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[BO1] Weapon Port (Mod): Galvaknuckles from BO2 (Animations, Sounds, FX, Prefab)

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Created 4 months ago
by C_Kyle
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[BO1] Weapon Port (Mod): Galvaknuckles from BO2 (Animations, Sounds, FX, Prefab)

 
Hello everyone,
 
Since I couldn't find a full Galvaknuckles weapon port for BO1 anywhere, I decided to do it myself.
 
Everything was taken over 1:1 from BO2 (animations, sounds, FX), except for the wall-buy voicelines and chalk drawing. The port can be used inside of Radiant via the attached prefab. It is compatible with the ballistic knife, as well as with the [BO2 & BO3 Perks] mod by shippuden1592, harrybo21, etc. (Link). The knuckles can be used together with the bowie knife in a single level but there is no proper sickle support especially in combination with the ballistic knife.
 
ToDos:
 
- Blood splatters that continue to be generated during melee hits. Unfortunately, I haven't been able to find the relevant code locations to suppress this effect. If anyone can help, please let me know.
- No wall-buy voicelines from BO2 implemented. The Bowie's ones are used instead.
 
Questions and suggestions are welcome. Have fun!
 
C_Kyle
 

Screenshots:
 

 

 


 
www.mediafire.com

 

Instructions:
 
1) Add following entries to <root>/mods/<yourmodname>/mod.csv
 
Code Snippet
Plaintext
weapon,sp/taser_knuckles_zm
weapon,sp/zombie_taser_flourish
weapon,sp/knife_ballistic_taser_zm
weapon,sp/knife_ballistic_taser_upgraded_zm
sound,wpn_taser_knuckles
material,mtl_taser_knuckles
xmodel,taser_knuckles_view
xmodel,taser_knuckles_world
fx,fx_taser_knuckles_impact_zmb
fx,fx_taser_knuckles_anim_zmb
localize,zombie

    ATTENTION: If your mod already uses a soundalias file (if an entry called "sound,..." already exists in your mod.csv), copy the contents of <rarfile>/raw/soundaliases/zones/wpn_taser_knuckles.csv and paste it at the end of your soundalias file (<root>/raw/<yourmodname>/soundaliases/zones/<yoursoundalias>.all.csv) + exclude the above mentioned "sound,wpn_taser_knuckles" entry. Otherwise the secondly mentioned soundalias file will be ignored.
 
2) Edit your <root>/raw/maps/<yourmapname>.gsc accordingly:
 
    Add at the end of main() function:
 
Code Snippet
cpp
level thread maps\_zombiemode_taser::taser_init();

    Add to include_weapons() function:
 
Code Snippet
cpp
include_weapon( "taser_knuckles_zm", false );
include_weapon( "taser_knuckles_upgraded_zm", false );
include_weapon( "knife_ballistic_taser_zm", false );
include_weapon( "knife_ballistic_taser_upgraded_zm", false );

3) Edit your <root>/raw/clientscripts/<yourmapname>.csc accordingly:
 
    In the main() function just before the "thread waitforclient(0)" command:
 
Code Snippet
cpp
thread clientscripts\_zombiemode_taser::init();

4) Include the following to your <root>/raw/clientscripts/<yourmapname>_fx.gsc at the end of the precachefx() function.
 
Code Snippet
cpp
// Knuckles
level._effect["fx_taser_knuckles_impact_zmb"]    = loadfx("weapon/taser/fx_taser_knuckles_impact_zmb");
level._effect["fx_zmb_taser_flourish"] = loadfx( "weapon/taser/fx_taser_knuckles_anim_zmb" );

4a) Optionally if used with previously mentioned BO1 perk mod: Add the following to the <rarfile>/raw/maps/_zombiemode_taser.gsc to the already existing assert block:
 
Code Snippet
cpp
assert( gun != "zombie_perk_bottle_cherry" );
assert( gun != "zombie_perk_bottle_vulture" );
assert( gun != "zombie_perk_bottle_widowswine" );

    For any other preinstalled perk mod, just use the corresponding bottle names instead.
 
 
5) So far only english and german wallbuy texts are defined inside <rarfile>/raw/localizedstrings/zombie.str. Add your own ones if desired. Therefore use:
 
    LANG_ENGLISH - English
    LANG_SPANISH - Spanish
    LANG_PORTUGUESE - Portuguese
    LANG_GERMAN - German
    LANG_FRENCH - French
    LANG_RUSSIAN - Russian
    LANG_ITALIAN - Italian
 
    Don't forget to safe the file using the (Western) ISO 8859-1 encoder to ensure special characters being displayed properly ingame.
 
6) After setting everything up: Copy both folders (<rarfile>/raw, <rarfile>/map_source) to your BO1 Root Folder
 
7) Copy <rarfile>/raw/ folders xmodels, fx, localizedstrings, xanim, sounds, maps, clientscripts, material, weapons, images also to your modfolder (<root>/mods/<yourmodname>;) and check all the new files inside the IWD-file list. (Modlauncher -> "ModBuilder" tab). Maybe it is not even necessary to copy all of them but I'm not really into their file management system. For me it works this way.
 
8) Use the delivered prefab (<root>/map_source/_prefabs/zombiemode/weapons/weapon_upgrade_taser.map) inside of Radiant for wall-buy
 
FINISH!

Thanks to:
 
harrybo21
tombmx
jbird
atuburapaler
IceGrenade
meowica
SE2Dev & Nukem9

Last Edit: February 02, 2026, 06:16:05 pm by Moderator (Approval)

 
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