0,raw\sound\shadows\box\zod_box_arrive.wav,0,wpn_rifle,all
zod_box_close,raw\sound\shadows\box\zod_box_close.wav,evt_3d,,,event,100,100,100,500,2000,2000,log3,log2,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,3d,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,event,no,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.xm4,0,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.mp3,0,raw\sound\shadows\box\zod_box_close.wav,0,wpn_rifle,all
zod_box_leave,raw\sound\shadows\box\zod_box_leave.wav,evt_3d,,,event,100,100,100,500,2000,2000,log3,log2,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,3d,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,event,no,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.xm4,0,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.mp3,0,raw\sound\shadows\box\zod_box_leave.wav,0,wpn_rifle,all
zod_box_open,raw\sound\shadows\box\zod_box_open.wav,evt_3d,,,event,100,100,100,500,2000,2000,log3,log2,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,3d,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,event,no,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.xm4,0,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.mp3,0,raw\sound\shadows\box\zod_box_open.wav,0,wpn_rifle,all
zod_box_weapon_cycle,raw\sound\shadows\box\weapon_cycle.wav,evt_3d,,,event,100,100,100,500,2000,2000,log3,log2,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,3d,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,event,no,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.xm4,0,raw\sound\wpn\bowie\bowie_swing\bowie_swing_00.mp3,0,raw\sound\shadows\box\weapon_cycle.wav,0,wpn_rifle,all

2 years ago

www.mediafire.com

Credits:
shippuden1592 / Script
psulions45 & Lightning / fx´s & models
How to install
 

You must first disable the dog round
0.-Open your zombie_mapname.gsc and find this lines:
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level.dogs_enabled = true;
replace with this:
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level.dogs_enabled = false;
Find this line:
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level.custom_ai_type = array_add( level.custom_ai_type, maps\_zombiemode_ai_dogs::init );
replace with this:
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//level.custom_ai_type = array_add( level.custom_ai_type, maps\_zombiemode_ai_dogs::init );
Under this:
Code Snippet
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main()
{
add these lines:
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level._effect    = Loadfx( "maps/zombie/fx_zombie_dog_lightning_buildup" );
level._effect                = Loadfx( "maps/zombie/fx_zombie_dog_explosion" );
 1.-In your _zombiemode.gsc below:​​
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maps\_zombiemode_weapon_box::init();
​​Add this:
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maps\_zombiemode_ai_clown::init();
2.- In your generic_human.atr search this:​​
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body
{
​And below add this:
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ai_zombie_clown_idle
    ai_zombie_clown_explode_01
    ai_zombie_clown_sprint
    ai_zombie_clown_turnL
    ai_zombie_clown_turnR
3.-Add this to your mod.csv
Code Snippet
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include,zombie_clown

2 years ago
 
www.mediafire.com

 
Credits:
shippuden1592 / Script
psulions45 & Lightning / fx´s & models
Settings
Code Snippet
Plaintext
set_zombie_var( "brute_first_round",            7 ); //Initial round of spawn
set_zombie_var( "brute_rnd_max",            4 ); //Maximum interval between respawn
set_zombie_var( "brute_rnd_min",            3 );//Minimum interval between respawn
set_zombie_var( "brute_health_multiplier",        7 );//Brute health without helmet
set_zombie_var( "brute_maxhealth_multiplier",        8);//Brute health with helmet
How to install

1.-In your _zombiemode.gsc below:​
Code Snippet
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maps\_zombiemode_weapon_box::init();
​Add this:
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maps\_zombiemode_ai_brute::init();
2.- In your generic_human.atr search this:​
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body
{
​And below add this:
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ai_zombie_brute_mantle_over
    ai_zombie_brute_traverse_down_128_helmet_off
    ai_zombie_brute_traverse_down_128_helmet_on
    ai_zombie_brute_sprint_attack_01
    ai_zombie_brute_sprint_attack_02
    ai_zombie_brute_sprint_attack_03
    ai_zombie_brute_sprint_attack_04
    ai_zombie_brute_helmet_off
    ai_zombie_brute_run_hunched_enter
    ai_zombie_brute_run_hunched_exit
    ai_zombie_brute_attack_laser_idle
    ai_zombie_brute_attack_laser_enter
    ai_zombie_brute_run_attack_01
    ai_zombie_brute_run_attack_02
    ai_zombie_brute_run_attack_03
    ai_zombie_brute_run_attack_04
    ai_zombie_brute_sprint
    ai_zombie_brute_run
    ai_zombie_brute_death
    ai_zombie_brute_death_no
    ai_zombie_brute_idle
    ai_zombie_brute_turn45L
    ai_zombie_brute_turn45R
    ai_zombie_brute_turn90L
    ai_zombie_brute_turn90R
    ai_zombie_brute_turn135L
    ai_zombie_brute_turn135R
3.Copy this file: raw/animscripts/zombie_melee.gsc and paste in your folder: mods/mapname/animscripts/zombie_melee.gsc
Replace all function: pick_zombie_melee_anim( zombie_guy ) with this:
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pick_zombie_melee_anim( zombie_guy )
{
    melee_anim = undefined;
    if ( zombie_guy.has_legs )
    {
        if( zombie_guy.animname == "brute_zombie" )
        {
            if( zombie_guy.helmet )
            {
                melee_anim = random(level.scr_anim["brute_zombie"]["melee"]["run"]);
            }
            else
            {
                melee_anim = random(level.scr_anim["brute_zombie"]["melee"]["sprint"]);
            }
        }
        else
        {
            switch(zombie_guy.zombie_move_speed)
            {
           
