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Topics - death_reaper0

This is a system ive made that adds challenges to your map, the challenges are designed to work like the bo4 map "Ancient Evil"

how they work:
any player can purchase a challenge from buyable points (price increases slightly after some rounds)
all players have 2 minutes to do as the challenge says, doing so earns "challenge points"
when player has enough of these they can be redeemed for randomised rewards depending on the ammount the player has
reward can include points, guns or powerups (can be customised as you want)

script files:

https://mega.nz/#!LN4A2K6I!bD1wCkbWPAC6dGrAjpzX2B4KdsU9gF4uJ8NL8ETMbzU
instructions to install are in the zip file within a text file



RADIANT PART
in your map make a "script_stuct" and give it the targetname "podium_challenge"
this is where a player will go to buy a challenge, you can have as many as you want

create 4 more "script_stuct" and give it the targetnames
"podium_challenge_redeem_0"



"podium_challenge_redeem_1"



"podium_challenge_redeem_2"



"podium_challenge_redeem_3"

these are where player redeems their rewards from, "podium_challenge_redeem_0" is player 1, "podium_challenge_redeem_1" is player 2 etc
you can also have as many of these as you want





ADDING/CHANGING  REWARDS
near the top of the _zm_ancient_evil_challenges.gsc file you can find a bunch of lines looking like this
	add_challenge_reward(1,				level.zombie_powerups["nuke"].model_name,				&spawn_powerup,		"nuke");
these are what adds rewards to the system
the "1" is what level of reward it is, should always be 1-4
the "level.zombie_powerups["nuke"].model_name" is the name of the model for the reward, this example will get the model of the nuke powerup
 "&spawn_powerup" is the name of the function that is run when this reward is taken, this example is for spawning powerups
"nuke" is the information passed on the the function in the part before, in this example its "nuke" because its a nuke powerup
another example is this
	add_challenge_reward(2,				getweapon("shotgun_pump").worldModel,					&free_gun,			getweapon("shotgun_pump"));
this one will be a tier 2 reard, with the model of the KRM shotgun, running the give weapon function with the information of the krm weapon
i hope this is easy to understand if you want to change any of these rewards, or even add new ones, theres no limit to how many you can have, but you must have at least 1 reward per tier
ADDING/CHANGING  CHALLENEGES
near the top of the _zm_ancient_evil_chenges.gsc file you can find some lines that look like this
	add_challenege("Anchored Down",		&challenege_anchored,		"Don't Move");
these lines add new challenges to the system
the "Anchored Down" is the name of the challenge that apears when active
the"&challenege_anchored" is the function that runs when the challenge is active
"Don't Move" is the description that apears under the challenge name
you would require some knowhow of scripting for you to make custom ones of these, they are threaded by the level, so if you want it threaded by players you will have to set it up to thread to players in the function.
to add "power" when a player does whatever you deem required, thread this
player thread add_ancient_evil_challenge_power(power);
this will set up all the tings required, it wont add if its over the limit so dont worry about that. power is on a range of 1-100 so make sure you dont add to much at once
if anything isnt working or is confusing let me know and i'll try and fix as necicarry
70 days ago
this is a modification to the base perks script that allows people to do multiple things easier, this includes:
-easy to add custom perks
-built in perk slots (per player and global)
-automatically detects any perks in the map ran (no need to add level variables)
-changes functions to allow perks to be customized with 1 line each (price, model, sounds, bottle weapon etc)


first of all, back up your original perks script (in case something goes wrong or you want to revert back)

go to bo1 raw/maps and find _zombiemode_perks.gsc and make a copy of it, rename to whatever you want (e.g. _zombiemode_perks_old.gsc)

now open the original and delete EVERYTHING and replace it with this:
https://pastebin.com/V62yFrP6

save the file and that's pretty much it, now i'll go over how to use any additions (these are also listed in the file)

adding a perk WITH a specific specialty used by the game
around line 113 you should see some lines like this:
	level thread add_perk("vending_jugg", "specialty_armorvest", "jugger_light", "zombie_vending_jugg_on", 2500, undefined, &"ZOMBIE_PERK_JUGGERNAUT", "specialty_juggernaut_zombies", "zombie_perk_bottle_jugg", "mx_jugger_sting", undefined);
this is what adds juggernog specifically to the map/mod, there's one of these for each perk native to the game (including dlc)
to add a new perk your going to copy that line and place it under them. now we're going to change it, heres what each part of that line means (also listed in the file if you forget)

