Recent Posts
Last post by Sadoron - 5 hours ago
You probably should put the effects in your mod.csv if i remember well.
By default the trap pack zip is uncompleted.
By default the trap pack zip is uncompleted.
Last post by Sadoron - 5 hours ago
In my map the problem came from different things i can't tell you precisly. But i personnaly removed the candy perks from shippuden and removed the carpenter; now i don't have the error anymore but it seems like a shity fix.
Last post by Lava_Wills - 2 days ago
I have the weapons of rikoz and shipudden but I thank you anyway! By the way, yours is a very good map.
Thanks a lot!
If you have any scripting needs I can help, just leave me a message.
btw, I updated juggernaut file and fixed some errors in the package. You can download it again:D
Last post by kielrgz - 2 days ago
In fact I got most of weapons from shippuden and Ricko0z
Their weapons all work great, I don't have custom weapons made by myself
But I wrote a script to make shippuden's wonderweapon work with bosses
I can give it to you if you need it;)
I have the weapons of rikoz and shipudden but I thank you anyway! By the way, yours is a very good map.
Last post by Lava_Wills - 2 days ago
It's fine to do as you say. I appreciate the boss. Do you have weapons to upload to the forum?
In fact I got most of weapons from shippuden and Ricko0z
Their weapons all work great, I don't have custom weapons made by myself
But I wrote a script to make shippuden's wonderweapon work with bosses
I can give it to you if you need it;)
Last post by kielrgz - 2 days ago
You don't need to do anything in radiant.
A juggernaut will spawn at the location of a random player 3 seconds ago.
If you want to let Juggernaut generate at a fixed location, I can also rewrite a gsc to complete this function for you.XD
It's fine to do as you say. I appreciate the boss. Do you have weapons to upload to the forum?
Last post by Lava_Wills - 2 days ago
And to add it to the radiant, how is it done?
You don't need to do anything in radiant.
A juggernaut will spawn at the location of a random player 3 seconds ago.
If you want to let Juggernaut generate at a fixed location, I can also rewrite a gsc to complete this function for you.XD
Last post by Lava_Wills - 3 days ago
Hi everyone, I brought you a new boss!——MW2 Juggernaut with minigun!
Steps for usage:(You can follow the instructions in the download file!)
Images:
Download link:
https://mega.nz/file/tKVwSLaI#86GSEhYTH9-TjOqR9idHMZ8XivEZ4qVzX6eLy1h16H8
credit:
IQ_Geek
BluntStuffy
shippuden1592
numan(sound)
Steps for usage:(You can follow the instructions in the download file!)
Spoiler: click to open...
Steps for usage:
1. Drag the files into your game folder
2. Open animtrees, select generic_human.atr, and find
body
{
Add after that:
jnaut_sp_stand_minigun_fire_melee
jnaut_brutus_death01
jnaut_brutus_death02
jnaut_sp_run_minigun
jnaut_sp_walk_minigun
jnaut_brutus_spawn_mgun
jnaut_sp_stand_minigun_fire
jnaut_sp_walk_minigun_fire
jugger_minigun_fire
3. Enter _zombiemode.gsc and find:
maps\_zombiemode_auto_turret::init();
Add after that:
maps\_zombiemode_ai_juggernaut::init();
4. Enter _zombiemode_powerups.gsc and find the nuke_powerup( drop_item ) function,
find:
level thread nuke_flash();
Add after that:
players = get_players();
for(i = 0; i< players.size; i++)
{
players
EnableInvulnerability();
}
find:
if( zombies
.animname == "boss_zombie" )
{
continue;
}
Add after that:
if( zombies
.animname == "juggernaut_zombie")
{
continue;
}
find:
players = get_players();
for(i = 0; i < players.size; i++)
{
players
.score += 400;
