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Messages - jiggy22

Guess I'll just bump this again  :P
622 days ago
Thanks again for the help, this should certainly help me in the future. However, with my script, I'm still getting a fatal error whenever I load up the map. I think it may have something to do with my trigger thread. Wanna take a look?

grave_spawn_think()
{
self.trigger = Spawn("trigger_radius", self.origin, 0, 100, 125);
self.trigger UseTriggerRequireLookAt();
self.trigger SetCursorHint("HINT_NOICON");

    while(true)
    {
    self.trigger waittill("trigger", player);
    if(isPlayer(player))
    {
hasWeapons = player GetWeaponsListPrimaries();
if(hasweapons.size > 1)
{
curWeapon = player GetCurrentWeapon();
player TakeWeapon(curWeapon);
player GiveWeapon("tesla_gun_zm");
player GiveMaxAmmo("tesla_gun_zm");
player SwitchToWeapon("tesla_gun_zm");
level thread maps\_zombiemode_audio::do_announcer_playvox( level.devil_vox["powerup"]["random_weapon"] );
}
else if ( self HasWeapon ("tesla_gun_zm"));
player GiveMaxAmmo ("tesla_gun_zm");
player SwitchToWeapon("tesla_gun_zm");
level thread maps\_zombiemode_audio::do_announcer_playvox( level.devil_vox["powerup"]["random_weapon"] );
else
{
player GiveWeapon("tesla_gun_zm");
player GiveMaxAmmo("tesla_gun_zm");
player SwitchToWeapon("tesla_gun_zm");
level thread maps\_zombiemode_audio::do_announcer_playvox( level.devil_vox["powerup"]["random_weapon"] );
}
}
wait 0.1;
}
self Delete();
self.trigger Delete();
}

Is it supposed to be called as an array thread at the end of the spawnGraves thread? Like this?

	array_thread(grave_spawns, ::grave_spawn_think);
622 days ago
There isn't a notify for when all the doors have been activated, but you can count each time a door is opened and once the count is greater than or equal to the amount of doors in the world then all doors have been opened.

You can do the same thing for determining if all zones are active, but instead checking if there is a zone that is not active like this
IsAllZonesActive()
{
//get all the zone names
zoneKeys = GetArrayKeys(level.zones);

for(i = 0; i < zoneKeys.size; i++)
{
//check if the zone is not active
if(!level.zones[zoneKeys[i].is_enabled)
{
return false;
}
}

//if we get this far then all zones are active
return true;
}

PS: I haven't done much with zones nor have i tested this so it may not be the exact way to reference the zones but the concept is correct

This is fantastic man, thank you so much! However, now my game is crashing on load. Any chance you can take a look at what I have so far and see what I'm doing wrong?

#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;

init()
{
    flag_wait("all_players_connected");
level thread IsAllZonesActive();
}


IsAllZonesActive()
{
//get all the zone names
zoneKeys = GetArrayKeys(level.zones);

for(i = 0; i < zoneKeys.size; i++)
{
//check if the zone is not active
if( !level.zones[zoneKeys[i]].is_enabled )
{
return false;
}
}

//if we get this far then all zones are active
return true;
wait 5;
level thread egg_start();
}

egg_start()
{
iPrintLnBold("All areas unlocked, now find the grave!");
level thread grave_random_spawn();
}

grave_random_spawn()
{
grave_spawn = [];
grave_spawn[0] = SetModel("zmb_dig_pile", (0, 0, 0));
grave_spawn[1] = SetModel("zmb_dig_pile", (0, 0, 0));

//array_thread(grave_spawns, ::grave_spawn_think);
}

With the script you provided before, I kept getting a syntax error due to this line:
		if(!level.zones[zoneKeys[i].is_enabled)

