Call custom code from any zombie map

broken avatar :(
Created 53 days ago
by HeliMagnet
0 Members and 1 Guest are viewing this topic.
61 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 7 November 2015
Last active: 2 days ago
Posts
2
Respect
Forum Rank
Fresh Corpse
Primary Group
Member
×
HeliMagnet's Groups
HeliMagnet's Contact & Social Links
I'm writing a mod to essentially make any map have a buyable ending. I have everything in a few custom named gsc files, but buyable_ending.gsc contains all the calls to the other code. I want to insert 

Code: cpp
map\buyable_ending::init()
 
Into any map (hopefully) regardless if it's a Treyarch built-in or a custom map. I thought I was clever in using _zombiemode_utility::init() since it was empty, I figured it contained anything needed from the previous map styles and is typically left unchanged in custom maps. 
I add the buyable ending call in the zombiemode_utility init and it works fine for Der Riese. When I try, say, Shi No Numa, it fails looking for a _zombiemode_net (or something like that). This would likely mean I would have to include a bunch of other scripts to get it to work. I want to keep it as clean as possible and prevent including a script that a custom mapper would change for their map and risk breaking things.
Anybody have an idea on how to do this? I'm sure I'm overlooking something simple ...
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 7 November 2015
Last active: 2 days ago
Posts
2
Respect
Forum Rank
Fresh Corpse
Primary Group
Member
×
HeliMagnet's Groups
HeliMagnet's Contact & Social Links
If anyone is curious, I found this worked best. All the stock maps are fine and several custom maps with this as an add-on worked.

Code: cpp
_callbackglobal::SetupCallbacks()

 

Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch
Loading ...