players
.score_total += 400;
players
maps\_zombiemode_score::set_player_score_hud();
}
Replace it with:
players = get_players();
for(i = 0; i < players.size; i++)
{
players
.score += 400* level.zombie_vars["zombie_point_scalar"];
players
.score_total += 400* level.zombie_vars["zombie_point_scalar"];
players
maps\_zombiemode_score::set_player_score_hud();
players
DisableInvulnerability();
}
Find the check_for_instakill(player) function:
find:
if( self.animname == "boss_zombie" )
{
return;
}
Add after that:
if( self.animname == "juggernaut_zombie")
{
return;
}
5.Open _zombiemode_tesla.gsc and find the function: tesla_do_damage(source_enemy, arc_num, player):
find:
if( self.animname == "boss_zombie" )
{
if( !isDefined( level.boss_tesla_damage ) )
{
level.boss_tesla_damage = 1000;
}
self DoDamage( level.boss_tesla_damage, origin, player );
}
Add after that:
else if( self.animname == "juggernaut_zombie")
{
if( !isDefined( level.boss_tesla_damage ) )
{
level.boss_tesla_damage = 5000;
}
self DoDamage( level.boss_tesla_damage, origin, player );
}
6.-Add this to your mod.csv
include,ai_zombie_juggernaut
1. Drag the files into your game folder
2. Open animtrees, select generic_human.atr, and find
body
{
Add after that:
jnaut_sp_stand_minigun_fire_melee
jnaut_brutus_death01
jnaut_brutus_death02
jnaut_sp_run_minigun
jnaut_sp_walk_minigun
jnaut_brutus_spawn_mgun
jnaut_sp_stand_minigun_fire
jnaut_sp_walk_minigun_fire
jugger_minigun_fire
3. Enter _zombiemode.gsc and find:
maps\_zombiemode_auto_turret::init();
Add after that:
maps\_zombiemode_ai_juggernaut::init();
4. Enter _zombiemode_powerups.gsc and find the nuke_powerup( drop_item ) function,
find:
level thread nuke_flash();
Add after that:
players = get_players();
for(i = 0; i< players.size; i++)
{
players
EnableInvulnerability();
}
find:
if( zombies
.animname == "boss_zombie" )
{
continue;
}
Add after that:
if( zombies
.animname == "juggernaut_zombie")
{
continue;
}
find:
players = get_players();
for(i = 0; i < players.size; i++)
{
players
.score += 400;
players
.score_total += 400;
players
maps\_zombiemode_score::set_player_score_hud();
}
Replace it with:
players = get_players();
for(i = 0; i < players.size; i++)
{
players
.score += 400* level.zombie_vars["zombie_point_scalar"];
players
.score_total += 400* level.zombie_vars["zombie_point_scalar"];
players
maps\_zombiemode_score::set_player_score_hud();
players
DisableInvulnerability();
}
Find the check_for_instakill(player) function:
find:
if( self.animname == "boss_zombie" )
{
return;
}
Add after that:
if( self.animname == "juggernaut_zombie")
{
return;
}
5.Open _zombiemode_tesla.gsc and find the function: tesla_do_damage(source_enemy, arc_num, player):
find:
if( self.animname == "boss_zombie" )
{
if( !isDefined( level.boss_tesla_damage ) )
{
level.boss_tesla_damage = 1000;
}
self DoDamage( level.boss_tesla_damage, origin, player );
}
Add after that:
else if( self.animname == "juggernaut_zombie")
{
if( !isDefined( level.boss_tesla_damage ) )
{
level.boss_tesla_damage = 5000;
}
self DoDamage( level.boss_tesla_damage, origin, player );
}
6.-Add this to your mod.csv
include,ai_zombie_juggernaut
[close]
Images:
Download link:
https://mega.nz/file/tKVwSLaI#86GSEhYTH9-TjOqR9idHMZ8XivEZ4qVzX6eLy1h16H8
credit:
IQ_Geek
BluntStuffy
shippuden1592
numan(sound)
Last post by hiimstyx - 2 days ago
I want to move my BO3 to my SSD where my steam is, but don't have much space. I have enough space to move just the game files, but my custom maps I have installed will not fit. Is there a way I can store BO3 on my SSD, and the custom maps on my external drive?