Recent Posts
Last post by Ramiabdh - 2 days ago
Hi. I'm an old fan of this mod. I've been waiting for an update for some time now. Can you list the updates/changelog for this new version? Bug fixes?
Last post by Scrapper57 - 4 days ago
there's an issue paping the kiparis sometimes it gives me the default hand weapon or no weapon at all
Last post by Faeroon Faeroon - 8 days ago
It depends on which game you're talking about, but in many Zombies-enabled games, UI elements are stored in menu files, scripts, or asset packages that require modding tools to edit. Changing text is usually easier than adding or removing buttons, since that often requires modifying menu definitions and scripts. I've been playing rummy through YonoPlayGames for a while, and it's become one of my favorite card games to relax with. What I enjoy most is that every match requires strategy, memory, and careful planning rather than just luck. The platform makes it easy to discover different rummy apps and game options in one place, so I can try new variations whenever I want. I also like that games are simple to access without spending a lot of time searching.
Last post by Lava_Wills - 9 days ago
Everytime I hit the mystery box my game crashes. I have both T4m 49 and 45 the newest version installed. I also tried lowering map textures and it still crashes when I use the mystery box. I dont have this issue with any other map. Please help
Hello, I've found the reason. It's because you used T4M-R48. I don't know why this is happening, but please use T45R45 instead, and it won't have this problem. I'll fix it once I find the specific cause.
Last post by ELIASREX - 4 days ago
Well you have done it, you have survived time after time again and quite frankly its been entertaining, and i am not saying this as a joke you have entertained me quite well
all four of you, and now you have reached the end of the line so how about you make my day with one last show would you kindly?
all four of you, and now you have reached the end of the line so how about you make my day with one last show would you kindly?

Good day lads, this is the last version of the zombie versions of my mod, DER RIESE, and this has been a long development, mainly due to the major changes from the last versions, and fixing
oversights so this version should be the best so far and most balanced so far with these versions, now since i made a trailer for this mod and alot of people will be new
so while i will say the changes from the last version i will also say all changes as far as i know right now from vanilla cod zombies to this mod, so enjoy all of the changes
to make the game more difficult, Evil laugh : moha!
(this submod requires JB's remastered zombies mod, LINK : https://github.com/JBShady/COD5-Remastered/releases/tag/v1.0 )
changes
Changes between vanilla :
1 : gave all weapons more realistic military designation while also alt names for quicker identification for guns
2 : removed DOF from the weapons, DOF will not be completly disabled since you would have to change the setting via commands or editing a file in your config file to disbale DOF
3 : gave all weapons ammo icon counter that match the weapon caliber and genre of the weapon, so now a rifle wont use pistol ammo icon counter and instead use the rifle ammo icon counter
4 : gave more realistic damage and streamlined damage, so now a gewehr 43 will do the same damage as a mg42 since they have the same caliber
5 : damage multiplier has been streamlined so they have different classes based on the genre of caliber, like small caliber, rifle caliber, shotgun caliber, and anti tank caliber
6 : ammo has been reduced for the most part to be more harder
7 : mag size for certain weapons have been modified to be more realistic
8 : ADS FOV for iron sight has been modified to be at 90 aka no zoom in when in ads (this doesnt apply to scopes since obviously its a scope so of course it will zoom in when i ads)
9 : BOB has been increased so now the weapon will bob when moving
10 : weight has been modified to be more slower to match their irl weight
11 : sway has been modified to actually sway while ideling
12 : spread has been modified to be more realistic aka bolt action f.ex will not have the same spread as a mg42
13 : also ads spread will be the same for standing hip fire (except for weapons with scoped on *not reflex sight* long range scope, they will have lower spread than standard ads spread)
14 : prone spread actually maters, especially lmg's and especially lmg's with bipods
