UGX-Mods

Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Scripts => Topic started by: jei9363 on April 28, 2014, 12:46:08 am

Title: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: jei9363 on April 28, 2014, 12:46:08 am
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

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}

---------------------------------------------------------------------------------------------------

https://www.youtube.com/watch?v=YkmXkO9zX3c&feature=youtu.be (https://www.youtube.com/watch?v=YkmXkO9zX3c&feature=youtu.be)

(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\YOURMOD

PLACE 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.gsc

PART 1: SETTING UP QUICKREVIVE

step 1: go into  _zombiemode_perks.gsc and replace

Code Snippet
Plaintext
		case "specialty_quickrevive":
cost = 500;
break;

with

Code Snippet
Plaintext
		case "specialty_quickrevive":
players = get_players();
if(players.size == 1)
{
cost = 500;
self.reviveUsesLeft--;
}
else
cost = 1500;
break;

step 2:

change this function to make revive turn on at the start

Code Snippet
Plaintext
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

players = get_players();

if(players.size > 1)
level waittill("revive_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );
}

replace

Code Snippet
Plaintext
	case "specialty_quickrevive":
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

with

Code Snippet
Plaintext
	case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

step 3:

replace

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))

with

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger())  && (players[i].perk_hud.size < level.perk_limit) && self.reviveUsesLeft > 0)

step 4: go into  _zombiemode.gsc and replace the entire player_damage_override() function with
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}

if( iDamage < self.health )
{
if ( IsDefined( eAttacker ) )
{
eAttacker.sound_damage_player = self;
}

//iprintlnbold(iDamage);
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
if( level.intermission )
{
level waittill( "forever" );
}

players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] == self || players[i].is_zombie || players[i] maps\_laststand::player_is_in_laststand() || players[i].sessionstate == "spectator" )
{
count++;
}
}

if( count < players.size )
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}

self.intermission = true;

self.wasRevived = false;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self maps\bam_bo_mod_bo1_perks_standalone_functions::player_fake_death();

if( count == players.size)
{
if(!self.wasRevived)
level notify( "end_game" );
self.wasRevived = false;
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}
}



PART 2: SETTING UP PERK LIMIT/Quick Revive Point

ADD in zombiemode.gsc
Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");

UNDER
Code Snippet
Plaintext
        maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();

ADD a script_origin in your map with targetname as revive_retreat_point

PART 3: SETTING UP MULE KICK

replace in _zombiemode_weapons

Code Snippet
Plaintext
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

with

Code Snippet
Plaintext
user thread maps\bam_bo_mod_bo1_perks_standalone_functions::treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

PAP Mule Kick fix in _zombiemode_perks.gsc

Code Snippet
Plaintext
wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= self.MuleCount )
{
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );

WITH

Code Snippet
Plaintext
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );


PART 4: Giving life to the machines!

in _zombiemode.gsc

add

Code Snippet
Plaintext
maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();

under your

Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");


PART 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
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: Gunoftruth on April 28, 2014, 01:05:21 am
Awesome thanks for this! :D
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: Dust on April 28, 2014, 01:26:17 am
nice! finally got the 4 working black ops perks in my map with everything included.
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: jei9363 on April 28, 2014, 01:27:33 am
nice! finally got the 4 working black ops perks in my map with everything included.

awesome! so you can confirm this tutorial works?
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: Dust on April 28, 2014, 01:32:10 am
awesome! so you can confirm this tutorial works?

Yup i can confirm it works 100%
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: jei9363 on April 28, 2014, 01:46:56 am
download and replace 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

Post Merge: April 28, 2014, 01:49:04 am
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2Fa0v60k.jpg&hash=26c86acf0bcbfd81edd8530334540ee8495a017d)
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: Gunoftruth on April 28, 2014, 02:33:31 am
how do i get this to work with Electric cherry not disappearing? Since there both .ff files? Any help it crashing my map :/.
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: DeletedUser on April 28, 2014, 02:36:28 am
Nice bam! i can see you doing DT2.0 in the near future...
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: Gunoftruth on April 28, 2014, 03:05:30 am
PLZ make a FF including Electric cherry in it, this has literally destroyed my map cause i cant have both it wont even load
Title: Re: [Map Add-On 4] Black Ops Perks (sounds! models! shaders! easy setup!)
Post by: Dust on April 28, 2014, 03:25:12 am
PLZ make a FF including Electric cherry in it, this has literally destroyed my map cause i cant have both it wont even load

This should have electric cherry automatically included, at least it did for me
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD!)
Post by: jei9363 on April 28, 2014, 07:31:30 am
if the game crashes due to missing images this includes the vulture-aid and electric cherry shaders.

just replace the IDW!

https://www.mediafire.com/?xbebt53nyy6cpil (https://www.mediafire.com/?xbebt53nyy6cpil)
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: InFInIX on April 28, 2014, 04:18:41 pm
Nice work,
Try it out now  8)
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jei9363 on April 29, 2014, 12:34:26 pm
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

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}

Post Merge: April 29, 2014, 10:51:12 pm
missing part!

finally change this function to make revive turn on at the start

Code Snippet
Plaintext
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

players = get_players();

if(players.size > 1)
level waittill("revive_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );
}

step 2:

replace

Code Snippet
Plaintext
	case "specialty_quickrevive":
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

with

Code Snippet
Plaintext
	case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: Dust on May 03, 2014, 06:18:20 pm
All the perks work perfectly but i did notice something, with quick revive when you go downed the zombies still come towards you. I got a script_origin in the beginning of my map with targetname revive_retreat_point and i triple checked all my scripts and they look fine. What is the problem?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F33mq0wg.png&hash=66cf01247b4c500506adb8c4f9fd9e9f04d51acd)

I believe you when you said the zombies should run away from you when downed but they refuse to do that
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jei9363 on May 03, 2014, 06:24:42 pm
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.

Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: Dust on May 03, 2014, 06:26:18 pm
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.

Nothing is next to it, thats just the info_player_start

There is only that one, the other red boxes is for coop spawns

Will try bring it out a little bit more


Nope that still didnt fix it, and they still try to swipe at me even though i am down instead of avoiding me
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jei9363 on May 03, 2014, 06:50:30 pm
I think Vulture-Aid messed it up

adding

Code Snippet
Plaintext
|| (players.size == 1 && self.ignoreme == true)

to

Code Snippet
Plaintext
if(num_players_stinky() == players.size)
level.vulture_retreat.attract_to_origin = true;

Post Merge: May 03, 2014, 06:56:33 pm
fixed it, uploading patch now  ;D
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: Dust on May 03, 2014, 07:04:32 pm
I think Vulture-Aid messed it up

adding

Code Snippet
Plaintext
|| (players.size == 1 && self.ignoreme == true)

to

Code Snippet
Plaintext
if(num_players_stinky() == players.size)
level.vulture_retreat.attract_to_origin = true;

Post Merge: May 03, 2014, 06:56:33 pm
fixed it, uploading patch now  ;D

Nice, ill wait for the patch then :D
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jei9363 on May 03, 2014, 07:07:14 pm
Vulture Aid v1.2

fixes:

- zombies will ignore players downed who have Solo Revive
- no longer need to place a solo revive retreat point

Download: https://www.mediafire.com/?519ntxcc184pghr (https://www.mediafire.com/?519ntxcc184pghr)
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: Dust on May 03, 2014, 07:16:41 pm
nice. it works now!
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jjbradman on May 03, 2014, 07:29:47 pm
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?
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jei9363 on May 03, 2014, 07:40:22 pm
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?

Code Snippet
Plaintext
// Materials
material,zombie_electric_shock_overlay
material,zombie_transporter_overlay

// Scripts
rawfile,animscripts/death.gsc
rawfile,animscripts/melee.gsc
rawfile,animscripts/scripted.gsc
rawfile,animscripts/utility.gsc
rawfile,animscripts/traverse/shared.gsc
rawfile,animscripts/traverse/zombie_jump_down_72.gsc
rawfile,animscripts/traverse/zombie_jump_down_96.gsc
rawfile,animscripts/traverse/zombie_jump_down_120.gsc
rawfile,animscripts/traverse/zombie_jump_down_127.gsc
rawfile,animscripts/traverse/zombie_jump_down_184.gsc
rawfile,animscripts/traverse/zombie_jump_down_190.gsc
rawfile,animscripts/traverse/zombie_jump_up_to_climb.gsc
rawfile,maps/_arcademode.gsc
rawfile,maps/_audio.gsc
rawfile,maps/_callbackglobal.gsc
rawfile,maps/_challenges_coop.gsc
rawfile,maps/_collectibles_game.gsc
rawfile,maps/_friendlyfire.gsc
rawfile,maps/_gameskill.gsc
rawfile,maps/_laststand.gsc
rawfile,maps/_load.gsc
rawfile,maps/_loadout.gsc
rawfile,maps/_mgturret.gsc
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_blockers_new.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_tesla.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_dogs.gsc

// Characters
rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc

// Dog Anim Scripts
rawfile,animscripts/dog_combat.gsc
rawfile,animscripts/dog_death.gsc
rawfile,animscripts/dog_init.gsc
rawfile,animscripts/dog_pain.gsc
rawfile,animscripts/dog_move.gsc
rawfile,animscripts/dog_scripted.gsc
rawfile,animscripts/dog_stop.gsc
rawfile,animscripts/dog_flashed.gsc

// Client Scripts
rawfile,clientscripts/_callbacks.csc
rawfile,clientscripts/_footsteps.csc
rawfile,clientscripts/_lights.csc
rawfile,clientscripts/_load.csc

// Shellshock
rawfile,shock/dog_bite.shock

// Animtrees
rawfile,animtrees/dog.atr
rawfile,animtrees/generic_human.atr
rawfile,animtrees/zombie_cymbal_monkey.atr

// String Table
stringtable,mp/zombiemode.csv,,

// Menu
menufile,ui/hud.txt

// Model
//xmodel,collision_geo_32x32x128

rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc

xmodel,char_usa_marine_polonsky_zomb
xmodel,char_rus_guard_chernova_zomb
xmodel,char_jap_impinf_officer_body_zomb
xmodel,char_jap_impinf_officer_head
xmodel,char_jap_impinf_officer_hat_zomb
xmodel,char_ger_ansel_body_zomb
xmodel,char_ger_ansel_head_zomb

