nice! finally got the 4 working black ops perks in my map with everything included.
awesome! so you can confirm this tutorial works?
PLZ make a FF including Electric cherry in it, this has literally destroyed my map cause i cant have both it wont even load
whats next to it? is there a path to it? is the path blocked somehow?
try bringing it out from the wall?
make sure there is not more than one.
I think Vulture-Aid messed it up
adding
to
Post Merge: May 03, 2014, 06:56:33 pm
fixed it, uploading patch now ;D
bam can you include a list of the assets inside the ff file? also my health doesnt regen when i use jugg D: do you know why?
Can somebody link me to a video on how to install these or can someone make a video to show how to install these im sorry but ium new to mapping and scripting so i dont know much about thisIf you wanna be mapper - then learn. After that return here.
Can somebody link me to a video on how to install these or can someone make a video to show how to install these im sorry but ium new to mapping and scripting so i dont know much about this
And how should he learn it if nobody wants to teach him?How I did. If you can't understand TUTORIALS for adding sth to your map - you shouldn't making a map.
On my first days I wouldn't have been able to understand this tutorial too. He decided to start with some script-related stuff, fine. Not everyone likes to focus on mapping first.Then he must read tuts for scripting.
I agree a video tutorial for this would be great because I've tried this like 5 times a still get errors, and besides some people prefer visuals over written text.I dunno what's wrong with you people, this tutorial is easy.
I dunno what's wrong with you people, this tutorial is easy.Shure it is easy for those who have experience in scripting, but those who are new to this a video tutorial is more helpful.
Video tutorials are for complete noobs.
Shure it is easy for those who have experience in scripting, but those who are new to this a video tutorial is more helpful.I don't have much XP in scripting and can't do anything but copy&paste.
I don't know what I did wrong, but can someone help me it shows the Mule Kick perk machine for Stamina Up.
._.
I dunno what's wrong with you people, this tutorial is easy.People learn at different paces and in different ways. Just because you don't have a problem following the text tutorial doesn't mean you get to mount your high horse and make anyone else who can't feel insignificant.
Video tutorials are for complete noobs.
not sure where this code goes or how??It's under zombiemode_weapons
REPLACE ALL
cant seem to find this one!! to replace with the bottom one??
WITH
I don't have much XP in scripting and can't do anything but copy&paste.
nor do you have much experience in being nice to others=\ That's not true.
yup.... or... just a thought
follow the steps on the OP that says clearly "DO NOT COMPILE YOUR MAP_NAME_PATCH AGAIN AFTER INSTALLING THIS"
There is no need to keep recompiling it other than user preference, in this case it overwrites Bams patch, so just "dont" do that
Or go port the models and shaders yourself, thats all that is in the patch file, that way you wont need it
what?
When you compile the map just DO NOT compile the patch after?
So click nazi_zombie_mapname = compile
then go to the build mod tab and build the mod. Bang, patch file wasnt touched at all
Follow all steps as normal, but there is no need at all to recompile the patch, like ever
yea but either way you still dont have to recompile the patch file again? For your map? right?
Adding BO perks gives me 2048 material limit error and I have no idea how to get rid of it. Well, I guess my map will contain stock perks :(noooooooooooooooooooooooooooooooooooooooooooo
Fixes:
- Zombies attacking downed players in coop
- Vulture-Aid drops in non-playable areas
- Wunderfizz staying visible for only the first person to use it
see black ops perks for MuleKick-PAP fix
https://www.mediafire.com/?m2j9aqqoel77vlk (https://www.mediafire.com/?m2j9aqqoel77vlk)Jay's Black Ops Perks
4/29 notes:
1. If you have nazi_zombie_MAPNAME_patch in the mod folder you compile, delete it.
2. you can change the perk limit by adjusting level.perk_limit = 4; in _zombiemode.gsc
3. remove from your nazi_zombie_MAPNAME.gsc
4. always use the nazi_zombie_MAPNAME_patch from the latest Add-On. if you download older Add-Ons just place the IWDs---------------------------------------------------------------------------------------------------(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2Fa0v60k.jpg&hash=26c86acf0bcbfd81edd8530334540ee8495a017d)
download this:https://www.mediafire.com/?xbebt53nyy6cpil (https://www.mediafire.com/?xbebt53nyy6cpil)
move map_source to your root directory and the other files to C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMODPLACE THE MACHINES IN YOUR MAP!
note because I am not allowed to post raw assets the original sumpf machines will serve as place holders then be switched with the black ops perks when the game starts!