add_perk( vending_machine, specialty, light_fx, machine_change, cost, perk_name, perk_name_actual, shader, bottle_weapon, short_jingle, function);
vending_machine - targetname on machine
specialty - trigger specialty (script_noteworthy)
light_fx - name of fx used for machine (level._effect[ -> light_fx <- ]) e.g. "zombie_vending_jugg_on"
machine_change - name of model to change to when powers on (CAN leave undefined if none)
cost - cost of the perk (should be a whole number e.g. 2500 )
perk_name - string of perks name e.g. "Deadshot Daquari" (leave undefined if string is already made e.g. &"ZOMBIE_PERK_JUGGERNAUT")
perk_name_actual - use this if above is undefined ONLY! should be used if string exists e.g. "ZOMBIE_PERK_JUGGERNAUT"
shader - name of icon to show up in game e.g. "specialty_juggernaut_zombies"
bottle_weapon - name of bottle used when drinking e.g. "zombie_perk_bottle_jugg"
short_jingle - name of jingle to play upon purchase e.g. "mx_jugger_sting"
function - threaded fuction that will only play if perk exists e.g. ::my_fuction

adding a perk WITHOUT a specific specialty used by the game
this is pretty much the exact same as the above, except you WILL NOT need a specific specialty, i can be literally anything you can think of, like "specialty_a_custom_perk" only thing is each perk needs a unique one, can even be as simple as "specialty_perk1" and "specialty_perk2"
when adding, use
add_custom_perk( vending_machine, specialty, light_fx, machine_change, cost, perk_name, perk_name_actual, shader, bottle_weapon, short_jingle, function);
instead
when using this however you will need to use different ways of checking the perk, such as finding if the player has it, for giving it and removing it by special means. these are also listed in the file but here they are again
HasPerk( specialty_NAME )		-|-	will become	-|-		maps\_zombiemode_perks::HasCustomPerk( specialty_NAME )
UnsetPerk( specialty_NAME ) -|- will become -|- maps\_zombiemode_perks::UnsetCustomPerk( specialty_NAME )
SetPerk( specialty_NAME ) -|- will become -|- maps\_zombiemode_perks::SetCustomPerk( specialty_NAME )

some small extra stuff for this are as follows
extra fuctions for custom specialty perks
maps\_zombiemode_perks::IsCustomPerk( specialty_NAME ) - returns true if specialty is listed as a custom specialty
maps\_zombiemode_perks::CreateCustomPerk( specialty_NAME ) - shouldnt be needed, but this will create a custom specialty (add_custom_perk() will automaticly use this)
maps\_zombiemode_perks::HasThePerk( specialty_NAME ) - finds out if player has that perk as custom or normal (it will find out if its custom or normal for you)



now on to some small extras
changing perk slots
per player you will need to call
maps\_zombiemode_perks::give_perk_slot();

on a player, this gives 1 perk slot. if you want to add more just call it as many times as you wish
to change the base perk slot amount change
	level.perk_limit = 4;	//change to be perk limit for all players

to however many you want, should be at line 28


custom perk fuctions
this already includes 2 custom perks i have made, use them if you want but you may need to edit if you do. these will not come with any models or shaders, you will need to make your own
TUFBREW
this is pretty much the double damge doubletap 2.0 uses, if you would like this to be doubletap 2.0 instead you can change
tufbrew_func( mod, hit_location, hit_origin, player, amount )
{
if(player HasThePerk("specialty_bulletdamage") && ( mod == "MOD_RIFLE_BULLET" || mod == "MOD_PISTOL_BULLET" ) )
{
if(amount >= self.health)
player maps\_zombiemode_score::player_add_points( "death", mod, hit_location, self.isdog );
self DoDamage( amount, player.origin );
}
return false;
}

to
tufbrew_func( mod, hit_location, hit_origin, player, amount )
{
if(player HasThePerk("specialty_rof") && ( mod == "MOD_RIFLE_BULLET" || mod == "MOD_PISTOL_BULLET" ) )
{
if(amount >= self.health)
player maps\_zombiemode_score::player_add_points( "death", mod, hit_location, self.isdog );
self DoDamage( amount, player.origin );
}
return false;
}

this should be around line 1738

CANDOLIER
this perk lets each gun have 2 more clips of ammo
this one will require a LOT of editing. if you want to get it to work uncomment line 129, should look like
	level thread candolier();	//bandolier perk, 2 extra clips of ammo for each gun, add to weapon files of each gun