xmodel,bo1_zombie_3rd_perk_bottle_ads
xmodel,bo1_zombie_3rd_perk_bottle_marathon
xmodel,bo1_zombie_3rd_perk_bottle_nuke
xmodel,bo1_zombie_3rd_perk_bottle_three_gun
xmodel,bo1_zombie_perk_bottle_ads
xmodel,bo1_zombie_perk_bottle_marathon
xmodel,bo1_zombie_perk_bottle_nuke
xmodel,bo1_zombie_perk_bottle_three_gun
xmodel,bo1_zombie_vending_ads
xmodel,bo1_zombie_vending_ads_on
xmodel,bo1_zombie_vending_doubletap
xmodel,bo1_zombie_vending_doubletap_on
xmodel,bo1_zombie_vending_marathon
xmodel,bo1_zombie_vending_marathon_on
xmodel,bo1_zombie_vending_nuke
xmodel,bo1_zombie_vending_nuke_on
xmodel,bo1_zombie_vending_three_gun
xmodel,bo1_zombie_vending_three_gun_on
sound,bo1_perk_stings,,all_mp
material,vending_deadshot_shader
material,vending_mule_kick_shader
material,vending_phd_shader
material,vending_staminup_shader
weapon,sp/zombie_perk_bottle_deadshot
weapon,sp/zombie_perk_bottle_mulekick
weapon,sp/zombie_perk_bottle_phd
weapon,sp/zombie_perk_bottle_staminup



xmodel,bo2_t6_wpn_zmb_perk_bottle_cherry_view
xmodel,bo2_t6_wpn_zmb_perk_bottle_cherry_world
xmodel,bo2_p6_zm_vending_electric_cherry_off
xmodel,bo2_p6_zm_vending_electric_cherry_on
weapon,sp/zombie_perk_bottle_cherry
material,cherry_vending_zombies

xmodel,bo2_p6_zm_vending_vultureaid
xmodel,bo2_p6_zm_vending_vultureaid_on
xmodel,bo2_t6_wpn_zmb_perk_bottle_vulture_view
xmodel,bo2_t6_wpn_zmb_perk_bottle_vulture_world
xmodel,bo2_p6_zm_perk_vulture_ammo
xmodel,bo2_p6_zm_perk_vulture_points
weapon,sp/zombie_perk_bottle_vulture
material,vulture_vending_zombies_0
material,vulture_vending_zombies_1
material,vulture_vending_zombies_box
material,vulture_vending_zombies_weap
fx,vulture_smell
fx,vulture_powerup
sound,vulture_aid,,all_mp

xmodel,bo2_p6_zm_vending_diesel_magic
xmodel,bo2_p6_zm_vending_diesel_magic
xmodel,wunderfizz_off
xmodel,bo2_t6_wpn_zmb_perk_bottle_bear_world

xmodel,bo1_p_zom_cosmo_lunar_control_panel_dlc
xmodel,bo1_p_zom_cosmo_lunar_control_panel_dlc_on
xmodel,bo1_p_zom_cosmo_lunar_lander_base_dlc
xmodel,bo1_p_zom_cosmo_lunar_lander_cap
xmodel,bo1_p_zom_cosmo_lunar_lander_gate_dlc
xmodel,bo1_p_zom_cosmo_lunar_lander_leg_dlc
xmodel,bo1_p_zom_cosmo_lunar_lander_shaft
sound,lander_sounds,,all_mp
fx,lander_smoke

weapon,sp/zombie_m1911
xmodel,bo1_t5_weapon_1911_viewmodel
xmodel,bo1_t5_weapon_1911_world
xanim,viewmodel_colt1911_sw_idle
xanim,viewmodel_colt1911_sw_empty_idle
xanim,viewmodel_colt1911_sw_fire
xanim,viewmodel_colt1911_sw_lastshot
xanim,viewmodel_colt1911_sw_reload
xanim,viewmodel_colt1911_sw_reload_empty
xanim,viewmodel_colt1911_sw_putaway
xanim,viewmodel_colt1911_sw_pullout
xanim,viewmodel_colt1911_sw_first_raise
xanim,viewmodel_colt1911_sw_pullout
xanim,viewmodel_colt1911_sw_empty_pullout
xanim,viewmodel_colt1911_sw_empty_putaway
xanim,viewmodel_colt1911_sw_sprint_loop
xanim,viewmodel_colt1911_sw_ads_fire
xanim,viewmodel_colt1911_sw_ads_up
xanim,viewmodel_colt1911_sw_ads_down

weapon,sp/zombie_olympia
xmodel,bo1_t5_weapon_beretta682_viewmodel
xmodel,bo1_t5_weapon_beretta682_world
xanim,viewmodel_beretta682_ads_down
xanim,viewmodel_beretta682_ads_fire
xanim,viewmodel_beretta682_ads_up
xanim,viewmodel_beretta682_d2p_in
xanim,viewmodel_beretta682_d2p_loop
xanim,viewmodel_beretta682_d2p_out
xanim,viewmodel_beretta682_fire
xanim,viewmodel_beretta682_first_raise
xanim,viewmodel_beretta682_idle
xanim,viewmodel_beretta682_pullout
xanim,viewmodel_beretta682_pullout_quick
xanim,viewmodel_beretta682_putaway
xanim,viewmodel_beretta682_putaway_quick
xanim,viewmodel_beretta682_reload
xanim,viewmodel_beretta682_reload_empty

and no, I have no idea
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jjbradman on May 03, 2014, 07:49:25 pm
thenks! and damn it :'(
Title: Re: [Map Add-On 4] Black Ops Perks (updated IWD 4/28)
Post by: jei9363 on May 09, 2014, 01:05:32 pm
PAP Mule Kick fix in _zombiemode_perks.gsc

Code Snippet
Plaintext
wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= self.MuleCount )
{
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

Post Merge: May 09, 2014, 04:42:58 pm
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


