Hello guys my name is xSanchez78 and today i have something that has been released before in the community, but my version is improved and completely remastered Today I have for you:
Vulture Aid
I have spent about 2 months scripting this, making sure that the perk is exactly like black ops 2 buried, and has no glitched or bugs. And it is PERFECT!
Perk Features: When you buy this perk, you get three forms of aids. The first form is in powerups. Each zombie has a 40% chance of dropping a vulture aid powerup. They will either be an ammo pack or a points pack. Ammo packs will add 5 - 10 bullets back into your current weapons stock, and point packs will give you 20 - 30 points. Only the player who kills the zombie can see and pick up the powerup if that player has vulture aid. The second aid is a green smell. One zombie per wave spawns with a green smell, and when you kill it, it drops the smell for players with vulture aid to be able to come and hide in. Zombies will ignore players that are in the smell. Only players with vulture aid can see and use the smell. Finally, you get one more aid: waypoints. Waypoints show up around the map, showing you where things are like perks, wall weapons, and pap. It also shows the location of the current box.
Let's Get Started!
Xmodels:
This tutorial does not provide xmodels for you. It is up to you to export the xmodels, as posting them in download links is against the UGX Mods rules. But here is an Easy-To-Follow tutorial:
Follow that and you will learn how to port xmodels. The models you need are "bo2_p6_zm_vending_vultureaid", "bo2_p6_zm_vending_vultureaid_on", "bo2_t6_wpn_zmb_perk_bottle_vulture_view", "bo2_t6_wpn_zmb_perk_bottle_vulture_world", "bo2_p6_zm_perk_vulture_points", and "bo2_p6_zm_perk_vulture_ammo". The models in lime may not have the prefix "bo2_" but just look for these names and when you convert them, make sure they match or else this tutorial will not work properly. In mod.csv, be sure to add the following:
Fx:
Download the fx file at the bottom of this tut. They are bamskater's Vulture Aid Fx that he has given me permission to use. If you don't believe that, ask him youself. Put the fx into "root/raw/fx". In mod.csv, be sure to add the following:
Weapons:
You are probably thinking, what do weapons have to do with this? Well the weapon I am talking about is the perk bottle that you drink when you buy the perk. If you exported all the models correctly in the first step, you will have the models needed. First, go to "root/raw/weapons/sp" and find "zombie_perk_bottle_jugg". Copy it and rename it to "zombie_perk_bottle_vulture". Now open it with notepad, and find "GunModel". In the next set of slashes, it should say "zombie_perk_bottle_jugg". Rename this to "bo2_t6_wpn_zmb_perk_bottle_vulture_view". Then find "WorldModel". Next to it, it should say "zombie_3rd_perk_bottle_jugg". Rename this to "bo2_t6_wpn_zmb_perk_bottle_vulture_world". Save & Close. Now you have your weapon file. Place it in "root/mods/mapname/weapons/sp". In mod.csv, make sure to add this:
Radiant:
In radiant, you need to make your own prefab. First add a trigger_multiple. Add these KVP's targetname - audio_bump_trigger script_sound - perks_rattle
This will be the trigger where you go prone and it gives you 25 points. Now add a script_struct. Give it these KVP's targetname - perksacola script_sound - mx_vulture_jingle
This will be the spot where it plays the perk jingle when it is idle. Now add a trigger_use. Give it these KVP's: targetname - vending_trigger_vulture
This will be the trigger that the players use to buy the perk. Now add a script_model Give it these KVP's targetname - vending_vulture model - bo2_p6_zm_vending_vultureaid
This will be the actual perk model. Now just add a clip around your perk and you should have your perk prefab! Now here is one more thing you need to do. Add a script_origin where you want the zombies to retreat to when every player is in the stink. Give it this KVP targetname - vulture_retreat
Images:
All of the shaders you need are at the bottom attached to this tutorial, just download them. They are in a .dds format. You need to convert them and make sure they are the same name as they are now, otherwise they will not work.
Sounds:
The sounds are also up to you to get. The functions for playing sound are already in the script, you just need to do this: For the stinger sound, in the alias, make sure you call it "mx_vulture_sting", and for the jingle call it "mx_vulture_jingle".
Scripts:
Alright, you have done every other step, time for the last. Scripting. This is the hardest part, there is much to do. First, copy this script and name it to
"_zombiemode_perks_vulture.gsc"
Now for editing other scripts. Go into "_zombiemode.gsc". In "main()", call "maps\_zombiemode_perks_vulture::init();" under this
in "init()", find this line.
Some people do not like using the waypoints that show up to show you where things are in the map because it hits the hud limit. If you want the hud, set it to true, if not, set it to false. That way you won't hit the hud limit and it's mapper's choice for those who don't care.
Now you are done scripting!
Your Done!
Make sure you follow each step carefully. Always remember to watch for updates. The title will show if i have made an update on the specific date and everything. If you need help just comment or PM. Make sure you call everything in your mod builder and add everything as i said into mod.csv. This has been tested, but you may get errors because i quickly scripted the perk machine logic so that you wouldnt have to add it to your _zombiemode_perks.gsc like i did. I may have made some small syntax errors there so just let me know. Thanks everyone, please credit me, and peace!
You dont need maya to export models from bo2. Click in that link under "Xmodels" in the tut and you'll see a tut that shows you how to do it without Maya
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
I have spent about 2 months scripting this, making sure that the perk is exactly like black ops 2 buried, and has no glitched or bugs. And it is PERFECT!
Unless you found a way around the engine limits this is going to have the same issues as Jei's crappy Vulture Aid, therefor not like Black Ops 2 Buried.
what are you talking about engine limits? let me know what you think those are and i will tell you if i have fixed them. My vulture aid is ALOT better than bamskater's, and doesn't have those stupid bugs that just make his suck.
what are you talking about engine limits? let me know what you think those are and i will tell you if i have fixed them. My vulture aid is ALOT better than bamskater's, and doesn't have those stupid bugs that just make his suck.
actually have you tested this coop? "engine limits" because in 4-player the little yellow +10s count as hud and will cause the waypoints to flicker because the max amount of hud elements
what are you talking about engine limits? let me know what you think those are and i will tell you if i have fixed them. My vulture aid is ALOT better than bamskater's, and doesn't have those stupid bugs that just make his suck.
HUD limit i think it was. If hit, anything on the screen will start flickering such as perk icons, waypoints, or anything else drawn to HUD.
actually have you tested this coop? "engine limits" because in 4-player the little yellow +10s count as hud and will cause the waypoints to flicker because the max amount of hud elements
I changed those into a counting number like how UGX did. Never had a hud limit problem since
But this would entirely depend on how many things you have in your map vulture would use a hud elem for. 1 for each perk, weapon and box i believe
bamskater's you could see from super far away and you would see many at a time. Mine you only see like 5 unless youve got everything in one wall. What i did in my map is make the scores like UGX, where it only uses one hud. I also made a perk shader system where it uses one hud to flash all the shaders and another to show how many perks you have, instead of using one per perk. I know every map does not have this so i think i am going to make it where you can choose if you want to use the huds or not. Ill set up a var, and you can set it to true if you want to use them, or false if you dont. Test it and see which one you like, if you hit the limit or not. If you do, just set it to false.