UGX-Mods

Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Scripts => Topic started by: gympie6 on September 07, 2021, 07:04:25 pm

Title: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on September 07, 2021, 07:04:25 pm
Video Install Tutorial:
 

Playlist: https://www.youtube.com/playlist?list=PL94tnyrEJ-DKcCRLcjlm-zS35C7P7bij6 (https://www.youtube.com/playlist?list=PL94tnyrEJ-DKcCRLcjlm-zS35C7P7bij6)
 
Download links:
 
mega.nz

 
www.mediafire.com

 
Manual Install Tutorial:
I am afraid that the topic editor currently has issues with showing code in this topic.
Please follow the video installation or read the "instructions" file in this mod pack to find the manual installation. :(
 
Release notes
 
1.0.0
- Initial release
 
1.1.0
- Fixed: Deadshot laser was sometimes visible after completing or restarting the map.
- Fixed: The game should no longer crash when a player is using "Dive to Prone", and buying a perk at the same time.
- Fixed: In solo revive, the player should no longer be able to switch weapons when running out of ammo. (weapon cycling is already disabled lol)
- Changed: perk_machine_change award is now 1 variable and value is set to 20. (non-rounded numbers are difficult for cod to handle I guess)
- Feature: Der Wunderfizz is added
- Added Sniperbolt preedited scripts
 
Q&A
 
Q: I can't find the raw folder?
A: Please download the modtools from: https://confluence.ugx-mods.com/display/UGXMODS/Modtools+Installation+Guide (https://confluence.ugx-mods.com/display/UGXMODS/Modtools+Installation+Guide)
   unpack everything into your Call of Duty: World at War folder
   After you have done that the folder should be there.
 
​Q: Does this mod support the UGX MOD?
A: No! If you want to use this perk mod you have reinstall your mod tools.
 
Q: Do I need to rename: "localized_common"?
A: No, the name is just fine. Place it in your mod, build it with the modbuilder and enjoy! :)
 
​Q: Can I combine "localized_MAPNAME" with: "localized_common"?
A: Yes you can.
 
Q: I already have a file called: "localized_common", can I rename it to something else?
A: The chance that something like this happens is very low. You can rename it to "localized_MAPNAME".
     Ofcourse "MAPNAME" is the name of your map.
 
Q: I have the 400 limit fx error, how can I solve this?
A: The answer can be found in the readme, there I explained the things you can do to solve it.
 
Q: How does the randomized perk system work?
A: You only need to place the "perk_randomized.map" prefabs around the map.
     The script will look for the perks that are enabled but missing and place the vending machines on those locations.
 
Q: What happends if I place more "perk_randomized.map" prefabs than the amount of perks I enabled for my map?
A: It will randomize the locations and remove the onces that aren't necessary. So don't worry this is possible.
 
Q: I would like to donate, where can I do that?
A: You don't have to, this is my hobby and I like to give the community the perks that are missing on UGX.
 
Q: I would like to replace the perk icon's, how can I do that?
A: If you have the .iwi images you just openup "gympie6_perks.iwd" go to images and replace them there.
 
Q: I want to add these perks to Der Reise, is that possible?
A: This is possible but requires a lot of work to get it done. It's seems supported since there is a scripter
   that tested this.
 
Q: I want to use the perk slot system for my map but where to start?:
A: In "perk_example.map" there is a trigger near the pap vending machine with targetname: "vending_slot"
     You can also make your trigger_use and give it this targetname: "vending_slot"
     That's all, you can set the price and the starting amount of perk slots.
 
Q: Wunderfizz does not show one of the perks?
A: Check if the perk is enabled and you're using a package that contains the perk.
     It could also be disabled in the rarity column.
 
Please credit me when you're gonna release your map!
Thanks :)
 
Gympie6
 
=========================================================================
--    Credits    --                                
=========================================================================
- Cpt_johnson1
- Bamskater
- Harry Bo21
- Fusorf
- Alaurenc9
- ConvictioNDR
- HitmanVere
- Lilfria
- Redspace200
- StevieWonder87
- Rollonmath
- John_Banana
- UGX, Treyarch and Activision
-------------------------------------------------------------------------
Beta testers:
- Numan
- AveSatanna
- IamBear
- K3nt
- JayJiveCertified
-------------------------------------------------------------------------
Version: 1.1.0
-------------------------------------------------------------------------
=========================================================================
--    Credits    --                                
=========================================================================
 
