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Last post by huk776 - 3 days ago
No more do we have to use unfitting viewhands...

In mapname.gsc, look for these lines of code:
Code Snippet
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PreCacheModel( "viewmodel_usa_pow_arms" ); // Dempsey
    PreCacheModel( "viewmodel_rus_prisoner_arms" ); // Nikolai
    PreCacheModel( "viewmodel_vtn_nva_standard_arms" );// Takeo
    PreCacheModel( "viewmodel_usa_hazmat_arms" );// Richtofen
Replace with:
Code Snippet
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PreCacheModel( "c_t7_dlchd_dempsey_waw_viewhands" ); // Dempsey
    PreCacheModel( "c_t7_zm_dlchd_nikolai_waw_viewhands" ); // Nikolai
    PreCacheModel( "c_t7_zm_dlchd_takeo_waw_viewhands" );// Takeo
    PreCacheModel( "c_t7_zm_dlchd_richtofen_waw_viewhands" );// Richtofen
Then look for this function:
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player_set_viewmodel_override( entity_num )
Replace the entire function with:
Code Snippet
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player_set_viewmodel_override( entity_num )
{
    switch( self.entity_num )
    {
        case 0:
            // Dempsey
            self SetViewModel( "c_t7_dlchd_dempsey_waw_viewhands" );
            break;
        case 1:
            // Nikolai
            self SetViewModel( "c_t7_zm_dlchd_nikolai_waw_viewhands" );
            break;
        case 2:
            // Takeo
            self SetViewModel( "c_t7_zm_dlchd_takeo_waw_viewhands" );
            break;
        case 3:
            // Richtofen
            self SetViewModel( "c_t7_zm_dlchd_richtofen_waw_viewhands" );
            break;       
    }
}
Add these lines to mod.csv:
Code Snippet
Plaintext
xmodel,c_t7_zm_dlchd_takeo_waw_viewhands
xmodel,c_t7_zm_dlchd_nikolai_waw_viewhands
xmodel,c_t7_dlchd_dempsey_waw_viewhands
xmodel,c_t7_zm_dlchd_richtofen_waw_viewhands

Copy all files to root folder, of course.
www.mediafire.com

 
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Last post by paul lewis - 7 days ago
for some reason I keep getting this error and it wont let me pack a punch the weapon. Any idea what I did wrong or how to fix?
 
 xmodel:wm_t5_m203_grenade
    weapon:t5_m1911_rdw_up_zm
      csv:zone_source/zm_testmap.zone
^3BG_LoadWeaponVariantDefFile: ParseGdtDBQueryToStruct failed for 't5_m1911_rdw_up_zm'
  weapon:t5_m1911_rdw_up_zm
    csv:zone_source/zm_testmap.zone
^1ERROR: Unable to load weapon 't5_m1911_rdw_up_zm'
  weapon:t5_m1911_rdw_up_zm
    csv:zone_source/zm_testmap.zone
 
^3BG_LoadWeaponVariantDefFile: ParseGdtDBQueryToStruct failed for 't5_m1911_ldw_up_zm'
  weapon:t5_m1911_ldw_up_zm
    csv:zone_source/zm_testmap.zone
^1ERROR: Unable to load weapon 't5_m1911_ldw_up_zm'
  weapon:t5_m1911_ldw_up_zm
    csv:zone_source/zm_testmap.zone
^3Found 13 bad bulletmeshes, dumped to C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/usermaps\zm_testmap/zone_source/all/assetinfo/zm_testmap_bulletreport.csv file.
 
edit: nvm i forgot to download the common assets. It works now
 
 
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Last post by gympie6 - 8 days ago
Normally it's `sound,SOUNDALIASFILE,,all_sp`
 
If it doesn't work it could be that the porter used the wrong sound names or they are missing.
 
You can check it by comparing the weapon file and the sound alias.
 
There is a tool what can help you inspect the weapon file called: UGX WeaponsEditor++ v1.0.0
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Last post by gympie6 - 8 days ago
hmmm?
 
To add weapons to a mod these are the steps you need to do:
  • Is the weapon added to _zombiemode_weapons.gsc
  • Is the weapon added to _dlc3_code.gsc
  • Is the weapon added to the Call of Duty World at War\mods\MODNAME\weapons\sp folder
  • Is the weapon added to the modbuilder or mod.csv file?
  • Is everything related to this checked in the modbuilder?

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Last post by huk776 - 5 days ago
 

NOTE: PLAY AT 1080P(1920 * 1080) TO AVOID CRASHES. PLAYING AT HIGHER RESOLUTIONS MAY CRASH THE GAME AT HIGHER ROUNDS

    Blacksite Omega

Features:
- 47 Custom Weapons
- BO3 DE Characters (quotes and viewhands)
- 2 Zombie Bosses
- A Buildable Specialist
- Buildable Shield
- 21 Gums From BO3
- 25 Extra Levels of Pack-A-Punch
- EE Quest
And More



NOTE: PLAY AT 1080P(1920 * 1080) TO AVOID CRASHES. PLAYING AT HIGHER RESOLUTIONS MAY CRASH THE GAME AT HIGHER ROUNDS


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Last post by JEmerald174 - 9 days ago
Hello all you beautiful people, does anyone know how to call out a csv file to your mod.csv, because i have custom weapons such as the AN94 from BO2 with no sound.
 
I try "sound,an94,,all_sp" , "sound.an94,,all_mp" , "sound,ndu_an94" and "sound.ndu_an94,ndu_an94" i though off every possible way to fix it but the sound is not playing. Anyone got an idea how to fix this?
 
Much love, Thank You.
And again sorry for the spam.
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Last post by JEmerald174 - 9 days ago
Yea, the weapon file are in both the mods folder and the raw folder.📂
 
 
 
Edit: I fixed it just by getting rid of any code with "galil" in it
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Last post by gympie6 - 9 days ago
The only thing I can think of is that your weapon file is not in the weapons folder in 'mods/MAPNAME/weapons/sp'?
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Last post by JEmerald174 - 10 days ago
Sorry for the spam but does anyone know do i fix : Unknown item 'galil'
 
Everything i could possibly think of it's already written down in my csv, dlc3_code and _zombiemode_weapons.gsc for example:
 
weapon,sp\galil
weapon,sp\galil_upgraded
sound,ndu_galil,ndu_galil
 
add_zombie_weapon( "galil",                    &"GALIL",                         10,        "",    5 );
add_zombie_weapon( "galil_upgraded",                    &"GALIL",                         10,        "",    5 );
 
include_weapon( "galil" );
include_weapon( "galil_upgraded", false );
 
all the xmodel and everything exist in my root folder, this was literally just working a second ago and this error came up and i swear i never touch it, the only reason why this error would come up if you add a weapon with no weapon file, xmodel file etc. Can anybody help me?
 
and the weapon file are in where they supposed to be for example: root/raw/weapons/sp/weaponname
 
and mods/nazi_zombie_mapname/weapons/sp/weaponname
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Last post by LIGHTNING - 11 days ago
Four black boxes, I killed zombies and absorbed souls. What is the reward then?
heres the full guide to help u https://www.youtube.com/watch?v=aplsUcasRLc&t=108s
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