Post Merge: May 09, 2014, 11:14:50 pm
www.mediafire.com/?nnsc6xfqewrn9qo (http://www.mediafire.com/?nnsc6xfqewrn9qo)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Gunoftruth on May 25, 2014, 08:20:26 pm
You should clarify more where to put the Mulekick scripts in what GSC?
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: jei9363 on May 25, 2014, 08:32:36 pm
updated
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Gunoftruth on May 25, 2014, 08:46:12 pm
Thanks,

But where do i put

player_damage_override()


and what that for?
Guessing PHD?

and i dont have player_damage_override()

in _zombiemode.gsc
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: jei9363 on May 25, 2014, 09:09:37 pm
it has a lot of parameters.

search player_damage_override(
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: HitmanVere on June 10, 2014, 12:10:03 pm
For some reason, they are still the default perk machines, except dirtier and instead of letting me buy it, it gives hand icon instead. I have only added them and compiled both mod and map. If theres anything I missed in tutorial, I cant quite understand it then :D

Post Merge: June 10, 2014, 03:26:40 pm
Okay, I got that thing working, but now they are different from the .map files, Deadshot is StaminUp and StaminUp is Mulekick, but only from model and hintstring
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: InFInIX on June 12, 2014, 06:32:57 pm
i don't have this line in my _zombiemode_weapons.gsc
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );
so i can't have mulekick
what can i do? :o
EDIT:
I found it in Programmers notepad 2 ... i will never use notepad++ ;D
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BuIlDaLiBlE on July 10, 2014, 10:35:39 pm
"Exceeded limit of 1600 'loaded sound' assets."
Why? Map is pretty clear without any new guns or things like that.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: twgxzombie on July 12, 2014, 04:06:33 am
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BuIlDaLiBlE on July 12, 2014, 10:26:18 am
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
If you wanna be mapper - then learn. After that return here.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Alerion on July 12, 2014, 10:50:23 am
And how should he learn it if nobody wants to teach him?

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

I sent you a PM, just try if it still works with this version.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BuIlDaLiBlE on July 12, 2014, 10:55:46 am
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Alerion on July 12, 2014, 10:57:56 am
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BuIlDaLiBlE on July 12, 2014, 11:15:07 am
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: FreeFall on July 20, 2014, 04:57:22 pm
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BuIlDaLiBlE on July 20, 2014, 05:03:12 pm
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.
Video tutorials are for complete noobs.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: FreeFall on July 20, 2014, 07:24:58 pm
I dunno what's wrong with you people, this tutorial is easy.
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BuIlDaLiBlE on July 20, 2014, 07:28:25 pm
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: SoulTaker on July 25, 2014, 11:12:08 pm
I don't know what I did wrong, but can someone help me it shows the Mule Kick perk machine for Stamina Up.
._.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: HitmanVere on August 05, 2014, 10:52:06 pm
Shit, I compiled patch and the machines are invisible and anims are fucked up, help! How can I fix this?

I don't know what I did wrong, but can someone help me it shows the Mule Kick perk machine for Stamina Up.
._.

Also, need to place all the machines to map first for them to work
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on September 11, 2014, 01:42:46 am
Ok, I ran into some problems with this?

I added everything correctly my first time around. All worked ok

Then I added rain, thunder and lightning - then the perks vanished, the triggers were still there, but they only caused you to lose control of the character (change weapon etc)

I removed everything and checked if the rain script might conflict and can see no reason why it would?

I tried readding the same files and this time got errors about "porter_shader" being missing

So I went to the main page and downloaded the patch.ff there. Tried using that, readded the scripts... now i get "unknown function" errors?

Im gonna crack at this again when i get home, but anyone got any ideas what causes this?

Also I noticed, despite removing everything i added from here, I still have the BO2 perks and powerups icons?

Where are they stored? I dont want them (well, I dont want them "right now" - until i figure out he problem)

Ill update with the fixes i try after work

---------------------------------------------------------------------------------------------------------------------------------------------------

Ok so MY problem was indeed with the PATCH file, there are so many floating about, make sure you have the correct one

Still dont know how it broke, I didnt touch the patch...
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: iBarnett on September 28, 2014, 06:15:01 pm
not sure where this code goes or how??


REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );
  cant seem to find this one!! to replace with the bottom one??

WITH

Code Snippet
Plaintext
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: SajeOne on September 28, 2014, 07:28:12 pm
I dunno what's wrong with you people, this tutorial is easy.
Video tutorials are for complete noobs.
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: NaviLlicious on November 15, 2014, 01:56:40 am
not sure where this code goes or how??


REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );
  cant seem to find this one!! to replace with the bottom one??

WITH

Code Snippet
Plaintext
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );
It's under zombiemode_weapons
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: OfficialMT22 on November 15, 2014, 04:04:17 am
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BuIlDaLiBlE on December 09, 2014, 03:43:31 pm
nor do you have much experience in being nice to others
=\ That's not true.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: ItzAmW on January 07, 2015, 10:40:47 pm
Help its not working for me. Every time i try load my map it crashes. A message pops up saying (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2Fjhxbwo.jpg&hash=2a32a2e3d5e3d5ffd22baa184b8d183d0ada82e8)

Please help someone
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on January 07, 2015, 11:19:43 pm
copy the most up to date patch file over yours

The link is on the Original post
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Wolf_Silver on January 08, 2015, 06:09:14 pm
Hey bam can you make who's who and tombstone perks please ;)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: mala15 on January 17, 2015, 01:04:40 pm
Hi,
was wondering if any mappers that have ugx mod and BO perks in their map could help me with my problem.
I've seen some recent christmas maps with both working in the same map.

i've tried adding this addon to a ugx mod map, and have manage to get the perks working in the map except for the models and shaders aren't being loaded. also the anims when drinking the perk doesn't work, it only prevents me from sprinting and ADS until i have bought a regular perk. also when i drink regular perk the shader for BO perks i've bought shows up as if the shaders are missing.