Shouldn't there be an extra bracket after the variable so that it reads like this?
		if(!level.zones[zoneKeys[i]].is_enabled)
624 days ago
Anybody out there?
625 days ago
Hey, so with an easter egg I'm trying to script, I'm trying to get it the script to wait until all doors/areas on the map are open until it begins. I'm pretty sure it's supposed to be set as a flag_wait(); but I'm not exactly sure what to put for what it should be waiting for. For example, I tried doing:
	flag_wait("zones_initialized");
Which is obviously quite wrong, but it should give you an idea as to what I mean by this. Anybody know how I could fix this? Thanks!
626 days ago
Hey everyone! So as part of my BO mod, I'm hoping to add the Engineer Zombie boss to Kino Der Toten, as what was at one point considered for the map. However, I'm running into trouble with getting him to actually spawn in on the level. Let me try to run down everything I've done so far:

- Add this line:
	level.custom_ai_type = array_add( level.custom_ai_type, maps\_zombiemode_ai_boss::init );
Under:
	level.custom_ai_type = [];

- Call this thread, zombeng_spawn_points, at the bottom of zombie_theater.gsc:
zombeng_spawn_points()
{
org = spawn("script_origin", (-258.693, 695.059, -56.8574));
org.targetname = "boss_zombie_spawner";

org = spawn("script_origin", (-1507.99, 583.312, 0.307038));
org.targetname = "boss_zombie_spawner";

org = spawn("script_origin", (-1446.81, -184.471, 1.34885));
org.targetname = "boss_zombie_spawner";

org = spawn("script_origin", (-166.122, 1847.94, -14.0593));
org.targetname = "boss_zombie_spawner";
}

I got the "boss_zombie_spawner" targetname from the ai_boss.gsc script, which has two lines of code that read:
	level.boss_zombie_spawners = GetEntArray( "boss_zombie_spawner", "targetname" );
array_thread( level.boss_zombie_spawners, ::add_spawn_function, maps\_zombiemode_ai_boss::boss_prespawn );

I'm kinda new with setting up spawn points via gsc files, so I might have done this part wrong. Surely I can just put all of the spawn points together in one function like this?

zombeng_spawn_points()
{
org = spawn("script_origin", (-258.693, 695.059, -56.8574));
org = spawn("script_origin", (-1507.99, 583.312, 0.307038));
org = spawn("script_origin", (-1446.81, -184.471, 1.34885));
org = spawn("script_origin", (-166.122, 1847.94, -14.0593));
org.targetname = "boss_zombie_spawner";
}

- In zombie_theater.gsc, I've added this line:
	level.boss_zombie_enter_level = 3;
Under this:
	maps\_zombiemode_ai_dogs::enable_dog_rounds();

I got this from another line of code from the ai_boss.gsc, which reads:
	if ( !isDefined( level.boss_zombie_enter_level ) )
{
level.boss_zombie_enter_level = maps\_zombiemode_ai_boss::boss_zombie_default_enter_level;
}

The boss_zombie_default_enter_level thread appears as follows:
boss_zombie_default_enter_level()
{
Playfx( level._effect["boss_spawn"], self.origin );
playsoundatposition( "zmb_bolt", self.origin );
PlayRumbleOnPosition("explosion_generic", self.origin);
self.entered_level = true;
}

I'm probably wrong here, but I was assuming that I could simply designate a round to this function as seen above, where I'm trying to get the boss to spawn on round three.

- Before, I also tried adding this:
	level.boss_zombie_spawn_heuristic = true;

Directly under the level.boss_zombie_enter round = 3 line in zombie_theater.gsc, but what that did was cause the spawn music to continuously play over and over again during the match. So I'm guessing that was totally wrong  ::)

Aside from that, I've got all the sounds, animations, models, and character files set up just fine. Any help would be greatly appreciated, thank you!!
626 days ago
When installing, I get this error:

# Error: file: C:/Users/XXX/Documents/maya/2014-x64/scripts/usersetup.mel line 1: ImportError: file C:/Users/XXX/Documents/maya/2014-x64/scripts\CoDMayaTools.py line 56: No module named pycod.xmodel #

Any fix?
635 days ago
What viewhands are you talking about? The conversion rig itself, or viewhands you import with the gun?
If you have a link to the topic i can look at it, but i can assure you it's working since me and a lot of other people have used it. You just need to be carefull with the joints you select to export etc cause there's 2 set's of viewhands in there basicly.