and now you will need to go to EVERY gun you are going to use and change the maxammo and startammo to be 2 clips higher than it should be, and how the script will work is WITHOUT the perk it detects if the player has any ammo from these 2 extra clips, and if so remove them, with it, it will ignore the extra ammo and let the player take it. its important that all guns do this cause it will not skip over the guns you dont use this on. this is why it is commented out by default


if used please credit, if you have any trouble reply here and i'll answer if i can
443 days ago
setting is a small town trapped in a snowstorm over run with undead. i started this about 2 years ago now but stopped after about a week but now that bo1 tools are out i decided to port it over and finish it off in black ops 1

it is a fairly large map with multiple sections to explore (most not added yet, just base landmarks)

not much is added yet and much is planned including a bo1 styled easter egg

pictures: (may be out of date)







boss:
a custom boss is already added and working. its basically a napalm zombie but instead of fire it uses ice, being near it will start to freeze your screen and if you freeze too long you get trapped in ice for 5 seconds, allowing nearby zombies to hurt you. if get too close he will shatter and freeze any nearby players instantly


weapons:
ive replaced some weapons with MP/SP weapons not normally in zombies which are papable. so far this includes:
m60
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kiparis
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stoner63
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enfield
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mac11
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makarov
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sickle (melee weapon)
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sten
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wa2000
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ppsh
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ks23
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note: camo was in the works while making these, should look like mac11's one

perks:
this will include all 8 black ops perks plus 2 custom perks based on cut perks from the game

pap/teleports:
ive made five styled teleports, after powers on lamps around the map can be used to teleport around. if you turn 5 vavles you can then teleport to the pap room for 30 seconds
463 days ago
before i continue, i CAN NOT use radiant for this, my only option is a script change (spawning models etc)

so i need to place a clip that blocks zombies and need to make them walk around, ive already spawned a collision model to block out players from passing through a solid object ive spawned but zombies just walk through this, is there any way to stop this? ive tried changing stuff in asset manager in "special surface properties" but they didnt really seem to do anything.
thanks if you can help
509 days ago
this is a script i made for a zombie that would randomly spawn in place of a normal zombie and teleport after every few seconds a few meters away from where it was. nothing too spectacular but it can throw people off guard if one spawns in the middle of a horde.

for this tutorial i will be using the model called "c_54i_cqb_fullbody" for the zombie, if you want a different one change this at any point in the tutorial to your own model.

first go into your maps zone file and add

xmodel,c_54i_cqb_fullbody

then go into your mapname.gsc and add
#precache("xmodel", "c_54i_cqb_fullbody");
above main

then place this

	level.teleport_zombie_reap_dist = 190;				//teleporting distance
level.teleport_zombie_reap_time_min = 3; //minimum time to teleport
level.teleport_zombie_reap_time_max = 3; //max time to teleport (time to teleport random between min and min + max)
level.teleport_zombie_reap_health_multiplier = 3; //health modifier, this many times more health than a normal zombie
level.teleport_zombie_reap_percent = 15; //spawn rate percent, this many out of 100 will become teleporters
level thread reap_special_zombies();


under

	level.pathdist_type = PATHDIST_ORIGINAL;


then place this at the bottom of mapname.gsc

function reap_special_zombies()
{
while(1)
{
zombies = getaispeciesarray( "axis", "all" );
for( i = 0; i < zombies.size; i++ )
{
if( !isDefined( zombies[i].reap_special_zombies ) )
{
zombies[i].reap_special_zombies = true;
if(randomint(100) < level.teleport_zombie_reap_percent)
zombies[i] thread reap_special_zombie_teleporter();
}
}
wait 0.1;
}
}

function reap_special_zombie_teleporter()
{
self endon( "death" );
self.is_teleport_zombie = true;
self.force_gib = false;
self.gibbed = true;
self.maxhealth = self.maxhealth*level.teleport_zombie_reap_health_multiplier;
self.health = self.health*level.teleport_zombie_reap_health_multiplier;
self.is_on_fire = true;
self.no_gib = 1;
self.head_gibbed = true;
self.needs_run_update = true;
self.allowpain = false;
self.ignore_nuke = true;
self.is_boss = true;
self detach( self.headModel, "" );
self detach( self.hatModel, "" );
self setmodel( "c_54i_cqb_fullbody" );
while(1)
{
wait randomint(level.teleport_zombie_reap_time_min)+level.teleport_zombie_reap_time_max;
front = AnglesToForward(self.angles);
dist_pos = self.origin + VectorScale( front, level.teleport_zombie_reap_dist );
if( bullettracepassed( self.origin + (0, 0, 10), dist_pos + (0, 0, 10), false, undefined ) &&
(IsDefined(self.in_the_ground) && self.in_the_ground == false || !IsDefined(self.in_the_ground)))
{
if( IsVehicle( self ) )
self clientfield::set( "tesla_shock_eyes_fx_veh", 1 );
else
self clientfield::set( "tesla_shock_eyes_fx", 1 );
self PlaySound( "zmb_elec_jib_zombie" );
wait .2;
self hide();
wait .2;
self forceteleport(dist_pos);
wait .2;
self show();
wait .2;
if( IsVehicle( self ) )
self clientfield::set( "tesla_shock_eyes_fx_veh", 0 );
else
self clientfield::set( "tesla_shock_eyes_fx", 0 );
}
}
}