15 : recoil has been increased so now the guns have actuall recoil (they are not realistic for most of the part because they focus on being harder otherwise recoil would be much lower, however since this
mod focuses on being harder than vanilla, then the recoil would be higher than what the recoil of the gun would realisticlly be like in irl)
16 : viewmodel recoil has been added to the gun so now the gun which shake when firing
17 : fire rate has been modified
17.1 : semi auto weapons fire rate has been reduced so now its slower than what it would be realistically because that means it would be harder to use
17.2 : some weapons fire rate has been modified to be more realistic
17.3 : pump action and bolt action weapons cocking after firing has been delayed to slow down the rpm because its impossible to change the animation speed for cocking the gun
18 : reload speed has for the most part been reduced to be unscalled and slower, so now you arent on pervitin when reloading a firearm
19 : raise weapon and drop weapon speed for all states has been modified to be more realistic to match the weapons weight
19.1 : except for some weapons where their raise and drop speed would be to fast or too slow (see i am not a cruel person, i am just a dick :3)
20 : explosive damage has been modified so now its actually viable to use late round
21 : flamethrower has 13 seconds full of fuel before its unusable
22 : and probably some more i dont remember right now
1 : gave all weapons more realistic military designation while also alt names for quicker identification for guns
2 : removed DOF from the weapons, DOF will not be completly disabled since you would have to change the setting via commands or editing a file in your config file to disbale DOF
3 : gave all weapons ammo icon counter that match the weapon caliber and genre of the weapon, so now a rifle wont use pistol ammo icon counter and instead use the rifle ammo icon counter
4 : gave more realistic damage and streamlined damage, so now a gewehr 43 will do the same damage as a mg42 since they have the same caliber
5 : damage multiplier has been streamlined so they have different classes based on the genre of caliber, like small caliber, rifle caliber, shotgun caliber, and anti tank caliber
6 : ammo has been reduced for the most part to be more harder
7 : mag size for certain weapons have been modified to be more realistic
8 : ADS FOV for iron sight has been modified to be at 90 aka no zoom in when in ads (this doesnt apply to scopes since obviously its a scope so of course it will zoom in when i ads)
9 : BOB has been increased so now the weapon will bob when moving
10 : weight has been modified to be more slower to match their irl weight
11 : sway has been modified to actually sway while ideling
12 : spread has been modified to be more realistic aka bolt action f.ex will not have the same spread as a mg42
13 : also ads spread will be the same for standing hip fire (except for weapons with scoped on *not reflex sight* long range scope, they will have lower spread than standard ads spread)
14 : prone spread actually maters, especially lmg's and especially lmg's with bipods
15 : recoil has been increased so now the guns have actuall recoil (they are not realistic for most of the part because they focus on being harder otherwise recoil would be much lower, however since this
mod focuses on being harder than vanilla, then the recoil would be higher than what the recoil of the gun would realisticlly be like in irl)
16 : viewmodel recoil has been added to the gun so now the gun which shake when firing
17 : fire rate has been modified
17.1 : semi auto weapons fire rate has been reduced so now its slower than what it would be realistically because that means it would be harder to use
17.2 : some weapons fire rate has been modified to be more realistic
17.3 : pump action and bolt action weapons cocking after firing has been delayed to slow down the rpm because its impossible to change the animation speed for cocking the gun
18 : reload speed has for the most part been reduced to be unscalled and slower, so now you arent on pervitin when reloading a firearm
19 : raise weapon and drop weapon speed for all states has been modified to be more realistic to match the weapons weight
19.1 : except for some weapons where their raise and drop speed would be to fast or too slow (see i am not a cruel person, i am just a dick :3)
20 : explosive damage has been modified so now its actually viable to use late round
21 : flamethrower has 13 seconds full of fuel before its unusable
22 : and probably some more i dont remember right now