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: smasher248 on September 07, 2021, 07:49:10 pm
awesome!
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Ahvay on September 08, 2021, 07:06:59 pm
My boy Gympie be working hard! :D
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: kielrgz on September 08, 2021, 08:13:50 pm
Video Install Tutorial:

Download links:

mega.nz


www.mediafire.com


Manual Install Tutorial:
I am afraid that the topic editor currently has issues with showing code in this topic.
Please follow the video installation or read the "instructions" file in this mod pack to find the manual installation. :(

Q&A

Q: I can't find the raw folder?
A: Please download the modtools from: https://confluence.ugx-mods.com/display/UGXMODS/Modtools+Installation+Guide (https://confluence.ugx-mods.com/display/UGXMODS/Modtools+Installation+Guide)
   unpack everything into your Call of Duty: World at War folder
   After you have done that the folder should be there.

Q: Do I need to rename: "localized_common"?
A: No, the name is just fine. Place it in your mod, build it with the modbuilder and enjoy! :)

Q: I already have a file called: "localized_common", can I rename it to something else?
A: The chance that something like this happens is very low. You can rename it to "localized_MAPNAME".
   Ofcourse "MAPNAME" is the name of your map.

Q: I have the 400 limit fx error, how can I solve this?
A: The answer can be found in the readme, there I explained the things you can do to solve it.

Q: How does the randomized perk system work?
A: You only need to place the "perk_randomized.map" prefabs around the map.
   The script will look for the perks that are enabled but missing and place the vending machines on those locations.

Q: What happends if I place more "perk_randomized.map" prefabs than the amount of perks I enabled for my map?
A: It will randomize the locations and remove the onces that aren't necessary. So don't worry this is possible.

Q: I would like to donate, where can I do that?
A: You don't have to, this is my hobby and I like to give the community the perks that are missing on UGX.

Q: I would like to replace the perk icon's, how can I do that?
A: If you have the .iwi images you just openup "gympie6_perks.iwd" go to images and replace them there.

Q: I want to add these perks to Der Reise, is that possible?
A: This is possible but requires a lot of work to get it done. It's seems supported since there is a scripter
   that tested this.

Q: I want to use the perk slot system for my map but where to start?:
A: In "perk_example.map" there is a trigger near the pap vending machine with targetname: "vending_slot"
     You can also make your trigger_use and give it this targetname: "vending_slot"
     That's all, you can set the price and the starting amount of perk slots.

Please credit me when you're gonna release your map!
Thanks :)

Gympie6

=========================================================================
                     --   Credits   --                        
=========================================================================
- Cpt_johnson1
- Bamskater
- Harry Bo21
- Fusorf
- Alaurenc9
- ConvictioNDR
- HitmanVere
- Lilfria
- Redspace200
- StevieWonder87
- Rollonmath
- UGX, Treyarch and Activision
-------------------------------------------------------------------------
Beta testers:
- Numan
- AveSatanna
- IamBear
- K3nt
- JayJiveCertified
-------------------------------------------------------------------------
Version: 1.0.0
-------------------------------------------------------------------------
=========================================================================
                     --   Credits   --                        
=========================================================================

Your work is impeccable! Thank you very much I tested it and it was 10! Sometimes it costs me a little to install them because I am from Latin from Argentina and most of the things I traditionally but thank you! perks work fine! and well at first the widows was not working but I activated it in the zombie perks.gsc! ajajaj I liked the dolphin tmb ... I would love if you could bring more things in the future ... either wunderwiff or something ..
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on September 08, 2021, 08:36:07 pm
Thank you @kielrgz ! I am glad you got it working!
I was planning to add Wunderfizz but decided to scrap it because I spend a lot of days improving the perks and solving bugs.
Maybe I will do this later but for now I will keep it like this. :)
 
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: klevi on September 08, 2021, 08:50:47 pm
No thanks, give me Harry's perks xDD
Also stop deleting my comments from your YouTube video you boob lover
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on September 08, 2021, 09:02:48 pm
No thanks, give me Harry's perks xDD
Also stop deleting my comments from your YouTube video you boob lover
They should report you for nonsense spammer! :troll:
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: kielrgz on September 09, 2021, 12:03:16 am
Thank you @kielrgz ! I am glad you got it working!
I was planning to add Wunderfizz but decided to scrap it because I spend a lot of days improving the perks and solving bugs.
Maybe I will do this later but for now I will keep it like this. :)

