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[Call of Duty: World at War] Black Ops Perks

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Created 3 years ago
by gympie6
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My published cod maps:

Subzero
Djinncaves
Enclosed (a.k.a baconcube)
Bayern
Snowblind
Furtrelock

Black Ops Perks: https://www.ugx-mods.com/forum/scripts/55/call-of-duty-world-at-war-black-ops-perks/22180/
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gympie6's Contact & Social LinksTheRevenantSkullTeffrieTeffrieGympie5#5971
Hey gympie6 love your perks but when i add Widows wine to my map its not there.
idk if i did something wrong but in added the localized_common.ff with widows wine so i think it couldnt be this problem
It's turned off by default because it costs fx spaces, change the '0' to ''1'. Save it, rebuild your mod and it will show up. :)
I don't think you will reach the fx limit but if you do look for the "400 fx error" on the UGX forum. :(
 

 
If you need more help with this, please watch this part of the tutorial at 24:30.
 

Last Edit: January 07, 2022, 11:05:52 pm by gympie6
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Nice ok thanks I have T4M so it should be fine thx
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noooo T4M, if possible try not to use it but I don't mind now xD.
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Is T4M no good or why should i try to avoid it :D
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Is T4M no good or why should i try to avoid it :D
If possible, it can create issues with the textures in your map and some people have issues playing maps including T4M.
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Yeah happened on Standoff :D
 
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Hello Sir. I just found some bugs. For me It's lagging/freeze. First is in round 1 it freeze my game for a second. Second is when I throw the grenade and then explode it freezes too. Third is around level/round 8 it starts lagging every minute. Thank you
 
UPDATE:
Sorry, I already fix the issue. It was the sound vox player causing it.
Last Edit: May 02, 2022, 01:03:41 pm by KhelMho
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Hello Sir. I just found some bugs. For me It's lagging/freeze. First is in round 1 it freeze my game for a second. Second is when I throw the grenade and then explode it freezes too. Third is around level/round 8 it starts lagging every minute. Thank you
 
UPDATE:
Sorry, I already fix the issue. It was the sound vox player causing it.
How?????? What????? :o  
Last Edit: May 02, 2022, 04:12:26 pm by gympie6
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How?????? What????? :o
In zone_source folder, dlc3.csv I remove this line Sir
 
sound,dlc3_vox,nazi_zombie_factory,all_sp
sound,dlc_share,nazi_zombie_factory,all_sp
 
I shouldnt remove it, because it cause lagging
Last Edit: May 03, 2022, 05:22:39 am by KhelMho
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There is a minor issue people might run into with the preedited script for _zombiemode_weapons.gsc. Usually when people have multiple boxes in their map, they change the _zombiemode_weapons by having the same code run that the "nazi_zombie_factory" map uses. If you do that, you will find the following produces a subtle bug (lines 556-578):
Code Snippet
cpp
if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS:)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}    
The original version of this had an else if statement check if level.script was the paris map. Now it runs no matter what. This effectively overwrites the pandora_light reference with a tag_origin with no fx, and when the box moves, it will move the new tag_origin rather than the one with the lght_marker fx. To fix this, you can either add an else statement after the "DCS" comment or just delete the second code block.
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There is a minor issue people might run into with the preedited script for _zombiemode_weapons.gsc. Usually when people have multiple boxes in their map, they change the _zombiemode_weapons by having the same code run that the "nazi_zombie_factory" map uses. If you do that, you will find the following produces a subtle bug (lines 556-578):
Code Snippet
cpp
if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS:)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}    
The original version of this had an else if statement check if level.script was the paris map. Now it runs no matter what. This effectively overwrites the pandora_light reference with a tag_origin with no fx, and when the box moves, it will move the new tag_origin rather than the one with the lght_marker fx. To fix this, you can either add an else statement after the "DCS" comment or just delete the second code block.
With Sniperbolt's tutorial it is supposed to look like this:
Code Snippet
Plaintext
if (isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
    //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
    level.pandora_light SetModel( "tag_origin" );
    playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower.
else if(level.script == "nazi_zombie_paris")
{
    // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
    anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
    anchorTarget = GetEnt(anchor.target, "targetname");

    level.pandora_light = Spawn( "script_model", anchorTarget.origin );
    level.pandora_light.angles = (-90, 0, 0);
    level.pandora_light SetModel( "tag_origin" );
    //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
This forces users to still manually install the perks, I have some plans so maybe later on I will make a new version.
:smiling_face_with_tear:1
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Updated Black Ops perks to V1.1.0, Der Wunderfizz is now available! Links are also updated.
Have fun! :)
Last Edit: September 19, 2022, 10:54:42 pm by gympie6
:D1:ok_hand:1
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Still recieving updates in 2022?! Insane, Amazing work Gympie!
I just had one quick question for a problem i'm facing.
whenever i change the start weapon in _zombiemode_perks to anything but the colt, it makes it so i can only hold one gun in game, and Box just replaces that one gun as well.
Not sure if it's related, but Mulekick also doesn't allow me to buy a third gun. I thought i had this problem like a year ago and solved it somehow. I can't now though :/
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Still recieving updates in 2022?! Insane, Amazing work Gympie!
I just had one quick question for a problem i'm facing.
whenever i change the start weapon in _zombiemode_perks to anything but the colt, it makes it so i can only hold one gun in game, and Box just replaces that one gun as well.
Not sure if it's related, but Mulekick also doesn't allow me to buy a third gun. I thought i had this problem like a year ago and solved it somehow. I can't now though :/
Hi @ghetto_wizzz , I checked the code to see any flaws but couldn't find any. I also used this code for my latest map "WinterSpecial" and haven't encountered any of the issues you are describing.
 
If I were you I would follow these steps:
1 - Redo the steps for: ** _zombiemode_weapons.gsc **
2 - Check in your settings for _zombiemode_perks if this setting has this value: set_zombie_var( "mulekick_min_weapon_slots",        2 );
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Code Snippet
Plaintext
    // Mule Kick
    set_zombie_var( "mulekick_cost",                    4000 );        // Perk cost
    set_zombie_var( "mulekick_min_weapon_slots",        2 );        // The min amount of weapons the player can drag
    set_zombie_var( "mulekick_max_weapon_slots",        3 );        // The max amount of weapons the player can drag
   
Yup, I believe basically this entire script is left untouched from me, I only changed the starting weapon with one that i have included in my mod.
Code Snippet
Plaintext
set_zombie_var( "start_weapon",                     "tac45" );            // Starting weapon, this must match with the weapon file name (You no longer need to set weapon in _loadout.gsc)
Also not really sure how this problem was caused, If i change this to "zombie_colt", I can then pick up two weapons again, not Three from Mulekick though...
I really wish i knew exactly what was causing this, For now though i'll just have to set it back to Colt and disable mulekick until i solve it :/

 
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