You can copy the _zombiemode.gsc from raw/maps to your mods folder. But if you don't need to change something in the script, you don't have to copy the script to your mods folder I believe.
I wanted to place the Flogger from Shi No Numa in my map. I placed the prefab in my map and added the scripts to my mod.
When I start my map and it's done loading, the game crashes and I get a "Unhandled exception caught" error. When I remove the flogger and the scripts, the map runs without any problems...
Difference is that Treyarch actually has mod tools released for Black Ops 1. Don't know if it's possible to port them to Black Ops 2. Will most likely be impossible
I'm looking forward to both Infonite Warfare and Call of Duty 4 Remastered. I don't mind that Infinite Warfare is a futuristic game. I liked Black Ops 3 because the gameplay felt good, so I pre-ordered Infinite Warfare, hoping that the gameplay feels good as well.
I'm not a scripting-expert, but you can enable the developer mode (Open up the console with ~ > type in: developer 1) before you start your map. If the error comes up again, you can see in which line in the script the error is. (Pressing Shift + ~ will give you a whole log in the console itself)
I tried it. The option to enable the console doesn't appear in the game settings... Double Post Merge: May 09, 2016, 10:48:08 amI have solved the issue. I was using a older version of the UGX script placer. Now I used the new version which allowed me to use my Radiant map that I already made in a new mod. I didn't disable the console this time, and now it works!
I created a map using the UGX Script Placer. The map works perfectly. But because I want to test some stuff I want to enable the console ingame.
I accidentally disabled the console when I created the map using the script placer. I managed to get the console working in the main menu after launching the map, but when I start the map, the console is disabled again.
How can I enable the console to use it ingame?
8 years ago
1
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