Brilliant brilliant !!! Well, I hope I know from time to time ... and include it in the mod so that it is complete ..
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Crepp115 on September 10, 2021, 06:05:10 pm
With the random perks you have opened a world for me and I wanted to ask you if it is possible to change the pack a ponch model or is it difficult, greetings :D
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on September 10, 2021, 06:39:11 pm
With the random perks you have opened a world for me and I wanted to ask you if it is possible to change the pack a ponch model or is it difficult, greetings :D
Not at all, this is how it works if you want to combine it with my perks. :D

1. Openup _zombiemode_perks_items in gympie6_perks.iwd\maps
2. At top you see this: PrecacheModel("zombie_vending_packapunch_on"); rename "zombie_vending_packapunch_on" With your pack-a-punch model name.

(https://i.gyazo.com/d8731f92f3e282db8ac8f857f627d243.png)

3. search for: activate_PackAPunch(), rename "zombie_vending_packapunch_on" With your pack-a-punch model name.

(https://i.gyazo.com/886c5671345e181d569f19c35b653a5a.png)

4. In your modbuilder add this: xmodel,YOURPERKMODELNAME, build your mod and you're done! :)
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: kielrgz on September 16, 2021, 07:14:44 am
Could you bring the box of origins or the pack a punch for the next one?
Not at all, this is how it works if you want to combine it with my perks. :D

1. Openup _zombiemode_perks_items in gympie6_perks.iwd\maps
2. At top you see this: PrecacheModel("zombie_vending_packapunch_on"); rename "zombie_vending_packapunch_on" With your pack-a-punch model name.

(https://i.gyazo.com/d8731f92f3e282db8ac8f857f627d243.png)

3. search for: activate_PackAPunch(), rename "zombie_vending_packapunch_on" With your pack-a-punch model name.

(https://i.gyazo.com/886c5671345e181d569f19c35b653a5a.png)

4. In your modbuilder add this: xmodel,YOURPERKMODELNAME, build your mod and you're done! :)
Could you bring the box of origins or the pack a punch for the next one?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on September 16, 2021, 06:43:38 pm
Could you bring the box of origins or the pack a punch for the next one? Could you bring the box of origins or the pack a punch for the next one?
To answer the question I think they are both not part of the black ops perks.
I have the Origins pack-a-punch but not the random box so someone should port that for me. :)

Wunderfizz on the other hand is related with the perks so I don't mind to add that one to this mod.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: kielrgz on September 17, 2021, 03:05:28 am
To answer the question I think they are both not part of the black ops perks.
I have the Origins pack-a-punch but not the random box so someone should port that for me. :)

Wunderfizz on the other hand is related with the perks so I don't mind to add that one to this mod.
the pack a punch if it would be interesting to see it ... or if you have it please send it to me by message !! jaajja is that fascinates me

as for export ... I use maya ... which bo2 file do you need? as for export ... I use maya ... which bo2 file do you need?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on September 18, 2021, 12:39:47 am
the pack a punch if it would be interesting to see it ... or if you have it please send it to me by message !! jaajja is that fascinates me

as for export ... I use maya ... which bo2 file do you need? as for export ... I use maya ... which bo2 file do you need?
I will sent you a link in private, if you want help by how to use the Origins Treasure Box you have to port everything because I don't have them and don't need them.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Smol on January 07, 2022, 08:48:37 am
Hey gympie6 love your perks but when i add Widows wine to my map its not there.
idk if i did something wrong but in added the localized_common.ff with widows wine so i think it couldnt be this problem
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 07, 2022, 11:03:59 pm
Hey gympie6 love your perks but when i add Widows wine to my map its not there.
idk if i did something wrong but in added the localized_common.ff with widows wine so i think it couldnt be this problem
It's turned off by default because it costs fx spaces, change the '0' to ''1'. Save it, rebuild your mod and it will show up. :)
I don't think you will reach the fx limit but if you do look for the "400 fx error" on the UGX forum. :(
 
(https://i.gyazo.com/b744cb5828010a7539744d206c077be7.png)
 
If you need more help with this, please watch this part of the tutorial at 24:30.
 

Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Smol on January 08, 2022, 01:08:38 am
Nice ok thanks I have T4M so it should be fine thx
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 08, 2022, 09:51:03 am
noooo T4M, if possible try not to use it but I don't mind now xD.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Smol on January 09, 2022, 04:59:43 am
Is T4M no good or why should i try to avoid it :D
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 09, 2022, 08:37:10 pm
Is T4M no good or why should i try to avoid it :D
If possible, it can create issues with the textures in your map and some people have issues playing maps including T4M.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Smol on January 10, 2022, 05:21:50 pm
Yeah happened on Standoff :D
 
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: KhelMho on May 02, 2022, 11:25:36 am
Hello Sir. I just found some bugs. For me It's lagging/freeze. First is in round 1 it freeze my game for a second. Second is when I throw the grenade and then explode it freezes too. Third is around level/round 8 it starts lagging every minute. Thank you
 
UPDATE:
Sorry, I already fix the issue. It was the sound vox player causing it.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on May 02, 2022, 04:11:53 pm
Hello Sir. I just found some bugs. For me It's lagging/freeze. First is in round 1 it freeze my game for a second. Second is when I throw the grenade and then explode it freezes too. Third is around level/round 8 it starts lagging every minute. Thank you
 
UPDATE:
Sorry, I already fix the issue. It was the sound vox player causing it.
How?????? What????? :o  
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: KhelMho on May 03, 2022, 05:20:18 am
How?????? What????? :o
In zone_source folder, dlc3.csv I remove this line Sir
 
sound,dlc3_vox,nazi_zombie_factory,all_sp
sound,dlc_share,nazi_zombie_factory,all_sp
 
I shouldnt remove it, because it cause lagging
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Tetration on July 23, 2022, 09:49:33 pm
There is a minor issue people might run into with the preedited script for _zombiemode_weapons.gsc. Usually when people have multiple boxes in their map, they change the _zombiemode_weapons by having the same code run that the "nazi_zombie_factory" map uses. If you do that, you will find the following produces a subtle bug (lines 556-578):
Code Snippet
cpp
if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS:)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}    
The original version of this had an else if statement check if level.script was the paris map. Now it runs no matter what. This effectively overwrites the pandora_light reference with a tag_origin with no fx, and when the box moves, it will move the new tag_origin rather than the one with the lght_marker fx. To fix this, you can either add an else statement after the "DCS" comment or just delete the second code block.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on July 24, 2022, 10:04:43 pm
There is a minor issue people might run into with the preedited script for _zombiemode_weapons.gsc. Usually when people have multiple boxes in their map, they change the _zombiemode_weapons by having the same code run that the "nazi_zombie_factory" map uses. If you do that, you will find the following produces a subtle bug (lines 556-578):
Code Snippet
cpp
if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS:)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}    
The original version of this had an else if statement check if level.script was the paris map. Now it runs no matter what. This effectively overwrites the pandora_light reference with a tag_origin with no fx, and when the box moves, it will move the new tag_origin rather than the one with the lght_marker fx. To fix this, you can either add an else statement after the "DCS" comment or just delete the second code block.
With Sniperbolt's tutorial it is supposed to look like this:
Code Snippet
Plaintext
if (isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower.
else if(level.script == "nazi_zombie_paris")
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
This forces users to still manually install the perks, I have some plans so maybe later on I will make a new version.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on September 19, 2022, 10:20:55 pm
Updated Black Ops perks to V1.1.0, Der Wunderfizz is now available! Links are also updated.
Have fun! :)
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: ghetto_wizzz on December 30, 2022, 12:17:22 pm
Still recieving updates in 2022?! Insane, Amazing work Gympie!
I just had one quick question for a problem i'm facing.
whenever i change the start weapon in _zombiemode_perks to anything but the colt, it makes it so i can only hold one gun in game, and Box just replaces that one gun as well.
Not sure if it's related, but Mulekick also doesn't allow me to buy a third gun. I thought i had this problem like a year ago and solved it somehow. I can't now though :/
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on December 31, 2022, 11:08:13 am
Still recieving updates in 2022?! Insane, Amazing work Gympie!
I just had one quick question for a problem i'm facing.
whenever i change the start weapon in _zombiemode_perks to anything but the colt, it makes it so i can only hold one gun in game, and Box just replaces that one gun as well.
Not sure if it's related, but Mulekick also doesn't allow me to buy a third gun. I thought i had this problem like a year ago and solved it somehow. I can't now though :/
Hi @ghetto_wizzz , I checked the code to see any flaws but couldn't find any. I also used this code for my latest map "WinterSpecial" and haven't encountered any of the issues you are describing.
 
