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Messages - SponsoredByCloro

Aight this is what I did, doesn't work though.

Spoiler: click to open...
Code Snippet
Plaintext
>class,zm_mod_level
>group,modtools

xmodel,skybox_default_day
material,luts_t7_default

// BSP
col_map,maps/zm/zm_voejf_bmjfo.d3dbsp
gfx_map,maps/zm/zm_voejf_bmjfo.d3dbsp

// Audio
sound,zm_voejf_bmjfo

scriptparsetree,scripts/zm/zm_voejf_bmjfo.gsc
scriptparsetree,scripts/zm/zm_voejf_bmjfo.csc


// Electric Cherry
xmodel,p6_zm_vending_electric_cherry_off
xmodel,p6_zm_vending_electric_cherry_on
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.gsc
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.csc

// Usermaps
scriptparsetree,scripts/zm/zm_voejf_bmjfo.gsc
scriptparsetree,scripts/zm/zm_voejf_bmjfo.csc
8 years ago
Add the script parse lines like you did for cherry
scriptparsetree,scripts/zm/usermap.gsc

Like that?

I know nothing about scripting.
8 years ago
I tried putting the start pistol back to the default already.

How would one add user map scripts to zone?
8 years ago
Ah well sorry, I was talking in multiple discord servers and none of them had the same issue as me.

I haven't changed my zone file for a fix.

.gsc
Spoiler: click to open...
Code Snippet
Plaintext
#using scripts\codescripts\struct;

#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#insert scripts\zm\_zm_utility.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;


//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_electric_cherry;
#using scripts\zm\_zm_perk_widows_wine;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
#using scripts\zm\_zm_powerup_weapon_minigun;

// Weapons
#using scripts\zm\_zm_weap_bowie;
#using scripts\zm\_zm_weap_bouncingbetty;
#using scripts\zm\_zm_weap_cymbal_monkey;
#using scripts\zm\_zm_weap_tesla;
#using scripts\zm\_zm_weap_rocketshield;
#using scripts\zm\_zm_weap_gravityspikes;
#using scripts\zm\_zm_weap_annihilator;
#using scripts\zm\_zm_weap_thundergun;
#using scripts\zm\_zm_weap_octobomb;
#using scripts\zm\_zm_weap_raygun_mark3;

//Traps
#using scripts\zm\_zm_trap_electric;

// AI
#using scripts\shared\ai\zombie;
#using scripts\shared\ai\behavior_zombie_dog;
#using scripts\shared\ai\zombie_utility;

#using scripts\zm\_zm_ai_dogs;

#using scripts\zm\zm_usermap_ai;

#precache( "fx", "misc/fx_zombie_eye_single" );
#precache( "fx", "impacts/fx_flesh_hit" );
#precache( "fx", "misc/fx_zombie_bloodsplat" );
#precache( "fx", "misc/fx_zombie_bloodspurt" );
#precache( "fx", "weapon/bullet/fx_flesh_gib_fatal_01" );
#precache( "fx", "trail/fx_trail_blood_streak" );
#precache( "fx", "zombie/fx_glow_eye_orange" );
#precache( "fx", "zombie/fx_bul_flesh_head_fatal_zmb" );
#precache( "fx", "zombie/fx_bul_flesh_head_nochunks_zmb" );
#precache( "fx", "zombie/fx_bul_flesh_neck_spurt_zmb" );
#precache( "fx", "zombie/fx_blood_torso_explo_zmb" );
#precache( "fx", "trail/fx_trail_blood_streak" );
#precache( "fx", "electric/fx_elec_sparks_directional_orange" );


#namespace zm_usermap;

//*****************************************************************************
// MAIN
//*****************************************************************************

function autoexec opt_in()
{
DEFAULT(level.aat_in_use,true);
DEFAULT(level.bgb_in_use,true);
}

function autoexec init_fx()
{
clientfield::register( "clientuimodel", "player_lives", VERSION_SHIP, 2, "int" );
}

function main()
{
level._uses_default_wallbuy_fx = 1;

startingWeapon = "pistol_revolver38";
weapon = getWeapon(startingWeapon);
level.start_weapon = (weapon);
level.perk_purchase_limit = 9;
level.player_starting_points = 300;

zm::init_fx();
level util::set_lighting_state( 1 );

level._effect["eye_glow"] = "zombie/fx_glow_eye_orange";
level._effect["headshot"] = "zombie/fx_bul_flesh_head_fatal_zmb";
level._effect["headshot_nochunks"] = "zombie/fx_bul_flesh_head_nochunks_zmb";
level._effect["bloodspurt"] = "zombie/fx_bul_flesh_neck_spurt_zmb";

level._effect["animscript_gib_fx"] = "zombie/fx_blood_torso_explo_zmb";
level._effect["animscript_gibtrail_fx"] = "trail/fx_trail_blood_streak";
level._effect["switch_sparks"] = "electric/fx_elec_sparks_directional_orange";