that should be it, if you have any questions or issues let me know
595 days ago
so idk how to explain this but i want to know if i can set some kind of variable and then if the player closes the mod and reopens it another time that variable will still be saved. something like the getstat setstat in WaW. also needs to be changeable per player, not everyone in the lobby

also this wont need to move to another mod or anything, just anytime the singular mod is used
thanks in advance
607 days ago
so i have a mod that adds custom perks to all maps, but the problem im facing is that in origins they just wont work. they spawn in and ive scripted them to automatically turn on but they wont allow me to buy them, with the player stating that a generator needs to be turned on. is there any way around this, to either have them turn on with a generator or just constantly on?
thanks in advance
770 days ago
^1ERROR: Failed to link localized fastfile 'core_mod' for english.
^1ERROR: Failed to link localized fastfile 'core_mod' for french.
^1ERROR: Failed to link localized fastfile 'core_mod' for italian.
^1ERROR: Failed to link localized fastfile 'core_mod' for spanish.
^1ERROR: Failed to link localized fastfile 'core_mod' for traditionalchinese.

anyone know how to fix this? happens when building my mod in launcher
891 days ago
this mod adds 6 additional custom perks to ALL MAPS!
this also removes the perk limit, enjoy your freedom!
this adds perk machines to all treyarch maps

just updated to include 7/8 chronicles maps (shi no numa be broke af)






perks:
BLOOD BULLETS - slowly regenerate ammo for your current weapon, clip size determines how fast and how much
CASHBACK COCKTAIL - after every purchase you get 25% of the money back
NUKE-A-COLA - when down you will set off a nuke powerup
POINT CRUSHER - earn up to 90 extra points rounded to the nearest 10 on a kill (higher numbers are rarer)
DOWNERS DELIGHT - able to use primary weapon when in last stand with full ammo and a longer bleed out time
GUARDIAN ANGEL ALE - when hit you get a temporary godmode lasting a few seconds, then it will need to cooldown

enjoy and please report bugs

side notes:
in custom maps, these perks CAN be used, but ONLY via gobblegum machines using gums like perkaholic and on the house
perks in the following maps DO NOT require power for these perks: SOE, REVEALTIONS, SHI NO NUMA, NACHT DER UN TOTEN, ORIGINS
these perks WILL be affected by gobble gum
these perks will NOT be in the wunderfizz on any map

steam workshop link
https://steamcommunity.com/sharedfiles/filedetails/?id=882185661
896 days ago



i have no idea what i did, but this is my radiant, i have no option to spawn script related stuff and in the 3d view and all things like path nodes, script struts, etc. all are the green cubes. no idea how to fix it so hopefully someone out there knows, thanks
912 days ago

this is a remaster of my very first custom map i made over 2 years ago, lots of people wanted this to be remade and now with me actually half knowing how to do stuff, i decided to remake this

this map is also available in my map pack featuring multiple other maps here
http://ugx-mods.com/forum/index.php/topic,12233.0.html

BIG THANKS TO NG CAUDLE FOR MAPPING THIS
his twitter - https://twitter.com/NGcaudle
his youtube channel - https://www.youtube.com/user/NGcaudle

V1.1 update
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PICTURES:











FEATURES:
gobblegums (bo3 styled)
BO3 Re-Pack-A-Punch abilities
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gamemodes
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extra game settings
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GAMEMODE AND EXTRA SETTING WILL BE DISPLAYED ON GAME OVER

weapons from various cods (cod4-bo3)
custom wounder weapons
3 hit down without jugg
xp system (currently has no real use)
bo3 style slide
easter egg ending
3 bosses (2 for easter egg)
10 wonderweapons from various maps (one custom)
new custom powerups


