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Messages - marinescdude

Apologies for not replying sooner, I don't usually check this nearly as often as I should (most of my feedback is on the Steam Workshop after all with a nice notification feature)
 
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;
I'll look into it, I did a widespread adjustment a few months back because the 'scale' of the applied camo was incorrect and due to the relatively large amount of work I'm bound to have missed some weapons
 
-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.
Think I've already been informed of this issue, thanks for giving me a reminder anyway
 
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.
Are those assets publicly available? That's the main problem I've had while developing this mod: I can't easily find all assets necessary for the mod
 
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;
I'll have to see if I can get this to work properly, however I'm not familiar with the script implementation and will have to do some research. Should be feasible however
 
-The "Save Config. Feature" for the mod isn't really working, but I don't know if you intend to work on that;
It actually does work, however it's not currently possible to load the saved settings because I haven't figured out how to set up the lobby UI - again an issue with the implementations that do exist not being publicly available so I'm at a loss how to do it myself. You can actually see for yourself with gcpeinhardt's T6Mod that anything saved using "Save Config. Feature" in my mod appears in that mod's gamemode selection
 
- 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;
Might be a separate array for the perks the game gives when completing the easter egg (I guess to stop infinite Quick Revive on solo), will look into it further
 
- 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.
I'm going to port over all the rest of this mod's features to the WaW zombies weapon pack so hopefully I can figure out what is really going on - because I'm not going to allow another mod to break in this way as well
 
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.
I could ask TheAllNightFall about these issues, I'll see if I can catch what's going on with the Thompson on video so I can send more detailed feedback as well. I could also look at TheSkyeLord's WaW ports to see how the slide animations are handled there although the animations might not be able to actually work with different models
 
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);
This would require adding a custom port of both weapons to the mod, though should be doable just need to download a few more assets
 
- Change the BO3 Stg-44 and M1927(Thompson)  to the WAW models on Origins;
That is actually an oversight on my part, should've been something I could immediately notice as a possible feature but trying to get all of the WaW ports set up in time is definitely something that can make me forget about stuff like this
 
- Try restoring the OG sounds that drops make, because on BO3 they are a little different;
From my perspective there's a question as to whether this can be easily added as an option or if I have to do a global override of the sounds, however in general this should be possible just need to actually get these powerup drop/ambient sounds
 
- Add the "M1911" on Origins dig spots when you choose it to be the starting weapon, replacing the C96.
Should be able to adjust my modified zm_tomb_dig.gsc script to accomodate this
8 days ago
- Origins have support for this mod, but it crashes when I turn on any of the generators;
This is very concerning, and from a quick test it looks like something is happening when the Templar Zombies spawn into the game, maybe I mucked up their animation set-up somehow.
- 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;
I'll have to look into that, thanks for letting me know.
- Claymores are very buggy because sometimes it explodes but the message to pick it up is still there;
I need to find a better set of Claymore assets, though I'm not sure if any newer ones have appeared recently.
- 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;
I'll have to put this on my list of things to check as I go over this mod's features to port over to my other recently released mod, there's a lot of important issues I hope to fix and narrow down the causes of.
1 month ago

 
Adds TheAllNightFall's weapon ports to the World at War maps in Zombie Chronicles with accurate wallbuy replacements and mystery box weapons.
 