//Setup game mode defaults
level.default_start_location = "start_room";
level.default_game_mode = "zclassic";

level.giveCustomLoadout =&giveCustomLoadout;
level.precacheCustomCharacters =&precacheCustomCharacters;
level.giveCustomCharacters =&giveCustomCharacters;
level thread setup_personality_character_exerts();
initCharacterStartIndex();

//Weapons and Equipment
level.register_offhand_weapons_for_level_defaults_override = &offhand_weapon_overrride;
level.zombiemode_offhand_weapon_give_override = &offhand_weapon_give_override;

DEFAULT(level._zombie_custom_add_weapons,&custom_add_weapons);

level._allow_melee_weapon_switching = 1;

level.zombiemode_reusing_pack_a_punch = true;

//Level specific stuff
include_weapons();

load::main();

DEFAULT(level.dog_rounds_allowed,1);
if( level.dog_rounds_allowed )
{
zm_ai_dogs::enable_dog_rounds();
}

_zm_weap_cymbal_monkey::init();
_zm_weap_tesla::init();
level._round_start_func = &zm::round_start;

level thread sndFunctions();
}

function template_test_zone_init()
{
level flag::init( "always_on" );
level flag::set( "always_on" );
}

function offhand_weapon_overrride()
{
zm_utility::register_lethal_grenade_for_level( "frag_grenade" );
level.zombie_lethal_grenade_player_init = GetWeapon( "frag_grenade" );

zm_utility::register_melee_weapon_for_level( level.weaponBaseMelee.name );
level.zombie_melee_weapon_player_init = level.weaponBaseMelee;

zm_utility::register_tactical_grenade_for_level( "cymbal_monkey" );


level.zombie_equipment_player_init = undefined;
}

function offhand_weapon_give_override( weapon )
{
self endon( "death" );

if( zm_utility::is_tactical_grenade( weapon ) && IsDefined( self zm_utility::get_player_tactical_grenade() ) && !self zm_utility::is_player_tactical_grenade( weapon )  )
{
self SetWeaponAmmoClip( self zm_utility::get_player_tactical_grenade(), 0 );
self TakeWeapon( self zm_utility::get_player_tactical_grenade() );
}
return false;
}

function include_weapons()
{
}

function precacheCustomCharacters()
{
}

function initCharacterStartIndex()
{
level.characterStartIndex = RandomInt( 4 );
}

function selectCharacterIndexToUse()
{
if( level.characterStartIndex>=4 )
level.characterStartIndex = 0;

self.characterIndex = level.characterStartIndex;
level.characterStartIndex++;

return self.characterIndex;
}


function assign_lowest_unused_character_index()
{
//get the lowest unused character index
charindexarray = [];
charindexarray[0] = 0;// - Dempsey )
charindexarray[1] = 1;// - Nikolai )
charindexarray[2] = 2;// - Richtofen )
charindexarray[3] = 3;// - Takeo )

players = GetPlayers();
if ( players.size == 1 )
{
charindexarray = array::randomize( charindexarray );
if ( charindexarray[0] == 2 )
{
level.has_richtofen = true;
}

return charindexarray[0];
}
else // 2 or more players just assign the lowest unused value
{
n_characters_defined = 0;

foreach ( player in players )
{
if ( isDefined( player.characterIndex ) )
{
ArrayRemoveValue( charindexarray, player.characterIndex, false );
n_characters_defined++;
}
}

if ( charindexarray.size > 0 )
{
// If this is the last guy and we don't have Richtofen in the group yet, make sure he's Richtofen
if ( n_characters_defined == (players.size - 1) )
{
if ( !IS_TRUE( level.has_richtofen ) )
{
level.has_richtofen = true;
return 2;
}
}