                case "walk":
                    anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_walk_melee[zombie_guy.animname]);
                    melee_anim = random(anims);
                    break;
               
                case "run":            
                    case "sprint":
                    anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_run_melee[zombie_guy.animname]);
                    melee_anim = random(anims);
                    break;            
            }
        }
    }
    else if(zombie_guy.a.gib_ref == "no_legs")
    {
        // if zombie have no legs whatsoever.
        melee_anim = random(level._zombie_stumpy_melee[zombie_guy.animname]);

    }
    else
    {
         melee_anim = random(level._zombie_melee_crawl[zombie_guy.animname]);
    }

    return melee_anim;
}
4.-Add this to your mod.csv
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include,zombie_brute

2 years ago
www.mediafire.com

Credits:
shippuden1592 / Script
psulions45 / fx´s & models
Venom Modding --> models & xanims from bo3
 

Settings
Code Snippet
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set_zombie_var( "mech_first_round",            1 );
set_zombie_var( "mech_round_old",            1 );
set_zombie_var( "mech_rnd_max",            2 );
set_zombie_var( "mech_rnd_min",            1 );
set_zombie_var( "mech_health",        12000 );
set_zombie_var( "mech_health_increase",        1000 );
set_zombie_var( "mech_faceplate_damage",                1500 );
set_zombie_var( "mech_kill_points",                500 );
set_zombie_var( "mech_can_monkey_taunt",    true );
set_zombie_var( "mech_drops",                true );
These variables can be modified:
mech_first_round -> Initial round of spawn
mech_round_old -> same as the start round
mech_rnd_max -> Maximum interval between respawn
mech_rnd_min -> Minimum interval between respawn
mech_health -> mech health
mech_health_increase -> increase in next round
mech_faceplate_damage -> Helmet damage
mech_kill_points -> Total points given to the player after die
mech_can_monkey_taunt -> Enable if enemy goes to monkey bolt
mech_drops -> Enables the panzer to drop powerup after die
 
How to install
You need to download the latest version of the utility file: shippuden_utility.gsc
 
The latest version will always be in the following folder:
www.mediafire.com



1.-In your _zombiemode.gsc below:
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maps\_zombiemode_weapon_box::init();
Add this:
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maps\_zombiemode_ai_mech::init();
find this function: round_spawning() inside the function look for these lines:
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ai = spawn_zombie( spawn_point ); 
        if( IsDefined( ai ) )
        {
            level.zombie_total--;
            ai thread round_spawn_failsafe();
            count++;
        }
Note: If you are already using a boss of mine just skip to step 3
 
2.-Replace them with these
Code Snippet
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//Bosses Spawn
            ai = undefined;

            //Add Custom Bosses

            if( !IsDefined( ai ) )
            {
                    ai = maps\_zombiemode_ai_mech::can_spawn_mech();
            }

            //Normal Spawn
            if ( !IsDefined(ai) )
            {
                    ai = spawn_zombie( spawn_point );
            }

            if( IsDefined( ai ) )
            {
                    level.zombie_total--;
                    ai thread round_spawn_failsafe();
                    count++;
            }
3.-Add these lines:
Code Snippet
Plaintext
if( !IsDefined( ai ) )
            {
                    ai = maps\_zombiemode_ai_mech::can_spawn_mech();
            }
above the line:​
Code Snippet
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//Normal Spawn
Note: This spawn mode is brand new, some of my bosses don't install like this. Very soon I will bring an update for everyone else.
 
