A quick tutorial for anyone who wants to add custom weapons that aren't included with stock maps (can also apply to the UGX mod)
1. find the weapon file of your choice in root/raw/weapons/sp and paste it into root/mods/MAPNAME/weapons/sp.
note: that not every weapon within root/raw/weapons/sp IS a weapon. Some weapons can be a turret versions of a normal weapon such as the MG42, though they usually are defined with a _turret at the end. 2. in MAPNAME.csv located in root/zone_source, include the weapon file. Both MAPNAME and dlc.csv (located in the same folder) do the same basic job of adding assets like weapon files, xmodels, fx, ETC into the game for use. This example demonstrates how you would add them:
weapon,sp/tokarev
save the file and close.
3. Next is dlc3_code which actually includes the weapon into your map. copy it from root/raw/maps and paste it to root/mods/maps. inside DLC3_code.gsc find the following:
include_weapons()
and add your weapon under the one of the weapon types like so:
//pistols include_weapon( "tokarev", true );
Note: you can change the true to false if your weapon is not in the random box, or true if it is. 4. Next is _zombiemode_weapons which handles what hint strings (the text to purchase a weapon) is defined as, as well as what Vox or voice acting is played when the player buys the weapon. copy it from raw/maps and paste it too root/mods/maps in it. In it find the function:
init_weapons()
and add the following under the correct heading:
add_zombie_weapon( "tokarev", &"ZOMBIE_WEAPON_TOKAREV_50", 50, "", 8 );
Note: the forum modify box kind of breaks the code, copying and pasting a similar code from another weapon and then modifying it for your weapon will work all the same. 5. recompile both mod and map.
6. launch the game and include any missing assets relating to the weapon your trying to add in root/zone_source, FOR EXAMPLE
xmodel,viewmodel_usa_springfield_rifle fx,weapon/muzzleflashes/rifle_flash_view fx,weapon/muzzleflashes/rifleflash material,hud_icon_springfield
recompile your map and the weapon should appear if you use both the give (name) or the give (all) commands. If not, make sure you have included the weapons in the steps above, and have included all missing assets.
If you run into maximum asset errors, you should try to comment or "//" out uneeded assets in root/zone_source. An Example of such is as follows:
DLC3.csv
ignore,code_post_gfx,, ignore,common,, // for coop players,,, mptype,nazi_zombie_heroes,, rawfile,maps/createfx/dlc3_fx.gsc,, rawfile,maps/dlc3_code.gsc,, rawfile,maps/dlc3_teleporter.gsc,, rawfile,clientscripts/createfx/dlc3_fx.csc,, rawfile,clientscripts/dlc3_code.csc,, rawfile,clientscripts/dlc3_teleporter.csc,, rawfile,clientscripts/_zombiemode_tesla.csc,, rawfile,clientscripts/_zombie_mode.csc,, sound,common,nazi_zombie_factory,all_sp sound,projectiles,nazi_zombie_factory,all_sp //sound,physics,nazi_zombie_factory,all_sp //sound,destructibles,nazi_zombie_factory,all_sp sound,nazi_zombie_factory,nazi_zombie_factory,all_sp // dlc2 vox and shared csv sound,dlc3_vox,nazi_zombie_factory,all_sp sound,dlc_share,nazi_zombie_factory,all_sp // for all weapon sounds,,, sound,weapons,audio_test_tuey,all_sp xmodel,viewmodel_usa_marine_arms xmodel,viewmodel_usa_marine_player xmodel,viewmodel_knife_bowie xanim,ch_dazed_d_death xanim,ch_dazed_c_death xanim,ch_dazed_b_death xanim,ch_dazed_a_death xanim,ch_dazed_d xanim,ch_dazed_c xanim,ch_dazed_b xanim,ch_dazed_a //PI ESM - added for bouncing betties, fx,weapon/bouncing_betty/fx_explosion_betty_generic fx,weapon/bouncing_betty/fx_betty_trail //ESM - added for electrical trap //fx,misc/fx_zombie_electric_trap //fx,env/electrical/fx_elec_sparking_oneshot //fx,misc/fx_zombie_zapper_powerbox_on //fx,misc/fx_zombie_zapper_wall_control_on //fx,maps/zombie/fx_zombie_light_glow_green //fx,maps/zombie/fx_zombie_light_glow_red //fx,misc/fx_zombie_elec_trail_oneshot //fx,env/electrical/fx_elec_wire_spark_dl_oneshot //fx,env/electrical/fx_elec_player_md //fx,env/electrical/fx_elec_player_sm //fx,env/electrical/fx_elec_player_torso //fx,misc/fx_zombie_elec_gen_on //fx,misc/fx_zombie_elec_gen_idle //xmodel,zombie_zapper_cagelight_red //xmodel,zombie_zapper_cagelight_green // PI ESM - added for PC running, //xmodel,exploding_barrel_test_d xmodel,zombie_teddybear // Swapping light models //xmodel,lights_indlight //xmodel,lights_indlight_on //xmodel,lights_milit_lamp_single_int //xmodel,lights_milit_lamp_single_int_on //xmodel,lights_tinhatlamp_off //xmodel,lights_tinhatlamp_on //xmodel,lights_berlin_subway_hat_0 //xmodel,lights_berlin_subway_hat_50 //xmodel,lights_berlin_subway_hat_100 // WEAPONS, //Missing models xmodel,viewmodel_zombie_colt45_pistol xmodel,weapon_zombie_colt45_pistol xmodel,viewmodel_zombie_ptrs41 xmodel,weapon_zombie_ptrs41 xmodel,viewmodel_zombie_flamethrower xmodel,weapon_zombie_flamethrower // grenades //weapon,sp/fraggrenade // weapons weapon,sp/colt // default weaponn weapon,sp/napalmblob // default weapon weapon,sp/napalmbloblight // default weapon // - pistol weapon,sp/zombie_colt // last stand weapon weapon,sp/zombie_colt_upgraded weapon,sp/zombie_sw_357 weapon,sp/zombie_sw_357_upgraded // - bolt-action weapon,sp/zombie_kar98k weapon,sp/zombie_kar98k_upgraded //weapon,sp/springfield weapon,sp/zombie_type99_rifle weapon,sp/zombie_type99_rifle_upgraded // - semi-auto weapon,sp/zombie_m1carbine weapon,sp/zombie_m1carbine_upgraded weapon,sp/zombie_gewehr43 weapon,sp/zombie_gewehr43_upgraded weapon,sp/zombie_m1garand weapon,sp/zombie_m1garand_upgraded // - auto weapon,sp/zombie_stg44 weapon,sp/zombie_stg44_upgraded weapon,sp/zombie_thompson weapon,sp/zombie_thompson_upgraded weapon,sp/zombie_mp40 weapon,sp/zombie_mp40_upgraded weapon,sp/zombie_type100_smg