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Overrun Black Ops Mod [W.I.P]

POLLHOT
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Created 11 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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I'm not sure if this question has already been answered, but do you plan on releasing your BO Mod to the public so that mappers can install it into their map just like the UGX Mod?

Just curious  :)
I have answered this before, but no worries.
I do not intend to release the mod to the public for their maps as of right now.
Maybe in the future, but for now I would like this to be unique to my maps.
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Scavenger FTW!  :D
Not sure how could get Infra-Red to work but have my fingers crossed you crack it as this mod is looking better and better by the update :)
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I've managed to script the infrared scope; however, the vision file that I am using does not highlight the zombies, and I am unsure of how to do so. This is what the infrared scope looks like:


I have also realized that the upgraded scavenger's explosion had a different effect, so I made an upgraded version.

Scavenger Explosion:


Hyena Infra-dead Explosion:


Post Merge: April 17, 2014, 07:32:47 am
Mod Update: Beta Soon!
All weapons have been successfully ported over!
Weapons have all of their original xanims, sounds and attributes from black ops.
The stats have been set to exactly what they were in black ops zombies and everyone weapon has been thoroughly tested.

Overrun has a little bit of easter egg scripting left, while Lockdown has it's buildables script left.
I will also be bundling the two maps as a map pack, where you launch one mod and from the menu you will select the desired map.
[Note: I will be taking names for the beta now, unfortunately not everyone will get in the beta. I will hopefully have the beta up and running in the next two weeks]

Once the testing of the beta is done, I will make adjustments and launch the full map. It is at that point I will continue work on Excavation Site 128 and I will resume my weekly update videos.
I am so excited to finally be able to show off the mod to people, I have put a ton of work into it.
I would also like to thank Swazzy and YaPh1l for all their help and support through the creation of this mod.
Thank you everyone for the support and feedback!
Last Edit: April 17, 2014, 07:32:47 am by JBird632
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Well you probs already have my name, but have my name again for beta :P
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Man, this is REALLY cool. I can't wait to play this Mod and these remastered maps. Way to go JBird!  :)
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when your done with all of this awesomeness i think i might of found the perfect mapper/scripter for the perfect job/project for an idea that would fit the black ops mod with a few adjustments on my part, if your interested in knowing what im talking about pm me and i will link you to the thread. But anyway keep up the great work, cant wait for the black ops mod and excavation! :D
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Last Edit: April 20, 2014, 04:56:50 pm by JBird632
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few things to improve from what i saw there, like the gersch device the zombies disappear upon death - no dead bodies, the timer seems rather long and the scavenger blast should've taken out all those zombies
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few things to improve from what i saw there, like the gersch device the zombies disappear upon death - no dead bodies, the timer seems rather long and the scavenger blast should've taken out all those zombies
I have just added to the script that the zombies delete from the explosion; however, the timer is set to 4 seconds, which is the same time that the black ops scavenger is set to. I am still playing around with the explosion radius, but it does seem quite large.

Thanks for the feedback, if you have any more please let me know.
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Could i still join the beta?
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I have just added to the script that the zombies delete from the explosion; however, the timer is set to 4 seconds, which is the same time that the black ops scavenger is set to. I am still playing around with the explosion radius, but it does seem quite large.

Thanks for the feedback, if you have any more please let me know.

it is, well seemed quite long in the vid, well that was quite a confined space to to me so that blast should've easily taken all of them out, i mean UGXs scavenger radius is perfect if not too large but yours is too small IMO
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That is amazing  ;D but the sound of the explosion is too quite
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Ive been anticipating this for soo long I hope there is still room for beta if so Sign me up for this awesomeness!!!
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RadihaX
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it is, well seemed quite long in the vid, well that was quite a confined space to to me so that blast should've easily taken all of them out, i mean UGXs scavenger radius is perfect if not too large but yours is too small IMO
Interesting, I thought the explosion was too large. I'll do some more testing in black ops to get a more accurate radius.

That is amazing  ;D but the sound of the explosion is too quite
I'll bump up the sound a bit, thanks for the feedback!

Ive been anticipating this for soo long I hope there is still room for beta if so Sign me up for this awesomeness!!!
I will be taking in beta testers all the way up until I release the beta. Like I have mentioned before, the beta will hopefully start in two weeks (first weekend of May).
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Could i still join the beta? :) :D

 
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