4.- In your generic_human.atr search this:
Code Snippet
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body
{
And below add this:
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ai_zombie_mech_idle
ai_zombie_mech_arrive
ai_zombie_mech_pain
ai_zombie_mech_head_pain
ai_zombie_mech_ft_run
ai_zombie_mech_sprint_booster_liftoff
ai_zombie_mech_sprint_booster_loop
ai_zombie_mech_sprint_booster_touchdown
ai_zombie_mech_ft_fire_start
ai_zombie_mech_ft_sweep
ai_zombie_mech_ft_fire_end
ai_zombie_mech_ft_burn_player
ai_zombie_mech_chaingun_intro
ai_zombie_mech_chaingun_fire
ai_zombie_mech_death
ai_zombie_mech_death_explode
ai_zombie_mech_run
ai_zombie_mech_sprint
ai_zombie_mech_melee_a
ai_zombie_mech_melee_b
ai_zombie_mech_stunned
5.-Add this to your mod.csv
Code Snippet
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include,ai_zombie_mech
6.-Add the sound.txt in your sounds
 


3 years ago
awesome map dude, had a lot of fun playing it, only one thing, for the life of me i cant figure out what it means by "free the alien"
 
You have to complete the EE to be able to free the alien and be able to complete the final battle. A short instruction list appears at the beginning of the map (other details are obvious as you progress through the EE)
3 years ago

www.mediafire.com

 
 1.-Open your _zombiemode.gsc and below this:
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maps\_zombiemode_auto_turret::init();
add this:
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maps\_zombiemode_weap_venomx::init();
2.-Add this to your mod.csv
Code Snippet
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weapon,sp/iw_venom
weapon,sp/iw_venom_upgraded
sound,iw_venom,,all_sp
fx,venom\fx_venom_explo
fx,venom\fx_venom_explo_zmb

 
3 years ago
www.mediafire.com

 
 1.-Open your _zombiemode.gsc and below this:
Code Snippet
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maps\_zombiemode_auto_turret::init();
add this:
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maps\_zombiemode_weap_forgefreeze::init();
2.-Open your generic_human.atr found in raw / animtrees / ... and copy it to your mod ...
Under:
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ai_zombie_taunts_9
You add this:
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ai_zombie_crawl_freeze_death_01
    ai_zombie_crawl_freeze_death_02
    ai_zombie_freeze_death_a
    ai_zombie_freeze_death_b
    ai_zombie_freeze_death_c
    ai_zombie_freeze_death_d
    ai_zombie_freeze_death_e
    ai_zombie_quad_freeze_death_a
    ai_zombie_quad_freeze_death_b
3.-Add this to your mod.csv
Code Snippet
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weapon,sp/iw_freezegun
weapon,sp/iw_freezegun_alt
weapon,sp/iw_freezegun_upgraded
weapon,sp/iw_freezegun_alt_upgraded
sound,iw_freezegun,,all_sp
sound,freezegun_sound,,all_sp
fx,freezegun\fx_freezegun_shatter
fx,freezegun\fx_zombie_freeze_torso_waw
fx,freezegun\fx_zombie_freeze_md
xanim,ai_zombie_freeze_death_a
xanim,ai_zombie_freeze_death_b
xanim,ai_zombie_freeze_death_c
xanim,ai_zombie_freeze_death_d
xanim,ai_zombie_freeze_death_e
xanim,ai_zombie_quad_freeze_death_a
xanim,ai_zombie_quad_freeze_death_b
xanim,ai_zombie_crawl_freeze_death_01
xanim,ai_zombie_crawl_freeze_death_02
xmodel,bo1_p_zombie_ice_chunk_01
xmodel,bo1_p_zombie_ice_chunk_02

 
3 years ago

www.mediafire.com

 
Code Snippet
Plaintext
https://www.mediafire.com/file/soh9qtkfjrnartw/shippuden_utility.gsc/file


 1.-Once unpacked and put everything in place to go to _zombiemode and add this:
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maps\_zombiemode_ai_hazmat::init();
under:
Code Snippet
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maps\_zombiemode_auto_turret::init();
2.-In radiant add prefab that comes in the rar "hazmat" and put it in areas where you want to make napalm respawn
 
3.-In each info_volume have their areas add this:
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script_noteworthy    player_zone
4.-In this generic_human.atr below:
Code Snippet
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body
{
put this:
Code Snippet
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ai_hazmat_sprint
5.-Add this to your mod.csv
Code Snippet
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include,online_hazmat
You are free to modify:
Code Snippet
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set_zombie_var( "hazmat_first_round",            1 );         //Round to start + RandomIntRange( level.zombie_vars["hazmat_rnd_min"], level.zombie_vars["hazmat_rnd_max"] )
    set_zombie_var( "hazmat_rnd_max",            5 );        //Maximum spawn next round between
    set_zombie_var( "hazmat_rnd_min",            3 );        //smaller number of rounds from next spawn
    set_zombie_var( "hazmat_health_multiplier",        25 );        //Increased life
    set_zombie_var( "hazmat_alive",                false );    //hazmat Live / Dead
    set_zombie_var( "hazmat_explo_radius_plr",        80 );        //Explode radius
    set_zombie_var( "hazmat_trap_damage",            250 );        //Dame trap for second

