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Messages - 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/#!OBpxSCwK!nKlEJ7DySAvbXftdyW0JCj3yEosuw2cFL1YUd9234rUinstructions 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
155 days ago
can you please remove my stuff from this, i didnt give permission for them and you just took them out of my mods files
199 days ago
umm... did you just take my mod?
199 days ago
you would have to be more specific than that, which animation? fireing, idle, reload etc
219 days ago
read the top of the post. it clearly states why
231 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 
244 days ago
make sure the files its saying are missing are included in the mod or your mods csv
294 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

296 days ago
should of been this, my mistake
zone = level.zones[ zkeys[z] ];
314 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
318 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 
355 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 
365 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
381 days ago
you cant modify someone elses mod like this
381 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.
 
381 days ago

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