// Randomize the array
charindexarray = array::randomize(charindexarray);
if ( charindexarray[0] == 2 )
{
level.has_richtofen = true;
}

return charindexarray[0];
}
}

//failsafe
return 0;
}

function giveCustomCharacters()
{
if( isdefined(level.hotjoin_player_setup) && [[level.hotjoin_player_setup]]("c_zom_farmgirl_viewhands") )
{
return;
}

self DetachAll();

// Only Set Character Index If Not Defined, Since This Thread Gets Called Each Time Player Respawns
//-------------------------------------------------------------------------------------------------
if ( !isdefined( self.characterIndex ) )
{
self.characterIndex = assign_lowest_unused_character_index();
}

self.favorite_wall_weapons_list = [];
self.talks_in_danger = false;

self SetCharacterBodyType( self.characterIndex );
self SetCharacterBodyStyle( 0 );
self SetCharacterHelmetStyle( 0 );

switch( self.characterIndex )
{
case 1:
{
// Nikolai
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "870mcs" );
break;
}
case 0:
{
// Dempsey

// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "frag_grenade" );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "bouncingbetty" );
break;
}
case 3:
{
// Takeo
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "hk416" );
break;
}
case 2:
{
// Richtofen
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.talks_in_danger = true;
level.rich_sq_player = self;
level.sndRadioA = self;
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "pistol_standard" );
break;
}
}

self SetMoveSpeedScale( 1 );
self SetSprintDuration( 4 );
self SetSprintCooldown( 0 );

//self zm_utility::set_player_tombstone_index();
self thread set_exert_id();

}

function set_exert_id()
{
self endon("disconnect");

util::wait_network_frame();
util::wait_network_frame();

self zm_audio::SetExertVoice(self.characterIndex + 1);
}

function setup_personality_character_exerts()
{
level.exert_sounds[1]["burp"][0] = "evt_belch";
level.exert_sounds[1]["burp"][1] = "evt_belch";
level.exert_sounds[1]["burp"][2] = "evt_belch";

level.exert_sounds[2]["burp"][0] = "evt_belch";
level.exert_sounds[2]["burp"][1] = "evt_belch";
level.exert_sounds[2]["burp"][2] = "evt_belch";

level.exert_sounds[3]["burp"][0] = "evt_belch";
level.exert_sounds[3]["burp"][1] = "evt_belch";
level.exert_sounds[3]["burp"][2] = "evt_belch";

level.exert_sounds[4]["burp"][0] = "evt_belch";
level.exert_sounds[4]["burp"][1] = "evt_belch";
level.exert_sounds[4]["burp"][2] = "evt_belch";


// medium hit
level.exert_sounds[1]["hitmed"][0] = "vox_plr_0_exert_pain_0";
level.exert_sounds[1]["hitmed"][1] = "vox_plr_0_exert_pain_1";
level.exert_sounds[1]["hitmed"][2] = "vox_plr_0_exert_pain_2";
level.exert_sounds[1]["hitmed"][3] = "vox_plr_0_exert_pain_3";
level.exert_sounds[1]["hitmed"][4] = "vox_plr_0_exert_pain_4";

level.exert_sounds[2]["hitmed"][0] = "vox_plr_1_exert_pain_0";
level.exert_sounds[2]["hitmed"][1] = "vox_plr_1_exert_pain_1";
level.exert_sounds[2]["hitmed"][2] = "vox_plr_1_exert_pain_2";
level.exert_sounds[2]["hitmed"][3] = "vox_plr_1_exert_pain_3";
level.exert_sounds[2]["hitmed"][4] = "vox_plr_1_exert_pain_4";

level.exert_sounds[3]["hitmed"][0] = "vox_plr_2_exert_pain_0";
level.exert_sounds[3]["hitmed"][1] = "vox_plr_2_exert_pain_1";
level.exert_sounds[3]["hitmed"][2] = "vox_plr_2_exert_pain_2";
level.exert_sounds[3]["hitmed"][3] = "vox_plr_2_exert_pain_3";
level.exert_sounds[3]["hitmed"][4] = "vox_plr_2_exert_pain_4";

level.exert_sounds[4]["hitmed"][0] = "vox_plr_3_exert_pain_0";
level.exert_sounds[4]["hitmed"][1] = "vox_plr_3_exert_pain_1";
level.exert_sounds[4]["hitmed"][2] = "vox_plr_3_exert_pain_2";
level.exert_sounds[4]["hitmed"][3] = "vox_plr_3_exert_pain_3";
level.exert_sounds[4]["hitmed"][4] = "vox_plr_3_exert_pain_4";

