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Try typing in console:
devmap nazi_zombie_dust2
or
spmap nazi_zombie_dust2
you can count the zombies on the screen one by one without modtools or modifications to the files works every time...
I am NOT lazy and I don't know why it needs t4m I tried to open it without t4m the first time and it crashed then I opened it on t4m and it worked
Double Post Merge: May 20, 2018, 12:41:21 pm
and there he even edited his post to put a t4m link to download
They released modtools for bo1 but it seems they forgot bo2 but I think they did that for a reason because the consoles were having a rough time running maps.
Look at tranzit for example, they added fog and lava just to make sure the consoles could run it.
I don't think they are going to release their modtools to the community but maybe in the next bo game.
Uh, do you have these things?
Long time I did the update for myself but I never shared it so why not!
So, you use COD5 Radiant(Map Maker) to make maps, and use COD7 mod tools to build mods?
I use _audio.csc and it works ok and is fairly easy to setup without any scripting.
Copy the header and an ambient alias from a zombie sound csv into a new csv. Electric or wind sounds are good examples to start with
Replace path with your sound. Convert your sound. Copy _audio.csc into your mods/mapname/clientscripts folder.
Open audio csc and there is 3 getstructarray parts.
They use a script_label kvp on script_ structs
Emitter
Looper
Random
And
Script_sound kvp for the sounds name.
I do all my sounds with script_label random and looper because emitters didn't work the way I expected.