UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Mods => Topic started by: daedra descent on January 12, 2014, 07:14:34 am

Title: [WIP] Asylum style scripts
Post by: daedra descent on January 12, 2014, 07:14:34 am
Recently i have started working on adding nazi_zombie_asylum scripts to a zombie map. The thing is that the scripts that I've been using are 100% real and come from the actual nazi_zombie_asylum FastFile. Once i have all the bugs/glitches figured out, i plan on releasing all of the files needed to make an Asylum styled map so other people can make their own if they wish.

Currently, the map loads, though with plenty of issues. Obviously i had to edit the asylum scripts a lot for many different reasons, but everything will work as intended(kind of, Treyarch added some idiotic box location logic that isn't used ATM, box still works without it, aswell as other things).

Due to my lack of scripting knowledge, i do need some help fixing script errors aswell as including the proper VOX for nazi_zombie_asylum. PM me if your interested, credit will be given.

pictures of the game working using the scripts:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2afweg1.jpg&hash=079b66eedab95af61b01157c80d0b63d47280569)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2dilraq.jpg&hash=8b65cd5a142c10ebe2b7deb4cd655e233661f044)


Title: Re: [WIP] Asylum style scripts
Post by: treminaor on January 12, 2014, 08:57:04 am
The asylum scripts (and protoype scripts) are just underdeveloped versions of the latest scripts in the 1.4 Modtools release. As far as I've looked in the past, all that's needed for making an asylum-style map with 1.4 tools is to change any checks for

Code Snippet
Plaintext
if(level.script == "nazi_zombie_asylum")
{
    //special behavior
}
else
{
    ///1.4 behavior
}

to either a check for your mapname or just an if(true). I don't see the point of trying to make the old scripts work on top of the updated versions like you are describing.
Title: Re: [WIP] Asylum style scripts
Post by: daedra descent on January 12, 2014, 09:08:42 am
The asylum scripts (and protoype scripts) are just underdeveloped versions of the latest scripts in the 1.4 Modtools release. As far as I've looked in the past, all that's needed for making an asylum-style map with 1.4 tools is to change any checks for

Code Snippet
Plaintext
if(level.script == "nazi_zombie_asylum")
{
    //special behavior
}
else
{
    ///1.4 behavior
}

to either a check for your mapname or just an if(true). I don't see the point of trying to make the old scripts work on top of the updated versions like you are describing.

As i said, the scripts i'm using are the ones from nazi_zombie_asylum.ff, so yeah they are a bit underdeveloped. None of the scripts have the code that you posted above, its 100% legit nazi_zombie_asylum scripts.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fgyazo.com%2Fec63148432aa12da0663023ff9b5f4a3.png&hash=24ebf65c0d7c28b6c67961ce8ed5445e9b5a8d1b)
Title: Re: [WIP] Asylum style scripts
Post by: treminaor on January 12, 2014, 09:17:52 am
As i said, the scripts i'm using are the ones from nazi_zombie_asylum.ff, so yeah they are a bit underdeveloped. None of the scripts have the code that you posted above, its 100% legit nazi_zombie_asylum scripts.
And my question to you was why should we care that they are "100% legit asylum scripts" if the same thing can be accomplished right now by editing v1.4 level.script checks? You can even get sumpf-style behavior by editing those checks.

If I'm missing something then by all means point it out to me, I'm just not seeing the point of this.
Title: Re: [WIP] Asylum style scripts
Post by: daedra descent on January 12, 2014, 09:52:14 am
And my question to you was why should we care that they are "100% legit asylum scripts" if the same thing can be accomplished right now by editing v1.4 level.script checks? You can even get sumpf-style behavior by editing those checks.

I didn't even edit any checks, Treyarch didn't even make any level specific checks like that used in 1.4 scripts. And that's just the _zombiemode scripts, i moved all the scripts not level specific to dlc_code.gsc(dlc3_code code for dlc1 maps) which took some time and a few error fixing

Quote
If I'm missing something then by all means point it out to me, I'm just not seeing the point of this.

What was the point of the UGX mod? people could have ported all the guns used in the UGX mod themselves as well as all the other content in the UGX mod. But you put the time and effort into making something that people could have done themselves.

Title: Re: [WIP] Asylum style scripts
Post by: treminaor on January 12, 2014, 10:16:10 am
I didn't even edit any checks, Treyarch didn't even make any level specific checks like that used in 1.4 scripts. And that's just the _zombiemode scripts, i moved all the scripts not level specific to dlc_code.gsc(dlc3_code code for dlc1 maps) which took some time and a few error fixing
I'm not asking you IF you edited any, I'm asking you WHY you aren't editing any.

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUrwooEj.png&hash=de0ea5f913b498d83b9b1be04183db141b0f9fd2)

I would assume you just need to call zombiemode_asylum from your mapname.gsc instead of zombiemode, and fix any level.script checks in the rest of the scripts. I'm simply suggesting this in case you hadn't already tried it before spending all this time trying to use the original scripts...

What was the point of the UGX mod? people could have ported all the guns used in the UGX mod themselves as well as all the other content in the UGX mod. But you put the time and effort into making something that people could have done themselves.
lol comparing UGX Mod to applying "100% legit asylum scripts" to a v1.4 map is hardly an answer to my question, but by all means do whatever you want to spend your time doing.