At the end use you like more ;)
3 years ago

www.mediafire.com

 
Code Snippet
Plaintext
https://www.mediafire.com/file/soh9qtkfjrnartw/shippuden_utility.gsc/file
1.-Once unpacked and put everything in place to go to _zombiemode and add this:
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maps\_zombiemode_ai_goliath::init();
under:
Code Snippet
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maps\_zombiemode_auto_turret::init();
2.-In radiant add prefab that comes in the rar "napalm_spawn" and put it in areas where you want to make napalm respawn
 
3.-In each info_volume have their areas add this:
Code Snippet
Plaintext
script_noteworthy    player_zone
4.-Go to _zombiemode_powerups and find this function "nuke_powerup( drop_item )" and below:
Code Snippet
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if( zombies[i].animname == "boss_zombie" )
        {
            continue;
        }
add this:
Code Snippet
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if( zombies[i].animname == "goliath_zombie" )
        {
            continue;
        }
search "check_for_instakill( player )" and below:
Code Snippet
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if( self.animname == "boss_zombie" )
        {
            return;
        }
add this:
Code Snippet
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if( self.animname == "goliath_zombie" )
        {
            return;
        }
5.-In this generic_human.atr below:
Code Snippet
Plaintext
body
{
put this:
Code Snippet
Plaintext
ai_goliath_atk_leap_01
    ai_goliath_atk_multi_01
    ai_goliath_atk_multi_02
    ai_goliath_atk_run_01
    ai_goliath_atk_single_01
    ai_goliath_atk_single_02
    ai_goliath_atk_sprint_01
    ai_goliath_death
    ai_goliath_ground_smash
    ai_goliath_headbutt
    ai_goliath_idle
    ai_goliath_push
    ai_goliath_roar
    ai_goliath_run
    ai_goliath_spawn_a
    ai_goliath_spawn_b
    ai_goliath_sprint
    ai_goliath_stumble_stationary
    ai_goliath_walk
6.-Add this to your mod.csv
Code Snippet
Plaintext
include,online_goliath

You are free de`modificar these:
Code Snippet
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set_zombie_var( "goliath_first_round",            1 );         //Round to start + RandomIntRange( level.zombie_vars["goliath_rnd_min"], level.zombie_vars["goliath_rnd_max"] )
    set_zombie_var( "goliath_rnd_max",            5 );        //Maximum spawn next round between
    set_zombie_var( "goliath_rnd_min",            3 );        //smaller number of rounds from next spawn
    set_zombie_var( "goliath_health_multiplier",        25 );        //Increased life
    set_zombie_var( "goliath_alive",                false );    //goliath Live / Dead
    set_zombie_var( "goliath_damage_wonder",        80 );        //Wonder weapon damage
    set_zombie_var( "goliath_smash_cooldown",            250 );        //Time to strike again
    set_zombie_var( "goliath_smash_chance",            60 );        //Chance to attack
    set_zombie_var( "goliath_smash_distance",            90 );        //Distancia del impacto
    set_zombie_var( "goliath_smash_distance_plr",                15 );        //Impact distance
    set_zombie_var( "goliath_smash_damage_min",                15 );        //Maximum damage generated by impact
    set_zombie_var( "goliath_smash_damage_max",                15 );        //Minimal damage generated by impact
At the end use you like more ;)
3 years ago
Algun consejo con el Easter Egg? haha, voy a jugar de muestra para ver los cambios, ya con mas tiempo vuelvo a intentarlo. con las primeras versiones me confundia un poco.
 
Al inicio dice que hacer exactamente. Agregare una parte de pistas al post de todos modos
3 years ago
www.mediafire.com

How to install
1.-Open your _zombiemode.gsc and below this:
Code Snippet
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maps\_zombiemode_auto_turret::init();
add this:
Code Snippet
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maps\_zombiemode_weap_crossbow::init();
2.-In your mod.csv add this:
Code Snippet
Plaintext
weapon,sp\iw_crossbow
weapon,sp\iw_crossbow_upgraded
sound,iw_crossbow,,all_sp
xmodel,iw_crossbow_arrow
fx,crossbow\fx_crossbow_explosion
fx,crossbow\fx_Ben_explosion
Credits:
Ricko0z

3 years ago

www.mediafire.com

How to install

1.-Open your _zombiemode.gsc and under:
Code Snippet
Plaintext
maps\_zombiemode_auto_turret::init();
add this:
Code Snippet
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maps\_zombiemode_weap_servant::init();
2.-Open your generic_human.atr found in raw / animtrees / ... and copy it to your mod ...
Under:
Code Snippet
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body
{
You add this:
Code Snippet
Plaintext
ai_zombie_blackhole_crawl_fast_v1
    ai_zombie_blackhole_walk_fast_v1
    ai_zombie_quad_blackhole_crawl_fast_v1

3.-Add this to your mod.csv
Code Snippet
Plaintext
weapon,sp\servant
weapon,sp\servant_upgraded
fx,servant\servant_hole
fx,servant\servant_implode
sound,bo3_servant,,all_sp
sound,bo3_servant_effecs,,all_sp
xanim,ai_zombie_blackhole_walk_fast_v1
xanim,ai_zombie_quad_blackhole_crawl_fast_v1
xanim,ai_zombie_blackhole_crawl_fast_v1

3 years ago
This pack contains all infinite warfare weapons.
 


