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Add perks by scripting

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Created 11 years ago
by Gabrielle
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Hey,

I was wondering if it's possible (and if it's hard) to add perks (just the models) to existing maps by scripting. I want to create a MOD for Der Riese and Shi No Numa (and maybe other WAW maps) and Black Ops Kino der Toten for example. I just want to have things like new guns and new perks like Flopper in all maps and Stamina up.

However, since you can't edit existing maps, I really want to add them by scripting. However, I don't know if it's possible (I heard it is) and how hard would it be? And would it work the same for Black ops as for WAW, or will it be a lot different?

Don't say that I shouldn't start this because I'm asking this question I'm not a complete noob. No hate please.

EDIT:

I did Google this already, couldn't find a single thing.
Last Edit: June 29, 2015, 04:59:00 pm by JoshZombieBoy
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I was wondering if it's possible (and if it's hard) to add perks (just the models) to existing maps by scripting.
Code Snippet
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model = spawn("script_model", ORIGIN); // origin is the xyz axis u want it to be at
    model.angles = self.angles;
    model setmodel("PERK_MODEL");
thats to spawn a model. as for the mod, just go root\mods and make a folder called what ever you want. then inside it put a maps folder and copy _zombiemode from root\raw\maps into it
Last Edit: June 29, 2015, 08:30:57 pm by liamsa669
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model = spawn("script_model", ORIGIN); // origin is the xyz axis u want it to be at
    model.angles = self.angles;
    model setmodel("PERK_MODEL");
thats to spawn a model. as for the mod, just go root\mods and make a folder called what ever you want. then inside it put a maps folder and copy _zombiemode from root\raw\maps into it

Ahaha alright, of course models would be useless without trigger etc... are any examples used already in WAW? Or would I just need to search a trigger in the script files for example how to create the trigger? I'm sorry if I sound a bit noobish but I'm not really a professional scripter (however I learn things really quick)
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In WaW you can only spawn in a trigger_radius through script, you can make that behave like a trigger_use though with a little scripting.

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trigger = spawn( "trigger_radius", origin, spawn_flags, radius, height);
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Is there an example in the original script files for it or is it just for me to figure out? ^^
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Well that's basicly all you need to know  :) You could look in _laststand, the revive-trigger is a trigger_radius being spawned in.
To make it work as a trigger_use you could do something like this maybe:

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	while(IsDefined(trigger))
{
trigger waittill("trigger", player );

if( !isplayer( player ) )
{
continue;
}

                // check for laststand etc

trig_time = 0;
trig_used = false;
while( player istouching( trigger ) && player usebuttonpressed() )
{
if( player usebuttonpressed() )
{
trig_time+=0.1;
}

wait 0.1;

if( trig_time >= 0.3 )
{
trig_used = true;
break;
}
}

if( trig_used )
{
// Call your function here
}
}
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Oh I see, I might try it out later since I really would love to see all perks in default maps. Honestly I think I might be struggling with it for a while but well I just stay positive! Still thanks for all the help.

Double Post Merge: June 30, 2015, 09:03:28 am
How can I get my scripts work for Black Ops? I've edited the zombie_cod5_prototype.gsc file, made a MOD just like rollonmath42's tutorial (if I remember correctly), compiled it (with the edited zombie_cod5_prototype.gsc in my IWD), changed the .iwd to iw_42.iwd, changed mod.ff to zombie_cod5_prototype_patch.ff but in-game nothing changed. Please help :( (I've never modded BO zombies)
Last Edit: June 30, 2015, 09:03:28 am by JoshZombieBoy

 
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