[close]
*Full changelog is in the files since the spoiler limit here is a bit weird and messes up the full changelog sorry*
anyways i hope you enjoy the last version of my mod for the zombies map, now all that is left is the multiplayer, the campaign and a revised collection of all the versions
updated so they feel consistent between each version, bundled up into one package
SO SEE YA.
Credits : Tarusisliving for support
Numan for helping there to there
and the UGX discord server for critique if there was anymore
Thank you.
www.mediafire.com
Double Post Merge: June 20, 2026, 03:18:34 pm
feedback is much apreciated
7
Buyable Nuke in Scripts
Last post by Box Map ELITE #1 - 11 days ago
This Script Was Made By AI That I've Paid For Enjoy
level thread nuke_buy_init();
//*****************************************************************************
// NUKE BUY (once per round)
// Place a trigger_use in Radiant with targetname "nuke_buy_trigger"
// Costs level.nuke_buy_cost points (default 5000) to kill all zombies and flash every player's screen
//*****************************************************************************
nuke_buy_init()
{
if ( !IsDefined( level.nuke_buy_cost ) || level.nuke_buy_cost < 1 )
{
return;
}
level.nuke_buy_used_this_round = false;
level thread nuke_buy_round_reset();
triggers = GetEntArray( "nuke_buy_trigger", "targetname" );
if ( !IsDefined( triggers ) || triggers.size <= 0 )
{
return;
}
nuke_buy_refresh_all_hints();
for ( i = 0; i < triggers.size; i++ )
{
level thread nuke_buy_think( triggers
);
}
}
nuke_buy_round_reset()
{
while ( 1 )
{
level waittill( "start_of_round" );
level.nuke_buy_used_this_round = false;
nuke_buy_refresh_all_hints();
}
}
nuke_buy_get_hint( cost )
{
if ( level.nuke_buy_used_this_round )
{
return "Nuke ^1Used This Round";
}
return "Press ^3&&1 ^7Buy Nuke [^3" + cost + "^7]";
}
nuke_buy_refresh_all_hints()
{
triggers = GetEntArray( "nuke_buy_trigger", "targetname" );
if ( !IsDefined( triggers ) || triggers.size <= 0 )
{
return;
}
cost = level.nuke_buy_cost;
for ( i = 0; i < triggers.size; i++ )
{
triggers sethintstring( nuke_buy_get_hint( cost ) );
}
}
nuke_buy_think( trig )
{
cost = level.nuke_buy_cost;
trig UseTriggerRequireLookAt();
trig setcursorhint( "HINT_NOICON" );
while ( 1 )
{
trig sethintstring( nuke_buy_get_hint( cost ) );
trig waittill( "trigger", user );
if ( level.nuke_buy_used_this_round )
{
maps\_zombiemode_utility::play_sound_at_pos( "no_cha_ching", trig.origin );
continue;
}
if ( !is_player_valid( user ) )
{
continue;
}
if ( user.score < cost )
{
maps\_zombiemode_utility::play_sound_at_pos( "no_cha_ching", trig.origin );
continue;
}
if ( IsDefined( level.nuke_buy_in_progress ) && level.nuke_buy_in_progress )
{
continue;
}
maps\_zombiemode_utility::play_sound_at_pos( "cha_ching", trig.origin );
user thread maps\_zombiemode_score::minus_to_player_score( cost );
level.nuke_buy_used_this_round = true;
nuke_buy_refresh_all_hints();
level thread nuke_buy_execute( trig.origin, user );
}
}
nuke_buy_execute( location, buyer )
{
level endon( "game_ended" );
level.nuke_buy_in_progress = true;
PlayFx( "misc/fx_zombie_mini_nuke", location );
level thread nuke_buy_flash();
wait( 0.5 );
zombies = getaispeciesarray( "axis" );
zombies_nuked = ;
if ( IsDefined( zombies ) && zombies.size > 0 )
{
zombies = get_array_of_closest( location, zombies );
for ( i = 0; i < zombies.size; i++ )
{
if ( IsDefined( zombies.marked_for_death ) && zombies
.marked_for_death )
{
continue;
}
if ( IsDefined( zombies
.nuke_damage_func ) )
{
zombies
thread [[ zombies.nuke_damage_func ]]();
continue;
}
if ( is_magic_bullet_shield_enabled( zombies
) )
{
continue;
}
zombies
.marked_for_death = true;
zombies
.nuked = true;
zombies_nuked = zombies
;
}
for ( i = 0; i < zombies_nuked.size; i++ )
{
wait( randomfloatrange( 0.1, 0.7 ) );
if ( !IsDefined( zombies_nuked
) )
{
continue;
}
if ( is_magic_bullet_shield_enabled( zombies_nuked
) )
{
continue;
}
if ( i < 5 && !( zombies_nuked
.isdog ) )
{
zombies_nuked
thread animscripts\zombie_death::flame_death_fx();
zombies_nuked
playsound( "evt_nuked" );
}
if ( !( zombies_nuked
.isdog ) )
{
zombies_nuked
maps\_zombiemode_spawner::zombie_head_gib();
zombies_nuked
playsound( "evt_nuked" );
}
zombies_nuked dodamage( zombies_nuked.health + 666, zombies_nuked
.origin );
}
}
if ( IsDefined( buyer ) )
{
buyer iPrintLnBold( "^3Nuke ^7deployed!" );
iPrintLnBold( buyer.name + " ^7bought the ^3Nuke^7!" );
}
wait( 1.7 );
level.nuke_buy_in_progress = undefined;
}
nuke_buy_flash()
{
level thread maps\_zombiemode_powerups::nuke_flash();
