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Hitmarkers [Ver BO4]

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Created 2 years ago
by shippuden1592
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Location: mxGuanajuato
Date Registered: 5 May 2013
Last active: 2 weeks ago
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Mr. Elemental
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Download the following file:
www.mediafire.com

 
1.-Open your zombie_mapname.gsc and look for this line:
Code Snippet
Plaintext
maps\_zombiemode::main();
above it add this:
Code Snippet
Plaintext
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
Plaintext
if ( !IsDefined( zombie ) )
       {
              return;
       }
below add this:
Code Snippet
Plaintext
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
Plaintext
if( !IsDefined( player ) )
       {
              return;
       }
below add this:
Code Snippet
Plaintext
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
Plaintext
self add_to_spectate_list();
add this:
Code Snippet
Plaintext
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
Plaintext
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

 
 
 
Last Edit: January 22, 2023, 08:32:44 pm by shippuden1592

 
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