Other Changes:
  • Adjusted stats based on the original games
  • Added 'muzzle flash' FX from Smurphy's Improved BO3 Ray Gun to TheAlllNightFall's WaW Ray Gun port
  • Restored WaW hellhound sounds
  • Restored classic powerup icons
  • Added lobby menu option to change perk machine between PhD Flopper or Widow's Wine
  • Added lobby menu options to remove Widow's Wine, Double Tap,Deadshot (for maps like Ascension) from the Wunderfizz pool or from Perkaholic/other sources as well
  • Added lobby menu option to change Deadshot price to 1000
  • Added lobby menu option to switch HUD perk icons to Black Ops 1 style, or BO III icons recoloured in the Black Ops 1 style
  • Added lobby menu option to restore classic round change music
  • Added lobby menu option to restore Classic Mystery Box FX
  • Added lobby menu option to switch to two-hit-down system, with options that change between the different regeneration delays across the (partially hidden) WaW/BO difficulty level mechanic. Also includes adjustment to the critically injured overlay so there's an option that makes it show up after one hit pre-Jugg.
  • Added lobby menu option to switch to classic revive animation
  • Added lobby menu option to switch between Springfield and Kar98k on Verrückt
  • Added lobby menu option to disable double pack-a-punch
  • Added lobby menu option to disable Gobblegum Machine
  • Added lobby menu option to disable Der Wunderfizz
  • Added lobby menu option to replace Demonic Announcer with original Samantha, Moon Richtofen, BO II Richtofen, Origins Samantha, Shadowman
  • Added lobby menu option to lower weapon when it would be blocked by obstructions (weaponrest_enabled 1)
  • Added lobby menu option to disable sliding
  • Restored burp sounds after drinking perks for maps that haven't set them
  • Added lobby menu option to change zombie eye glow to orange, blue, red, white, green, purple, pink, or remove altogether
  • Added lobby menu option to disable randomised perk machines on The Giant (+ Shadows of Evil and Zetsubou no Shima)

Base Mod:

www.mediafire.com

Installation: extract into the mods folder in your root BO III installation, resulting file directory should look mods\waw_weapons\zone
Quick Installation: copy .zip into mods folder and right-click to choose an 'Extract here' option

Included is some support for non-WaW maps and Custom Maps:
Kino der Toten
M14: Gewehr 43
Olympia: Kar98k
PM63: M1 Carbine
Stakeout: Trench Gun
(MP40 unchanged)
MP5K: Type 100
M16: StG-44
MPL: Double-Barrelled Shotgun
AK-74u: Thompson
Call of the Dead
Includes lobby menu option to replace Death Machine reward with Lightning Bolt (Wunderwaffe DG-2) when defeating George. Perk icon options do not work.
 
M14: Gewehr 43
Olympia: Kar98k
MPL: M1 Carbine
PM63: Double-Barrelled Shotgun
(MP40 unchanged)
AK-74u: Thompson
Stakeout: Trench Gun
MP5K: Type 100
M16: StG-44

Credits
TheAllNightFall
TheSkyeLord for M1 Garand Rifle Grenade and Panzerschreck ports
Scobalula's Cereberus to extract script files for reference purposes from Deadshot.mp4's COTD Chronicles Conversion Mod
Greyhound to extract 'wallbuy model files' from Smurphy's BO2 Origins Mod
Scobabula's HydraX for general asset decompilation, especially map _weapons.csv files
Birdman's XModel Tools For Blender
Ronan_M for Custom Powerup Shaders
ZeRoY for Flamethrower
Smurphy's Improved BO3 Ray Gun: https://forum.modme.co/wiki/threads/3714.html
Scobalula's  Bo3Mutators for options menu set-up, and Serious for pointing this out to me
Scobalula's T7MTEnhancements for linking compatibility with Serious A.K.A. shiversoftdev's decompiled scripts
 
MikeyRay, Humphrey, MotoLegacy, JBird632 for Customisable PhD Flopper
Logical Edits for Custom Perk Icons set-up
Ronan's Custom Perk & Powerup Shaders
MakeCentsGaming for reference on how to add optional perk icons
Beandon for providing Death Machine announcer voicelines
Booris, J.G, Westchief596, VoiceOfJared for Shadow Man Announcer/Dr. Monty Announcer, Origins Samantha Announcer, BO1 Moon Richtofen Announcer, Richtofen Announcer respectively
BetiroVal for Classic Mystery Box FX
N7aster for providing Black Ops explosion sounds (weapons, PhD Flopper)
MadKixs for Perks Shaders in BO3 style used for Double Tap and the Alternative Shaders with "Black Ops 1" colors
WETEGG for emptyFXIW.efx file from Infinite Warfare Perk Ports
 