The list of weapons is as follows:
 
Light Machines
Sniper Rifles
EBR-800

 
www.mediafire.com

 
Shotguns
Melee
Handguns
Kendall 44 & Hornet

 
www.mediafire.com

 
Hailstorm

 
www.mediafire.com

 

Credits:
 
DTZxPorter
Sanchez78
ElTitoPricus
Ricko0z
Sidzzz

3 years ago
This pack contains all bo1 weapons including special weapons.
 
The list of weapons is as follows:
 
Weapons List
Ballistic Knife
Ak74u
Aug
China Lake
Commando
Crossbow
CZ75 with Dual Wield
Dragunov
Famas
FnFal
G11
Galil
Hk21
HS10
Ithaca
L96a1
LAW
M14
M16
M1911
MP5
MPL
Olympia
PM63
Python
Rpk
Spas12
Spectre
Wonder Weapons List
ThunderGun
FreezeGun
Scavenger
Shrink Ray
Zap Gun
PACK COMPLETO
www.mediafire.com

ThunderGun
www.mediafire.com

FreezeGun
www.mediafire.com

Scavenger
www.mediafire.com

Shrink Ray
www.mediafire.com

Zap Gun
www.mediafire.com

 
Some videos of the wonder weapons



Give credit to those who contributed (help, textures, fx, recommendations, corrections):
Deper
Ricko0z
Espi_thekiller
Gogeta (gogetinis)
RDV
natesmithzombies
shippuden1592
 
---Beta Testers---
mikevlc
Krazzyboy97
JiffyNoodles

3 years ago
www.mediafire.com

How to install
​​​​​​
1.- In radiant create a script_origin with these values:
Code Snippet
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targetname    zombiegoto
2.0 - Go to your _zombiemode.gsc and replace all this function award_grenades_for_survivors() with this one:
Code Snippet
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award_grenades_for_survivors()
{
    players = get_players();

    for (i = 0; i < players.size; i++)
    {
        if (!players[i].is_zombie)
        {
            if ( players[i] hasPerk( "specialty_extraammo" ))
            {
                if ( !players[i] hasWeapon( "bo3_zm_widows_grenade" ) )
                {
                    players[i] giveWeapon( "bo3_zm_widows_grenade" );
                }
               
                // Extra precautions
                if ( players[i] HasWeapon( "frag_grenade_zm" ) )
                {
                    players[i] TakeWeapon( "frag_grenade_zm" );
                }
               
                clip_ammo = players[i] GetWeaponAmmoClip( "bo3_zm_widows_grenade" );        
   
                if ( !isDefined( clip_ammo ) )
                {
                    clip_ammo = 0;
                }

                clip_ammo += 2;
                if ( clip_ammo > 4 )
                {
                    clip_ammo = 4;
                }
       
                players SetWeaponAmmoClip( "bo3_zm_widows_grenade", clip_ammo );

                self set_player_lethal_grenade( "bo3_zm_widows_grenade" );
            }
            else
            {
                if( !players[i] HasWeapon( "frag_grenade_zm" ) )
                {
                    players[i] GiveWeapon( "frag_grenade_zm" );    
                    players[i] SetWeaponAmmoClip( "frag_grenade_zm", 0 );
                }
               
                // Extra precautions
                if ( players[i] HasWeapon( "bo3_zm_widows_grenade" ) )
                {
                    players[i] TakeWeapon( "bo3_zm_widows_grenade" );
                }

                if ( players[i] GetFractionMaxAmmo( "frag_grenade_zm" ) < .25 )
                {
                    players[i] SetWeaponAmmoClip( "frag_grenade_zm", 2 );
                }    
                else if (players[i] GetFractionMaxAmmo( "frag_grenade_zm" ) < .5 )
                {
                    players[i] SetWeaponAmmoClip( "frag_grenade_zm", 3 );
                }
                else
                {
                    players[i] SetWeaponAmmoClip( "frag_grenade_zm", 4 );
                }