// large hit
level.exert_sounds[1]["hitlrg"][0] = "vox_plr_0_exert_pain_0";
level.exert_sounds[1]["hitlrg"][1] = "vox_plr_0_exert_pain_1";
level.exert_sounds[1]["hitlrg"][2] = "vox_plr_0_exert_pain_2";
level.exert_sounds[1]["hitlrg"][3] = "vox_plr_0_exert_pain_3";
level.exert_sounds[1]["hitlrg"][4] = "vox_plr_0_exert_pain_4";

level.exert_sounds[2]["hitlrg"][0] = "vox_plr_1_exert_pain_0";
level.exert_sounds[2]["hitlrg"][1] = "vox_plr_1_exert_pain_1";
level.exert_sounds[2]["hitlrg"][2] = "vox_plr_1_exert_pain_2";
level.exert_sounds[2]["hitlrg"][3] = "vox_plr_1_exert_pain_3";
level.exert_sounds[2]["hitlrg"][4] = "vox_plr_1_exert_pain_4";

level.exert_sounds[3]["hitlrg"][0] = "vox_plr_2_exert_pain_0";
level.exert_sounds[3]["hitlrg"][1] = "vox_plr_2_exert_pain_1";
level.exert_sounds[3]["hitlrg"][2] = "vox_plr_2_exert_pain_2";
level.exert_sounds[3]["hitlrg"][3] = "vox_plr_2_exert_pain_3";
level.exert_sounds[3]["hitlrg"][4] = "vox_plr_2_exert_pain_4";

level.exert_sounds[4]["hitlrg"][0] = "vox_plr_3_exert_pain_0";
level.exert_sounds[4]["hitlrg"][1] = "vox_plr_3_exert_pain_1";
level.exert_sounds[4]["hitlrg"][2] = "vox_plr_3_exert_pain_2";
level.exert_sounds[4]["hitlrg"][3] = "vox_plr_3_exert_pain_3";
level.exert_sounds[4]["hitlrg"][4] = "vox_plr_3_exert_pain_4";
}

function giveCustomLoadout( takeAllWeapons, alreadySpawned )
{
self giveWeapon( level.weaponBaseMelee );
self zm_utility::give_start_weapon( true );
}

function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}

#define JUGGERNAUT_MACHINE_LIGHT_FX "jugger_light"
#define QUICK_REVIVE_MACHINE_LIGHT_FX "revive_light"
#define STAMINUP_MACHINE_LIGHT_FX "marathon_light"
#define WIDOWS_WINE_FX_MACHINE_LIGHT "widow_light"
#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX "sleight_light"
#define DOUBLETAP2_MACHINE_LIGHT_FX "doubletap2_light"
#define DEADSHOT_MACHINE_LIGHT_FX "deadshot_light"
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX "additionalprimaryweapon_light"


function perk_init()
{
level._effect[JUGGERNAUT_MACHINE_LIGHT_FX] = "zombie/fx_perk_juggernaut_factory_zmb";
level._effect[QUICK_REVIVE_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
level._effect[SLEIGHT_OF_HAND_MACHINE_LIGHT_FX] = "zombie/fx_perk_sleight_of_hand_factory_zmb";
level._effect[DOUBLETAP2_MACHINE_LIGHT_FX] = "zombie/fx_perk_doubletap2_factory_zmb";
level._effect[DEADSHOT_MACHINE_LIGHT_FX] = "zombie/fx_perk_daiquiri_factory_zmb";
level._effect[STAMINUP_MACHINE_LIGHT_FX] = "zombie/fx_perk_stamin_up_factory_zmb";
level._effect[ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX] = "zombie/fx_perk_mule_kick_factory_zmb";
}


function sndFunctions()
{
level thread setupMusic();
}

#define PLAYTYPE_REJECT 1
#define PLAYTYPE_QUEUE 2
#define PLAYTYPE_ROUND 3
#define PLAYTYPE_SPECIAL 4
#define PLAYTYPE_GAMEEND 5
function setupMusic()
{
zm_audio::musicState_Create("round_start", PLAYTYPE_ROUND, "roundstart1", "roundstart2", "roundstart3", "roundstart4" );
zm_audio::musicState_Create("round_start_short", PLAYTYPE_ROUND, "roundstart_short1", "roundstart_short2", "roundstart_short3", "roundstart_short4" );
zm_audio::musicState_Create("round_start_first", PLAYTYPE_ROUND, "roundstart_first" );
zm_audio::musicState_Create("round_end", PLAYTYPE_ROUND, "roundend1" );
zm_audio::musicState_Create("game_over", PLAYTYPE_GAMEEND, "gameover" );
zm_audio::musicState_Create("dog_start", PLAYTYPE_ROUND, "dogstart1" );
zm_audio::musicState_Create("dog_end", PLAYTYPE_ROUND, "dogend1" );
zm_audio::musicState_Create("timer", PLAYTYPE_ROUND, "timer" );
zm_audio::musicState_Create("power_on", PLAYTYPE_QUEUE, "poweron" );
}