note: this map overwrites _callbackglobal.gscPART 1: SETTING UP QUICKREVIVE
step 1: go into _zombiemode_perks.gsc and replace
with
step 2:
change this function to make revive turn on at the start
replace
with
step 3:
replace
with
step 4: go into _zombiemode.gsc and replace the entire player_damage_override() function withPART 2: SETTING UP PERK LIMIT/Quick Revive Point
ADD in zombiemode.gsc
UNDER
ADD a script_origin in your map with targetname as revive_retreat_pointPART 3: SETTING UP MULE KICK
replace in _zombiemode_weapons
with
PAP Mule Kick fix in _zombiemode_perks.gsc
REPLACE ALL
WITHPART 4: Giving life to the machines!
in _zombiemode.gsc
add
under yourPART 5: Final Touches! (if needed)
replace
set_zombie_var( "zombie_perk_juggernaut_health", 160 );
with
set_zombie_var( "zombie_perk_juggernaut_health", 250 );
download and replace your _patch.ff with this if you think the machines look ugly
https://www.mediafire.com/?3k1f1ucm23h2aw6 (https://www.mediafire.com/?3k1f1ucm23h2aw6)
its just the _patch.ff were I took off normal mapping of the machines
Bamskater / Jei has given me permission to release a fixed version of his perks just click the message (http://ugx-mods.com/forum/index.php?topic=6417.0)Did you need to quote his whole tut? :P
Bamskater / Jei has given me permission to release a fixed version of his perks just click the message (http://ugx-mods.com/forum/index.php?topic=6417.0)
As a clarification he has fixed my old zombiemodding perks, and nerfed the electric cherry. My UGX bo1 perks here are not the super speed staminup/4 gun mulekick perks
Could you help me? In my map the normal perks are in one line, and the BO perks are lower, i've tryed the fix that treminaor
gave out, but then i get this mess in my map:
(http://embed.gyazo.com/7436d14204650a74471ac8cb9a1ef418.png)
If you could tell me what the problem, i would apreciate it :)
more specifically, Bams perk scripts have a perk shader function in each one
so the regular one is used for the initial 4
then theres a duplicate function of the same thing for the BO1 4 perks
then there is yet another duplicate of that function in his Electric cherry
go find a raw _zombiemode_perks.gsc, then copy the "perk_hud_create()" function and replace the custom one treminaor gave you with the original one in the original _zombiemode_perks.gsc ( don't forget to copy over any added case lists for any custom perks ) and that should fix the problem. Treminaor tried stacking the hud differently to make the player's screen more organized, but bamskater's perks use the normal system, and they both just break each other if you try to use them together.I've tryed but that didnt worked!
So when I added this to my map i have the machines but they are just the sumpf machines and have a use icon with no function. Did I install wrong? I edited the .gsc files withing ugx_mod.
Well i can buy the perks now but the machines are invisible. I think I know the problem though. Thanks for your help.How did you fix it. I have been stuck on this for a while. I also have another error saying can't find vulture.pap. any help would be appreciated.
Hi there. I have installed this and although it appears to work (I can buy three guns with Mule Kick) The machines are not showing up (invisable) and the icon when you buy Mule Kick is just a chequered board and the animation of drinking does not show.I would reccomend using one of these perk packs instead of Bams perks
they are all making the same mistakeWell i would say we have a better step by step installtion than the one here and we dont use the patch (well i dont) so the patch being a issue wouldnt exist and i still would reccomend against using bams (no offense to bam himself but these are quite buggy and bad)
Either they have overwritten the patch after placing it
Havent placed it at all
Named it wrong
and havent added the IWD to their mod
Using ours or his, they gonna continue making this same mistake
Well i would say we have a better step by step installtion than the one here and we dont use the patch (well i dont) so the patch being a issue wouldnt exist and i still would reccomend against using bams (no offense to bam himself but these are quite buggy and bad)
Well i would say we have a better step by step installtion than the one here and we dont use the patch (well i dont) so the patch being a issue wouldnt exist and i still would reccomend against using bams (no offense to bam himself but these are quite buggy and bad)I give a patch and a localized
I give a patch and a localizedi once tried calling one of your ff's "mapname_load" and it worked fine, i thought there was no problem with changing the ff name as long as its not already in use
and 2 copies of each, one with and one without player quotes
as everyone is using "localized" for things like zombie model packs
But even with both available im still getting constant requests for "custom" FFs... Too many requests in fact lol
i once tried calling one of your ff's "mapname_load" and it worked fine, i thought there was no problem with changing the ff name as long as its not already in useload is supposed to be used for intro stuff i believe
I have a problem in my map all the perks have switched models so PHD has the stamin-up model and Mule-kick has the PHD model and this applys with the other two perks any help??wrong KVPs
wrong KVPsactually this sometimes happens (no idea why) when you don't include all 4 in the map at once. if all are used then i have no idea :P
There are problems with my quick revive. 1. In solo and coop if i spam the "use" key on the perk it will not let me buy after 3 times. 2. When the perk is used 3 times in solo it does not disappear.
