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Double Pack-A-Punch (The proper way...)

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Created 10 years ago
by JR-Imagine
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I've seen a couple Double PaP tutorials but never seen someone do it the proper way... All they did was make a weaponfile named "weaponname_upgraded_upgraded", and while this is part of the stuff we'll do, it's NOT enough to have a proper Double PaP.

1. Modified _zombiemode_weapons.gsc file
I'll get right to the point why I'm making this tutorial... EVERYONE who has made a tutorial on Double PaP so far has forgotten to edit _zombiemode_weapons.gsc to allow buying ammo for Double PaP guns that have wallweapon version and remove the non-pap'ed version from the box. How do we do this? I'm gonna spare you all the pain of editing all these functions and let you download my _zombiemode_weapons.gsc, it's included as an attachment. ;) Make sure to drop the file in "mods/YOUR_MAP_NAME/maps" and check it in Launcher!

2. Weaponfile
Create your Double PaP weapon file and name it "WHATEVER_YOUR_WEAPON_IS_CALLED_upgraded_upgraded".

3. Including the weapon in mod.csv
Open up Launcher and in the "Mod Builder" tab add this line to your mod.csv:
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weapon,sp\WHATEVER_YOUR_WEAPON_IS_CALLED_upgraded_upgraded

4. Including the weapon in _zombiemode_weapons.gsc
Open up your _zombiemode_weapons.gsc file and look for the init_weapons() function, add this line somewhere in that function: (Prices and hintstrings don't really matter unless you're gonna make a Double PaP weapon a wallweapon...)
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add_zombie_weapon( "WHATEVER_YOUR_WEAPON_IS_CALLED_upgraded_upgraded", "Press & hold &&1 to buy WHATEVER_YOUR_WEAPON_IS_CALLED [Cost: 10000]", 10000, "" );

5. Including the weapon in dlc3_code.gsc
Open up your dlc3_code.gsc file and look for the include_weapons() function, add this line somewhere in that function:
Code Snippet
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include_weapon( "WHATEVER_YOUR_WEAPON_IS_CALLED_upgraded_upgraded", false );
Last Edit: June 24, 2014, 10:23:02 am by JR-Imagine
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Only issue I see from this is a higher chance of FX errors and weapon limit.
But yeah this is nice, friend of mine did this last year and it was cool idea until it started bugging out the game.
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Only issue I see from this is a higher chance of FX errors and weapon limit.
But yeah this is nice, friend of mine did this last year and it was cool idea until it started bugging out the game.
If done properly no extra fx would be loaded, hence me not having hit the FX limit yet with 120 weapon files on Rise V2.

 
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