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Bam's Add-Ons - Main [Updated 5/10/14 6:30 PM]

HOT
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Created 10 years ago
by jei9363
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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Most Recent Fast File: https://www.mediafire.com/?3k1f1ucm23h2aw6

ALL IWDs: https://www.mediafire.com/?3p13uagagf171c5

_______________________________________________________________________

Tutorials:

Zipline
http://ugx-mods.com/forum/index.php?topic=2524.0
Electric Cherry
http://ugx-mods.com/forum/index.php?topic=2549.0
Lunar Landers
http://ugx-mods.com/forum/index.php?topic=2577.0
Black Ops Perks
http://ugx-mods.com/forum/index.php?topic=2630.0
Vulture_Aid
http://ugx-mods.com/forum/index.php?topic=2654.0
Der Wunderfizz
http://ugx-mods.com/forum/index.php?topic=2696.0
Generators
http://ugx-mods.com/forum/index.php?topic=2929.msg29503#msg29503

_______________________________________________________________________

Calls in _zombiemode.gsc

Vulture-Aid

Code Snippet
Plaintext
level.vulture_chance = 40; 			//percent per zombie
level.vulture_limit = 8; //cap how many waypoints can be seen
level.vulture_packets_limit = 5; //cap number of packets on ground
level.vulture_range = 2048; //see visibility limit for way points
level.vulture_range_min = 256; //we is the player close enough to not need help?
level.stink_time = 10;
level.makeStinkTime = 20;
maps\bam_bo_mod_vulture_aid_standalone::vulture_init();

Black Ops Perks
   
Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");
maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();
   
Electric Cherry
Code Snippet
Plaintext
maps\bam_bo_mod_e_cherry_standalone::cherry_init();

Lunar Landers
Code Snippet
Plaintext
maps\bam_bo_mod_lunar_lander_system::lunar_landers_init();

Der Wunderfizz   

Code Snippet
Plaintext
level.perk_limit = 4;
level.wunderfizz_cost = 1500; //cost to use wunderfizz
level.wunderfizz_bear_immunity = 2; //how many spins until the bear can be a thing
level.wunderfizz_bear_chance = 55; //chance of bear after immunity wears off

maps\bam_bo_mod_wunderfizz_standalone::wunderfizz_init();

_______________________________________________________________________
   
KNOWN BUGS/FIXES NEEDED

- Mulekick may take a different weapon than your 3rd when downed
- Although those without the perk cannot use them, stink and powerups show to those who do not have the perk
- Vulture-Aid instantly makes you un-stinky when leaving the green smoke

Please report bugs here
   
   
Last Edit: May 27, 2014, 07:20:02 pm by jei9363
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Hey bam, i downloaded the latest files for your mods, and now when I go to start my map im getting a "Couldn't load image vending_porter_shader" error.
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did you replace all the old iwds with these ones? the porter shader should be in the bo perks iwd
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I just downloaded the bo perks iwd again, and when i look inside the images folder there is no vending_porter_shader. Could I just add in a random iwi with the name vending_porter_shader as im not using porter punch in my map? (assuming porter is porter punch)
Last Edit: May 10, 2014, 09:40:36 pm by Corey
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yeah just copy and paste a random iwi and youll be good. will update later
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Ok ill give that a try, just a quick question, if I modified that, would I have to compile my map again, or just build mod?
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try this out.

https://www.mediafire.com/?rxit39wv8clxym5

and no you dont have to compile anything if you didnt have to edit your _zombiemode.gsc
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Nacht_DTW_1.1- COMPLETE
Hobo_Ville-COMPLETE
Hobo1.1-Might never happen.
Necro_City-not in my hands anymore.
Ghost_Swamp:75%
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Hey bam I have a question, I followed your steps for the new perks and replaced my old bo1 perk machines with the new prefabs but they wont work. Is there anything in the old bo1 perks tutorial that need to be removed from the scripts for this to work? I have also tried it w/o adding your patch file and it works that way but the machines are invisible and wont work til you buy a regular perk.  I add your patch file and it wont load the map at all just keeps crashing and wont show any errors. any ideas?

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The electric cherry perk seems to ignore the perk limit.
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Hey bam I have a question, I followed your steps for the new perks and replaced my old bo1 perk machines with the new prefabs but they wont work. Is there anything in the old bo1 perks tutorial that need to be removed from the scripts for this to work? I have also tried it w/o adding your patch file and it works that way but the machines are invisible and wont work til you buy a regular perk.  I add your patch file and it wont load the map at all just keeps crashing and wont show any errors. any ideas?

apply the IWD from this page by overwriting the others.

make sure youre not overwriting my ff when compiling
Last Edit: May 11, 2014, 05:17:23 am by jei9363
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apply the IWD from this page by overwriting the others.

make sure youre not overwriting my ff when compiling

I used your newest files for everything and never compiled my patch. I also made another map to test and it worked but that map never had your old bo1 tutorial added to it.
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update 5/12/2014

-Electric Cherry obeys your perk limit.

Code Snippet
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level.perk_limit = 4

https://www.mediafire.com/?rxit39wv8clxym5
Last Edit: May 12, 2014, 05:28:16 am by jei9363
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Hey Bam, i still haven't fixed my issue. I have another question, could your new add on have issues if you were already using sumpf perk machines in your map? I also changed my scripts to make the sumpf machines turn on. Im just troubleshooting everything since it works with a new map no problem just not my modded one.
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um no the sump models mean nothing. uncall my old perks if youre using them
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um no the sump models mean nothing. uncall my old perks if youre using them

ok I un called the old perks in zombiemode.gsc and in my mapname.gsc but it still wont work Idk what im doing wrong.

 
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