Bro included a full-ass tutorial with screenshots i actually can't thank you enough Gympie, you've helped me beyond anything or anyone else related to WaW modding! you'll definitely be the 1st and main priority of my Credits if i ever get to releasing a map lol. Thanks again m8, Maybe I'll just message you this time if it works or not! :ok_hand:
hi hi Gympie, didn't know where else to ask but i had a kinda basic question to ask. when you replace sounds from a Soundalias, do the sounds need to be in a Custom Folder when you call them from the Soundalias? or will it work if i just place my sounds in the same location as the ones I'm trying to replace with the same name and all? Because ive quite literally tried, replacing plenty of sounds and locations from DLC_Share, but nothing worked.. I just can't find any other information on this subject and thought I'd ask you. Sorry in advance i know this is the wrong place to ask
my waw radiant takes like 2 mins to open and it takes like 10 minutes just to compile my map (it used to be 30 secs) help please
Yep. Don't know if it's worth looking into, But i remember someone talking about how the WAW folder doesn't allow proper Permissions on Windows 10 which can cause bugginess, I think you can adjust permission settings or just Turn off "Read-Only". I think your best bet though is compatibility mode like Gympie said, the Permissions most likely have nothing to do with it.
Tutorial is great! Only issue is images no longer show, meaning i can't really tell what version of Blender you're using in the tutorial. You also didn't say what version you were using lol. Also i know it's been 8 years, but make a damn video tutorial already!
Yup, I believe basically this entire script is left untouched from me, I only changed the starting weapon with one that i have included in my mod. Also not really sure how this problem was caused, If i change this to "zombie_colt", I can then pick up two weapons again, not Three from Mulekick though... I really wish i knew exactly what was causing this, For now though i'll just have to set it back to Colt and disable mulekick until i solve it
Ahh that makes sense, i'm sure if it was porting for bo3 it would be a bit of different story lol. Very cool stuff, i'm definetly gonna have to come back to this and learn more about all of this sometime! Thanks )
porting models from DBZ (tenkaichi 3 I'm guessing) is something i never would have imagined could be done for cod5, let alone using all the animations + fx! crazy stuff, would love to see the process in like a video series and or tutorial format one day!(would help many mappers port weird &random stuff from old games) Also bonus points for the animated menu screen and great looking UI as well!
Edit: Derp! my dumba$$ just realized this is based off of the "Touranment of power" and has nothing to do with DBZ Tenkaichi 3
Still recieving updates in 2022?! Insane, Amazing work Gympie! I just had one quick question for a problem i'm facing. whenever i change the start weapon in _zombiemode_perks to anything but the colt, it makes it so i can only hold one gun in game, and Box just replaces that one gun as well. Not sure if it's related, but Mulekick also doesn't allow me to buy a third gun. I thought i had this problem like a year ago and solved it somehow. I can't now though
did you put the sounds into Call of Duty World at War\raw\sound ?
late response, Ik, but yes everything that should have been placed in Raw from this mod was placed correctly into there respected locations. haven't tried these on my new PC + new set of modtools yet, So chances are the problem was caused by me. It almost always comes back to noobie mistakes lol.
Hello shippuden! I added this to my map recently but ran into one problem with dog rounds. If i kill every dog before killing the engineer (on a dog round where he spawns) Then the round will not end once he dies. I know there was a similar problem (I think) with Bluntstuffy's PanzerSoldat, which he posted how to fix this within the instructions of that mod, but i wasn't to sure how to correct this with engineer. I saw this function And thought, maybe if i changed "level.engineer_active_on" to equal to false instead, but quickly realized it was calling "engineer_first_round", Nothing to do with dog rounds (Assumption) as of why it's probably an else statement. But maybe there is something similar I can do to set him spawning on dog rounds, to false? Anyways, hope to hear back from you, might just set this to false to see what breaks or doesn't lol. (Also forgive my terrible scripting knowledge)