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Last post by AveSatanna - 2 hours ago

 
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Last post by Phil168912 - 4 hours ago

I wasn't sure if i should release this because this tutorial might look a bit complicated, and i'm not sure if people even want to add this to their maps.. But in the end it's really easy to use and i had it laying around anyways, so i decided to post this. Just read carefully step by step and i hope it's understandable. Adding your own achievements just takes 2 or 3 lines of code after you followed this tut!

This script will allow you to put achievements in your map, their stats will save between games. For example when you add an achievement: "Kill 100 zombies" and a player gets 75 kills, then dies and starts a new game and get 25 kills he will earn the achievement.
When a player unlocks an achievement a message shows up on screen, and you can choose to also have an icon appear, a sound play, and have points rewarded.

You can add your own achievements for your map pretty simple, anything like 'Kill X amount of zombies' or 'Kill a boss without jugg' or 'Open 50 doors' or whatever you want.
For now the player will just get the message on screen once, and it will be "unlocked". There's no menu to view your achievements or anything like that ( yet, might do it depending on if people actually use this.. )



1.
Lets get started, first download the files and put them in the correct folder. One goes into your \RAW\mp\ folder, and the other in your \MODS\mapname\maps\ folder.



2.
Open your _zombiemode.gsc and around line 60-70 you'll see similar line's, add this one:

	maps\_blst_achievements::init();

3.
to include the stringtable-csv in your mod, add this line to the mod.csv in your mod-builder-tab on launcher;
	stringtable,mp/my_achievements.csv

4.
if you want to use (custom) shaders for the achievement-notify's, add the materials to a .csv and make sure the images are included in your mod! They will be precached automaticly by the script, so no need to worry about that.

5.
Now how to setup you own achievements: note: i left two examples in the files so its easier to understand. You can just remove / change those as you wish. 
First a short explanation to clear things up:
You can add multiple 'levels' for one achievement, for example you can add one for killing 10 zombies and then also one for killing 25 zombies.
Obviously those are 'the same' achievement( ...they are related to the same stat -> zombie kills ) so to tell the game they are the same stat but a different achievement you'll need to add two 'names' for each achievement you add. One is called the 'name' and the other the 'ref'!
 * The achievement NAME, wich should be the same for all achievements that relate to the same stat! So in the example above both could be named: kills_all
 * The achievement REF, wich should be different for all achievements! so in the example above it could be: kills_all_1 and kills_all_2
Make sure you pay attention to that, then adding achievements is going to be easy  :)

6.
Open the file you copied to raw\mp\ named: my_achievements.csv it basicly works the same as a soundalias. This just stores stuff like strings. You need to add every achievement you want to use in your map here.
this is an example of a line from that file:
1,kills_all,kills_all_1,Kill 10 zombies,2105,10,250,specialty_juggernaut_zombies,
In the following order ( the bold text between the braces refers to the example line above )
   0.   Index    ( 1 )
   1.   Achievement NAME ( see explanation in the previous step )   ( kills_all )
   2.   Achievement REF ( see explanation in the previous step )    ( kills_all_1 )
   3.   Achievement description: The line that will show up on screen once the player unlocks the achievement, if you dont want a this fill in: none   ( Kill 10 zombies )
   4.   Stat number: ( 2105 ) 
THIS ONE IS IMPORTANT: there's a few rules to follow with these
      You make up the numbers yourself, but keep these rules:
      - start counting from 2100
      - increase by 5, so go from 2100 to 2105 to 2110 etc
      - each achievement that has the same achievement NAME should have the same stat number ( ...they are related to the same stat! )
   5.   The amount needed to complete this achievement, so in the example: Kill 10 zombies. The amount will be 10.    ( 10 )
   6.   If you want the players to recieve points for unlocking this achievement, add the amount of points here. Otherwise fill in: none  ( 250 )
   7.   If you want a shader to appear on screen for this achievement add it here ( the material name ). Otherwise fill in: none    ( specialty_juggernaut_zombies )

7.
Next open the _blst_achievements.gsc, at the top you'll see the line's to setup the achievements. If you want a sound to play when a player unlocks an achievement, change it in this line:
level.achievement_sound = "none";
Next to tell the script wich achievements to add, copy this line once for every achievement you added, and edit it: Fill in the correct achievement REF for every achievement you want to add ( "kills_all_1" in the example below )
	level.custom_achievements[level.custom_achievements.size] = "kills_all_1";

8.
That's everything to setup the script, but now comes the hard part. You need to make the game keep track of the achievements you added. For example if you add an achievement 'Use the mystery box 5 times' you need to edit the box-script, and make the game count the stats.
You can do that by adding the following line in a script:
	self maps\_blst_achievements::add_to_my_stat( "use_box_5_times", 1 );
In this line 'self' is the player! You need to fill in the correct achievement NAME ( not ref! ). The '1' tells the game to add 1 to the stat. It will automaticly check for achievement-unlocks every time you use that line so no need to add anything else.
For some people this will be the hard part to figure out, i'll try to help out if needed in the topic below. In the download i allready made the 'zombie kills' achievement work, the one for opening doors does not work! It's just an example!! If you want to make that work, you need to add the line mentioned above in _zombiemode_blockers_new for each door/debris trigger.

