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)
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 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 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 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 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
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
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
decided to make this real quick add this to the bottom of your mapname.gsc file 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 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 hope this is easy enough to understand,let me know if you have any issues
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
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
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