I've tried many different patch files but i have to compile the ugx mod before running the game(to avoid fx limit) and then it overwrites the patch file in appdata and i get the problem described above.

I also tried adding the patch file to the mod folder in root so as to make compile copy that over to the appdata mod folder when compiling ugx mod, but then cod stops responding with a black screen very early in the load process.


Have anyone else dealt with this problem or know how to fix it?

thanks :)

Double Post Merge: January 18, 2015, 11:18:44 am
I got it working with UGX mod.

For anyone else having the same problems, heres what I did:

Install everything like described in OP(ofc edit .gsc in the ugx_mod.iwd), with two exceptions.

-First download and install bam addon perks.
-Then update1 EXCEPT for nazi_zombie_MAPNAME_patch(use _patch from original bam addon perks), meaning do not use the newest _patch file.
-Then edit the .gsc files.
-Now do as described in this post: http://ugx-mods.com/forum/index.php?topic=4400.msg48577#msg48577 (http://ugx-mods.com/forum/index.php?topic=4400.msg48577#msg48577)
-Stop compiling ugx-mod and compile both iwd and mod.ff for your mapname mod file.
-The ugx menu and BO perks should now work.

This worked for me except for perk shaders not stacking properly but I guess that can be figured out.

Probably not the best way of doing it but at least all perks work, shaders and models are being loaded and animation work without locking ADS and running.

Double Post Merge: January 18, 2015, 11:36:28 am
forgot to say that you have to copy the nazi_zombie_MAPNAME_patch from bam_mod_ultimate_bo1_perks download to your appdata mod folder everytime you compile your mod.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on January 20, 2015, 04:15:50 am
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: mala15 on January 20, 2015, 10:04:05 am
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

Ok, but if I don't compile UGX mod after copying over the patch file the menu doesn't work. so after changes to the patch file(or any other part of the mod) it needs to be compiled, thats why I used the steps described in the link to get around that probelm. Don't know how to compile the mod without touching the patch file, it was overwritten by the mod everytime.

As for porting, yeah that might be the best way, but I don't have all that much experience with modding and wanted to post the solution that worked for me in case it helps someone else someday  :)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on January 20, 2015, 09:06:41 pm
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BluntStuffy on January 20, 2015, 09:12:21 pm
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

When you have UGX mod installed you have to take an extra step when compiling your stuff..


If you use UGX mod, after you compile your map & mod use the project mover --> then you wont have to compile the UGX-mod again for the menu to work ( unless you change it obviously )
Setup the project-mover correctly following the steps in the topic for it
EDIT:
(being this stuff on the wiki)
http://ugx-mods.com/wiki/index.php?title=UGX_Mod_Standalone_Installation#For_the_First_Time (http://ugx-mods.com/wiki/index.php?title=UGX_Mod_Standalone_Installation#For_the_First_Time)
(not sure if that solve's your issue's with the perk stuff though  ::) )
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on January 20, 2015, 10:31:56 pm
yea but either way you still dont have to recompile the patch file again? For your map? right?
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BluntStuffy on January 20, 2015, 10:43:30 pm
yea but either way you still dont have to recompile the patch file again? For your map? right?

yes
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Erebuss on March 16, 2015, 11:17:03 am
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 :(
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: seanathan on April 18, 2015, 12:27:44 am
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
 :'(
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: DeletedUser on April 29, 2015, 05:42:42 pm
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

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}

---------------------------------------------------------------------------------------------------

https://www.youtube.com/watch?v=YkmXkO9zX3c&feature=youtu.be (https://www.youtube.com/watch?v=YkmXkO9zX3c&feature=youtu.be)

(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\YOURMOD

PLACE 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.gsc

PART 1: SETTING UP QUICKREVIVE

step 1: go into  _zombiemode_perks.gsc and replace

Code Snippet
Plaintext
		case "specialty_quickrevive":
cost = 500;
break;

with

Code Snippet
Plaintext
		case "specialty_quickrevive":
players = get_players();
if(players.size == 1)
{
cost = 500;
self.reviveUsesLeft--;
}
else
cost = 1500;
break;

step 2:

change this function to make revive turn on at the start

Code Snippet
Plaintext
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

players = get_players();

if(players.size > 1)
level waittill("revive_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );
}

replace

Code Snippet
Plaintext
	case "specialty_quickrevive":
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

with

Code Snippet
Plaintext
	case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

step 3:

replace

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))

with

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger())  && (players[i].perk_hud.size < level.perk_limit) && self.reviveUsesLeft > 0)

step 4: go into  _zombiemode.gsc and replace the entire player_damage_override() function with
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}

if( iDamage < self.health )
{
if ( IsDefined( eAttacker ) )
{
eAttacker.sound_damage_player = self;
}

