Just thinking of using TheSkyeLord's BO ports, seem to work for the mystery box... Had a look around at some old WaW mods for reference, and initially thought to copy over _zm_weapons.gsc and edit init_weapon_upgrade like so:
Spoiler: click to show...
maybe figure out the map-specific part of the code later
Then thought to move the code after that last line and test the switch statement for weapon_spawns[ i ].weapon instead with appropriate GetWeapon calls. Tried doing similar in reset_wallbuys but I don't think that was meant to work either.
Maybe I'll get help starting on the chalk outlines as well while I'm at it...
Last Edit: March 12, 2023, 06:06:02 pm by marinescdude
After using Cerberus on a few mods I settled on adapting from https://steamcommunity.com/sharedfiles/filedetails/?id=2911456494 Very lucky the wallbuys are passed through to the script in the same order every time so we can replace the Ascension starting room RK5 with the Olympia and the other RK5 with the MP5K.
spawn_loc.origin + VectorScale((0, -1, 0), 1) allows adjusting the position of the chalk drawing so it matches up with the pop-up model
The original chalk drawing textures are replaced with blank transparent .tiff images in texture_assets\t7_materials_zombie, easy enough to import in zm_mod.zone with an image,i_t7_zm_chalk_buy_arak_c etc. entry Some materials had to be added using APE because they aren't accessible by default (Argus, Pharo (i_t7_zm_chalk_buy_pharaoh_c), MP40, HVK-30).
Edit: To make it clearer, the zm_swap_weapons::swap_wall_weapon() function call should be put before the spawn_list/spawnable_weapon_spawns array set-up in the function. If you can't see those lines of code underneath where you've pasted, you're putting it in the wrong place.
Now to figure out how to change the position of the weapon model pop-up...
Last Edit: December 08, 2023, 11:22:05 pm by marinescdude
Trying to implement JBird632's Custom Claymores to replace Trip Mines needs some specific ordering: first add a new wallbuy .gsc-side while you still have location info then delete the previous ones both server- and client-side.
Evidently trigger_radius_use did not work on its own so time to use unitriggers and then execute zm_claymore::init at the end of the function...
change the waittill from trigger to trigger_activated: (apparently also needed to change a PlaySoundAtPosition to use zmb_cha_ching instead of purchase)
and delete the Trip Mine structs:
And I suppose to find out how to make the claymore weaponmodel pop out of the wallbuy...?
Last Edit: July 09, 2023, 04:53:31 pm by marinescdude
Hey, so im trying to follow your findings and I have a question...do I have to edit the _zm_weapons.gsc file and create a zm_swap_weapons.gsc and .csc?
Last Edit: October 11, 2023, 08:49:57 pm by Cosmo Wishbone
To change the train wallbuy on Shadows of Evil, use this:
I've yet to figure out how to change the spawned weapon model, currently returning an error indicating that the .model property of the usual ent.target entity is read-only.