.csc
Spoiler: click to open...
Code Snippet
Plaintext
#using scripts\codescripts\struct;
#using scripts\shared\audio_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\exploder_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm_weapons;

//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_electric_cherry;
#using scripts\zm\_zm_perk_widows_wine;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
#using scripts\zm\_zm_powerup_weapon_minigun;

//Traps
#using scripts\zm\_zm_trap_electric;

// Weapons
#using scripts\zm\_zm_weap_bouncingbetty;
#using scripts\zm\_zm_weap_cymbal_monkey;
#using scripts\zm\_zm_weap_tesla;
#using scripts\zm\_zm_weap_rocketshield;
#using scripts\zm\_zm_weap_gravityspikes;
#using scripts\zm\_zm_weap_thundergun;
#using scripts\zm\_zm_weap_octobomb;
#using scripts\zm\_zm_weap_raygun_mark3;

// AI
#using scripts\zm\_zm_ai_dogs;

#namespace zm_usermap;

#precache( "client_fx", "zombie/fx_glow_eye_orange" );
#precache( "client_fx", "zombie/fx_bul_flesh_head_fatal_zmb" );
#precache( "client_fx", "zombie/fx_bul_flesh_head_nochunks_zmb" );
#precache( "client_fx", "zombie/fx_bul_flesh_neck_spurt_zmb" );
#precache( "client_fx", "zombie/fx_blood_torso_explo_zmb" );
#precache( "client_fx", "trail/fx_trail_blood_streak" );
#precache( "client_fx", "dlc0/factory/fx_snow_player_os_factory" );

function autoexec opt_in()
{
DEFAULT(level.aat_in_use,true);
DEFAULT(level.bgb_in_use,true);
}

function main()
{
// custom client side exert sounds for the special characters
level.setupCustomCharacterExerts =&setup_personality_character_exerts;

level._effect["eye_glow"] = "zombie/fx_glow_eye_orange";
level._effect["headshot"] = "zombie/fx_bul_flesh_head_fatal_zmb";
level._effect["headshot_nochunks"] = "zombie/fx_bul_flesh_head_nochunks_zmb";
level._effect["bloodspurt"] = "zombie/fx_bul_flesh_neck_spurt_zmb";

level._effect["animscript_gib_fx"] = "zombie/fx_blood_torso_explo_zmb";
level._effect["animscript_gibtrail_fx"] = "trail/fx_trail_blood_streak";

//If enabled then the zombies will get a keyline round them so we can see them through walls
level.debug_keyline_zombies = false;

include_weapons();
include_perks();

load::main();

_zm_weap_cymbal_monkey::init();
_zm_weap_tesla::init();

}

function include_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}

#define JUGGERNAUT_MACHINE_LIGHT_FX "jugger_light"
#define QUICK_REVIVE_MACHINE_LIGHT_FX "revive_light"
#define STAMINUP_MACHINE_LIGHT_FX "marathon_light"
#define WIDOWS_WINE_FX_MACHINE_LIGHT "widow_light"
#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX "sleight_light"
#define DOUBLETAP2_MACHINE_LIGHT_FX "doubletap2_light"
#define DEADSHOT_MACHINE_LIGHT_FX "deadshot_light"
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX "additionalprimaryweapon_light"

function include_perks()
{
level._effect[JUGGERNAUT_MACHINE_LIGHT_FX] = "zombie/fx_perk_juggernaut_factory_zmb";
level._effect[QUICK_REVIVE_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
level._effect[SLEIGHT_OF_HAND_MACHINE_LIGHT_FX] = "zombie/fx_perk_sleight_of_hand_factory_zmb";
level._effect[DOUBLETAP2_MACHINE_LIGHT_FX] = "zombie/fx_perk_doubletap2_factory_zmb";
level._effect[DEADSHOT_MACHINE_LIGHT_FX] = "zombie/fx_perk_daiquiri_factory_zmb";
level._effect[STAMINUP_MACHINE_LIGHT_FX] = "zombie/fx_perk_stamin_up_factory_zmb";
level._effect[ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX] = "zombie/fx_perk_mule_kick_factory_zmb";
}