                self set_player_lethal_grenade( "frag_grenade_zm" );
            }            
        }
    }
}
2.1 - In the same file go to round_start() and comment the following:
Code Snippet
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//players[i] giveweapon( players[i] get_player_lethal_grenade() );   
        //players[i] setweaponammoclip( players[i] get_player_lethal_grenade(), 0);
It would look like this:
Code Snippet
Plaintext
// so players get init'ed with grenades
        players = get_players();
        for (i = 0; i < players.size; i++)
        {
            //players[i] giveweapon( players[i] get_player_lethal_grenade() );  
            //players[i] setweaponammoclip( players[i] get_player_lethal_grenade(), 0);
            players[i] SetClientDvars( "ammoCounterHide", "0", "miniscoreboardhide", "0" );
            //players[i] thread maps\_zombiemode_ability::give_round1_abilities();
        }
3.0 - Go to your _zombiemode_spawner.gsc file and find this function: zombie_gib_on_damage()
Above this line:
Code Snippet
Plaintext
if( !self zombie_should_gib( amount, attacker, type ) )
        {
            continue;
        }
add this:
Code Snippet
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self thread maps\_zombiemode_perks_functions::perks_zombie_hit_effect(amount, attacker, point, type);
and below this line:
Code Snippet
Plaintext
if( !self zombie_should_gib( amount, attacker, type ) )
        {
            continue;
        }
add this:
Code Snippet
Plaintext
// Double tap 2.0
        if( isDefined(attacker) && isplayer(attacker) && isAlive(attacker) )
            {
            if(attacker HasPerk("specialty_rof") && ( type == "MOD_PISTOL_BULLET" || type == "MOD_RIFLE_BULLET" ) )
                  {
                //iprintln( "Si entra Double Tap" );
                self harrybo21_perks_doubletap_damage( amount, self.origin, attacker, self.damageLocation );
            }            
            if ( ( self.damageLocation == "head" || self.damageLocation == "helmet" ) && attacker hasPerk( "specialty_deadshot" )  )
            {
                //iprintln( "Si entra Death Shot" );
                self harrybo21_perks_deadshot_damage( amount, attacker, type, self.damageLocation );
            }
        }
        // Double tap 2.0
3.1 - Find the find_flesh() function and replace with this function:
Code Snippet
Plaintext
// the seeker logic for zombies
find_flesh()
{
    self endon( "death" );
    level endon( "intermission" );
    self endon( "stop_find_flesh" );

    if( level.intermission )
    {
        return;
    }
   
    self.helitarget = true;
    self.ignoreme = false; // don't let attack dogs give chase until the zombie is in the playable area
    self.noDodgeMove = true; // WW (0107/2011) - script_forcegoal KVP overwites this variable which allows zombies to push the player in laststand

    //PI_CHANGE - 7/2/2009 JV Changing this to an array for the meantime until we get a more substantial fix
    //for ignoring multiple players - Reenabling change 274916 (from DLC3)
    self.ignore_player = ;

    self zombie_history( "find flesh -> start" );

    self.goalradius = 32;
    while( 1 )
    {
        zombie_poi = undefined;
        // try to split the zombies up when the bunch up
        // see if a bunch zombies are already near my current target; if there's a bunch
        // and I'm still far enough away, ignore my current target and go after another one
        near_zombies = getaiarray("axis");
        same_enemy_count = 0;
        for (i = 0; i < near_zombies.size; i++)
        {
            if ( isdefined( near_zombies[i] ) && isalive( near_zombies[i] ) )
            {
                if ( isdefined( near_zombies[i].favoriteenemy ) && isdefined( self.favoriteenemy )
                &&    near_zombies[i].favoriteenemy == self.favoriteenemy )
                {
                    if ( distancesquared( near_zombies[i].origin, self.favoriteenemy.origin ) < 225 * 225
                    &&     distancesquared( near_zombies[i].origin, self.origin ) > 525 * 525)
                    {
                        same_enemy_count++;
                    }
                }
            }
        }
       
        if (same_enemy_count > 12)
        {
            self.ignore_player[self.ignore_player.size] = self.favoriteenemy;
        }

        //PI_CHANGE_BEGIN - 6/18/09 JV It was requested that we use the poi functionality to set the "wait" point while all players  
        //are in the process of teleportation. It should not intefere with the monkey.  The way it should work is, if all players are in teleportation,
        //zombies should go and wait at the stage, but if there is a valid player not in teleportation, they should go to him
        if (isDefined(level.zombieTheaterTeleporterSeekLogicFunc) )
        {
                   self [[ level.zombieTheaterTeleporterSeekLogicFunc ]]();
               }
               //PI_CHANGE_END
           
            if( IsDefined( level._poi_override ) )
            {
                zombie_poi = self [[ level._poi_override ]]();
            }
   
            if( !IsDefined( zombie_poi ) )
            {
                zombie_poi = self get_zombie_point_of_interest( self.origin );    
            }
   
        players = get_players();
                   
