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Contact Support - Help Center Get help on the UGX Discord. Join it now!Bumping this again. I'd really like to know how to do this, because Black Ops is being a pain in my ass when it comes to modding!
level thread maps\_callbacksetup::SetupCallbacks();
level.dog_spawn_func = maps\_zombiemode_ai_dogs::dog_spawn_factory_logic;
//setup function pointers
maps\zombie_coast_flinger::main();
level.dogs_enabled = false;
// Special zombie types, director.
level.custom_ai_type = [];
//level.custom_ai_type = array_add( level.custom_ai_type, maps\_zombiemode_ai_dogs::init );
REMOVE THIS----> level.custom_ai_type = array_add( level.custom_ai_type, maps\_zombiemode_ai_director::init );
level.custom_ai_type = array_add( level.custom_ai_type, maps\_zombiemode_ai_faller::faller_init );
REMOVE THIS----> maps\zombie_coast_ai_director::init();
maps\zombie_coast_lighthouse::init(); // WW (02-02-11): Moving the light house scripts in to their own file
maps\zombie_coast_water::init();
maps\zombie_coast_eggs::init();
level.door_dialog_function = maps\_zombiemode::play_door_dialog;
Yeah, I was able to figure out what I was doing wrong. I was following rollon's tutorial on modding Black Ops, and it sounded like he said to not include any gsc files in the iwd checklist. So I decided to instead go against his word and included the edited script in the iwd, and that ended up fixing my problemThanks for the help though!