function setup_personality_character_exerts()
{
// falling damage
level.exert_sounds[1]["falldamage"][0] = "vox_plr_0_exert_pain_0";
level.exert_sounds[1]["falldamage"][1] = "vox_plr_0_exert_pain_1";
level.exert_sounds[1]["falldamage"][2] = "vox_plr_0_exert_pain_2";
level.exert_sounds[1]["falldamage"][3] = "vox_plr_0_exert_pain_3";
level.exert_sounds[1]["falldamage"][4] = "vox_plr_0_exert_pain_4";

level.exert_sounds[2]["falldamage"][0] = "vox_plr_1_exert_pain_0";
level.exert_sounds[2]["falldamage"][1] = "vox_plr_1_exert_pain_1";
level.exert_sounds[2]["falldamage"][2] = "vox_plr_1_exert_pain_2";
level.exert_sounds[2]["falldamage"][3] = "vox_plr_1_exert_pain_3";
level.exert_sounds[2]["falldamage"][4] = "vox_plr_1_exert_pain_4";

level.exert_sounds[3]["falldamage"][0] = "vox_plr_2_exert_pain_0";
level.exert_sounds[3]["falldamage"][1] = "vox_plr_2_exert_pain_1";
level.exert_sounds[3]["falldamage"][2] = "vox_plr_2_exert_pain_2";
level.exert_sounds[3]["falldamage"][3] = "vox_plr_2_exert_pain_3";
level.exert_sounds[3]["falldamage"][4] = "vox_plr_2_exert_pain_4";

level.exert_sounds[4]["falldamage"][0] = "vox_plr_3_exert_pain_0";
level.exert_sounds[4]["falldamage"][1] = "vox_plr_3_exert_pain_1";
level.exert_sounds[4]["falldamage"][2] = "vox_plr_3_exert_pain_2";
level.exert_sounds[4]["falldamage"][3] = "vox_plr_3_exert_pain_3";
level.exert_sounds[4]["falldamage"][4] = "vox_plr_3_exert_pain_4";

// melee swipe
level.exert_sounds[1]["meleeswipesoundplayer"][0] = "vox_plr_0_exert_melee_0";
level.exert_sounds[1]["meleeswipesoundplayer"][1] = "vox_plr_0_exert_melee_1";
level.exert_sounds[1]["meleeswipesoundplayer"][2] = "vox_plr_0_exert_melee_2";
level.exert_sounds[1]["meleeswipesoundplayer"][3] = "vox_plr_0_exert_melee_3";
level.exert_sounds[1]["meleeswipesoundplayer"][4] = "vox_plr_0_exert_melee_4";

level.exert_sounds[2]["meleeswipesoundplayer"][0] = "vox_plr_1_exert_melee_0";
level.exert_sounds[2]["meleeswipesoundplayer"][1] = "vox_plr_1_exert_melee_1";
level.exert_sounds[2]["meleeswipesoundplayer"][2] = "vox_plr_1_exert_melee_2";
level.exert_sounds[2]["meleeswipesoundplayer"][3] = "vox_plr_1_exert_melee_3";
level.exert_sounds[2]["meleeswipesoundplayer"][4] = "vox_plr_1_exert_melee_4";

level.exert_sounds[3]["meleeswipesoundplayer"][0] = "vox_plr_2_exert_melee_0";
level.exert_sounds[3]["meleeswipesoundplayer"][1] = "vox_plr_2_exert_melee_1";
level.exert_sounds[3]["meleeswipesoundplayer"][2] = "vox_plr_2_exert_melee_2";
level.exert_sounds[3]["meleeswipesoundplayer"][3] = "vox_plr_2_exert_melee_3";
level.exert_sounds[3]["meleeswipesoundplayer"][4] = "vox_plr_2_exert_melee_4";

level.exert_sounds[4]["meleeswipesoundplayer"][0] = "vox_plr_3_exert_melee_0";
level.exert_sounds[4]["meleeswipesoundplayer"][1] = "vox_plr_3_exert_melee_1";
level.exert_sounds[4]["meleeswipesoundplayer"][2] = "vox_plr_3_exert_melee_2";
level.exert_sounds[4]["meleeswipesoundplayer"][3] = "vox_plr_3_exert_melee_3";
level.exert_sounds[4]["meleeswipesoundplayer"][4] = "vox_plr_3_exert_melee_4";
}


zone file
Spoiler: click to open...
Code Snippet
Plaintext
>class,zm_mod_level
>group,modtools

xmodel,skybox_default_day
material,luts_t7_default

// BSP
col_map,maps/zm/zm_voejf_bmjfo.d3dbsp
gfx_map,maps/zm/zm_voejf_bmjfo.d3dbsp