weapon,sp/zombie_type100_smg_upgraded // - scoped weapon,sp/ptrs41_zombie weapon,sp/ptrs41_zombie_upgraded //weapon,sp/type99_rifle_scoped_zombie //weapon,sp/kar98k_scoped_zombie // - grenade weapon,sp/molotov weapon,sp/stielhandgranate // - grenade launcher weapon,sp/m1garand_gl_zombie weapon,sp/m1garand_gl_zombie_upgraded weapon,sp/m7_launcher_zombie weapon,sp/m7_launcher_zombie_upgraded // - shotgun weapon,sp/zombie_doublebarrel weapon,sp/zombie_doublebarrel_upgraded weapon,sp/zombie_doublebarrel_sawed weapon,sp/zombie_doublebarrel_sawed_upgraded weapon,sp/zombie_shotgun weapon,sp/zombie_shotgun_upgraded // - heavy mg weapon,sp/zombie_bar weapon,sp/zombie_bar_upgraded weapon,sp/zombie_fg42 weapon,sp/zombie_fg42_upgraded weapon,sp/zombie_30cal weapon,sp/zombie_30cal_upgraded weapon,sp/zombie_mg42 weapon,sp/zombie_mg42_upgraded weapon,sp/zombie_ppsh weapon,sp/zombie_ppsh_upgraded // - special weapon,sp/panzerschrek_zombie weapon,sp/panzerschrek_zombie_upgraded weapon,sp/m2_flamethrower_zombie weapon,sp/m2_flamethrower_zombie_upgraded weapon,sp/ray_gun weapon,sp/ray_gun_upgraded weapon,sp/tesla_gun weapon,sp/tesla_gun_upgraded weapon,sp/zombie_cymbal_monkey weapon,sp/mine_bouncing_betty // Scripted effects, //fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown //fx,env/electrical/fx_elec_wire_spark_burst //fx,misc/fx_zombie_couch_effect //fx,destructibles/fx_dest_fire_vert //fx,bio/player/fx_footstep_dust //fx,bio/player/fx_footstep_water //fx,bio/player/fx_footstep_sand //fx,bio/player/fx_footstep_mud fx,weapon/bouncing_betty/fx_explosion_betty_generic fx,weapon/bouncing_betty/fx_betty_trail // Exploding barrel effects //fx,destructibles/fx_barrelexp //fx,destructibles/fx_barrel_ignite //fx,destructibles/fx_barrel_fire_top // Perks-a-cola effects fx,misc/fx_zombie_cola_on fx,misc/fx_zombie_cola_dtap_on fx,misc/fx_zombie_cola_jugg_on fx,misc/fx_zombie_cola_revive_on // CreateFX effects fx,env/fire/fx_embers_falling_sm //fx,maps/mp_maps/fx_mp_ray_moon_lg_1sd //fx,maps/mp_maps/fx_mp_ray_fire_ribbon //fx,maps/mp_maps/fx_mp_ray_fire_ribbon_med //fx,maps/mp_maps/fx_mp_ray_moon_lg //fx,maps/mp_maps/fx_mp_ray_moon_md //fx,maps/mp_maps/fx_mp_flare_med //fx,maps/mp_maps/fx_mp_flare_md //fx,maps/mp_maps/fx_mp_ray_moon_sm //fx,maps/mp_maps/fx_mp_ray_moon_xsm //fx,maps/ber3/fx_tracers_flak88_amb //fx,maps/mp_maps/fx_mp_ash_falling_large //fx,maps/mp_maps/fx_mp_battlesmoke_thin_lg //fx,maps/mp_maps/fx_mp_fire_150x150_tall_distant //fx,maps/mp_maps/fx_mp_fire_150x600_tall_distant //fx,maps/mp_maps/fx_mp_fire_column_lg //fx,maps/mp_maps/fx_mp_fire_rubble_detail_grp //fx,maps/mp_maps/fx_mp_fire_rubble_md_lowsmk //fx,maps/mp_maps/fx_mp_fire_rubble_md_smk //fx,maps/mp_maps/fx_mp_fire_rubble_small //fx,maps/mp_maps/fx_mp_fire_small_detail //fx,maps/mp_maps/fx_mp_fire_window //fx,maps/mp_maps/fx_mp_fire_window_smk_lf //fx,maps/mp_maps/fx_mp_fire_window_smk_rt //fx,maps/mp_maps/fx_mp_fire_furnace //fx,maps/mp_maps/fx_mp_flak_field //fx,maps/mp_maps/fx_mp_flak_field_flash //fx,maps/mp_maps/fx_mp_ray_fire_ribbon //fx,maps/mp_maps/fx_mp_ray_fire_thin //fx,maps/mp_maps/fx_mp_smoke_fire_column //fx,maps/mp_maps/fx_mp_smoke_hall //fx,maps/mp_maps/fx_mp_smoke_plume_lg //fx,maps/mp_maps/fx_mp_smoke_stack //fx,maps/mp_maps/fx_mp_light_glow_indoor_short_loop //fx,maps/mp_maps/fx_mp_light_glow_outdoor_long_loop //fx,maps/mp_maps/fx_mp_insects_lantern //fx,maps/mp_maps/fx_mp_light_lamp //fx,maps/mp_maps/fx_mp_fire_torch_noglow //fx,maps/zombie/fx_zombie_moon_eclipse //fx,maps/zombie/fx_zombie_clock_hand //fx,maps/mp_maps/fx_mp_elec_broken_light_1shot //fx,maps/mp_maps/fx_mp_light_lamp_no_eo fx,maps/zombie/fx_zombie_packapunch // CreateFX Exploders fx,maps/zombie/fx_transporter_beam fx,maps/zombie/fx_transporter_pad_start fx,maps/zombie/fx_transporter_start fx,maps/zombie/fx_transporter_ambient fx,maps/zombie/fx_zombie_wire_spark fx,maps/zombie/fx_zombie_mainframe_link_single fx,maps/zombie/fx_zombie_mainframe_link_all fx,maps/zombie/fx_zombie_mainframe_linked fx,maps/zombie/fx_zombie_mainframe_beam fx,maps/zombie/fx_zombie_mainframe_flat fx,maps/zombie/fx_zombie_mainframe_flat_start fx,maps/zombie/fx_zombie_mainframe_beam_start fx,maps/zombie/fx_zombie_flashback_american fx,maps/zombie/fx_zombie_difference fx,maps/zombie/fx_zombie_mainframe_steam fx,maps/zombie/fx_zombie_heat_sink fx,maps/mp_maps/fx_mp_elec_spark_fast_random fx,misc/fx_zombie_elec_gen_idle fx,maps/zombie/fx_zombie_elec_pole_terminal // Fog, Sky, and vision, rawfile,maps/createart/nazi_zombie_factory_art.gsc rawfile,vision/zombie_factory.vision // Pandora Box fx,maps/zombie/fx_zombie_factory_marker fx,maps/zombie/fx_zombie_factory_marker_fl fx,maps/zombie/fx_zombie_factory_marker_sm // dogs fx,maps/zombie/fx_zombie_dog_eyes fx,maps/zombie/fx_zombie_dog_explosion fx,maps/zombie/fx_zombie_dog_fire_trail fx,maps/zombie/fx_zombie_dog_ash_trail fx,maps/zombie/fx_zombie_dog_breath // Teleporter fx,maps/zombie/fx_transporter_pad_start fx,maps/zombie/fx_transporter_start fx,maps/zombie/fx_transporter_beam // Pause Screen Map material,menu_map_nazi_zombie_factory // Animtrees rawfile,animtrees/zombie_factory.atr // extra anims xanim,o_zombie_lattice_gate_full xanim,o_zombie_lattice_gate_half xanim,o_zombie_difference_engine_ani xanim,ai_zombie_jump_down_127 xanim,ai_zombie_jump_down_184 xanim,ai_zombie_crawl_jump_down_127 xanim,ai_zombie_crawl_jump_down_184
MAPNAME.csv
