UGX-Mods

Call of Duty: Black Ops 3 => Tutorial Desk => Scripting => Topic started by: djluvorng on August 26, 2022, 04:45:18 am

Title: [Drag and Drop] "Five" Style Teleporters for BO3
Post by: djluvorng on August 26, 2022, 04:45:18 am
 
Hi! been working on this for a while, and finally feel confident enough to release it (DM me with any and all bugs bc I am sure there are some).
This script tutorial and prefab combo is bacically a drag and drop adaptation the teleporters from the map "five" albeit modified for general use with a few new changes and features. (Mostly on the zombies side.)

 
Instructions:
1) Drag the folders into your root directory.
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2) Open useraliases.csv in share>raw>sound>aliases and add the following lines:  
 
Code Snippet
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# ====== Tele Sounds =====
    evt_teleport,,,orng\tele\evt_teleport_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,2d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
    evt_teleport_out,,,orng\tele\evt_teleport_out_PCM.wav,,,UIN_MOD,,,,,,,,,0,0,80,80,0,1000,1000,,,,,,,,,,,,,,,,3d,front,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
   
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3) Open your mapname.gsc located in usermaps\"mapname"\scripts\zm and add:
    Add this to your mapname.gsc:    
Code Snippet
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// 5 style Teleporter
    #using scripts\orng\teleporter;
   
    Underneath:
    #using scripts\zm\zm_usermap;
 
   
    add:
Code Snippet
Plaintext
/////
thread init_power_orng();
/////
   after:
   
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///// 
zm_usermap::main();
/////

    then add:
   
Code Snippet
cpp
/////
function init_power_orng()
{
    level flag::wait_till("power_on");
    teleporter::teleporter_init();
}
/////

    At the end of the file.
   
   
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4) Open your maps zone file located in usermaps\"mapname"\zone_source and add these lines:    
Code Snippet
Plaintext
//Teleporter
fx,dlc0/factory/fx_teleporter_beam_factory
scriptparsetree,scripts/orng/teleporter.gsc
--------------------------------------------------
5) Add the prefabs to your map in map_source\_prefabs\orng:
    - static_tele_pad_base.map is an optional teleporter that only teleports to the static_tele_pad.map group (unless specified otherwise). (Can be more than one.)
    - static_tele_pad.map is an optional teleporter for the static_tele_pad_base.map group to go to (unless specified otherwise). (Can be more than one.)
    - tele_pad.map is the teleporter and final position after teleporting. Use as many as you like.
    - zombie_tele_point.map is where the zombie will end up after following the player through the portal. This is optional and use as many as you like. (picks the closest to the player.)
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6) Compile your map as per usual and you are done!
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EXTRAS) There are a couple of options in the teleporter.gsc script (located in share\raw\scripts\orng)    
 
Code Snippet
cpp
level.zom_timeout= 20;        //Change to the timeout for the zombies to get to the teleporter "undefined = infinite (only recommend for specific use cases)"
level.target_distance= 1000; //Change to max distance to the portal that zombies can be to get attracted (else kill) "undefined = infinite (only recommend for specific use cases)"
level.how_close=       100; //Change to how close the player has to be to cancel zombie teleport "undefined = ignore (only recommend for specific use cases)"
level.cooldown=        10; //Cooldown time for the teleporters in seconds
level.random_static=   1; //Each number higher than 0 means the static teleporters have a greater chance to go to a random tele.
                         // ^^ Example: 0 = 0% 1 = 50% (Idea from NSZ Kino Tele)

 
Spoiler: click to open...
You can also change the fx and add sounds to be something a little less ghetto xD.
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mega.nz