Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Scripts => Topic started by: shippuden1592 on August 14, 2022, 08:38:38 pm
Title: Engineer from Black Ops
Post by: shippuden1592 on August 14, 2022, 08:38:38 pm
1.-Once unpacked and put everything in place to go to _zombiemode and add this: under: 2.-In radiant add the prefab that comes in the "engineer" rar and put it in the areas where you want the engineer to respawn
3.-In each info_volume you have of your zones add this: 4.-Go to _zombie mode_powerups and look for this function "nuke powerup( drop item )" and under: add this: search "check_for_instakill( player )" and below: add this: 5.-In this generic_human.atr below: put this: 6.-Add this to your mod.csv
You can modify these:
Initial spawn round of the engineer... change it for the one you study want.... The intervals between which the engineer will be able to spawn again... in the example below it will be a random number between 3 and 5... adjust it as you wish.... The life that the engineer will have... the higher the number, the greater the life... put it into consideration on your map....
Title: Re: Engineer from Black Ops
Post by: B0hnez on December 29, 2022, 08:17:34 pm
First of all u make a great job on ur scripts man :) but now after i set all up in my map the engineer spawn, his weapon disappears and he doesnt move, may u can help me with my problem or know how to fix it ?
Title: Re: Engineer from Black Ops
Post by: ghetto_wizzz on December 30, 2022, 04:00:46 am
Hello shippuden! I added this to my map recently but ran into one problem with dog rounds. If i kill every dog before killing the engineer (on a dog round where he spawns) Then the round will not end once he dies. I know there was a similar problem (I think) with Bluntstuffy's PanzerSoldat, which he posted how to fix this within the instructions of that mod, but i wasn't to sure how to correct this with engineer. I saw this function And thought, maybe if i changed "level.engineer_active_on" to equal to false instead, but quickly realized it was calling "engineer_first_round", Nothing to do with dog rounds (Assumption) as of why it's probably an else statement. But maybe there is something similar I can do to set him spawning on dog rounds, to false? Anyways, hope to hear back from you, might just set this to false to see what breaks or doesn't lol. (Also forgive my terrible scripting knowledge) :/
Title: Re: Engineer from Black Ops
Post by: shippuden1592 on January 01, 2023, 12:44:51 am
First of all u make a great job on ur scripts man :) but now after i set all up in my map the engineer spawn, his weapon disappears and he doesnt move, may u can help me with my problem or know how to fix it ?
Hello shippuden! I added this to my map recently but ran into one problem with dog rounds. If i kill every dog before killing the engineer (on a dog round where he spawns) Then the round will not end once he dies. I know there was a similar problem (I think) with Bluntstuffy's PanzerSoldat, which he posted how to fix this within the instructions of that mod, but i wasn't to sure how to correct this with engineer. I saw this function And thought, maybe if i changed "level.engineer_active_on" to equal to false instead, but quickly realized it was calling "engineer_first_round", Nothing to do with dog rounds (Assumption) as of why it's probably an else statement. But maybe there is something similar I can do to set him spawning on dog rounds, to false? Anyways, hope to hear back from you, might just set this to false to see what breaks or doesn't lol. (Also forgive my terrible scripting knowledge) :/
The if( flag("dog_round" ) ) is supposed to check if the current round is a dog round, if so then the enginner doesn't appear until the next round. Do you want to mix them? Or does it even appear in round of dogs?
Title: Re: Engineer from Black Ops
Post by: ghetto_wizzz on January 01, 2023, 10:54:30 am
Yes, he spawns even on dog rounds for some reason. :/