CUSTOM PERKS:
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GOBBLEGUMS SYSTEM:
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ARCADE
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TEXTURE PACKS:
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[/spoiler]



CREDITS:
thank you to these awesome people who helped make this happen (in no particular order)
if i forgot you im sorry, let me know and i'll add you (likely since im forgetful :p)

madgaz gaming
MrDunlop4
hitmanvere
Harry Bo21
MakeCents
zk
tom_bmx
various people across ugx
ugx
mrpeanut188
uk_viiper
Marvel4
alaurenc9
DidUknowiPwn
ricko0z
NG caudle


BETA TESTERS:
NOTE: these were the beta testers that actually reported bugs

JiffyNoodles
KILLACROSBIE
NGcaudle
NYslice
Pichepower
ProjectZombie
TTjay12345

sorry if i missed you, if your here and want your name changed, or not here and you think you should be, contact me via twitter where i sent beta links

download:

mediafire:
mega:
913 days ago
ok so my problem is a kind of weird one, in my mod i use gobblegums but the current way of selecting them is quite anoying, however it NEEDS gsc scripts to work, since it uses setstat/getstat. it also needs the player to go into a map specificly for gobblegum selecting and various other things (like using the vats).
 what i want to know is if its possible to set it up from the main menu to open another small menu that lets you click on the gums to select (there will need to be a selection for all 5)

if this isnt possible, can someone help with a menu that can be opened in that map where players can click on their gum, and have it display the description and amount they currently have (that stuff is set up, just needs a way of showing in menu)
921 days ago
this is a pretty simple mod for bo1, it adds in any perk that was "missing" from that map (deadshot, phd, staminup etc...) as well as an added electric cherry and 3-4 custom perks ive made (one is only on 3 maps since its useless on the others)
also now has extra gamemodes as options

changelog
1.0.1
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1.0.2
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1.0.3
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1.0.4
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1.0.4.1
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1.0.5
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gameplay of TheRelaxingEnd playing this mod, along with myself and HitmanVere

my own gameplay (kino der toten)

images:
[/size]






perks added:
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gamemodes:
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SOLO EASTER EGGS:
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other notes/changes in this mod:
Quote
when you have a death machine, you can swap weapons to loose it early (beneficial since you cant do certain things while holding it)
there IS still a perk limit, to increase it zombies will drop blue perk powerups, they also drop free perk powerups giving all players a random perk
the doubletap IS doubletap 2.0, and functions as it does in bo2 (splits the bullet into 2 for bullet based weapons)
in Ascension the monkeys probably wont take the added perks, i didn't set that up, i'll probably fix it later
on moon the no mans land perk will always be point crusher, jugg and speed are now on the moon
the perk shaders used are the bo2 ones, i like it like that, im not changing it!


credits:
trayarch
ugx
hitmanvere
rollonmath42
madgaz
SE2DEV
bioshock infinite (i used a model from that that i modified/retextured)

if i forgot you let me know

                               https://github.com/Nukem9/LinkerMod/releases
TO USE THIS MOD YOU NEED TO INSTALL THIS THING ^, ONCE DONE MAKE A FOLDER IN YOUR BO1 DIRECTORY CALLED "mods" WITHOUT THE "
AFTER DOWNLOADING THE MOD, UNZIP AND PLACE IT IN THERE


HAVING TROUBLE INSTALLING?
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mega:
mediafire:
957 days ago
map now released here-
http://ugx-mods.com/forum/index.php/topic,14863.0.html

or in my map pack here -
http://ugx-mods.com/forum/index.php/topic,12233.0.html




this is the remastered version of my very first map, released over a year ago. i decided to remake this because when i made the first version i had no idea what i was doing, yet somehow became really popular. so i bring you this



this is being mapped by NGcaudle and scripted by myself, adding tons of additional features and an overall better look to it

we want to keep as much of the original features as we can as well as adding new features that fit into the map

pictures
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features so far/planed features
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TRAILER:
990 days ago
so i know a lot of people have moved on to bo3, but i want to finish what i started in WaW before i move on

this is going to be a moon styled map, with a low/normal gravity system (already operational) and others, but there's something that makes this more unique, the moon had recently been hit with missiles sent from earth, causing havoc on the base, hence the name; Fractured Moon

theres not much to show just yet as ive only started a few days ago but i have a few cool features coming or already working, and will most likely become part of my map pack

this is also a continuation of nightclub

pictures (more will come)
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videos
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planed/finished features
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this will likely take some time to make, no date for finishing as of yet

any ideas/input on the development of this map is appreciated
993 days ago

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