ignore,code_post_gfx,, ignore,common,, // for coop players,,, mptype,nazi_zombie_heroes,, rawfile,maps/createfx/dlc3_fx.gsc,, rawfile,maps/dlc3_code.gsc,, rawfile,maps/dlc3_teleporter.gsc,, rawfile,clientscripts/createfx/dlc3_fx.csc,, rawfile,clientscripts/dlc3_code.csc,, rawfile,clientscripts/dlc3_teleporter.csc,, rawfile,clientscripts/_zombiemode_tesla.csc,, rawfile,clientscripts/_zombie_mode.csc,, sound,common,nazi_zombie_factory,all_sp sound,projectiles,nazi_zombie_factory,all_sp //sound,physics,nazi_zombie_factory,all_sp //sound,destructibles,nazi_zombie_factory,all_sp sound,nazi_zombie_factory,nazi_zombie_factory,all_sp // dlc2 vox and shared csv sound,dlc3_vox,nazi_zombie_factory,all_sp sound,dlc_share,nazi_zombie_factory,all_sp // for all weapon sounds,,, sound,weapons,audio_test_tuey,all_sp xmodel,viewmodel_usa_marine_arms xmodel,viewmodel_usa_marine_player xmodel,viewmodel_knife_bowie xanim,ch_dazed_d_death xanim,ch_dazed_c_death xanim,ch_dazed_b_death xanim,ch_dazed_a_death xanim,ch_dazed_d xanim,ch_dazed_c xanim,ch_dazed_b xanim,ch_dazed_a //PI ESM - added for bouncing betties, fx,weapon/bouncing_betty/fx_explosion_betty_generic fx,weapon/bouncing_betty/fx_betty_trail //ESM - added for electrical trap //fx,misc/fx_zombie_electric_trap //fx,env/electrical/fx_elec_sparking_oneshot //fx,misc/fx_zombie_zapper_powerbox_on //fx,misc/fx_zombie_zapper_wall_control_on //fx,maps/zombie/fx_zombie_light_glow_green //fx,maps/zombie/fx_zombie_light_glow_red //fx,misc/fx_zombie_elec_trail_oneshot //fx,env/electrical/fx_elec_wire_spark_dl_oneshot //fx,env/electrical/fx_elec_player_md //fx,env/electrical/fx_elec_player_sm //fx,env/electrical/fx_elec_player_torso //fx,misc/fx_zombie_elec_gen_on //fx,misc/fx_zombie_elec_gen_idle //xmodel,zombie_zapper_cagelight_red //xmodel,zombie_zapper_cagelight_green // PI ESM - added for PC running, //xmodel,exploding_barrel_test_d xmodel,zombie_teddybear // Swapping light models //xmodel,lights_indlight //xmodel,lights_indlight_on //xmodel,lights_milit_lamp_single_int //xmodel,lights_milit_lamp_single_int_on //xmodel,lights_tinhatlamp_off //xmodel,lights_tinhatlamp_on //xmodel,lights_berlin_subway_hat_0 //xmodel,lights_berlin_subway_hat_50 //xmodel,lights_berlin_subway_hat_100 // WEAPONS, //Missing models xmodel,viewmodel_zombie_colt45_pistol xmodel,weapon_zombie_colt45_pistol xmodel,viewmodel_zombie_ptrs41 xmodel,weapon_zombie_ptrs41 xmodel,viewmodel_zombie_flamethrower xmodel,weapon_zombie_flamethrower // grenades //weapon,sp/fraggrenade // weapons weapon,sp/colt // default weaponn weapon,sp/napalmblob // default weapon weapon,sp/napalmbloblight // default weapon // - pistol weapon,sp/zombie_colt // last stand weapon weapon,sp/zombie_colt_upgraded weapon,sp/zombie_sw_357 weapon,sp/zombie_sw_357_upgraded // - bolt-action weapon,sp/zombie_kar98k weapon,sp/zombie_kar98k_upgraded //weapon,sp/springfield weapon,sp/zombie_type99_rifle weapon,sp/zombie_type99_rifle_upgraded // - semi-auto weapon,sp/zombie_m1carbine weapon,sp/zombie_m1carbine_upgraded weapon,sp/zombie_gewehr43 weapon,sp/zombie_gewehr43_upgraded weapon,sp/zombie_m1garand weapon,sp/zombie_m1garand_upgraded // - auto weapon,sp/zombie_stg44 weapon,sp/zombie_stg44_upgraded weapon,sp/zombie_thompson weapon,sp/zombie_thompson_upgraded