If I were you I would follow these steps:
1 - Redo the steps for: ** _zombiemode_weapons.gsc **
2 - Check in your settings for _zombiemode_perks if this setting has this value: set_zombie_var( "mulekick_min_weapon_slots",        2 );
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: ghetto_wizzz on January 01, 2023, 11:06:37 am
Code Snippet
Plaintext
    // Mule Kick
    set_zombie_var( "mulekick_cost",                    4000 );        // Perk cost
    set_zombie_var( "mulekick_min_weapon_slots",        2 );        // The min amount of weapons the player can drag
    set_zombie_var( "mulekick_max_weapon_slots",        3 );        // The max amount of weapons the player can drag
   
Yup, I believe basically this entire script is left untouched from me, I only changed the starting weapon with one that i have included in my mod.
Code Snippet
Plaintext
set_zombie_var( "start_weapon",                     "tac45" );            // Starting weapon, this must match with the weapon file name (You no longer need to set weapon in _loadout.gsc)
Also not really sure how this problem was caused, If i change this to "zombie_colt", I can then pick up two weapons again, not Three from Mulekick though...
I really wish i knew exactly what was causing this, For now though i'll just have to set it back to Colt and disable mulekick until i solve it :/
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 02, 2023, 09:33:40 pm
Code Snippet
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// Mule Kick
    set_zombie_var( "mulekick_cost",                    4000 );        // Perk cost
    set_zombie_var( "mulekick_min_weapon_slots",        2 );        // The min amount of weapons the player can drag
    set_zombie_var( "mulekick_max_weapon_slots",        3 );        // The max amount of weapons the player can drag
   
Yup, I believe basically this entire script is left untouched from me, I only changed the starting weapon with one that i have included in my mod.
Code Snippet
Plaintext
set_zombie_var( "start_weapon",                     "tac45" );            // Starting weapon, this must match with the weapon file name (You no longer need to set weapon in _loadout.gsc)
Also not really sure how this problem was caused, If i change this to "zombie_colt", I can then pick up two weapons again, not Three from Mulekick though...
I really wish i knew exactly what was causing this, For now though i'll just have to set it back to Colt and disable mulekick until i solve it :/
Okii, could it be you modified: _loadout? Maybe that is causing issues?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: maddog6767 on January 23, 2023, 11:12:42 pm
help  any idea why ?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 23, 2023, 11:25:35 pm
help  any idea why ?
From what I can see it looks like your perk .gsc file is not updated.
 
Can you check if you have this function inside: maps\_zombiemode_perks
 
(https://i.gyazo.com/ce0bac33dd3ee31fcf83f716ddfa9038.png)
 
If not, can you copy the file from the perk pack?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: maddog6767 on January 24, 2023, 01:27:27 am
when you ask if it in my maps\_zombiemode_perks.gsc
 
or you ask if  it in my mod\mymapname\maps or call of duty root raw\maps
 
it in my mod\maps\_zombiemode_perks.gsc
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 25, 2023, 04:46:25 pm
when you ask if it in my maps\_zombiemode_perks.gsc
 
or you ask if  it in my mod\mymapname\maps or call of duty root raw\maps
 
it in my mod\maps\_zombiemode_perks.gsc
I mean: mod\maps\_zombiemode_perks
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: maddog6767 on January 26, 2023, 06:13:39 pm
thanks for help and the setup map. but i must be doing something wrong i  do not know what it could  be .
 
here is my step makeing a map
 I  use ugx_mod standalone_v1.0.4   i do ever step in this video tells me to do  https://youtu.be/jaFFtOzukSU (https://youtu.be/jaFFtOzukSU)
 
before i build iwd in laucher i put the files you sent me  in my mod folder then i build the iwd  but  i am still get same  problem.
 
   i  use UGX Script Placer 2.0.1
 
 then recomple my map patch  the recomple my map  
 
 the i use CoD Project Mover as the video tells me above.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 27, 2023, 09:34:07 am
thanks for help and the setup map. but i must be doing something wrong i  do not know what it could  be .
 
here is my step makeing a map
 I  use ugx_mod standalone_v1.0.4   i do ever step in this video tells me to do  https://youtu.be/jaFFtOzukSU (https://youtu.be/jaFFtOzukSU)
 
before i build iwd in laucher i put the files you sent me  in my mod folder then i build the iwd  but  i am still get same  problem.
 
   i  use UGX Script Placer 2.0.1
 
 then recomple my map patch  the recomple my map  
 
 the i use CoD Project Mover as the video tells me above.
I think I get what is going on.
No my perk pack is not compatible with the UGX Standalone mod.
Once you have used 'standalone' you have to reinstall the mod tools for World at War.
 
