[Drag-and-Drop] Packs Zombies - Update 14/04/2016

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by shippuden1592
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Hello there people here I bring different models of zombies of Bo1 and Bo2.

Simply drag the files that come in the rar to your mods folder at:

C:\Users\*Usuario*\AppData\Local\Activision\CoDWaW\mods\mapname

and replaces the "localized_mapname" with the name of your map. example "localized_nazi_zombie_cobos".


BO1

Five



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Ascension



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Call of the Dead



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Comes including romero boss, if you plan to use this is the name of their models:
Note: The model of the boss is already included in the .ff file there is no need for it on your mod.csv


bo1_c_zom_george_romero_light_fb
bo1_c_zom_george_romero_zombiefied_fb

Shangri la



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They are also included:

-Napalm (models name):


bo1_c_viet_zombie_napalm
bo1_c_viet_zombie_napalm_head

-Shrieker Zombie (models name):

bo1_c_viet_zombie_sonic_bandanna
bo1_c_viet_zombie_sonic_body
bo1_c_viet_zombie_sonic_g_headoff
bo1_c_viet_zombie_sonic_head

Go to _zombiemode_spawner and search function "zombie_head_gib (attacker)" and replace it with this:

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();
precacheModel("bo1_c_viet_zombie_nohat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo1_c_viet_zombie_nohat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

if(self.hatModel == "bo1_c_viet_zombie_nva1_gasmask")
self Detach("bo1_c_viet_zombie_nva1_gasmask", "" , true);
else
self Detach("bo1_c_viet_zombie_nohat", "" , 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 );
}

timed_delete(time)
{
wait time;
self delete();
}

Moon



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UGX Version

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BO2


Tranzit



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Nuketown



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go to _zombiemode_spawner function in "zombie_head_gib( attacker )" replaces this

self Attach( "char_ger_honorgd_zomb_behead", "", true );

for all this

if(self.model == "bo2_c_zom_dlc0_zom_haz_body1")
self Attach( "bo2_c_zom_dlc0_zom_haz_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_haz_body2")
self Attach( "bo2_c_zom_dlc0_zom_haz_body2_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_solciv_body1")
self Attach( "bo2_c_zom_dlc0_zom_solciv_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_sol_body1")
self Attach( "bo2_c_zom_dlc0_zom_sol_body1_behead", "", true );

else
self Attach( "char_ger_honorgd_zomb_behead", "", true );

Die Rise



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Mod of the dead - Version UGX - Coming soon



Buried



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Replace all "zombie_head_gib" function with this:

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();

precacheModel("bo2_c_zom_zombie_buried_civilian_hats1");
precacheModel("bo2_c_zom_zombie_buried_civilian_hats2");
precacheModel("bo2_c_zom_zombie_buried_civilian_hats3");
precacheModel("bo2_c_zom_zombie_buried_civilian_hats4");
precacheModel("bo2_c_zom_zombie_buried_miner_hats1");
precacheModel("bo2_c_zom_zombie_buried_miner_hats2");
precacheModel("bo2_c_zom_zombie_buried_civilian_nohat");

self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel(self.hatModel);
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach(self.hatModel, "" , true);

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );

if(self.model == "bo2_c_zom_zombie_buried_sgirl_body1" || self.model == "bo2_c_zom_zombie_buried_sgirl_body2" || self.model == "bo2_c_zom_zombie_buried_sgirl_body3")
self Attach( "bo2_c_zom_zombie_buried_sgirl_g_behead", "", true );
else
self Attach( "bo2_c_zom_zombie_buried_civilian_g_behead", "", true );
break;
}
}

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

timed_delete(time)
{

wait time;

self delete();

}


Origins - Coming soon



Note.- If you want to combine any of these packs with the waw zombies do the following:
Open your namedrop.iwd and seek "AItype" folder in there open the "axis_zombie_ger_ber_sshonor.gsc" file
In the switch where "codescripts \ character :: get_random_character (3)" says depending on the number you have total 2.
And add two case more like this:


case 0:
character\char_ger_honorguard_zombies::main();
break;
  case 1:
character\char_ger_honorguard2_zombies::main();
break;

Remember that the number of the case will depend on the above.

