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

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Created 10 years ago
by jei9363
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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 :(
noooooooooooooooooooooooooooooooooooooooooooo
 :'(
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Fixes:

- Zombies attacking downed players in coop
- Vulture-Aid drops in non-playable areas
- Wunderfizz staying visible for only the first person to use it

see black ops perks for MuleKick-PAP fix

https://www.mediafire.com/?m2j9aqqoel77vlk

Jay's Black Ops Perks

4/29 notes:

1. If you have nazi_zombie_MAPNAME_patch in the mod folder you compile, delete it.
2. you can change the perk limit by adjusting level.perk_limit = 4; in _zombiemode.gsc
3. remove from your nazi_zombie_MAPNAME.gsc
4. always use the nazi_zombie_MAPNAME_patch from the latest Add-On. if you download older Add-Ons just place the IWDs

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}

---------------------------------------------------------------------------------------------------



download this:https://www.mediafire.com/?xbebt53nyy6cpil

move map_source to your root directory and the other files to C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMOD

PLACE THE MACHINES IN YOUR MAP!

note because I am not allowed to post raw assets the original sumpf machines will serve as place holders then be switched with the black ops perks when the game starts!

note: this map overwrites _callbackglobal.gsc

PART 1: SETTING UP QUICKREVIVE

step 1: go into _zombiemode_perks.gsc and replace

Code Snippet
Plaintext
		case "specialty_quickrevive":
cost = 500;
break;

with

Code Snippet
Plaintext
		case "specialty_quickrevive":
players = get_players();
if(players.size == 1)
{
cost = 500;
self.reviveUsesLeft--;
}
else
cost = 1500;
break;

step 2:

change this function to make revive turn on at the start

Code Snippet
Plaintext
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

players = get_players();

if(players.size > 1)
level waittill("revive_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );
}

replace

Code Snippet
Plaintext
	case "specialty_quickrevive":
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

with

Code Snippet
Plaintext
	case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

step 3:

replace

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))

with

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger())  && (players[i].perk_hud.size < level.perk_limit) && self.reviveUsesLeft > 0)

step 4: go into _zombiemode.gsc and replace the entire player_damage_override() function with
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}

if( iDamage < self.health )
{
if ( IsDefined( eAttacker ) )
{
eAttacker.sound_damage_player = self;
}

//iprintlnbold(iDamage);
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
if( level.intermission )
{
level waittill( "forever" );
}

players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] == self || players[i].is_zombie || players[i] maps\_laststand::player_is_in_laststand() || players[i].sessionstate == "spectator" )
{
count++;
}
}

if( count < players.size )
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}

self.intermission = true;

self.wasRevived = false;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self maps\bam_bo_mod_bo1_perks_standalone_functions::player_fake_death();

if( count == players.size)
{
if(!self.wasRevived)
level notify( "end_game" );
self.wasRevived = false;
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}
}



PART 2: SETTING UP PERK LIMIT/Quick Revive Point

ADD in zombiemode.gsc
Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");

UNDER
Code Snippet
Plaintext
        maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();

ADD a script_origin in your map with targetname as revive_retreat_point

PART 3: SETTING UP MULE KICK

replace in _zombiemode_weapons

Code Snippet
Plaintext
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

with

Code Snippet
Plaintext
user thread maps\bam_bo_mod_bo1_perks_standalone_functions::treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

PAP Mule Kick fix in _zombiemode_perks.gsc

Code Snippet
Plaintext
wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= self.MuleCount )
{
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );

WITH

Code Snippet
Plaintext
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );


PART 4: Giving life to the machines!

in _zombiemode.gsc

add

Code Snippet
Plaintext
maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();

under your

Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");


PART 5: Final Touches! (if needed)

replace

set_zombie_var( "zombie_perk_juggernaut_health",   160 );

with

set_zombie_var( "zombie_perk_juggernaut_health",   250 );

download and replace your _patch.ff with this if you think the machines look ugly

https://www.mediafire.com/?3k1f1ucm23h2aw6

its just the _patch.ff were I took off normal mapping of the machines

Bamskater / Jei has given me permission to release a fixed version of his perks just click the message
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Bamskater / Jei has given me permission to release a fixed version of his perks just click the message

As a clarification he has fixed my old zombiemodding perks, and nerfed the electric cherry. My UGX bo1 perks here are not the super speed staminup/4 gun mulekick perks
Last Edit: April 29, 2015, 07:57:13 pm by jei9363
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As a clarification he has fixed my old zombiemodding perks, and nerfed the electric cherry. My UGX bo1 perks here are not the super speed staminup/4 gun mulekick perks

Could you help me? In my map the normal perks are in one line, and the BO perks are lower, i've tryed the fix that treminaor
gave out, but then i get this mess in my map:

If you could tell me what the problem, i would apreciate it :)
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Could you help me? In my map the normal perks are in one line, and the BO perks are lower, i've tryed the fix that treminaor
gave out, but then i get this mess in my map:
(Image removed from quote.)
If you could tell me what the problem, i would apreciate it :)

go find a raw _zombiemode_perks.gsc, then copy the "perk_hud_create()" function and replace the custom one treminaor gave you with the original one in the original _zombiemode_perks.gsc ( don't forget to copy over any added case lists for any custom perks ) and that should fix the problem. Treminaor tried stacking the hud differently to make the player's screen more organized, but bamskater's perks use the normal system, and they both just break each other if you try to use them together.
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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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more specifically, Bams perk scripts have a perk shader function in each one

so the regular one is used for the initial 4

then theres a duplicate function of the same thing for the BO1 4 perks

then there is yet another duplicate of that function in his Electric cherry
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more specifically, Bams perk scripts have a perk shader function in each one

so the regular one is used for the initial 4

then theres a duplicate function of the same thing for the BO1 4 perks

then there is yet another duplicate of that function in his Electric cherry

...and another for vulture aid. So if you want the perk shaders to look
like treminaor's, you need to replace all of those with his system.
Otherwise you just use the original or you end up with fucked up hud.
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go find a raw _zombiemode_perks.gsc, then copy the "perk_hud_create()" function and replace the custom one treminaor gave you with the original one in the original _zombiemode_perks.gsc ( don't forget to copy over any added case lists for any custom perks ) and that should fix the problem. Treminaor tried stacking the hud differently to make the player's screen more organized, but bamskater's perks use the normal system, and they both just break each other if you try to use them together.
I've tryed but that didnt worked!
Thanks anyway!  :)
I like this community, it helps a lot!
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Bad syntax error
if( iDamage < self.health )
Line 2666
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Got the sound fx limit on a fresh map :-/ any help for this :P
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hey, i understood everything except:
where should i add this:
Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}
Last Edit: July 01, 2015, 02:35:45 pm by lukkie1998
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So when I added this to my map i have the machines but they are just the sumpf machines and have a use icon with no function. Did I install wrong? I edited the .gsc files withing ugx_mod.
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you didnt thread the script

>>>

in _zombiemode.gsc

add

maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();

Re-read the instructions
Last Edit: July 12, 2015, 09:00:29 pm by Harry Bo21
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So when I added this to my map i have the machines but they are just the sumpf machines and have a use icon with no function. Did I install wrong? I edited the .gsc files withing ugx_mod.

If you're using UGX Mod with Bam's Perks refer to this:

http://ugx-mods.com/forum/index.php?topic=1146

 
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