earthquake( 0.5, 1.5, ( 0, 0, 0 ), 20000 );
}
level thread nuke_buy_init();
//*****************************************************************************
// NUKE BUY (once per round)
// Place a trigger_use in Radiant with targetname "nuke_buy_trigger"
// Costs level.nuke_buy_cost points (default 5000) to kill all zombies and flash every player's screen
//*****************************************************************************
nuke_buy_init()
{
if ( !IsDefined( level.nuke_buy_cost ) || level.nuke_buy_cost < 1 )
{
return;
}
level.nuke_buy_used_this_round = false;
level thread nuke_buy_round_reset();
triggers = GetEntArray( "nuke_buy_trigger", "targetname" );
if ( !IsDefined( triggers ) || triggers.size <= 0 )
{
return;
}
nuke_buy_refresh_all_hints();
for ( i = 0; i < triggers.size; i++ )
{
level thread nuke_buy_think( triggers
);
}
}
nuke_buy_round_reset()
{
while ( 1 )
{
level waittill( "start_of_round" );
level.nuke_buy_used_this_round = false;
nuke_buy_refresh_all_hints();
}
}
nuke_buy_get_hint( cost )
{
if ( level.nuke_buy_used_this_round )
{
return "Nuke ^1Used This Round";
}
return "Press ^3&&1 ^7Buy Nuke [^3" + cost + "^7]";
}
nuke_buy_refresh_all_hints()
{
triggers = GetEntArray( "nuke_buy_trigger", "targetname" );
if ( !IsDefined( triggers ) || triggers.size <= 0 )
{
return;
}
cost = level.nuke_buy_cost;
for ( i = 0; i < triggers.size; i++ )
{
triggers sethintstring( nuke_buy_get_hint( cost ) );
}
}
nuke_buy_think( trig )
{
cost = level.nuke_buy_cost;
trig UseTriggerRequireLookAt();
trig setcursorhint( "HINT_NOICON" );
while ( 1 )
{
trig sethintstring( nuke_buy_get_hint( cost ) );
trig waittill( "trigger", user );
if ( level.nuke_buy_used_this_round )
{
maps\_zombiemode_utility::play_sound_at_pos( "no_cha_ching", trig.origin );
continue;
}
if ( !is_player_valid( user ) )
{
continue;
}
if ( user.score < cost )
{
maps\_zombiemode_utility::play_sound_at_pos( "no_cha_ching", trig.origin );
continue;
}
if ( IsDefined( level.nuke_buy_in_progress ) && level.nuke_buy_in_progress )
{
continue;
}
maps\_zombiemode_utility::play_sound_at_pos( "cha_ching", trig.origin );
user thread maps\_zombiemode_score::minus_to_player_score( cost );
level.nuke_buy_used_this_round = true;
nuke_buy_refresh_all_hints();
level thread nuke_buy_execute( trig.origin, user );
}
}
nuke_buy_execute( location, buyer )
{
level endon( "game_ended" );
level.nuke_buy_in_progress = true;
PlayFx( "misc/fx_zombie_mini_nuke", location );
level thread nuke_buy_flash();
wait( 0.5 );
zombies = getaispeciesarray( "axis" );
zombies_nuked = ;
if ( IsDefined( zombies ) && zombies.size > 0 )
{
zombies = get_array_of_closest( location, zombies );
for ( i = 0; i < zombies.size; i++ )
{
if ( IsDefined( zombies.marked_for_death ) && zombies
.marked_for_death )
{
continue;
}
if ( IsDefined( zombies
.nuke_damage_func ) )
{
zombies
thread [[ zombies.nuke_damage_func ]]();
continue;
}
if ( is_magic_bullet_shield_enabled( zombies
) )
{
continue;
}
zombies
.marked_for_death = true;
zombies
.nuked = true;
zombies_nuked = zombies
;
}
for ( i = 0; i < zombies_nuked.size; i++ )
{
wait( randomfloatrange( 0.1, 0.7 ) );
if ( !IsDefined( zombies_nuked
) )
{
continue;
}
if ( is_magic_bullet_shield_enabled( zombies_nuked
) )
{
continue;
}
if ( i < 5 && !( zombies_nuked
.isdog ) )
{
zombies_nuked
thread animscripts\zombie_death::flame_death_fx();
zombies_nuked
playsound( "evt_nuked" );
}
if ( !( zombies_nuked
.isdog ) )
{
zombies_nuked
maps\_zombiemode_spawner::zombie_head_gib();
zombies_nuked
playsound( "evt_nuked" );
}
zombies_nuked dodamage( zombies_nuked.health + 666, zombies_nuked
.origin );
}
}
if ( IsDefined( buyer ) )
{
buyer iPrintLnBold( "^3Nuke ^7deployed!" );
iPrintLnBold( buyer.name + " ^7bought the ^3Nuke^7!" );
}
wait( 1.7 );
level.nuke_buy_in_progress = undefined;
}
nuke_buy_flash()
{
level thread maps\_zombiemode_powerups::nuke_flash();
earthquake( 0.5, 1.5, ( 0, 0, 0 ), 20000 );
}
Last post by Box Map ELITE #1 - 12 days ago
The scripts were stolen from my "factory riese" map lol
you are a complete liar lol i paid for a curser AI subscription to make every script i have in that map you idiot lmfao nice try tho
Double Post Merge: June 18, 2026, 04:30:39 pm
thank you closet dweller
Last post by Selim Öztürk - 12 days ago
I have learned how to convert files into the format required by Call of Duty: World at War. My goal is to dub the original files and create my own mod folder. However, I’ve found out that I need to put some of the dialogue into an “ff” file, and I haven’t been able to figure this out. Could you briefly explain how to do it?