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Overrun Black Ops Mod [W.I.P]

POLLHOT
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Created 10 years ago
by JBird632
0 Members and 1 Guest are viewing this topic.
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Poll

Question: Overrun Wonder Weapon

Wonderwaffe
2 (6.7%)
Thundergun
5 (16.7%)
Winter's Howl
6 (20%)
Wave Gun
7 (23.3%)
Scavenger
8 (26.7%)
Other (please state in a comment)
2 (6.7%)

Total Members Voted: 27

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RadihaX
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Overrun
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Overrun - Black Ops Mod

Version 2.0
Finally bringing Overrun to UGX!
This was my very first map, now featuring my black ops mod.

Fixes:
- black ops mod added
- added more detail
- removed "sticky walls" around the map
- fixed path node issues
- max ammo powerup now gives claymores ammo
- fixed Vigor Rush not allowing more than one purchase
- improved easter egg to be more "professional" via scripts
- overrall lighting improved
- chaulked all non-visible brush surfaces
- improved portalling
- overral performace improved
- reduced timing of swing door
- fixed specular maps of overly reflective surfaces

Load Screen:
http://youtu.be/w76UfyFd_KM

Prototype Menu:

If you have any suggestions on how to improve Overrun from its previous version, please let me know soon.
As soon as I am done with the mod I will be positing the map!


Tasks Left:
- black ops character vox files

Credits:
Swazzy:
- Mule kick
- perk jingles
- semtex help
- randomized characters
- Scripting Fixes

YaPh1l:
- Reserve Soda
- Character Specific Viewarms
- claymores
- Scripting Fixes

Tom_BMX:
- lime, black ops sound tool, black ops anim tool
- tutorial on animations (specifically minigun spin)

Paragalor:
- sound tutorial
- crossbow help

Please tell me if I have missed any mentions, I want everone to get their fair share of credit!
Last Edit: March 30, 2014, 08:30:19 pm by JBird632
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so have you added all BO1 perks on here now?
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so have you added all BO1 perks on here now?
Yep, plus my two custom perks.
Juggernog, Speed-Cola, Double Tap, Quick Revive (with solo quick revive), PHD Flopper, Stamin-Up, Mule Kick, Dead Shot, Reserve Soda, and Vigor Rush.
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how about some custom sounds? box, announcer etc...  ;D
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how about some custom sounds? box, announcer etc...  ;D
Most of the sounds in world at war are the same as the black ops sounds; however, the ones that are different have/are-being changed.
Last Edit: March 18, 2014, 11:40:10 pm by JBird632
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Fallout Assault Center - Released!

Z ASYLUM - WIP  https://ugx-mods.com/forum/index.php/topic,15236.msg150610.html#msg150610

Xbl, psn, and steam username is nickst98
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this....looks...awesome
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Quote
- add zombie interest points for solo quick revive

I am not 100% sure but I don't think you need to add interest points around the map to fix quick revive.
I think that you can just add,
Code Snippet
Plaintext
self.ignoreme = true;
at where the player is in laststand in the script.
This will make so the zombies will just walk to random  places around the map and just ignore you. And when you get up again from laststand, then you just add,
Code Snippet
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self.ignoreme = false;
Last Edit: March 19, 2014, 02:39:32 pm by Ege115
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Thanks, that actually sounds like it would work a lot better, I will definitely give that a go when I get time; probably on the weekend.
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This will make so the zombies will just walk to random  places around the map
Unfortunately, it won't. This is just what bamskater's first version of the solo QR did, when the POI didn't work, and you know what happened there. Zombies piled up around you, it just makes them not hit you.

- Phil.
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I don't know much about scripting, but there is some kind of badplace thing I heard of that makes AI run away from an area. You could try and make a badplace script with a radius around the player so the zombies run away.
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Unfortunately, it won't. This is just what bamskater's first version of the solo QR did, when the POI didn't work, and you know what happened there. Zombies piled up around you, it just makes them not hit you.

- Phil.
Oh, not again I thought I was correct about it, sorry for the false information Jbird   :-\.

I guess that you will have to add point of interests anyway. I was thinking that you have to add the point of interests in radiant at first, but I guess that maybe you just spawn point of interests when the player is down in the quick revive script? Maybe I am wrong about that too.

What else can one make the zombies go away and ignore the player?

Post Merge: March 19, 2014, 07:14:51 pm
Edit: It has to be that you spawn point of interests when the player go down with quck revive doesn't it?
Last Edit: March 19, 2014, 07:14:51 pm by Ege115
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Loadscreen:
http://youtu.be/w76UfyFd_KM

I think that I have settled on the final loadscreen for Overrun,
of course this is only for solo seeing as this is a video. The coop loadscreen will be the same, but just an image not a video.
Last Edit: March 20, 2014, 07:00:14 pm by JBird632
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If you want beta testers i can be :D
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Sweet man! lovin' the mod so far!

 
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