I know that the standalone mod already includes some black ops perks.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: maddog6767 on January 27, 2023, 03:51:26 pm
i thought that might have something to do with it so i took the map setup you sent me and put in my root/mod and my appdata/local/myname/ actvison/call of duty/mods
 
then a lauch the game and then i get a 400 fx error. so i am think if use t4 would that work
 
 
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 27, 2023, 07:19:00 pm
i thought that might have something to do with it so i took the map setup you sent me and put in my root/mod and my appdata/local/myname/ actvison/call of duty/mods
 
then a lauch the game and then i get a 400 fx error. so i am think if use t4 would that work
I installed the full package because I don't know what you want to use?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: maddog6767 on January 27, 2023, 07:56:57 pm
it is working with setup map you made every thing is work but when i try to replace your map to map i made  and still name it maddog i spawn with no gun now .  any ideas why ?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on January 27, 2023, 09:05:09 pm
it is working with setup map you made every thing is work but when i try to replace your map to map i made  and still name it maddog i spawn with no gun now .  any ideas why ?
(https://i.gyazo.com/2aa517e36b21db48b656eb06fabab5d2.png)
 
If you are using custom weapons then I would suggest to rename "zombie_colt" to your starting weapon.
 
This should not be done in your _loadout.gsc script!
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: FlaxBusy on June 19, 2023, 06:38:36 pm
hello :wave:  .. i just did everything you said in txt file and i got an error called bad syntax what did i missed?
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on June 20, 2023, 07:31:47 am
hello :wave:  .. i just did everything you said in txt file and i got an error called bad syntax what did i missed?
Hello! :wave:  
I don't know what you have missed, can you post the error here? I also added a Youtube to this topic to help you install the perks.
(Don't forget to use developer 1 to see the error)
 
Hope this helps. :)
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: FlaxBusy on July 25, 2023, 08:04:48 pm
Hello! :wave:  
I don't know what you have missed, can you post the error here? I also added a Youtube to this topic to help you install the perks.
(Don't forget to use developer 1 to see the error)
 
Hope this helps. :)
no its just me that i didnt copy pasted the "preedited Sniperbolt's scripts" folder into mapname/maps  
Goodjob tho !
1+
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on July 28, 2023, 11:58:04 am
no its just me that i didnt copy pasted the "preedited Sniperbolt's scripts" folder into mapname/maps  
Goodjob tho !
1+
Glad you figured it out! :)
Thanks and have fun!
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Undeadmetal on December 01, 2023, 04:44:43 am
Did someone mention Harry's Perks >:D

 
Really though, nice job, I may one day switch over, but I pretty much have backups of much of the stuff from over the years, well up until 2017 when I made the backup, a lot of what I had is gone from after that. I enjoy harry's set and ease of use, idk from what I'm aware Harry's downloads are no longer available?
 
 
Started working toward it today and have most of it working [NOT THAT I CAN SHARE IT] :/ But I will soon have HarryBo21's Perks 5.0.0 Modified to work RAW Put together for map building! I have the perks working and more than half of the vending machines show up, so in their stead I'm placing the correct xmodels. I don't want to use the 3.07 RAW so I'm not.
 
Update:
NOT USING THE PATCH OR LOCALIZE
 
All perk machines have a model/appearance except Widows Wine.
 
All Perks working and Wonderfizz, again except Widows Wine.
 
HarryBo21's Perks 5.0.0 RAW, Success. ish. I wanted Widows Wine to work but I don;t have the model, will figure something out later.
 
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on December 01, 2023, 07:10:58 pm
Did someone mention Harry's Perks >:D
 
Really though, nice job, I may one day switch over, but I pretty much have backups of much of the stuff from over the years, well up until 2017 when I made the backup, a lot of what I had is gone from after that. I enjoy harry's set and ease of use, idk from what I'm aware Harry's downloads are no longer available?
 
 
Started working toward it today and have most of it working [NOT THAT I CAN SHARE IT] :/ But I will soon have HarryBo21's Perks 5.0.0 Modified to work RAW Put together for map building! I have the perks working and more than half of the vending machines show up, so in their stead I'm placing the correct xmodels. I don't want to use the 3.07 RAW so I'm not.
 