Sorry, I'm talking about the conversion rig itself. I have the weapon model in Maya all rigged up and fine, but when I drag the t5_t7 viewhand model onto Maya, I get the errors. The actual model itself appears in Maya, but none of the joints do. Here's what I'm talking about, this is what it looks like when I drag the rig into Maya:





635 days ago
I've only used it once a while ago, but i'm fairly sure you dont need to import viewhands. The waw-bones are allready there. Re-read the instructions ( i cant find the topic on modme, but i'm 90% sure )

Sorry, I should have mentioned that when i get all of the errors, none of the joints are exported with the viewhands.
635 days ago
Hey, so I'm trying to port some BO3+ weapons down to WAW/BO, and I'm trying to use Sanchez's t5-t7 conversion rig off of the modme site. However, when I import the viewhands model into Maya, I get a whole bunch of errors saying something like: "The parentConstraint 'j_ring_le_0_parentConstraint1'  has no 'tg[0].tis' attribute" and whatnot. What is going on here? How do I fix this? I'm using Maya 2014 64x, would it make a difference if I used a different version? Thanks to anyone that can help me.
636 days ago
Hello again to the forum, long time no see! I'm hard at work on an expansive 10-map mod for Black Ops Zombies, and one of the many features will be the inclusion of the Amm-O-Matic perk. I'm looking to have it function similarly to the Alchemical Antithesis gum from BO3, where every 50 points awards the player with one bullet in reserve. However, I don't want to make it so that the player doesn't earn any points, it'll just take a little more to earn the bullet. I've tried using an edited version of Lilrobot's script for the gum (which he said is okay to use, just as long as credit is given), which is written in the _zombiemode_score.gsc file, but it didn't work. Check out what I tried:

In this function:
player_add_points( event, mod, hit_location ,is_dog)

I put this:
	while(1)
{
if(self hasperk("specialty_bulletdamage"))
{
weapon = self GetCurrentWeapon();
if(weapon != "tesla_gun_zm" && weapon != "tesla_gun_upgraded_zm" )
if(weapon != "sniper_explosive_zm" && weapon != "sniper_explosive_upgraded_zm" )
if(weapon != "humangun_zm" && weapon != "humangun_upgraded_zm" )
{
current = self GetWeaponAmmoStock( weapon );
weaponstock = self GetWeaponAmmoStock( weapon );
addammo = int(player_points / 50);
self SetWeaponAmmoStock( weapon, weaponstock + addammo );
}
}
}

Under this:
	if ( isdefined( self.point_split_receiver ) && (event == "death" || event == "ballistic_knife_death") )
{
split_player_points = player_points - round_up_score( (player_points * self.point_split_keep_percent), 10 );
self.point_split_receiver add_to_player_score( split_player_points );
player_points = player_points - split_player_points;
}

Anybody know how I can fix this? The new BO1 section seems a little barren at the moment, so hopefully someone will at least see this lol. Thanks!
647 days ago
question: what does amm-o-matic do?

Every kill gives you back one bullet in reserve. Works best with sniper rifles and shotguns. Thanks for playing!
737 days ago
Anyone playing this mod still?

I should hope so! ;)

CoD: WWII will be dropping next month, so once those weapon models and animations are made available, I’ll finally start working on the six-map BO mod again. Thanks again to everyone for their continued support!
746 days ago
You have to buy Black Ops first in order for it to appear in the list of tools.
814 days ago
Thanks for all the comments everyone! Glad to see the positive reception my mod is earning  :)
814 days ago

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