//iprintlnbold(iDamage);
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
if( level.intermission )
{
level waittill( "forever" );
}

players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] == self || players[i].is_zombie || players[i] maps\_laststand::player_is_in_laststand() || players[i].sessionstate == "spectator" )
{
count++;
}
}

if( count < players.size )
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}

self.intermission = true;

self.wasRevived = false;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self maps\bam_bo_mod_bo1_perks_standalone_functions::player_fake_death();

if( count == players.size)
{
if(!self.wasRevived)
level notify( "end_game" );
self.wasRevived = false;
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}
}



PART 2: SETTING UP PERK LIMIT/Quick Revive Point

ADD in zombiemode.gsc
Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");

UNDER
Code Snippet
Plaintext
        maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();

ADD a script_origin in your map with targetname as revive_retreat_point

PART 3: SETTING UP MULE KICK

replace in _zombiemode_weapons

Code Snippet
Plaintext
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

with

Code Snippet
Plaintext
user thread maps\bam_bo_mod_bo1_perks_standalone_functions::treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

PAP Mule Kick fix in _zombiemode_perks.gsc

Code Snippet
Plaintext
wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= self.MuleCount )
{
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );

WITH

Code Snippet
Plaintext
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );


PART 4: Giving life to the machines!

in _zombiemode.gsc

add

Code Snippet
Plaintext
maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();

under your

Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");


PART 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)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Bwc66930 on April 29, 2015, 05:50:37 pm
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: jei9363 on April 29, 2015, 07:56:36 pm
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: IperBreach86 on April 30, 2015, 04:16:32 pm
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:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fembed.gyazo.com%2F7436d14204650a74471ac8cb9a1ef418.png&hash=e63a85b471f043f504541227ca58c56403b09906)
If you could tell me what the problem, i would apreciate it :)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: alaurenc9 on May 03, 2015, 12:41:22 pm
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 :)

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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on May 03, 2015, 07:59:40 pm
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: alaurenc9 on May 03, 2015, 09:44:10 pm
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

...and another for vulture aid. So if you want the perk shaders to look
like treminaor's, you need to replace all of those with his system.
Otherwise you just use the original or you end up with fucked up hud.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: IperBreach86 on May 04, 2015, 01:08:10 pm
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!
Thanks anyway!  :)
I like this community, it helps a lot!
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: COMMANDO078 on June 07, 2015, 08:55:31 am
Bad syntax error
if( iDamage < self.health )
Line 2666
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: OPL on June 29, 2015, 06:19:09 am
Got the sound fx limit on a fresh map :-/ any help for this :P
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: BBlOoDyY on June 30, 2015, 08:08:42 pm
hey, i understood everything except:
where should i add this:
Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: lsutigers527 on July 12, 2015, 02:40:46 am
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on July 12, 2015, 08:57:58 pm
you didnt thread the script

>>>

in _zombiemode.gsc

add

maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();

Re-read the instructions
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Scobalula on July 12, 2015, 09:13:42 pm
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.

If you're using UGX Mod with Bam's Perks refer to this:

http://ugx-mods.com/forum/index.php?topic=1146 (http://ugx-mods.com/forum/index.php?topic=1146)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: lsutigers527 on July 14, 2015, 01:45:03 am
The perk machines do not have the textures and instead are either all black or all white. When I turn on power in my map they just have a hand on them for the trigger without text and fail to function.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on July 14, 2015, 04:21:47 am
the triggers not working and showing the hand

means you did not thread the script, its one of the last step that "is" in his instructions - follow it agian

The images not appearing can only be one thing - you didnt copy the IWD into your mod, the images are inside that
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: lsutigers527 on July 14, 2015, 05:32:21 pm
The file _bam_bo1_perks_mod.iwd is at AppData\Local\Activision\CoDWaW\mods\nazi_zombie_testmap. And I put all the modified gsc files and put them in root\mods\nazi_zombie_testmap\maps. I will try and reinstall it now.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: lsutigers527 on July 14, 2015, 06:46:47 pm
Well i can buy the perks now but the machines are invisible. I think I know the problem though. Thanks for your help.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on July 14, 2015, 11:58:49 pm
prob didnt add his _patch -> or youve overwritten it when compiling

drag the patch file into the appdata folder "and" your mod folder and never compile the patch again

make sure to rename it to your map name

also dont forget to put the IWD in those folders too, the textures are in that
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: lsutigers527 on July 15, 2015, 01:46:22 am
Thanks Harry! You have been a big help.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on July 15, 2015, 04:12:27 am
no problem :)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: OPL on July 15, 2015, 05:50:53 am
is there a tut on adding more things to a patch file? cause if i use another mod that uses a patch file then i cant use these perks with that mod is there a way to add to a patch file ?
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Krazzyboy97 on August 15, 2015, 01:24:43 pm
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: CraftDAnimations on October 16, 2015, 03:03:48 pm
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: DeletedUser on October 16, 2015, 03:27:48 pm
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

1. WARDOGSK93's Perks (http://ugx-mods.com/forum/index.php/topic,8626.0.html)
2.
HarryB021's Perks (http://ugx-mods.com/forum/index.php/topic,7656.0.html)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on October 16, 2015, 07:34:13 pm
they are all making the same mistake

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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: DeletedUser on October 16, 2015, 07:37:40 pm
they are all making the same mistake

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)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: jei9363 on October 16, 2015, 07:48:39 pm
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)

Theyre diffently an improvement since my zombiemodding perks, but yeah not 100%, I dont take offence to directing people to your perks :)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on October 16, 2015, 08:11:48 pm
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

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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: jjbradman on October 16, 2015, 08:49:33 pm
I give a patch and a localized

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 use
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on October 16, 2015, 08:53:29 pm
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 use
load is supposed to be used for intro stuff i believe

using it like this will crash on game restart - at least in my experience

theres 6 FF names that can be used, renaming "can" work, but not if your making a patch, as a patch needs certain files compiled into it. ( The ones that are in the "default" patch )
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: COMMANDO078 on October 22, 2015, 07:24:12 am
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??
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on October 22, 2015, 07:16:48 pm
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: death_reaper0 on October 23, 2015, 05:37:46 am
wrong KVPs
actually 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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Ruenad on November 16, 2015, 11:48:52 pm
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Scobalula on November 17, 2015, 12:27:59 am
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.