weapon,sp/zombie_mp40 weapon,sp/zombie_mp40_upgraded weapon,sp/zombie_type100_smg weapon,sp/zombie_type100_smg_upgraded // - scoped weapon,sp/ptrs41_zombie weapon,sp/ptrs41_zombie_upgraded //weapon,sp/type99_rifle_scoped_zombie //weapon,sp/kar98k_scoped_zombie // - grenade weapon,sp/molotov weapon,sp/stielhandgranate // - grenade launcher weapon,sp/m1garand_gl_zombie weapon,sp/m1garand_gl_zombie_upgraded weapon,sp/m7_launcher_zombie weapon,sp/m7_launcher_zombie_upgraded // - shotgun weapon,sp/zombie_doublebarrel weapon,sp/zombie_doublebarrel_upgraded weapon,sp/zombie_doublebarrel_sawed weapon,sp/zombie_doublebarrel_sawed_upgraded weapon,sp/zombie_shotgun weapon,sp/zombie_shotgun_upgraded // - heavy mg weapon,sp/zombie_bar weapon,sp/zombie_bar_upgraded weapon,sp/zombie_fg42 weapon,sp/zombie_fg42_upgraded weapon,sp/zombie_30cal weapon,sp/zombie_30cal_upgraded weapon,sp/zombie_mg42 weapon,sp/zombie_mg42_upgraded weapon,sp/zombie_ppsh weapon,sp/zombie_ppsh_upgraded // - special weapon,sp/panzerschrek_zombie weapon,sp/panzerschrek_zombie_upgraded weapon,sp/m2_flamethrower_zombie weapon,sp/m2_flamethrower_zombie_upgraded weapon,sp/ray_gun weapon,sp/ray_gun_upgraded weapon,sp/tesla_gun weapon,sp/tesla_gun_upgraded weapon,sp/zombie_cymbal_monkey weapon,sp/mine_bouncing_betty // Scripted effects, //fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown //fx,env/electrical/fx_elec_wire_spark_burst //fx,misc/fx_zombie_couch_effect //fx,destructibles/fx_dest_fire_vert //fx,bio/player/fx_footstep_dust //fx,bio/player/fx_footstep_water //fx,bio/player/fx_footstep_sand //fx,bio/player/fx_footstep_mud fx,weapon/bouncing_betty/fx_explosion_betty_generic fx,weapon/bouncing_betty/fx_betty_trail // Exploding barrel effects //fx,destructibles/fx_barrelexp //fx,destructibles/fx_barrel_ignite //fx,destructibles/fx_barrel_fire_top // Perks-a-cola effects fx,misc/fx_zombie_cola_on fx,misc/fx_zombie_cola_dtap_on fx,misc/fx_zombie_cola_jugg_on fx,misc/fx_zombie_cola_revive_on // CreateFX effects fx,env/fire/fx_embers_falling_sm //fx,maps/mp_maps/fx_mp_ray_moon_lg_1sd //fx,maps/mp_maps/fx_mp_ray_fire_ribbon //fx,maps/mp_maps/fx_mp_ray_fire_ribbon_med //fx,maps/mp_maps/fx_mp_ray_moon_lg //fx,maps/mp_maps/fx_mp_ray_moon_md //fx,maps/mp_maps/fx_mp_flare_med //fx,maps/mp_maps/fx_mp_flare_md //fx,maps/mp_maps/fx_mp_ray_moon_sm //fx,maps/mp_maps/fx_mp_ray_moon_xsm //fx,maps/ber3/fx_tracers_flak88_amb //fx,maps/mp_maps/fx_mp_ash_falling_large //fx,maps/mp_maps/fx_mp_battlesmoke_thin_lg //fx,maps/mp_maps/fx_mp_fire_150x150_tall_distant //fx,maps/mp_maps/fx_mp_fire_150x600_tall_distant //fx,maps/mp_maps/fx_mp_fire_column_lg //fx,maps/mp_maps/fx_mp_fire_rubble_detail_grp //fx,maps/mp_maps/fx_mp_fire_rubble_md_lowsmk //fx,maps/mp_maps/fx_mp_fire_rubble_md_smk //fx,maps/mp_maps/fx_mp_fire_rubble_small //fx,maps/mp_maps/fx_mp_fire_small_detail //fx,maps/mp_maps/fx_mp_fire_window //fx,maps/mp_maps/fx_mp_fire_window_smk_lf //fx,maps/mp_maps/fx_mp_fire_window_smk_rt //fx,maps/mp_maps/fx_mp_fire_furnace //fx,maps/mp_maps/fx_mp_flak_field //fx,maps/mp_maps/fx_mp_flak_field_flash //fx,maps/mp_maps/fx_mp_ray_fire_ribbon //fx,maps/mp_maps/fx_mp_ray_fire_thin //fx,maps/mp_maps/fx_mp_smoke_fire_column //fx,maps/mp_maps/fx_mp_smoke_hall //fx,maps/mp_maps/fx_mp_smoke_plume_lg //fx,maps/mp_maps/fx_mp_smoke_stack //fx,maps/mp_maps/fx_mp_light_glow_indoor_short_loop //fx,maps/mp_maps/fx_mp_light_glow_outdoor_long_loop //fx,maps/mp_maps/fx_mp_insects_lantern //fx,maps/mp_maps/fx_mp_light_lamp //fx,maps/mp_maps/fx_mp_fire_torch_noglow //fx,maps/zombie/fx_zombie_moon_eclipse //fx,maps/zombie/fx_zombie_clock_hand //fx,maps/mp_maps/fx_mp_elec_broken_light_1shot //fx,maps/mp_maps/fx_mp_light_lamp_no_eo fx,maps/zombie/fx_zombie_packapunch // CreateFX Exploders fx,maps/zombie/fx_transporter_beam fx,maps/zombie/fx_transporter_pad_start fx,maps/zombie/fx_transporter_start fx,maps/zombie/fx_transporter_ambient fx,maps/zombie/fx_zombie_wire_spark fx,maps/zombie/fx_zombie_mainframe_link_single fx,maps/zombie/fx_zombie_mainframe_link_all fx,maps/zombie/fx_zombie_mainframe_linked fx,maps/zombie/fx_zombie_mainframe_beam fx,maps/zombie/fx_zombie_mainframe_flat fx,maps/zombie/fx_zombie_mainframe_flat_start fx,maps/zombie/fx_zombie_mainframe_beam_start fx,maps/zombie/fx_zombie_flashback_american fx,maps/zombie/fx_zombie_difference fx,maps/zombie/fx_zombie_mainframe_steam fx,maps/zombie/fx_zombie_heat_sink fx,maps/mp_maps/fx_mp_elec_spark_fast_random fx,misc/fx_zombie_elec_gen_idle fx,maps/zombie/fx_zombie_elec_pole_terminal // Fog, Sky, and vision, rawfile,maps/createart/nazi_zombie_factory_art.gsc rawfile,vision/zombie_factory.vision // Pandora Box fx,maps/zombie/fx_zombie_factory_marker fx,maps/zombie/fx_zombie_factory_marker_fl fx,maps/zombie/fx_zombie_factory_marker_sm // dogs fx,maps/zombie/fx_zombie_dog_eyes fx,maps/zombie/fx_zombie_dog_explosion fx,maps/zombie/fx_zombie_dog_fire_trail fx,maps/zombie/fx_zombie_dog_ash_trail fx,maps/zombie/fx_zombie_dog_breath // Teleporter fx,maps/zombie/fx_transporter_pad_start fx,maps/zombie/fx_transporter_start fx,maps/zombie/fx_transporter_beam // Pause Screen Map material,menu_map_nazi_zombie_factory // Animtrees rawfile,animtrees/zombie_factory.atr // extra anims xanim,o_zombie_lattice_gate_full xanim,o_zombie_lattice_gate_half xanim,o_zombie_difference_engine_ani xanim,ai_zombie_jump_down_127 xanim,ai_zombie_jump_down_184 xanim,ai_zombie_crawl_jump_down_127 xanim,ai_zombie_crawl_jump_down_184
For the UGX mod you will need to modify the scripts located in the UGX iwd's. If you include the default version of the scripts, the game will either ignore the scripts or get very confused on which it should use. I not have created a UGX map before, so i wouldn't know too much about it, but the steps above
SHOULD work.