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[Drag-and-Drop] Mob of the Dead zombies in your map!

HOT
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Created 10 years ago
by jei9363
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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note this needs to have access to:

character\char_ger_honorguard2_zombies.gsc
character\char_ger_honorguard_zombies.gsc

just dont have these in your mod.


download: https://www.mediafire.com/?873u92rwxgrcaux

1. (If you do not have access to the models) rename localized_MAPNAME to localized_MAPNAME or another available .ff

1b. IF YOU DO HAVE THE MODELS

ADD to your mod.csv and dont add in my .ff

Code Snippet
Plaintext
xmodel,bo2_c_zom_inmate_body1
xmodel,bo2_c_zom_inmate_body1_g_larmoff
xmodel,bo2_c_zom_inmate_body1_g_legsoff
xmodel,bo2_c_zom_inmate_body1_g_llegoff
xmodel,bo2_c_zom_inmate_body1_g_lowclean
xmodel,bo2_c_zom_inmate_body1_g_rarmoff
xmodel,bo2_c_zom_inmate_body1_g_rlegoff
xmodel,bo2_c_zom_inmate_body1_g_upclean
xmodel,bo2_c_zom_zombie_barbwire_head
xmodel,bo2_c_zom_zombie_hellcatraz_head
xmodel,bo2_c_zom_zombie_mask_head
xmodel,bo2_c_zom_zombie_mask_head_device
xmodel,bo2_c_zom_zombie_slackjaw_head
xmodel,bo2_c_zom_guard_body
xmodel,bo2_c_zom_guard_body_g_larmoff
xmodel,bo2_c_zom_guard_body_g_legsoff
xmodel,bo2_c_zom_guard_body_g_llegoff
xmodel,bo2_c_zom_guard_body_g_lowclean
xmodel,bo2_c_zom_guard_body_g_rarmoff
xmodel,bo2_c_zom_guard_body_g_rlegoff
xmodel,bo2_c_zom_guard_body_g_upclean
xmodel,bo2_c_zom_guard_hat

2. drop everything in C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\nazi_zombie_MAPNAME

------------------------------------OPTIONAL------------------------------------

to make the hat fly off the guard

replace zombie_head_gib( attacker ) in _zombiemode_spawner.gsc

Code Snippet
Plaintext
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach("bo2_c_zom_guard_hat", "" , true);
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}

add to bottom

Code Snippet
Plaintext
timed_delete(time)
{

wait time;

self delete();

}

Last Edit: April 27, 2014, 02:50:10 pm by jei9363
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Does they look so bad like on the Pictures or do have the graphics set to low ??  :lol:
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better now??  :P

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another successful tut. thanks bam!
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awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?

Replace the jap's models with the der rise ones and have jap spawners?
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awosome i used this and i havent hitted the images limit again xD
can someone tell me how can i keep der rise zombiemodels along with these ones?

You can try to add two more if the main () like this:

self.body_select_num = randomint(4);

Spoiler: click to open...
Code Snippet
Plaintext

if(self.body_select_num == 2)
{
self setModel("char_ger_honorgd_bodyz1_1");
self.zomb_text = "_1";
self.headModel = codescripts\character::randomElement(xmodelalias\char_inmate_zombie_head_alias::main());
self attach(self.headModel, "", true);
}

if(self.body_select_num == 3)
{
self setModel("char_ger_honorgd_bodyz2_1");
self.zomb_text = "_2";
self.headModel = codescripts\character::randomElement(xmodelalias\char_inmate_zombie_head_alias::main());
self attach(self.headModel, "", true);
}


After the below replace this

Spoiler: click to open...
Code Snippet
Plaintext
 

self.voice = "german";

if(self.body_select_num == 0 || self.body_select_num == 1)
{
self.torsoDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_upclean";
  self.torsoDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_larmoff";
  self.torsoDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
  self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
  self.legDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_lowclean";
  self.legDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rlegoff";
  self.legDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_llegoff";
self.legDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_legsoff";
}

if(self.body_select_num == 2 || self.body_select_num == 3)
{
self.torsoDmg1 = "char_ger_honorgd_body1_g_upclean";

self.torsoDmg2 = "char_ger_honorgd_body1_g_rarmoff" + self.zomb_text ;

self.torsoDmg3 = "char_ger_honorgd_body1_g_larmoff" + self.zomb_text ;

self.torsoDmg4 = "char_ger_honorgd_body1_g_rarmoff" + self.zomb_text ;

self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";

self.legDmg1 = "char_ger_honorgd_body1_g_lowclean";

self.legDmg2 = "char_ger_honorgd_body1_g_rlegoff" + self.zomb_text ;

self.legDmg3 = "char_ger_honorgd_body1_g_llegoff" + self.zomb_text ;

self.legDmg4 = "char_ger_honorgd_body1_g_legsoff_1";

}

self.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";

self.gibSpawnTag1 = "J_Elbow_RI";

self.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";

self.gibSpawnTag2 = "J_Elbow_LE";

self.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";

self.gibSpawnTag3 = "J_Knee_RI";

self.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";

self.gibSpawnTag4 = "J_Knee_LE";


And now alone in the precache () add this:

Spoiler: click to open...