I followed the tutorial and when I start my game, I get this:
(https://gyazo.com/c31180289af6b353b0b8a05e81be0ceb)
Someone please help?
is this working with UGX Script Placer 2.0.1? ive tried adding them 4 different times and each time the perks are invisible, when the power is turned on the lights show up but nothing else, if i go to buy one of them it shows the hand but with no text, i followed both text and video tut but still come up with the same problem.Have you added the models and scripts correctly? If so, do you get any errors while compiling your map or building your mod?
if anyone can help me with this i would greatly appreciate it.
I need download to quick revive plz.Well quick revive is already included in the moddingtools of cod waw and this is an update on it.
I followed the enitire tut, when the map loads quick revive lights up and you can buy it for 500, however when you get down in solo mode it dosent revive the player, instead it just ends the game. Please help!It could be two things:
It could be two things:Thanks for your help, I have quick revive working now! I am trying to load in bamskater33's BO1 perk machines into my map and something weird happens. When I place Dead shot daiquiri into the map from "bam_mod_ultimate_bo1_perks" folder I get the quick revive machine!?! When I place mule kick into the map it shows up as speed cola, when I place in PHD Flopper I get Juggernaut, and when I place in Stamin-up I get the double tap machine. I made sure none of my files were overriten and replaced them with fresh files I just extracted. I am really confused on what is casuing this. :\ I hope someone can help point me in the right direction. Thanks agian "gympie6" for all your help, very much appreciated! :D
1: You forgot to add: self maps\bam_bo_mod_bo1_perks_standalone_functions::player_fake_death();
under:
self thread maps\_laststand:PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
2. You forgot to add _bam_bo1_perks_mod.IWD in mods/MAPNAME
Thanks for your help, I have quick revive working now! I am trying to load in bamskater33's BO1 perk machines into my map and something weird happens. When I place Dead shot daiquiri into the map from "bam_mod_ultimate_bo1_perks" folder I get the quick revive machine!?! When I place mule kick into the map it shows up as speed cola, when I place in PHD Flopper I get Juggernaut, and when I place in Stamin-up I get the double tap machine. I made sure none of my files were overriten and replaced them with fresh files I just extracted. I am really confused on what is casuing this. :\ I hope someone can help point me in the right direction. Thanks agian "gympie6" for all your help, very much appreciated! :DThat is normal, it is/was strictly forbidden to upload ripped assets from others games. To solve this issue the creator made a unique _patch file to give the community what they want without actually giving them the assets.
Everything works alright except when players go down they lose perks they way they should except that when they get back up they still have 3 weapons even after losing mulekickThose are known, I am afraid you have to fix those yourself.
Hi how are you? try your advantages and they work wonders. the only problem is that when you fall with the quick revive the zombies do not move away. Another problem in the script is that the boxes do not move from the same area. I mean, you finish using the box and it reappears there. any solution? Thank youThe box moving doesn't have to do with this really, in _zombiemode_weapons there is a function listed here:
The box moving doesn't have to do with this really, in _zombiemode_weapons there is a function listed here:I just tried and changed the nazi_zombie_factory to the name of my map and it didn't work: /. If you can send me a message to the private I could tell you the name of my map and send you the .gsc so you can see what is wrong there or what I do wrong
Where it says level.script == "nazi_zombie_factory" you have to add your map name to one of those. Depending on how you have it set up, so if it starts with nazi_zombie then use nazi_zombie_YOURNAME if it's just a name for example "Lab" use that. Just watch your capitilization on your name if it's one word and doesn't have nazi_zombie infront of it. I had that issue and i couldn't find a fix forever. Don't change anything else in this function btw.
The box moving doesn't have to do with this really, in _zombiemode_weapons there is a function listed here:hahaha sorry the mistake was mine. there I solved it! Thank you, you saved my life!
Where it says level.script == "nazi_zombie_factory" you have to add your map name to one of those. Depending on how you have it set up, so if it starts with nazi_zombie then use nazi_zombie_YOURNAME if it's just a name for example "Lab" use that. Just watch your capitilization on your name if it's one word and doesn't have nazi_zombie infront of it. I had that issue and i couldn't find a fix forever. Don't change anything else in this function btw.