- first open mods folder (from extracted files) and change nazi_zombie_MAPNAME folder tou match your maps name.
- then go back to where you see .txt files and 4 folders (mods, raw , map_source , & sound_assets) and copy all 4 folders and paste in your cod waw root folder.
- then open your mod.csv in your mods folder and add this at the bottom :
- then open your map in radiant and add included prefab of perk machine, where you want it.
- then close & save changes.
- then in launcher build mod (be sure everything added in the list is checked off i.e images , maps , etc) then compile level and depending on your map's situation if you dont have your patch file modified for something else and usually compile go ahead this perk machine doesnt use the patch file
- your done , enjoy & please give credit thanks
NOTE: any issues , bugs , or even just problems implementing it feel free to add me on steam bobby_z_begin and ill be glad to help or if it happens to be a bug, please let me know so i can make the necessary fixes and share a.s.a.p
also feel free to customize machine to look how you want sounds , etc , or keep as is , i dont mind.
XD
SCRIPT EDITING:
The default cost is currently set at 6000. To change this open the script for perk machine (located in your mods/nazi_/zombie_MAPNAME/maps/ folder)
and search in the script for 6000 , you will see it twice , change it to what you like but if you change you need to change it both times so the hintstring matches the actual cost.
To add more effect for perk to do or adjust current effect in there now (i.e. gravity settings) open the same script and find the function "pp_think()" and where it says :
Code Snippet
Plaintext
self SetClientDvars("g_gravity", "100");
That is the gravity that will be set when player gets perk , you can adjust that number to your desire gravity level and/or add more stuff to happen
Now to set it back to default when player loses perk that is in the "perk_think()" function
adjust/customize this perk machine how you want, enjoy xD
This was a good perk, i do very much like the idea, and this has only been seen in one other map. One thing i do want to say, not to hate or anything though, but this script looks like it used to be BamSkater's electric cherry. Not saying thats a bad thing since you modified it to your own, just asking. But yeah i like this, and i probably won't use this script exactly but I might add this to my mod. Thanks!
Best way to do anti-gravity is create a function check when the player is jumping and set a velocity to the player. Haven't found any other method yet but this is how I made afterlife work in WaW
Best way to do anti-gravity is create a function check when the player is jumping and set a velocity to the player. Haven't found any other method yet but this is how I made afterlife work in WaW
That sounds interesting, what velocity would you use? Like would you do
trust me it works im uploading video now i was gunna the other night but i had internet issues with my isp , ill show you however machine you see in video is same machine just different looking textures to fit theme of this pacman side project/tutorial map , anyways that being said i will also upload a pic of machine with textures your machine will have in radiant just so you got an idea of what it looks like and obv video to show you it works
also please note lol that sting you hear in video is whos who sting at the time when i made it i could not decide on what to use for sting sound anyways i decided on a sound beofre i released it and changed it so sting sound pp you download includes is a piece of that creepy "tiptoe through the tulips" song they used on the movie insidious anyways i happen to like that as sting but thats just my prefference feel free to change it your liking same with shader or machine textures , etc i dont mind , again thank you for downloading.
to end this post i would like to note that , as i am still new to ugx i have a limit to my daily posts until upload 20 things ( i think 17 now lol ) anyways so i do apologize i havent been able as much at once anyways i do have alot more to share sometime tonight or 2moro the next thing i will be uploading will be my buildable satchel charge to open door/clear debris it has build sound , shader , progress bar w/knuckle crack , custom vox like my other buildables , but also has proper satchel explosion fx , sounds , part locations are randomized (there are 4 possible part locations), it works really nice i think anyways thanks again for downloading every1
sorry not sure if i used right img links for those pics of how pp machine i released looks anyways if not this will http://postimg.org/gallery/35pjpr8xc/
Last Edit: May 23, 2015, 03:45:22 pm by lukkie1998
yes i know it does work, but have you tested it coop? i think someone has done it like that before, but in coop when one player buys it, all other players get the effect of low gravity even tho they dont have the perk themselves. That is because as explained above, it is a server dvar not a client dvar.
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For some reason, the perk and knifing don't work unless I complete an action after buying the perk. After that both knifing and the perk work fine except for the shaders, which don't work even though I added the images to my map and the materials to my mod.csv... Any help??
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Oh, i figured out how to fix it. Go into the perk file in root>mods>maps>"paranormal potion or whatever it is called" then search up "zombie_perk_bottle_phd" and replace it with "zombie_perk_bottle_jugg" then you are done.
I'm guessing that the scripter originally used it with the phd perk bottle and if you haven't installed jei's bo1 perk bottles into ur map then this perk wouldnt give the drink anim therefore not letting it function properly.
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Thanks a bunch, it works but I actually do have bam's BO perks installed, it's just that I didn't manually install them, I use Script Placer Z which has an option to directly implement BO perks without me having to do a thing.