Code Snippet
Plaintext
codescripts\character::precacheModelArray(xmodelalias\char_honorgd_body1_zombie_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_honorgd_body2_zombie_alias::main());


Now you think about gsc files in xmodelalias one called "char_honorgd_body1_zombie_alias" and put this in there.:

Spoiler: click to open...
Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "char_ger_honorgd_body1_g_upclean";
a[1] = "char_ger_honorgd_body1_g_rarmoff_1";
a[2] = "char_ger_honorgd_body1_g_larmoff_1";
a[3] = "char_ger_honorgd_body1_g_lowclean";
a[4] = "char_ger_honorgd_body1_g_rlegoff_1";
a[5] = "char_ger_honorgd_body1_g_llegoff_1";
a[6] = "char_ger_honorgd_body1_g_legsoff_1";
a[7] = "char_ger_honorgd_bodyz1_1";
return a;
}

and the other you put "char_honorgd_body2_zombie_alias" and you put this in there:

Spoiler: click to open...
Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "char_ger_honorgd_body1_g_upclean";
a[1] = "char_ger_honorgd_body1_g_rarmoff_2";
a[2] = "char_ger_honorgd_body1_g_larmoff_2";
a[3] = "char_ger_honorgd_body1_g_lowclean";
a[4] = "char_ger_honorgd_body1_g_rlegoff_2";
a[5] = "char_ger_honorgd_body1_g_llegoff_2";
a[6] = "char_ger_honorgd_body1_g_legsoff_1";
a[7] = "char_ger_honorgd_bodyz2_1";
return a;
}

No if I need to add models to "char_ger_honorgd_bodyzalias" but just in case the add.
So should be working, so I do not work.

Greetings!!!!!!
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good to hear it works nicely. your all welcome I ported the models
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i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating
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i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating
roflmao
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i did replace the funtion in zombiemode_spawner and when you get a headshot the zombied hat models just keeps floating

lemme know how this goes

Code Snippet
Plaintext
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach("bo2_c_zom_guard_hat", "" , true);
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}
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thanks it worked :D but now der riese zombie hats stay floating :l lol

nevermind i added an if for der rise ones. thanks!
Last Edit: April 27, 2014, 03:25:14 am by jjbradman
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update, sorry this will make the hat fly off

Code Snippet
Plaintext
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
if(self.zomb_text == "zom_guard")
{
precacheModel("bo2_c_zom_guard_hat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo2_c_zom_guard_hat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach("bo2_c_zom_guard_hat", "" , true);
}

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}
Last Edit: April 27, 2014, 02:33:07 pm by jei9363
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Do you plan on trying to do this with every map exclusive zombie group? Would be another amazing feat done by BamSkater! Keep up the great work bro! :D
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If someone requests it and offers me the DLC models I can add them almost instantly now  ;D

any requests?

here's my setup

Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
self.body_select_num = randomint(2);

if(self.body_select_num == 0)
{
self setModel("bo2_c_zom_inmate_body1");
self.zomb_text = "inmate_body1";
self.headModel = codescripts\character::randomElement(xmodelalias\char_inmate_zombie_head_alias::main());
self attach(self.headModel, "", true);
}

if(self.body_select_num == 1)
{
self setModel("bo2_c_zom_guard_body");
self.zomb_text = "zom_guard";
self.headModel = "bo2_c_zom_zombie_mask_head";
self attach(self.headModel, "", true);
self attach("bo2_c_zom_guard_hat", "", true);
}


self.voice = "german";

self.torsoDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_upclean";
self.torsoDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_larmoff";
self.torsoDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_rarmoff";
self.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
self.legDmg1 = "bo2_c_zom_" + self.zomb_text + "_g_lowclean";
self.legDmg2 = "bo2_c_zom_" + self.zomb_text + "_g_rlegoff";
self.legDmg3 = "bo2_c_zom_" + self.zomb_text + "_g_llegoff";
self.legDmg4 = "bo2_c_zom_" + self.zomb_text + "_g_legsoff";

self.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";
self.gibSpawnTag1 = "J_Elbow_RI";
self.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";
self.gibSpawnTag2 = "J_Elbow_LE";
self.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";
self.gibSpawnTag3 = "J_Knee_RI";
self.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";
self.gibSpawnTag4 = "J_Knee_LE";
}

precache()
{
//codescripts\character::precacheModelArray(xmodelalias\char_ger_honorgd_bodyzalias::main());
codescripts\character::precacheModelArray(xmodelalias\char_inmate_zombie_head_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_inmate_zombie_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_guard_zombie_head_alias::main());
codescripts\character::precacheModelArray(xmodelalias\char_guard_zombie_alias::main());

precacheModel("char_ger_honorgd_body1_g_rarmspawn");
precacheModel("char_ger_honorgd_body1_g_larmspawn");
precacheModel("char_ger_honorgd_body1_g_rlegspawn");
precacheModel("char_ger_honorgd_body1_g_llegspawn");
precacheModel("char_ger_honorgd_body1_g_upclean");
precacheModel("char_ger_honorgd_body1_g_behead");
}

and I add my own precache array files

Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "bo2_c_zom_guard_body";
a[1] = "bo2_c_zom_guard_body_g_larmoff";
a[2] = "bo2_c_zom_guard_body_g_legsoff";
a[3] = "bo2_c_zom_guard_body_g_llegoff";
a[4] = "bo2_c_zom_guard_body_g_lowclean";
a[5] = "bo2_c_zom_guard_body_g_rarmoff";
a[6] = "bo2_c_zom_guard_body_g_rlegoff";
a[7] = "bo2_c_zom_guard_body_g_upclean";
a[8] = "bo2_c_zom_guard_hat";
return a;
}




Last Edit: April 27, 2014, 04:38:50 pm by jei9363

 
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