        // If playing single player, never ignore the player
        if( players.size == 1 )
        {
            self.ignore_player = ;
        }
        //PI_CHANGE_BEGIN - 7/2/2009 JV Reenabling change 274916 (from DLC3)
        else
        {
            for(i = 0; i < self.ignore_player.size; i++)
            {
                if( IsDefined( self.ignore_player[i] ) && IsDefined( self.ignore_player[i].ignore_counter ) && self.ignore_player[i].ignore_counter > 3 )
                {
                    self.ignore_player[i].ignore_counter = 0;
                    self.ignore_player = array_remove( self.ignore_player, self.ignore_player[i] );
                }
            }
        }
        //PI_CHANGE_END

        player = maps\_zombiemode_perks_functions::get_closest_valid_player_plus_perks( self.origin, self.ignore_player );

        if( !isDefined( player ) )
        {
            if ( isDefined( level.zombiegoto ) && !isDefined( zombie_poi ) )
                    {
                        self SetGoalPos( level.zombiegoto.origin );
                        wait randomfloatrange( 1, 2 );
                        continue;
                    }
                    else if ( !isDefined( zombie_poi ) )
                    {
                        self zombie_history( "find flesh -> can't find player, continue" );
                        if( IsDefined( self.ignore_player ) )
                        {
                                self.ignore_player = ;
                        }

                        wait( 1 );
                        continue;
                    }
        }
       
        //PI_CHANGE - 7/2/2009 JV Reenabling change 274916 (from DLC3)
        //self.ignore_player = undefined;
        if ( !isDefined( level.check_for_alternate_poi ) || ![[level.check_for_alternate_poi]]() )
        {
            self.enemyoverride = zombie_poi;
            self.favoriteenemy = player;
        }
       
        self thread zombie_pathing();
       
        //PI_CHANGE_BEGIN - 7/2/2009 JV Reenabling change 274916 (from DLC3)
        if( players.size > 1 )
        {
            for(i = 0; i < self.ignore_player.size; i++)
            {
                if( IsDefined( self.ignore_player[i] ) )
                {
                    if( !IsDefined( self.ignore_player[i].ignore_counter ) )
                        self.ignore_player[i].ignore_counter = 0;
                    else
                        self.ignore_player[i].ignore_counter += 1;
                }
            }
        }
        //PI_CHANGE_END

        self thread attractors_generated_listener();
        self.zombie_path_timer = GetTime() + ( RandomFloatRange( 1, 3 ) * 1000 );// + path_timer_extension;
        while( GetTime() < self.zombie_path_timer )
        {
            wait( 0.1 );
        }
        self notify( "path_timer_done" );

        self zombie_history( "find flesh -> bottom of loop" );

        debug_print( "Zombie is re-acquiring enemy, ending breadcrumb search" );
        self notify( "zombie_acquire_enemy" );
    }
}
3.2 - Go to the window_notetracks() function and replace with this:
Code Snippet
Plaintext
window_notetracks(msg)
{
    while(1)
    {
        self waittill( msg, notetrack );

        if( notetrack == "end" )
        {
            //self waittill("end");
            self teleport(self.old_origin);

            return;
        }
        if( notetrack == "fire" )
        {
            if(self.ignoreall)
            {
                self.ignoreall = false;
            }

            // just hit a player
            if ( isDefined( self.first_node ) )
            {
                _MELEE_DIST_SQ = 90*90;
                _TRIGGER_DIST_SQ = 51*51;

                for ( i = 0; i < self.player_targets.size; i++ )
                {
                    // !!=====!! Widow's Wine
                    if ( self.player_targets[i] hasPerk("specialty_extraammo") )
                    {
                        self.player_targets[i] notify("widows_wine_melee", self);
                        wait_network_frame();
                    }

                               playerDistSq = Distance2DSquared( self.player_targets[i].origin, self.origin );
                              heightDiff = abs( self.player_targets[i].origin[2] - self.origin[2] ); // be sure we're on the same floor
                               if ( playerDistSq < _MELEE_DIST_SQ && (heightDiff * heightDiff) < _MELEE_DIST_SQ )
                               {
                                  triggerDistSq = Distance2DSquared( self.player_targets[i].origin, self.first_node.trigger_location.origin );
                                  heightDiff = abs( self.player_targets[i].origin[2] - self.first_node.trigger_location.origin[2] ); // be sure we're on the same floor
                                  if ( triggerDistSq < _TRIGGER_DIST_SQ && (heightDiff * heightDiff) < _TRIGGER_DIST_SQ )
                                  {
                                         self.player_targets[i] DoDamage( self.meleeDamage, self.origin, self, 0, "MOD_MELEE" );
                                         break;
                                  }
                               }
                        }
                 }
                 else
                 {
                        self melee();
                 }
             }
       }
}
3.3 At the end of the file add this:
Code Snippet
Plaintext
// Double tap 2.0
harrybo21_perks_doubletap_damage( amount, origin, attacker, location, direction_vec, point, type )
{
    self endon( "death" );
    self.damageLocation = location;
    wait_network_frame();
    setPlayerIgnoreRadiusDamage( true );
    self.attacker radiusDamage( self.origin, 1, amount, amount, self.attacker, self.damagemod );
    setPlayerIgnoreRadiusDamage( false );
    // self doDamage( amount, origin, attacker );
    self.damageLocation = location;
    wait_network_frame();
}