1. Did something wrong, it has worked for everyone else.

2. You need to script this yourself...
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: jei9363 on November 17, 2015, 12:48:14 am
I actually fixed that for solo

Code Snippet
Plaintext
				if(player.score >= cost)
self.reviveUsesLeft--;

dont know why it would for coop, theres a player size check each time

but I advise to go use some of the updated perk systems. Ive updated my perks myself but am not coming out with an updated perk system for the public
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Tac on November 26, 2015, 07:39:57 pm
I followed the tutorial and when I start my game, I get this:
(https://gyazo.com/c31180289af6b353b0b8a05e81be0ceb)
Someone please help?
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Scobalula on November 26, 2015, 10:54:49 pm
I followed the tutorial and when I start my game, I get this:
(https://gyazo.com/c31180289af6b353b0b8a05e81be0ceb)
Someone please help?

Probably didn't rename FF correctly, you rename the patch.ff he provides to the same as your patch, or simple to the name of your map with _patch.ff at the end, so if your map's ff is called nazi_zombie_kittykat.ff then you name the one he provides to nazi_zombie_kittykat_patch.ff, or if your map is called katstakeovertheworld.ff you name it katstakeovertheworld_patch.ff :)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Tac on November 26, 2015, 11:19:40 pm
I fixed it, I compiled the patch by accident
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: yomomdog8010 on April 01, 2016, 01:17:58 am
where do i add this. players =
 get_players();
for(i=0;i<players.size;i++)
{
players thread staminup();
players thread deadshot();
players thread mulekick();
}
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: solly9876 on April 10, 2016, 11:57:06 pm
I followed the tutorial and when i tried to load my map i got the following error:

script runtime error
(see console for details)
unknown item 'zombie_perk_bottle_deadshot'

Anyone know why i am getting this?
If there is anything else you need me to post just let me know.
Thanks
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: wzurslayer on April 13, 2016, 11:54:35 pm
Since I'm a newbie at scripting and adding new things to my zombie map, would it be possible for you to make a video tutorial showing step by step? I'm sure it would benefit other people too.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: DeletedUser on May 23, 2016, 08:23:42 pm
The perks all work fine but the models get messed up. The PHD model is for deadshot and the staminup is for PHD and deadshot is for staminup. please help i want it to work
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Harry Bo21 on May 24, 2016, 10:16:04 am
Think you also need to place mule kick to stop that
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: SomeTacoGjuy1331 on June 11, 2016, 06:30:48 am
Every time I launch my map it says

"Server script compile error
bad syntax
PAP Mule Kick fix in _zombiemode_perks.gsc
(see console for details)"

Help pls.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Korbinian on May 24, 2017, 11:22:29 am
Help :(
When i place the maschines in radiant it shows me the normal skins (for deadshot jugg, mulekick = speed, etc) and ingame the maschines are invisible!
I can still buy the perks and they are working but there is no drinking animation and it only shows a black box at the bottom left where the symbol should be!

Help! I did everything just after the tutorial :(
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: minecraftexpert2 on September 09, 2017, 02:22:10 am
old script but very reliable  :D   :D
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: TheOreoHeist on September 23, 2017, 09:05:34 pm
I need help, what do I do with the following?

Code Snippet
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players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: minecraftexpert2 on September 24, 2017, 10:09:51 pm
nothing ;)
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Zerodawn21 on November 17, 2017, 12:56:43 pm
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.

if anyone can help me with this i would greatly appreciate it.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: fanmagic on November 19, 2017, 12:10:52 am
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.

if anyone can help me with this i would greatly appreciate it.
Have you added the models and scripts correctly? If so, do you get any errors while compiling your map or building your mod?
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: isaacscott935 on February 11, 2018, 03:22:55 pm
Hey, whenever I load up my map, the new perks that I have added do not show up. My quick revive thing works perfectly, but my perk machines do not. It shows the light, and gives me the option to buy it, but the actual machine is missing. Any ideas on how to fix this? Thanks.
Title: Error
Post by: Swag_Chesse_xo1 on March 05, 2018, 11:07:42 pm
Every time I compile my map it says "bad syntax   'if( iDamage < self.health )'  see console for details"

Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: gympie6 on June 05, 2019, 06:03:31 pm
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Chris Jandrow on February 19, 2020, 07:06:10 am
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!
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: gympie6 on February 19, 2020, 09:18:51 pm
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:
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
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: Chris Jandrow on February 21, 2020, 01:28:10 am
It could be two things:
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! :D
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: gympie6 on February 21, 2020, 07:22:25 am
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
That 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.

I don't know why this is allowed but I am glad we get atleast something.

If you followed the tutorial correctly go to your compiled mod, bamskaters _patch file should be located there. When you place his prefabs on the map and run the mod it will be replaced by bo1 models.

