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[Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)

HOT
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Created 10 years ago
by jei9363
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I dunno what's wrong with you people, this tutorial is easy.
Video tutorials are for complete noobs.
People learn at different paces and in different ways. Just because you don't have a problem following the text tutorial doesn't mean you get to mount your high horse and make anyone else who can't feel insignificant.
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not sure where this code goes or how??


REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );
  cant seem to find this one!! to replace with the bottom one??

WITH

Code Snippet
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player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );
It's under zombiemode_weapons
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I don't have much XP in scripting and can't do anything but copy&paste.

nor do you have much experience in being nice to others
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nor do you have much experience in being nice to others
=\ That's not true.
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Help its not working for me. Every time i try load my map it crashes. A message pops up saying

Please help someone
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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copy the most up to date patch file over yours

The link is on the Original post
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Hey bam can you make who's who and tombstone perks please ;)
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Hi,
was wondering if any mappers that have ugx mod and BO perks in their map could help me with my problem.
I've seen some recent christmas maps with both working in the same map.

i've tried adding this addon to a ugx mod map, and have manage to get the perks working in the map except for the models and shaders aren't being loaded. also the anims when drinking the perk doesn't work, it only prevents me from sprinting and ADS until i have bought a regular perk. also when i drink regular perk the shader for BO perks i've bought shows up as if the shaders are missing.

I've tried many different patch files but i have to compile the ugx mod before running the game(to avoid fx limit) and then it overwrites the patch file in appdata and i get the problem described above.

I also tried adding the patch file to the mod folder in root so as to make compile copy that over to the appdata mod folder when compiling ugx mod, but then cod stops responding with a black screen very early in the load process.


Have anyone else dealt with this problem or know how to fix it?

thanks :)

Double Post Merge: January 18, 2015, 11:18:44 am
I got it working with UGX mod.

For anyone else having the same problems, heres what I did:

Install everything like described in OP(ofc edit .gsc in the ugx_mod.iwd), with two exceptions.

-First download and install bam addon perks.
-Then update1 EXCEPT for nazi_zombie_MAPNAME_patch(use _patch from original bam addon perks), meaning do not use the newest _patch file.
-Then edit the .gsc files.
-Now do as described in this post: http://ugx-mods.com/forum/index.php?topic=4400.msg48577#msg48577
-Stop compiling ugx-mod and compile both iwd and mod.ff for your mapname mod file.
-The ugx menu and BO perks should now work.

This worked for me except for perk shaders not stacking properly but I guess that can be figured out.

Probably not the best way of doing it but at least all perks work, shaders and models are being loaded and animation work without locking ADS and running.

Double Post Merge: January 18, 2015, 11:36:28 am
forgot to say that you have to copy the nazi_zombie_MAPNAME_patch from bam_mod_ultimate_bo1_perks download to your appdata mod folder everytime you compile your mod.
Last Edit: January 18, 2015, 11:36:28 am by mala15
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yup.... or... just a thought

follow the steps on the OP that says clearly "DO NOT COMPILE YOUR MAP_NAME_PATCH AGAIN AFTER INSTALLING THIS"

There is no need to keep recompiling it other than user preference, in this case it overwrites Bams patch, so just "dont" do that

Or go port the models and shaders yourself, thats all that is in the patch file, that way you wont need it
Last Edit: January 20, 2015, 04:17:09 am by Harry Bo21
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yup.... or... just a thought

follow the steps on the OP that says clearly "DO NOT COMPILE YOUR MAP_NAME_PATCH AGAIN AFTER INSTALLING THIS"

There is no need to keep recompiling it other than user preference, in this case it overwrites Bams patch, so just "dont" do that

Or go port the models and shaders yourself, thats all that is in the patch file, that way you wont need it

Ok, but if I don't compile UGX mod after copying over the patch file the menu doesn't work. so after changes to the patch file(or any other part of the mod) it needs to be compiled, thats why I used the steps described in the link to get around that probelm. Don't know how to compile the mod without touching the patch file, it was overwritten by the mod everytime.

As for porting, yeah that might be the best way, but I don't have all that much experience with modding and wanted to post the solution that worked for me in case it helps someone else someday  :)
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what?

When you compile the map just DO NOT compile the patch after?

So click nazi_zombie_mapname = compile

then go to the build mod tab and build the mod. Bang, patch file wasnt touched at all

Follow all steps as normal, but there is no need at all to recompile the patch, like ever
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what?

When you compile the map just DO NOT compile the patch after?

So click nazi_zombie_mapname = compile

then go to the build mod tab and build the mod. Bang, patch file wasnt touched at all

Follow all steps as normal, but there is no need at all to recompile the patch, like ever

When you have UGX mod installed you have to take an extra step when compiling your stuff..


If you use UGX mod, after you compile your map & mod use the project mover --> then you wont have to compile the UGX-mod again for the menu to work ( unless you change it obviously )
Setup the project-mover correctly following the steps in the topic for it
EDIT:
(being this stuff on the wiki)
http://ugx-mods.com/wiki/index.php?title=UGX_Mod_Standalone_Installation#For_the_First_Time
(not sure if that solve's your issue's with the perk stuff though  ::) )
Last Edit: January 20, 2015, 09:17:07 pm by BluntStuffy
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yea but either way you still dont have to recompile the patch file again? For your map? right?
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yea but either way you still dont have to recompile the patch file again? For your map? right?

yes
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Adding BO perks gives me 2048 material limit error and I have no idea how to get rid of it. Well, I guess my map will contain stock perks :(

 
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