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MW2 Juggernaut in Scripts
Last post by Lava_Wills - 1 month 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)
:ok_hand:1
Last post by hiimstyx - 1 month 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?
Last post by Lava_Wills - 1 month ago
you didn't make this map.
https://www.ugx-mods.com/forum/map-releases/29/octagonal-ascension-challenge-map-1-3-update-its-impossible-now/10765/
If you actually downloaded and entered the game, you wouldn't say this sentence:(
For the texture of the floor I used harry's hex texture, but other than that there was nothing "stealed" from octagon.
I personally drew every corner of the map. Whether it was script or radiant, it took me a lot of time, but I am sad that you made such a comment.
This map has completely different gameplay and terrain, all its raw files exist on my computer.
I won't explain anything to you again because you don't deserve it.
Last post by bondson_47 - 1 month ago
Yes I agree.
I also hope this mod or any other, can add all weapons in BO1 to zombies, including those multiplayer weapon. like uzi, mac, enfield, m60, wa2000.
I also hope this mod or any other, can add all weapons in BO1 to zombies, including those multiplayer weapon. like uzi, mac, enfield, m60, wa2000.
Last post by UKGGG - 1 month ago
Map Is Broke Theirs Times Where Parts Don't Spawn In Right Places?? Making map Completely Unplayable Iv Looked For Long Time Multiple Games It's Either The Fuse is Missing Or One Or Both Of The Keys Can't Progress An it's really unfortunate as I Would Like To Complete The Map.
Over All What I Have Played Of The Map Which Is The Area You Can All Buy Without needing power is Vary Good.
Missing Keys Or Fuse
Spawn Locations Out Of Map? Or In Unreachable areas Due To Not having the key's/Fuse power
Over All What I Have Played Of The Map Which Is The Area You Can All Buy Without needing power is Vary Good.
Missing Keys Or Fuse
Spawn Locations Out Of Map? Or In Unreachable areas Due To Not having the key's/Fuse power
Last post by yerder - 1 month ago
Last post by Lava_Wills - 1 month ago
I noticed that many maps allow spectators to respawn next to the person they are observing, but I don't know how to do it. Players just reaspawn on initial spawn points.
Anyone can help me ? I'd appreciate it.
Anyone can help me ? I'd appreciate it.
Last post by Trasker - 1 month ago
So, i was looking around the website to find some old maps to dust off WAW with, and after i stumbled across this one, i noticed the release date and i was pleasantly surprised by the fact people are still making mods for WAW instead of BO3
I loved everything about it, especially the little nods to COD Ghosts both in map layout and in gameplay mechanics, my only complaint is that the process to turn the power on is a bit confusing at first, but as i said, the map is amazing and i love it!
9/10 i gotta get some buddies to play it in coop some day!
I loved everything about it, especially the little nods to COD Ghosts both in map layout and in gameplay mechanics, my only complaint is that the process to turn the power on is a bit confusing at first, but as i said, the map is amazing and i love it!
9/10 i gotta get some buddies to play it in coop some day!