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Contact Support - Help Center Get help on the UGX Discord. Join it now!About pap camos:
-The ppsh-41 does not apply correctly with the BO1 "circuits camo" . I don't know what happened, it just feel like the details of the camo are very tiny and you can barely see it;
-Apparently the "Wave Gun" and the "Shrink Gun" does apply the circuits, origins and maybe the 115 weaponized green camos, but the others simply does not even show;
-The optional mp guns (I think all of them) have that issue with the dirt and scratches on the model.
About claymores:
-It is on the "Die Rise Remastered" from Xela and when I tested it worked pretty well. Maybe you could try using the same assets.
About glitches:
-There is an important rule Treyarch made since BO2 that if you have the Ray Gun Mark 2, you shouldn't be able to get the Mark 1, and vice-versa, but I managed to get both on "The Giant" when enabling the Mark 2;
-The "Save Config. Feature" for the mod isn't really working, but I don't know if you intend to work on that;
- One thing I just remembered is that when I completed the Shangri-la easter egg, I received a permanent perkaholic as a reward, but I did not get phd flopper even with it enabled in the mod config. Instead I got widow's wine which should have been replaced. I think the other ZC maps might have the same issue;
- Some people might have said this but "Call of the Dead Remastered" from Copyforthat crashes when loading with the mod enabled, although having support for it.
After the 03/22/25 patch
About WAW guns: (I have no idea if it is possible to fix)
-Some of them lack the slide animation, making it very awkward when the character slides while holding the gun with both hands;
-The Thompson has weird animations when running or sliding.
About some ideas I think you could add to the mod:
- Try making the "Mouser C96" and the "Bloodhound" optional starting weapons to all maps (if possible);
- Change the BO3 Stg-44 and M1927(Thompson) to the WAW models on Origins;
- Try restoring the OG sounds that drops make, because on BO3 they are a little different;
- Add the "M1911" on Origins dig spots when you choose it to be the starting weapon, replacing the C96.
- Origins have support for this mod, but it crashes when I turn on any of the generators;
- I've notice there was a patch for this because of the changelog but the Pap camos are not applying correctly to lots of guns and even to wonder weapons like the "Wave Gun" and the "Shrink Gun". I think only the guns from the box were fixed, since wall weapons still have this issue;
- Claymores are very buggy because sometimes it explodes but the message to pick it up is still there;
- I don't know why but back in a patch where Orings was working, I wasn't able to Pap any of the BO3 guns, not even the Mouser C96 and I can't tell if this was fixed since now the map is crashing;
can you fix the hand model of the m1911 ?
Hey! I plan on doing a rework of a majority of what i have publicly posted, including BO1 weapons. The hands issue will be addressed then
Is there an expected timeframe for underwater sounds to be implemented for the rest of the weapon packs? It's also required to make it work on Moon and it's particularly a problem for the Black Ops weapon ports as a result. It looks like it's only a matter of editing the sound aliases so I won't necesarrily need to wait for any updates but it is currently quite a pitfall for modders to find the weapon sounds being the same in Moon regardless of oxygen level and not easily knowing why.
the KS23 shotgun is also only in SIngleplayer
the Model 1887 is only on the motorcycle chase but has uses spaz anims outside that but has a full model made. same with molotovs
One other question, this is for Black ops 1 weapons, Are the World at War weapons in that game gonna be included as well since they have sprint and dive to prone anims? The Thompson and other WAW has them too but only in the BO1 modtools as raw xanims?
I also need some help with the AK-47 (which I also checked for the BO II ports and found they also need some updates to the camo mask), for some reason the rear iron sights can't have camo applied to them even when almost all the camo mask is white (including where it looks like the iron sights textures are at) or using the $reveal preset.
foreach(ent in GetEntArray("train_buyable_weapon", "script_noteworthy"))
ent.zombie_weapon_upgrade = "s2_sten";
//nsz_powerup_weapon.csc/zm_powerup_random_weapon.csc
//change "weapon" with "random_weapon" so hacker scripts know it's not hackable
function __init__()
{
zm_powerups::include_zombie_powerup( "random_weapon" );
zm_powerups::add_zombie_powerup( "random_weapon" );
}
//nsz_powerup_weapon.gsc/zm_powerup_random_weapon.gsc
zm_powerups::register_powerup( "random_weapon", &grab_weapon, &setup_weapon );
if( ToLower( GetDvarString( "g_gametype" ) ) != "zcleansed" )
{
zm_powerups::add_zombie_powerup( "random_weapon", "tag_origin", "", &zm_powerups::func_should_never_drop, POWERUP_ONLY_AFFECTS_GRABBER, !POWERUP_ANY_TEAM, !POWERUP_ZOMBIE_GRABBABLE );
zm_powerups::powerup_set_statless_powerup("random_weapon");
zm_powerups::powerup_set_player_specific("random_weapon", 1);
}
//nsz_powerup_weapon.gsc/zm_powerup_random_weapon.gsc
//remove weapon_lookup_table function above this, func_should_drop_weapon below this
function setup_weapon( player )
{
//level.weapon_lookup_table = array::randomize( level.weapon_lookup_table );
keys = array::randomize( GetArrayKeys( level.zombie_weapons ) );
if (IsDefined(level.CustomRandomWeaponWeights))
{
keys = player [[level.CustomRandomWeaponWeights]](keys);
}
weapon_to_give = keys[0];
//pap_triggers = zm_pap_util::get_triggers();
for ( i = 0; i < keys.size; i++ )
{
if ( zm_weapons::get_is_in_box( keys[i] ) )
//if ( zm_magicbox::treasure_chest_CanPlayerReceiveWeapon( player, keys[i], pap_triggers ) )
{
weapon_to_give = keys[i];
break;
}
}
//w_weapon = zm_magicbox::treasure_chest_ChooseWeightedRandomWeapon();
if(zm_weapons::can_upgrade_weapon(weapon_to_give) && !RandomInt(4))
weapon_to_give = zm_weapons::get_upgrade_weapon(weapon_to_give);
//weapon_to_give = level.weapon_lookup_table[0];
world_gun = GetWeaponWorldModel(weapon_to_give);
//self SetModel( world_gun );
self useweaponmodel( weapon_to_give, world_gun );
self.weapon_to_give = weapon_to_give;
)
//nsz_powerup_weapon.gsc/zm_powerup_random_weapon.gsc
//replace GiveWeapon call with zm_weapons::weapon_give, other no. of weapons/Mule Kick checks are unnecessary
function grab_weapon( player )
{
weaps = player getweaponslistprimaries();
gun = self.weapon_to_give;
if( player does_player_have(gun) )
return;
player zm_weapons::weapon_give( gun, zm_weapons::is_weapon_upgraded(gun) );
}
Now to figure out how to change the position of the weapon model pop-up...