Update Changelog
21ˢᵗ April 2024 21:24 GMT+1
Ported over Lobby Menu Options from Black Ops 1 Zombies Weapon Pack:
change perk machine between PhD Flopper or Widow's Wine
remove Widow's Wine, Double Tap,Deadshot (for maps like Ascension) from the Wunderfizz pool or from Perkaholic/other sources as well
change Deadshot price to 1000
switch HUD perk icons to Black Ops 1 style, or BO III icons recoloured in the Black Ops 1 style
restore classic round change music
restore Classic Mystery Box FX
switch to two-hit-down system, with options that change between the different regeneration delays across the (partially hidden) WaW/BO difficulty level mechanic. Also includes adjustment to the critically injured overlay so there's an option that makes it show up after one hit pre-Jugg.
switch to classic revive animation
switch between Springfield and Kar98k on Verrückt
disable double pack-a-punch
disable Gobblegum Machine
disable Der Wunderfizz
replace Demonic Announcer with original Samantha, Moon Richtofen, BO II Richtofen, Origins Samantha, Shadowman
lower weapon when it would be blocked by obstructions (weaponrest_enabled 1)
disable sliding
restored burp sounds after drinking perks for maps that haven't set them
change zombie eye glow to orange, blue, red, white, green, purple, pink, or remove altogether
disable randomised perk machines on The Giant (+ Shadows of Evil and Zetsubou no Shima)
3ʳᵈ April 2024 11:20 GMT+1
Added support for Kino der Toten and Call of the Dead.
1ˢᵗ April 2024 08:27 GMT+1
Issue reported by Conn6orsuper117, thanks for the help!
Fixed PaP BAR not ever replenishing the magazine at the end of the reload animation
30ᵗʰ March  2025 23:28 GMT+1
Added Ray Gun port by TheAllNightFall, thanks for providing an early download on the Black Ops 3 Mod Tools Discord Server
Fixed Type 100 and BAR being switched in Shi No Numa
Adjusted damage multipliers for PaP M1911
Fixed BAR + Bipod price in Verrückt
 
Thanks everyone who reported this issue:
Fixed MG42 and Browning not being in the box on Nacht der Untoten and Verrückt
 
Issue reported by v2461, thanks for the help!
Added temporary fix for PaP PTRS scope lens
 
Issue reported by Conn6orsuper117, thanks for the help!
Fixed BAR not having cosmetic bipod in other maps
27ᵗʰ March  2025 22:01 GMT
Added M1 Garand Rifle Grenade and Panzerschreck
26ᵗʰ March  2025 22:05 GMT
Issue reported by poyzee, thanks for the help!
Fixed Smurphy's Improved Ray Gun not actually being imported into the mod
 
Issue reported by TheGoldenBum, thanks for the help!
Fixed helmet multipliers for Scoped Kar98k, PTRS, Springfield - headshot damage should now be fixed
Fixed M1911 having incorrect starting ammunition

1 month ago
can you fix the hand model of the m1911 ?
From the Skye’s BO1 Weapon Ports thread:
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
Might be quite some time waiting at this point but there's little I can personally do.
7 months ago
Is there a possibility of adding the shell rack/holder to shotguns? I want to use the Hauer 77 as an alternate Stakeout model and it seems to be present as a cosmetic feature looking through some gameplay videos. Looks like the Gallo SA12 (SPAS-12) has it already with the heavy_stock option.
 
Also for cosmetic purposes maybe the Ultrazoom Custom scope for the LW3 - Tundra so I can use it in the L115 Isolator replacement.
And finally the dual mag for M16 so we can use the bolt release animation as well as the M16A1 as a whole for the classic handguard
8 months ago
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.
Okay turns out from discussions on the Mod Tools discord this was really due to the DuckGroup being set to snp_never_duck from the UIN_MOD template, which evidently would have been solved by the new sound aliases method introduced in recent ports (and hopefully would have been how underwater sounds are introduced to everything else). Needed to clear up being mistaken about what's really happening.
11 months ago
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
KS-23 is already in the Black Ops ports, good point about Model 1887 although a lot of places claim it's just a reuse from MW2 (is in fact included in the ports) and as it stands in Black Ops it doesn't quite have enough anims to really use on its own.
 
