[Drag-and-Drop] Mob of the Dead zombies in your map!

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Created 2300 days ago
by jei9363
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Hey if you had tons of fun on playing my maps please [You are not allowed to view external links. Register or Login to see them] :)

play ESTATE now, and claim your mansion back from the undead!
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note this needs to have access to:

character\char_ger_honorguard2_zombies.gsc
character\char_ger_honorguard_zombies.gsc

just dont have these in your mod.


download: [You are not allowed to view external links. Register or Login to see them]

1. (If you do not have access to the models) rename localized_MAPNAME to localized_MAPNAME or another available .ff

1b. IF YOU DO HAVE THE MODELS

ADD to your mod.csv and dont add in my .ff

xmodel,bo2_c_zom_inmate_body1
xmodel,bo2_c_zom_inmate_body1_g_larmoff
xmodel,bo2_c_zom_inmate_body1_g_legsoff
xmodel,bo2_c_zom_inmate_body1_g_llegoff
xmodel,bo2_c_zom_inmate_body1_g_lowclean
xmodel,bo2_c_zom_inmate_body1_g_rarmoff
xmodel,bo2_c_zom_inmate_body1_g_rlegoff
xmodel,bo2_c_zom_inmate_body1_g_upclean
xmodel,bo2_c_zom_zombie_barbwire_head
xmodel,bo2_c_zom_zombie_hellcatraz_head
xmodel,bo2_c_zom_zombie_mask_head
xmodel,bo2_c_zom_zombie_mask_head_device
xmodel,bo2_c_zom_zombie_slackjaw_head
xmodel,bo2_c_zom_guard_body
xmodel,bo2_c_zom_guard_body_g_larmoff
xmodel,bo2_c_zom_guard_body_g_legsoff
xmodel,bo2_c_zom_guard_body_g_llegoff
xmodel,bo2_c_zom_guard_body_g_lowclean
xmodel,bo2_c_zom_guard_body_g_rarmoff
xmodel,bo2_c_zom_guard_body_g_rlegoff
xmodel,bo2_c_zom_guard_body_g_upclean
xmodel,bo2_c_zom_guard_hat

2. drop everything in C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\nazi_zombie_MAPNAME

------------------------------------OPTIONAL------------------------------------

to make the hat fly off the guard

replace zombie_head_gib( attacker ) in _zombiemode_spawner.gsc

zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach("bo2_c_zom_guard_hat", "" , true);
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}

add to bottom

timed_delete(time)
{

wait time;

self delete();

}

Last Edit: April 27, 2014, 02:50:10 pm by jei9363
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...Und ich muss in den Himmel kommen den was sind 70 Jahre Lebenszeit
verglichen mit der ewigkeit? Wozu Geld und autos wenn am Ende nur die Seele bleibt...
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Does they look so bad like on the Pictures or do have the graphics set to low ??  :lol:
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better now??  :P

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Donate to me if you enjoy my work. [You are not allowed to view external links. Register or Login to see them]
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another successful tut. thanks bam!
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drago
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awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?

Replace the jap's models with the der rise ones and have jap spawners?
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If you do not take risks, you can not create a fut
awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?

You can try to add two more if the main () like this:

self.body_select_num = randomint(4);

Sorry but you are not allowed to view spoiler contents.

After the below replace this

Sorry but you are not allowed to view spoiler contents.

And now alone in the precache () add this:

Sorry but you are not allowed to view spoiler contents.

Now you think about gsc files in xmodelalias one called "char_honorgd_body1_zombie_alias" and put this in there.:

Sorry but you are not allowed to view spoiler contents.

and the other you put "char_honorgd_body2_zombie_alias" and you put this in there:

Sorry but you are not allowed to view spoiler contents.

No if I need to add models to "char_ger_honorgd_bodyzalias" but just in case the add.
So should be working, so I do not work.

Greetings!!!!!!
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
[/url]
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good to hear it works nicely. your all welcome I ported the models
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i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating
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i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating
roflmao
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i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating

lemme know how this goes

zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach("bo2_c_zom_guard_hat", "" , true);
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}
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thanks it worked :D but now der riese zombie hats stay floating :l lol

nevermind i added an if for der rise ones. thanks!
Last Edit: April 27, 2014, 03:25:14 am by jjbradman
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update, sorry this will make the hat fly off

zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach("bo2_c_zom_guard_hat", "" , true);
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}
Last Edit: April 27, 2014, 02:33:07 pm by jei9363
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Do you plan on trying to do this with every map exclusive zombie group? Would be another amazing feat done by BamSkater! Keep up the great work bro! :D
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If someone requests it and offers me the DLC models I can add them almost instantly now  ;D

any requests?

here's my setup

// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
self.body_select_num = randomint(2);

if(self.body_select_num == 0)
{
self setModel("bo2_c_zom_inmate_body1");
self.zomb_text = "inmate_body1";
self.headModel = codescripts\character::randomElement(xmodelalias\char_inmate_zombie_head_alias::main());
self attach(self.headModel, "", true);
}

if(self.body_select_num == 1)
{
self setModel("bo2_c_zom_guard_body");
self.zomb_text = "zom_guard";
self.headModel = "bo2_c_zom_zombie_mask_head";
self attach(self.headModel, "", true);
self attach("bo2_c_zom_guard_hat", "", true);
}


self.voice = "german";

self.torsoDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_upclean";
self.torsoDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_larmoff";
self.torsoDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
self.legDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_lowclean";
self.legDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rlegoff";
self.legDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_llegoff";
self.legDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_legsoff";

self.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";
self.gibSpawnTag1 = "J_Elbow_RI";
self.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";
self.gibSpawnTag2 = "J_Elbow_LE";
self.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";
self.gibSpawnTag3 = "J_Knee_RI";
self.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";
self.gibSpawnTag4 = "J_Knee_LE";
}

precache()
{
//codescripts\character::precacheModelArray(xmodelalias\char_ger_honorgd_bodyzalias::main());
codescripts\character::precacheModelArray(xmodelalias\char_inmate_zombie_head_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_inmate_zombie_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_guard_zombie_head_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_guard_zombie_alias::main());

precacheModel("char_ger_honorgd_body1_g_rarmspawn");
precacheModel("char_ger_honorgd_body1_g_larmspawn");
precacheModel("char_ger_honorgd_body1_g_rlegspawn");
precacheModel("char_ger_honorgd_body1_g_llegspawn");
precacheModel("char_ger_honorgd_body1_g_upclean");
precacheModel("char_ger_honorgd_body1_g_behead");
}

and I add my own precache array files

// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "bo2_c_zom_guard_body";
a[1] = "bo2_c_zom_guard_body_g_larmoff";
a[2] = "bo2_c_zom_guard_body_g_legsoff";
a[3] = "bo2_c_zom_guard_body_g_llegoff";
a[4] = "bo2_c_zom_guard_body_g_lowclean";
a[5] = "bo2_c_zom_guard_body_g_rarmoff";
a[6] = "bo2_c_zom_guard_body_g_rlegoff";
a[7] = "bo2_c_zom_guard_body_g_upclean";
a[8] = "bo2_c_zom_guard_hat";
return a;
}




Last Edit: April 27, 2014, 04:38:50 pm by jei9363

 

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