harrybo21_perks_deadshot_damage( amount, origin, attacker, location )
{
    self endon( "death" );
    self.deadshot_hit = true;
    new_damage = amount / 4;
    if ( attacker hasPerk( "specialty_rof" ) )
        new_damage = new_damage * 2;

    if ( new_damage > self.health )
    {
        score = 40;
        if ( isDefined( level.zombie_vars["zombie_powerup_point_doubler_on"] ) && level.zombie_vars["zombie_powerup_point_doubler_on"] )
            score = score * 2;

        attacker maps\_zombiemode_score::add_to_player_score( score );
    }
    self.damageLocation = location;
    wait_network_frame();
    self.attacker radiusDamage( self.origin, 1, amount, amount, self.attacker, self.damagemod );
    // self doDamage( new_damage, origin, attacker );
    wait_network_frame();
    self.deadshot_hit = undefined;
}
// Double tap 2.0
4.0 Go to animscripts/zombie_melee.gsc and look for this line:
Code Snippet
Plaintext
self waittill("meleeanim", note);
below find this line
Code Snippet
Plaintext
if ( !IsDefined( self.enemy ) )
            {
               break;
            }
below that line add this:
Code Snippet
Plaintext
// !!=====!! Widow's Wine
            if ( self.enemy hasPerk("specialty_extraammo") )
            {
                self.enemy notify("widows_wine_melee", self);
                wait_network_frame();
            }
5.0 In your zombie_mapname below this line:
Code Snippet
Plaintext
maps\_zombiemode::main();
add this:
Code Snippet
Plaintext
thread fix_Health();
and at the end of the file add this:
Code Snippet
Plaintext
fix_Health()
{
    flag_wait("all_players_connected");
     players = get_players();
     for(i=0;i<players.size;i++)
     {
        players[i] thread return_fix();
     }
}

return_fix()
{
    while(1)
    {
        self waittill_any_return( "player_revived", "spawned_player");
        self SetMaxHealth( 150 );

        //iprintln("150 de vida");
    }
}
6.0 The following files added to your map:
Code Snippet
Plaintext
_zombiemode_perks
_zombiemode_perks_functions
_zombiemode_perks_items
7.0 In your mod.csv add this:
Code Snippet
Plaintext
//Perks
sound,map_sounds
material,specialty_cherry_zombies
material,specialty_vulture_zombies
material,specialty_vulture_zombies_glow
material,specialty_widowswine_zombies
material,vending_widows_grenade_indicator
fx,cherry\cherry_1
fx,cherry\cherry_2
fx,cherry\cherry_3
fx,cherry\cherry_4
fx,maps\zombie\fx_zombie_tesla_bolt_secondary
fx,maps\zombie\fx_zombie_tesla_shock
fx,maps\zombie\fx_zombie_tesla_shock_secondary
fx,maps\zombie\fx_zombie_tesla_shock_eyes
fx,vulture_powerup
fx,vulture_smell
fx,vulture\fx_vulture_box
fx,vulture\fx_vulture_pap
fx,vulture\fx_vulture_rifle
fx,vulture\fx_vulture_revive
fx,vulture\fx_vulture_speed
fx,vulture\fx_vulture_jugg
fx,vulture\fx_vulture_double
fx,vulture\fx_vulture_deadshot
fx,vulture\fx_vulture_stamin
fx,vulture\fx_vulture_mule
fx,vulture\fx_vulture_phd
fx,vulture\fx_vulture_cherry
fx,vulture\fx_vulture_vulture
fx,vulture\fx_vulture_widow
fx,widowswine\fx_widows_wine_explode
fx,widowswine\fx_widows_wine_zombie
weapon,sp/zombie_perk_bottle_cherry
weapon,sp/zombie_perk_bottle_vulture
weapon,sp/zombie_perk_bottle_widowswine
weapon,sp/bo3_zm_widows_grenade
xmodel,bo2_p6_zm_vending_electric_cherry_on
xmodel,bo2_zombie_vending_vultureaid_on
xmodel,bo2_p6_zm_perk_vulture_ammo
xmodel,bo2_p6_zm_perk_vulture_points
xmodel,bo3_p7_zm_vending_widows_wine_on
xmodel,bo3_t7_ww_grenade_proj
xmodel,bo3_t7_ww_powerup
Credits:
 
- Gympie6
- Shippuden1592
- Salamanca21
- Cpt_johnson1
- Bamskater
- Harry Bo21
- Fusorf
- Alaurenc9
- ConvictioNDR
- HitmanVere
- Lilfria
- Redspace200
- StevieWonder87
- Rollonmath
- UGX, CCM, Treyarch and Activision
3 years ago
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