case "pistol_burst": //RK5
{
ent.zombie_weapon_upgrade = "t5_olympia";
ent.origin += (0, 10, 0);
spawn_loc = struct::get(ent.target, "targetname");
spawn_loc.origin += (0, 10, 0);
break;
}
case "smg_fastfire": //Vesper
{
ent.zombie_weapon_upgrade = "t5_aug";
ent.origin = (3, 926, -30);
ent.angles = (0, 180, 0);
spawn_loc = struct::get(ent.target, "targetname");
spawn_loc.origin = (3, 926, -30);
spawn_loc.angles = (0, 180, 0);
break;
}
//_zm_weap_quantum_bomb.gsc
function init()
{
...
quantum_bomb_register_result("random_weapon_powerup", &quantum_bomb_random_weapon_powerup_result, 60);
...
}
function quantum_bomb_random_weapon_powerup_result(position, player)
{
keys = array::randomize( GetArrayKeys( level.zombie_weapons ) );
if (IsDefined(level.CustomRandomWeaponWeights))
{
keys = player [[level.CustomRandomWeaponWeights]](keys);
}
w_weapon = keys[0];
for ( i = 0; i < keys.size; i++ )
{
if ( zm_weapons::get_is_in_box( keys[i] ) )
{
w_weapon = keys[i];
break;
}
}
if(zm_weapons::can_upgrade_weapon(w_weapon) && !RandomInt(4))
w_weapon = zm_weapons::get_upgrade_weapon(w_weapon);
level.zombie_powerups["random_weapon"].weapon = w_weapon;
dw_weapon = w_weapon.dualWieldWeapon;
if ( dw_weapon != level.weaponNone )
level.zombie_powerups["random_weapon"].model_name = dw_weapon.worldmodel;
else
level.zombie_powerups["random_weapon"].model_name = w_weapon.worldmodel;
level thread zm_powerups::specific_powerup_drop("random_weapon", position);
}
//_zm_powerup_random_weapon.gsc
#using scripts\codescripts\struct;
#using scripts\shared\ai\zombie_death;
#using scripts\shared\array_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\flagsys_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\system_shared;
#using scripts\shared\util_shared;
#using scripts\zm\_zm_blockers;
#using scripts\zm\_zm_devgui;
#using scripts\zm\_zm_magicbox;
#using scripts\zm\_zm_melee_weapon;
#using scripts\zm\_zm_pers_upgrades;
#using scripts\zm\_zm_pers_upgrades_functions;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_score;
#using scripts\zm\_zm_spawner;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#namespace zm_powerup_random_weapon;
//REGISTER_SYSTEM( "zm_powerup_random_weapon", &__init__, undefined )
/*function autoexec __init__sytem__()
{
system::register("zm_powerup_random_weapon", &__init__, undefined, undefined);
}*/
function init()
{
zm_powerups::register_powerup("random_weapon", &give_random_weapon, &setup_random_weapon);
if(tolower(getdvarstring("g_gametype")) != "zcleansed")
{
zm_powerups::add_zombie_powerup("random_weapon", "zombie_pickup_minigun", &"", &zm_powerups::func_should_never_drop, 1, 0, 0);
zm_powerups::powerup_set_statless_powerup("random_weapon");
zm_powerups::powerup_set_player_specific("random_weapon", 1);
}
}
function give_random_weapon(e_player)
{
w_weapon = level.zombie_powerups["random_weapon"].weapon;
e_player notify(#"hash_31471387");
e_player zm_weapons::weapon_give(w_weapon, 0, 0, 1);
wait(0.1);
}
//make sure no missing tags on weapon models
function setup_random_weapon()
{
self useweaponmodel( level.zombie_powerups["random_weapon"].weapon, level.zombie_powerups["random_weapon"].model_name );
}
//_zm_powerup_random_weapon.csc
#using scripts\codescripts\struct;
#using scripts\shared\clientfield_shared;
#using scripts\shared\system_shared;
#using scripts\zm\_zm_powerups;
#insert scripts\shared\shared.gsh;
#namespace zm_powerup_random_weapon;
REGISTER_SYSTEM( "zm_powerup_random_weapon", &__init__, undefined )
/*function autoexec __init__sytem__()
{
system::register("zm_powerup_random_weapon", &__init__, undefined, undefined);
}*/
function __init__()
{
zm_powerups::include_zombie_powerup("random_weapon");
zm_powerups::add_zombie_powerup("random_weapon");
}