Update:
NOT USING THE PATCH OR LOCALIZE
 
All perk machines have a model/appearance except Widows Wine.
 
All Perks working and Wonderfizz, again except Widows Wine.
 
HarryBo21's Perks 5.0.0 RAW, Success. ish. I wanted Widows Wine to work but I don;t have the model, will figure something out later.
Oke? :confused-smiley:, Goodluck! :+1:  
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Undeadmetal on December 01, 2023, 09:17:04 pm
My mistake if I knew you were still active I would’ve just asked the major differences. What sets your apart? Is it more stable than Harry’s were? I appreciate it! I apologize for the randomness of my other post. Glad to see a pack still available for the perks. Nice job!
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on December 01, 2023, 10:35:46 pm
My mistake if I knew you were still active I would’ve just asked the major differences. What sets your apart? Is it more stable than Harry’s were? I appreciate it! I apologize for the randomness of my other post. Glad to see a pack still available for the perks. Nice job!
Actually there is almost no difference between mine and his, I still had Harry's files from version 5.2.0 but he removed every download link from the internet.
During the Covid lockdown I had some free time and choose to rebuild the Black Ops Perks, I fixed all the issues I saw from his latest version and made a new release.
Kept it simple without the models in the raw folder.
 
localized_common.ff's are almost never used so I give them the option to use this name and to use localized_MAPNAME.ff and MAPNAME_patch.ff files.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Undeadmetal on December 01, 2023, 11:10:54 pm
Actually there is almost no difference between mine and his, I still had Harry's files from version 5.2.0 but he removed every download link from the internet.
During the Covid lockdown I had some free time and choose to rebuild the Black Ops Perks, I fixed all the issues I saw from his latest version and made a new release.
Kept it simple without the models in the raw folder.
 
localized_common.ff's are almost never used so I give them the option to use this name to use localized_MAPNAME.ff and MAPNAME_patch.ff files.

 
Oh sweet! Thanks for the quick response. 5.20 + Your Fixes lol probably better than just 5.0.0 either way!
 
I happen to have talked to NateSmithZombie before he up and did about the same thing as harry but more politely from what I'm aware, If it wasn't /isn't a problem, I have and would post the content. Original credits given of course as much so as possible. Pretty sure I'm not allowed to though correct? Has been years.
 
Nates Bo2 Weapons, Afterlife,Avogadro, Motd Wolves, Denizens,
 
Harry's Shields, Harry's Craftables, Harry's Mystery Box Pack, Perks-Shields-Craftables Combined, Origins HUD, Hell's Retriever/Redeemer, Perks 5.0.0 & 5.1.0
 
(https://i.ibb.co/mb2DJLS/Captur4234e.png)
 
 
Edit: Or if you want we can chat and figure out/fix certain things about each, fix them up, and repost updated copies.
 
 
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on December 02, 2023, 09:49:07 pm

 
Oh sweet! Thanks for the quick response. 5.20 + Your Fixes lol probably better than just 5.0.0 either way!
 
I happen to have talked to NateSmithZombie before he up and did about the same thing as harry but more politely from what I'm aware, If it wasn't /isn't a problem, I have and would post the content. Original credits given of course as much so as possible. Pretty sure I'm not allowed to though correct? Has been years.
 
Nates Bo2 Weapons, Afterlife,Avogadro, Motd Wolves, Denizens,
 
Harry's Shields, Harry's Craftables, Harry's Mystery Box Pack, Perks-Shields-Craftables Combined, Origins HUD, Hell's Retriever/Redeemer, Perks 5.0.0 & 5.1.0
 
(https://i.ibb.co/mb2DJLS/Captur4234e.png)
 
 
Edit: Or if you want we can chat and figure out/fix certain things about each, fix them up, and repost updated copies.
I am not sure what you're asking but I stopped modding. I still have some stuff but not everything.
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: Slade313 on March 26, 2024, 10:24:55 pm
I'm having an issue where the zombies aren't going to the distraction point, even though I have it on the map.
 
What might be the issue? :)
Title: Re: [Call of Duty: World at War] Black Ops Perks
Post by: gympie6 on March 27, 2024, 10:45:00 pm
I'm having an issue where the zombies aren't going to the distraction point, even though I have it on the map.
 
What might be the issue? :)
I think you have missed a step while installing the perks, look through the installation instructions for help.