I don't believe the scope of these ports have ever included handheld grenades (or anything outside of primary/secondary weapons for that matter), though stuff like that does leave us wanting.
12 months ago
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.

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'd also like to add onto this by pointing out the Sten from the Project Nova mission, it's kind of an oddball that doesn't immediately come to mind for most to port from Black Ops but also isn't actually in the final release of World at War so wouldn't really be included as part of those ports either. Just feels it would be left hanging for a long time without a port to BO III, that's all.
12 months ago
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.
Is there anything to say in particular about this? It feels like something that should at least be fixable somewhere on my end but there's nothing really in the ak47 GDT that intuitively points to what material/textures that set of iron sights are supposed to use so they remain unchanged by the PaP camo regardless of anything being done by the camo to t5_weapon_mtl_ak47_gunset.

This is what I've currently got it looking like ingame and the iron sights really make it stick out vs how it would look in Mob of the Dead.
"camo mask"
Camo Mask if anyone's interested, but as I said originally the iron sights issue happens regardless of whether this camo mask or $reveal is used.
12 months ago
I'd also like to ask if the texture mapping/camo masks will be addressed for the MP40 (in the upcoming WaW pack as well?). It's not quite possible to match what the original game set up the camo mapping with how the textures are reused for different maps. I've mapped out the most problematic issues in this diagram, if it's not clear looking back at the PaP MP40 in WaW then to explain: with the blue outlined parts I want the rear section to have the camo applied but the front 'rings' to remain unaffected; with the green outlined parts I want the section nearest to the front-end of the gun to not have the camo applied, the middle-position to have the camo fully applied, and the largest section to have the stripe continue down; finally with the yellow section I want the bolt to not have the camo applied but the stock part to have it.


In the demonstration camo mask the white section on the bottom-left shows how far you can go before the front rings get affected, and the separated white stripe in the middle shows where approximately the front parts have that part of the camo applied - obviously in my mod I'll fill out the left part so it's not just a stripe.
12 months ago
Are there any plans to go over the camo masks again (or at least the _camo_mask_bo1.tif files) to make them more accurate to the original game? There are details like the camo not being applied to shells/iron sights/sling mount point on the Stakeout, quite a few things on the receiver (plus the magazine?) on the FAL, and the muzzle for both guns.
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.
12 months ago
To change the train wallbuy on Shadows of Evil, use this:
 
Code Snippet
gamescript
foreach(ent in GetEntArray("train_buyable_weapon", "script_noteworthy"))
    ent.zombie_weapon_upgrade = "s2_sten";

I've yet to figure out how to change the spawned weapon model, currently returning an error indicating that the .model property of the usual ent.target entity is read-only.
1 year ago
Okay good to see there have indeed been random weapon power-ups publicly available for use, still some changes from natesmithzombies' version (download from KillJoy's megathread) that are required:
 
Code Snippet
cpp
//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" );
}
Code Snippet
cpp
//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);
}
Code Snippet
cpp
//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;
)
Code Snippet
cpp
//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) );
}

 
 
 
2 years ago
Now to figure out how to change the position of the weapon model pop-up...
Either relative movement:
Code Snippet
cpp
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;
}
or repositioning altogether
Code Snippet
cpp
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;
}

2 years ago
 

QED Random Weapon Power-Up

China Lake from Skye's Weapon Ports for example only
www.mediafire.com

To-Do:
  • Make weapon-giving power-up specific rather than globally set
  • Add second weaponmodel to dual-wield weapon power-ups
  • Apply PaP camo to weapon models
Credits
Serious for decompiled scripts: https://github.com/shiversoftdev/t7-source
TescoFresco for reference on how to init power-up scripts: https://github.com/tescfresc/TFs-Zombie-Options
 
Quick Reference
Code Snippet
cpp
//_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);
}
Code Snippet
cpp
//_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 );
}

Code Snippet
cpp
//_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");
}

2 years ago
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