// Audio
sound,zm_voejf_bmjfo

scriptparsetree,scripts/zm/zm_voejf_bmjfo.gsc
scriptparsetree,scripts/zm/zm_voejf_bmjfo.csc


// Electric Cherry
xmodel,p6_zm_vending_electric_cherry_off
xmodel,p6_zm_vending_electric_cherry_on
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.gsc
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.csc

Hope you can find something wrong.

P.S. I've had Electric Cherry in my map for quite a while, have had no problems with it.
8 years ago
advice

If you want help - don't give attitude to the person trying to help you

I KNOW that's the solution as I investigated just last night - you prob copied the OLD usermap gsc again

This has been the exact cause for everyone I've spoken to since the update - and if you compare the gscs you'll see exactly WHY
I double checked, yes I updated the .gsc and .csc to the new ones.

Also this is the thing that is happening, it's different to everyone else:

Spoiler: click to open...
It loads up black ops 3, then as soon as the map is about to load, a command prompt comes up then it all closes.

I can't see what the command prompt says since it opens and closes within a millisecond.
8 years ago
Zm_usermap was updated

Delete the copies you have in usermaps/yourmap/scripts/zm

Get the new ones from raw and reapply your changes
I said, I already done that.

Did you read the post, or the title?
8 years ago
Alright so after researching and countless attempts of trying to fix this, no matter what I've try my map refuses to run. (As in playtest).

It loads up black ops 3, then as soon as the map is about to load, a command prompt comes up then it all closes.

I can't see what the command prompt says since it opens and closes within a millisecond.

This has only been happening since the update.

What i've tried:
- Verifying Game & Tool Cache.
- Restarting PC (Of Course).
- Updating my Scripts from the new ones in Share/Raw.
- Deleting any changes I made in my map.

Launching it from within Black Ops 3 does not work either.

EDIT:
I'M AN ABSOLUTE MEME LORD, TURNS OUT I MISS-TYPED A WALLBUY.
8 years ago
Thanks guys! I added a poll about the Wallbuys :3
8 years ago
About:
Aight, so the plan for this map is to be massive as f**k, it's set in an abandoned quarantined urban setting, aftermath of something above the Zombie Outbreak.

Since I play Counter-Strike competitively, I decided to take some inspiration from there :^).

Screenshots:
Spoiler: click to open...











Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=789782668

Other:
Map still has heaps to go, i'm spending as much time as I can on it and would love some feedback or/and critique.

Edit: I decided to rename the map since the old name was way too long and impossible to pronounce (unless your German).
8 years ago
Good map! Love raging at my teammates for letting zombies getting through lul :P
8 years ago
Looks amazing! Nice work on the detailing, can't wait to play it :D
8 years ago
Looking good! Can't wait to play it :D
8 years ago
This is the error I get:
Code Snippet
Plaintext
(!s_mapIsLoading)

E:\Program Files\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\radiant_modtools.exe
..\..\src\effectscore\fx_glue_material.cpp:264



I've tried loading my map from the auto backups, but no matter what version I choose I get the same error...

I've tried:
- Restarting PC
- Verifying Integrity of Game Cache
- Re-installing Mod Tools Completely

Anybody know how to fix? Gonna be pretty upset if I lose all progress on my map :/
8 years ago
Lol @Erthrock, that post is hella confusing, cheers for the video but! Helped me get mine working :D
8 years ago
Aight, so i've got a terrain patch with a texture applied to it, i've selected a vert and tried changing the values in the "gVertex Color/Alpha Editing" window and hitting apply, but nothing changes.

I'm trying to change some vert's to be transparent, but not even color changes do anything.

Some help would be appreciated.

Double Post Merge: October 09, 2016, 06:21:13 pm
Turns out I didn't have Alpha selected lol....

8 years ago
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