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Messages - death_reaper0

you would have to be more specific than that, which animation? fireing, idle, reload etc
4 days ago
read the top of the post. it clearly states why
16 days ago
Try to place it derectly in your appdata's mods folder. Using winrar, or anything that opens that iwd and place it all in there. (If you understand what I am saying). if not you might have a long day reinstalling all your mod tools, not optional.
(But Best perferred).
a file is placed in the wrong spot and easily fixable, better reinstall my whole mod tools  :\
that wouldnt even fix it, just make sure its in the right spot and ticked off or just remove it from running/adding the script completely 
29 days ago
make sure the files its saying are missing are included in the mod or your mods csv
79 days ago
its probably your fog settings, open your MAPNAME_art.gsc and near the bottom you should see fog_settings()under this change some of the settings til the fog lifts, probably start_dist and halfway_dist to higher numbers

82 days ago
should of been this, my mistake
zone = level.zones[ zkeys[z] ];
99 days ago
decided to make this real quick add this to the bottom of your mapname.gsc file
Code: cpp
location_display()
{
players = get_players();
for(i=0;i<players.size;i++)
players[i] thread location_display_text();
}

location_display_text()
{
hint_hud = create_simple_hud(self);
hint_hud.alignX = "left";
hint_hud.alignY = "top";
hint_hud.horzAlign = "left";
hint_hud.vertAlign = "top";
hint_hud.fontscale = 2;
hint_hud.color =  (1, .2, .2);
hint_hud.x = 2;
hint_hud.y = 2;
hint_hud.alpha = 1;
text = "";
while(1)
{
text = self get_location_text();
hint_hud SetText( text );
wait .1;
}
}

get_location_text()
{
text = "";
zone_name = "";
zkeys = GetArrayKeys( level.zones );
for( z=0; z<zkeys.size; z++ )
{
zone = level.zones ];
for (i = 0; i < zone.volumes.size; i++)
{
if (self IsTouching(zone.volumes[i]) )
zone_name = zone.volumes[i].targetname;
}
}

switch( zone_name )
{
case "start_zone":
text = "Spawn Room";
break;

case "power":
text = "Power Room";
break;

default:
text = "zone not defined";
break;
}

return text;
}
add
level thread location_display();
under
level thread DLC3_threadCalls2();
at the bottom of the main()
now how it worksat the bottom fuction of this ( get_location_text() ) theres this bit
	switch( zone_name )
{
case "start_zone":
text = "Spawn Room";
break;

case "power":
text = "Power Room";
break;

default:
text = "zone not defined";
break;
}
this is just an example part ive added, for it to work in your map youwil need to modify this.
the part that says - case "start_zone"
this is the name you gave the zone in radiant
the part directly under it, the part that says "Spawn Room" is what will be displayed when your standing in this zone.
change the example ones to two different zones you have with a name you want to give them and for every other zone you have copy and paste this part and change it to be as you need it
		case "start_zone":
text = "Spawn Room";
break;
hope this is easy enough to understand,let me know if you have any issues
103 days ago
So quick question, how can I go about updating this mod without getting my level and progress reset? B/c generally all the files are replaced and in that case all the progress would be gone. Is there a specific file to be careful with or is there no way to update the mod without losing something?
the file that saves it is not stored in the file the mod will get replaced by, as long as the mods stored in the default non moddified location  you wont loose progress 
140 days ago
Is the Knie Tief easter egg working fully? Without spoiling anything it seems like a handle by a tree is broken and can't be activated? Would love to know if its working, not looking for help with the easter egg though.
  
yes it is working, you need to do something else first 
151 days ago
eye color is an fx you will need to edit in the fx editor, i think its raw/fx/misc and one of these: ""fx_zombie_eye_set" "fx_zombie_eye_single" "fx_zombie_eye_single_zt"changing models in waw cas something in raw/character, not sure what file it could be since i havent done this in bo1 before but probably a file with "coast" in it. if it doesnt exist maybe try looking in the FF files for coastas for groom lake, you CAN NOT edit the base map like this, only way would be to completely rebuild the map in radiant and add it there
167 days ago
you cant modify someone elses mod like this
167 days ago
there is just no tool out there that allows you to extract models, scripts, images, etc form BO2 files. 
oh yes of cause not
Sorry but you are not allowed to view spoiler contents.
 
167 days ago
the mapname file of each map usually has them
199 days ago
i have actually recently returned from being out of the country so sadly not much progress has been made, i will start back on this within the next couple days. while gone ive been thinking of improvements for this i hope i can put into action
218 days ago
as far as im aware it all works the same as waw when i comes to that stuff. not sure with colours as ive never done those yet, but probably works fine. i think the only difference is the function called to create the hudelm but tbh i dont remember. been away for a while
221 days ago

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