Last thing, in the _blst_achievements.gsc there's one level. var at the top called: level.map_testing    If you set that to true, it will use prints to display your current stats so you can easily test stuff, and at game start you have the option to reset your stats.
 great stuff man. ik the acheivements can be "saved" when restarting the map. But what about when you quit out of the game to the desktop, then reload waw/map. will they still remain?
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Last post by InFInIX - 22 hours ago
little update:
this map is still being worked on i just didn´t have the time to do much i can show of
i´m probably going to cut the easter egg i had in mind because i can´t do what i had in mind without spending hours in re-learning waw scripting
so all i gotta do is sum debugging and playtesting and the map is going to b released soon!

also yes it´s going to feature harrybo21´s phd flopper and all other bo1 perks
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Last post by SirusLight - 1 day ago
Has anyone made a guide on the Knie Tief Easter Egg? Or at least could message me the steps they know? Currently struggling after opening the portal
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Last post by Phil168912 - 2 days ago
Howdy.

This script will basically turn-off friendly fire.
So watch out for each others thrown grenades and spraying bullets.

 &&

A player will be selected at random who will have a "cure" so to speak. Zombies will ignore that player for X amount of time. This time can be adjust by yourself.
 ( this is ideally for those who want to have a little fun by avoiding zombies & your buddies. )
*** untested but should work ok, ill test tomorrow... or when i get an actual decent nights sleep.***

Simply add-
thread free_for_all_main();
under-
maps\_zombiemode::main();

Then add this to the bottom of your mapname gsc file.
// This function handles player friendly fire.
free_for_all_main()
{
    players = [];
    players = get_players();
    p1 = players[0];
    p2 = players[1];
    p3 = players[2];
    p4 = players[3];
   
    p1.team = "allies";
    p2.team = "tom";
    p3.team = "dick";
    p4.team = "harry";
   
    for(i=0; i<players.size; i++)
    {
        players[i] thread rand_zombie_friendly();
    }
}

// This function handles which player gets temporarily "cured" for X amount of time.  It cycles throughout the whole game so don't worry, everyone will get a turn!
rand_zombie_friendly(players, p1, p2, p3, p4)
{
    // Duration that no one is cured.
    // 1-5mins. adjust as you wish.
    time = [];
    time[0] = 60;
    time[1] = 120;
    time[2] = 180;
    time[3] = 240;
    time[4] = 300;
   
    // How long a player is cured for.
    // 1-5mins. adjust as you wish.
    is_cured_time = [];
    is_cured_time[0] = 60;
    is_cured_time[1] = 120;
    is_cured_time[2] = 180;
    is_cured_time[3] = 240;
    is_cured_time[4] = 300;
   
    while(1)
    {
        wait(time[randomInt(time.size)]);
        player = randomInt(players.size);
        player.ignoreme = true; //means they wont attack you
        player.is_zombie = true; //means they stop following you
        player.team = "axis"; //axis is zombies
       
        wait(is_cured_time[randomInt(is_cured_time.size)]);
        player.ignoreme = false;
        player.is_zombie = false;
        if(player == p1)
            player.team = "allies";
        else if(player == p2)
            player.team = "tom";
        else if(player == p3)
            player.team = "dick";
        else if(player == p4)
            player.team = "harry";
    }
}
Build mod.
Have fun.
Credits:
TheRevenantSkull - for pointing out teams to me.
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Last post by minecraftexpert2 - 3 days ago
Can't wait to try these. Hopefully these will be less broken and buggy then harrys perks were thank you so much for this upload!!!
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Last post by Lightning - 4 days ago
 Same Is there a way to fix?
 if u didnt look at the answer to the fix that means u need to download t4m and lower the texture quality in the textures settings to play the map for it to work
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Last post by Lightning - 4 days ago
(Image removed from quote.):/ hello i need some help when i am trying to make a custom map for zombies when i convert in the launcher it says 
ERROR: Couldn't find bsp 'mp/mp_unit_test' in raw/maps or devraw/maps 
and
ERROR: Couldn't find bsp 'sp_unit_test' in raw/maps or devraw/maps

can somebody please help me 
 u posted this in the wrong section btw
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Last post by Mcyt_stuff - 4 days ago
hey bro can you maybey help me i tried to create a custom map but when i use the launcher and convert it says some errors like sp_ something not found in devraw or something please help

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Last post by optic_deity - 4 days ago
How do I view coordinates in game for BO3 Moon?  I want to make my own version of that mod that spawns perks, mystery box, and allows powerups to drop in No Man's Land... Mostly due to me being completely unable to find said mod anywhere on Google or Steam Workshop.

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