Don't forget to replace your _patch file with his to see the results.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: halodude423 on June 04, 2020, 07:37:07 pm
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 mulekick
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: gympie6 on June 05, 2020, 09:24:50 pm
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 mulekick
Those are known, I am afraid you have to fix those yourself.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: halodude423 on June 06, 2020, 12:23:29 am
That's fine, anyone know about the functions i would use to add this in? I don't mind doing it and i do know how to program (C++) but i figure if there is one already i could at least work off of. Either way it works great otherwise.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: gympie6 on June 07, 2020, 09:42:56 pm
You need to check how many primary weapons he got, example:
Code Snippet
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var weapons = player getWeaponsListPrimaries();
if(weapons.size > 2)
{
    // Remove weapon
}
Also you need to wait until the player dies (example can be found in bamskaters laststand script) then you can add the part above to fix your problem.
 
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: halodude423 on June 25, 2020, 11:02:29 am
I ended up getting that function to work properly which is awesome. But i'm not sure if i'm just not remembering right but when i use mulekick it doesn't give me a third gun if it's from the wall only from the box. I feel like this wasn't the way it was before when i used it and none of the guys i have testing can remember just wondering if anyone else has this or if it's just how it is with this and i just don't remember well. Either way thanks!
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: kielrgz on March 09, 2021, 05:24:52 pm
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 you
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: halodude423 on March 09, 2021, 05:43:10 pm
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 you
The box moving doesn't have to do with this really, in _zombiemode_weapons there is a function listed here:
Code Snippet
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if( level.script == "nazi_zombie_asylum" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_paris" || level.script == "nazi_zombie_coast" || level.script == "nazi_zombie_theater")
    {
        level.chest_index++;

    /*    while(level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
        {    
            level.chest_index++;
        }*/

        if (level.chest_index >= level.chests.size)
        {
            //PI CHANGE - this way the chests won't move in the same order the second time around
            temp_chest_name = level.chests[level.chest_index - 1].script_noteworthy;
            level.chest_index = 0;
            level.chests = array_randomize(level.chests);
            //in case it happens to randomize in such a way that the chest_index now points to the same location
            // JMA - want to avoid an infinite loop, so we use an if statement
            if (temp_chest_name == level.chests[level.chest_index].script_noteworthy)
            {
                level.chest_index++;
            }
            //END PI CHANGE
        }

        //verify_chest_is_open();
        wait(0.01);
           
    }
    level.chests[level.chest_index] show_magic_box();
   
    //turn off magic box light.
    level notify("magic_box_light_switch");
    //PI CHANGE - altered to allow for more than one object of rubble per box
    unhide_magic_box( level.chest_index );
   
}
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.
Title: Re: [Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)
Post by: kielrgz on March 09, 2021, 06:08:25 pm

The box moving doesn't have to do with this really, in _zombiemode_weapons there is a function listed here:
Code Snippet
Plaintext
if( level.script == "nazi_zombie_asylum" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_paris" || level.script == "nazi_zombie_coast" || level.script == "nazi_zombie_theater")
    {
        level.chest_index++;

    /*    while(level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
        {    
            level.chest_index++;
        }*/

        if (level.chest_index >= level.chests.size)
        {
            //PI CHANGE - this way the chests won't move in the same order the second time around
            temp_chest_name = level.chests[level.chest_index - 1].script_noteworthy;
            level.chest_index = 0;
            level.chests = array_randomize(level.chests);
            //in case it happens to randomize in such a way that the chest_index now points to the same location
            // JMA - want to avoid an infinite loop, so we use an if statement
            if (temp_chest_name == level.chests[level.chest_index].script_noteworthy)
            {
                level.chest_index++;
            }
            //END PI CHANGE
        }

        //verify_chest_is_open();
        wait(0.01);
           
    }
    level.chests[level.chest_index] show_magic_box();
   
    //turn off magic box light.
    level notify("magic_box_light_switch");
    //PI CHANGE - altered to allow for more than one object of rubble per box
    unhide_magic_box( level.chest_index );
   
}
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.
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

Double Post Merge: March 09, 2021, 06:16:56 pm
The box moving doesn't have to do with this really, in _zombiemode_weapons there is a function listed here:
Code Snippet
Plaintext
if( level.script == "nazi_zombie_asylum" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_paris" || level.script == "nazi_zombie_coast" || level.script == "nazi_zombie_theater")
    {
        level.chest_index++;

    /*    while(level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
        {    
            level.chest_index++;
        }*/

        if (level.chest_index >= level.chests.size)
        {
            //PI CHANGE - this way the chests won't move in the same order the second time around
            temp_chest_name = level.chests[level.chest_index - 1].script_noteworthy;
            level.chest_index = 0;
            level.chests = array_randomize(level.chests);
            //in case it happens to randomize in such a way that the chest_index now points to the same location
            // JMA - want to avoid an infinite loop, so we use an if statement
            if (temp_chest_name == level.chests[level.chest_index].script_noteworthy)
            {
                level.chest_index++;
            }
            //END PI CHANGE
        }

        //verify_chest_is_open();
        wait(0.01);
           
    }
    level.chests[level.chest_index] show_magic_box();
   
    //turn off magic box light.
    level notify("magic_box_light_switch");
    //PI CHANGE - altered to allow for more than one object of rubble per box
    unhide_magic_box( level.chest_index );
   
}
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.
hahaha sorry the mistake was mine. there I solved it! Thank you, you saved my life!