And add this:


character\char_ger_honorguard_zombies::precache();
character\char_ger_honorguard2_zombies::precache();

under another "character".

Note.- If you use any of the models also thank bo2 "deper" since I spend the models.

Thanks to
deper (by models)
jei9363
ConvictioNDR

Any questions or comments Leave him mistake !!!!!
Last Edit: April 14, 2016, 09:14:05 pm by shippuden1592
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Good work on these! Nice to see them all organized in one place :D
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I love this thank u so much can u help (Comes including romero boss, if you plan to use this is the name of their models:) where do i put the code thank u for your help.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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you would need to script him yourself. This is just the names of the models which are included in the drag and drop. Just the models, Im guessing no anims or scripts setting him up

If you just want Romeros as regular zombies? Then you would declare it in the xmodelaliases for the zombies
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Learn by doing, not copy and pasting.

Enjoy my 2015 contest map, a simple map with bo1-bo2 features
http://ugx-mods.com/forum/index.php?topic=14968.msg149200#
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would it be too much trouble to upload a second set of packs replacing Japanese zombies instead of the nazis? I specificly need tranzit to be Japanese.
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you can do that. The pack contains the models, its only a minor change to adjust it to change the other set of zombies

Honourguard - 1 type
Honourguard2 - other set

found in xmodelaliases
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you can do that. The pack contains the models, its only a minor change to adjust it to change the other set of zombies

Honourguard - 1 type
Honourguard2 - other set

found in xmodelaliases

Ok, I thought it was more complex then that since I asumed these packs worked by renaming the models to the nazis models.
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hmm... i dont think so, but potentially they might?

Ill download one and check later
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i noticed it uses the nazi_zombie_mapname_patch.ff and im already using that for bams perks any ideas how to use both?, the other drang and drop zombie mods allow me to use them with bams perks.
Last Edit: December 23, 2014, 04:28:07 am by Yonkers 1v
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i noticed it uses the nazi_zombie_mapname_patch.ff and im already using that for bams perks any ideas how to use both?, the other drang and drop zombie mods allow me to use them with bams perks.

Maybe not explain above but drag-and-drops come in two forms to use one for those using UGX mods they would use the nazi_zombie_mapname_patch.ff. And those who are not using the mods UGX can use both nazi_zombie_mapname_patch.ff as localized_mapname but only one, if you are using the perks of bams uses localized_mapname to your map.

I love this thank u so much can u help (Comes including romero boss, if you plan to use this is the name of their models:) where do i put the code thank u for your help.


Harry said it well, just drop comes in the format specified what that model can be treated as if it were a normal zombie adding it to other files or treat it as zombie boss, there is a tuto on how to implement the zombie head to your map

would it be too much trouble to upload a second set of packs replacing Japanese zombies instead of the nazis? I specificly need tranzit to be Japanese.


You can try to rename the files in the folder are AItype both .gsc as .csv called "axis_zombie_ger_ber_sshonor" by this name:

"axis_zombie_jp_swamp" renames both with the new name.

If you try to publish it I run to see if it works that way.
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Ahhh, how you tease me with the broken moon zombies dl... Is this temp or just broken for me by chance?

Last Edit: December 23, 2014, 06:30:56 pm by MakeCents
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Ahhh, how you tease me with the broken moon zombies dl... Is this temp or just broken for me by chance?

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Link corrected, please advise !!!!
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Link corrected, please advise !!!!

Lol. I thought it was a separate dl with space suits, lol, doh. Thank you very much. These packs are awesome.
Last Edit: December 23, 2014, 06:42:46 pm by MakeCents
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We look forward to Shangri-La pack)))
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We look forward to Shangri-La pack)))

It will be ready on Friday or earlier.

 

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