Title: Re: CGFFactory BO2 guns
Post by: Fancygamer1738 on March 22, 2018, 07:01:25 pm
This belongs in the "Help Desk Section" just so you know next time. Anyway, the readme says that the view hands are optional so I won't go into detail about that unless you ask. I use the MSMC in the file as an example. First, select a weapon folder. Then, you should a bunch of other folders. Copy the "images", "sound", and "weapons" folders to your mod directory (root/mods/mapname). Now take the "images", "materials", "material_properties", "soundaliases", xanim", "xmodel", "xmodelparts", and "xmodelsurfs" and copy them too your raw folder (root/raw). That's it for the files part. Now, here comes the scripting part. This part depends on if you are using UGX Mod or Not.
First, open dlc3_code.gsc (if for some reason you don't have it get from raw/maps and put it in mods/mapname/maps). Look for "include_weapons" (without the quotes) and add your weapons under the last one like so.
Now, open "_zombiemode_weapons.gsc" (Again don't have it, get it.) If you have UGX scroll down to line 252 you should see "init_weapons()" Under it there are pretty good instructions as to what you do, but follow this template You're done. Open Launcher and tick everything unticked the new images, sounds, weapon files, etc. then compile.
If you have stock zombies, it's a bit different. Again, open "_zombiemode_weapons.gsc". Find "init_weapons()" again use this as a template: You're done. Open Launcher and tick everything unticked the new images, sounds, weapon files, etc. then compile.
Title: Re: CGFFactory BO2 guns
Post by: fanmagic on March 22, 2018, 09:17:30 pm
You don't have to copy the sounds into your mods folder. They will be added via the soundalias in the mod.csv. You also have to add the weaponfiles into it. I basicly copy all files into raw. After that i copy the images and weaponfiles into the folder of my mod. Then i add the soundalias and weaponfiles into my mod.csv like this
Add the weapons into dlc3_code.gsc and _zombiemode_weapons.gsc. Done. ;)
Title: Re: CGFFactory BO2 guns
Post by: Fancygamer1738 on March 23, 2018, 08:44:54 am
Quote
You don't have to copy the sounds into your mods folder. They will be added via the soundalias in the mod.csv. You also have to add the weaponfiles into it. I basicly copy all files into raw. After that i copy the images and weaponfiles into the folder of my mod. Then i add the soundalias and weaponfiles into my mod.csv like this
Add the weapons into dlc3_code.gsc and _zombiemode_weapons.gsc. Done. ;)
Really? Never knew that. Guess you learn something new every day. :D
Title: Re: CGFFactory BO2 guns
Post by: isaacscott935 on March 23, 2018, 08:48:43 pm
Thank you, I now have the M1911 in my map :) Also, I added another zone into my map, and the rounds are skipping when I enter the second zone. The zombies spawn fine in the first room, but it is just when I enter my second zone. I have the KVPs and the edited nazi_zombie_mapname.gsc that states the adjacent zones. I can't figure out what's wrong. Any help would be appreciated. Thanks :D
Title: Re: CGFFactory BO2 guns
Post by: fanmagic on March 24, 2018, 11:51:41 pm
Make sure that you typed in the adjacent zone correctly. Have you set the right flag?
Title: Re: CGFFactory BO2 guns
Post by: isaacscott935 on March 25, 2018, 12:00:35 am
Yes it works fine now. First of all, I didn’t put in the script_flag, and secondly, I didn’t build my mod after editing the mapname.gsc file.
Title: Re: CGFFactory BO2 guns
Post by: DeletedUser on March 25, 2018, 12:08:46 am
I have some BO2 weapons that are way better than the ones on CFG factory. I'll send you a pm to them. They include staffs, slipgun, jetgun, raygun, raygun MKII and other fun stuff ;)
Title: Re: CGFFactory BO2 guns
Post by: isaacscott935 on March 25, 2018, 12:14:08 am
Although I have now got lots of bo2 weapons in my map, I would love some wonder weapons like the ray gun mark 2. Thanks