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

HOT
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Created 10 years ago
by jei9363
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The King of Zombies
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Donate to me if you enjoy my work. https://www.paypal.me/thezombiekilla6
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whats next to it? is there a path to it? is the path blocked somehow?

try bringing it out from the wall?

make sure there is not more than one.

Nothing is next to it, thats just the info_player_start

There is only that one, the other red boxes is for coop spawns

Will try bring it out a little bit more


Nope that still didnt fix it, and they still try to swipe at me even though i am down instead of avoiding me
Last Edit: May 03, 2014, 06:33:33 pm by thezombiekilla6
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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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I think Vulture-Aid messed it up

adding

Code Snippet
Plaintext
|| (players.size == 1 && self.ignoreme == true)

to

Code Snippet
Plaintext
if(num_players_stinky() == players.size)
level.vulture_retreat.attract_to_origin = true;

Post Merge: May 03, 2014, 06:56:33 pm
fixed it, uploading patch now  ;D
Last Edit: May 03, 2014, 06:56:33 pm by jei9363
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I think Vulture-Aid messed it up

adding

Code Snippet
Plaintext
|| (players.size == 1 && self.ignoreme == true)

to

Code Snippet
Plaintext
if(num_players_stinky() == players.size)
level.vulture_retreat.attract_to_origin = true;

Post Merge: May 03, 2014, 06:56:33 pm
fixed it, uploading patch now  ;D

Nice, ill wait for the patch then :D
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Vulture Aid v1.2

fixes:

- zombies will ignore players downed who have Solo Revive
- no longer need to place a solo revive retreat point

Download: https://www.mediafire.com/?519ntxcc184pghr
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nice. it works now!
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drago
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bam can you include a list of the assets inside the ff file? also my health doesnt regen when i use jugg D: do you know why?
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bam can you include a list of the assets inside the ff file? also my health doesnt regen when i use jugg D: do you know why?

Code Snippet
Plaintext
// Materials
material,zombie_electric_shock_overlay
material,zombie_transporter_overlay

// Scripts
rawfile,animscripts/death.gsc
rawfile,animscripts/melee.gsc
rawfile,animscripts/scripted.gsc
rawfile,animscripts/utility.gsc
rawfile,animscripts/traverse/shared.gsc
rawfile,animscripts/traverse/zombie_jump_down_72.gsc
rawfile,animscripts/traverse/zombie_jump_down_96.gsc
rawfile,animscripts/traverse/zombie_jump_down_120.gsc
rawfile,animscripts/traverse/zombie_jump_down_127.gsc
rawfile,animscripts/traverse/zombie_jump_down_184.gsc
rawfile,animscripts/traverse/zombie_jump_down_190.gsc
rawfile,animscripts/traverse/zombie_jump_up_to_climb.gsc
rawfile,maps/_arcademode.gsc
rawfile,maps/_audio.gsc
rawfile,maps/_callbackglobal.gsc
rawfile,maps/_challenges_coop.gsc
rawfile,maps/_collectibles_game.gsc
rawfile,maps/_friendlyfire.gsc
rawfile,maps/_gameskill.gsc
rawfile,maps/_laststand.gsc
rawfile,maps/_load.gsc
rawfile,maps/_loadout.gsc
rawfile,maps/_mgturret.gsc
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_blockers_new.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_tesla.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_dogs.gsc

// Characters
rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc

// Dog Anim Scripts
rawfile,animscripts/dog_combat.gsc
rawfile,animscripts/dog_death.gsc
rawfile,animscripts/dog_init.gsc
rawfile,animscripts/dog_pain.gsc
rawfile,animscripts/dog_move.gsc
rawfile,animscripts/dog_scripted.gsc
rawfile,animscripts/dog_stop.gsc
rawfile,animscripts/dog_flashed.gsc

// Client Scripts
rawfile,clientscripts/_callbacks.csc
rawfile,clientscripts/_footsteps.csc
rawfile,clientscripts/_lights.csc
rawfile,clientscripts/_load.csc

// Shellshock
rawfile,shock/dog_bite.shock

// Animtrees
rawfile,animtrees/dog.atr
rawfile,animtrees/generic_human.atr
rawfile,animtrees/zombie_cymbal_monkey.atr

// String Table
stringtable,mp/zombiemode.csv,,

// Menu
menufile,ui/hud.txt

// Model
//xmodel,collision_geo_32x32x128

rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc

xmodel,char_usa_marine_polonsky_zomb
xmodel,char_rus_guard_chernova_zomb
xmodel,char_jap_impinf_officer_body_zomb
xmodel,char_jap_impinf_officer_head
xmodel,char_jap_impinf_officer_hat_zomb
xmodel,char_ger_ansel_body_zomb
xmodel,char_ger_ansel_head_zomb

xmodel,bo1_zombie_3rd_perk_bottle_ads
xmodel,bo1_zombie_3rd_perk_bottle_marathon
xmodel,bo1_zombie_3rd_perk_bottle_nuke
xmodel,bo1_zombie_3rd_perk_bottle_three_gun
xmodel,bo1_zombie_perk_bottle_ads
xmodel,bo1_zombie_perk_bottle_marathon
xmodel,bo1_zombie_perk_bottle_nuke
xmodel,bo1_zombie_perk_bottle_three_gun
xmodel,bo1_zombie_vending_ads
xmodel,bo1_zombie_vending_ads_on
xmodel,bo1_zombie_vending_doubletap
xmodel,bo1_zombie_vending_doubletap_on
xmodel,bo1_zombie_vending_marathon
xmodel,bo1_zombie_vending_marathon_on
xmodel,bo1_zombie_vending_nuke
xmodel,bo1_zombie_vending_nuke_on
xmodel,bo1_zombie_vending_three_gun
xmodel,bo1_zombie_vending_three_gun_on
sound,bo1_perk_stings,,all_mp
material,vending_deadshot_shader
material,vending_mule_kick_shader
material,vending_phd_shader
material,vending_staminup_shader
weapon,sp/zombie_perk_bottle_deadshot
weapon,sp/zombie_perk_bottle_mulekick
weapon,sp/zombie_perk_bottle_phd
weapon,sp/zombie_perk_bottle_staminup



xmodel,bo2_t6_wpn_zmb_perk_bottle_cherry_view
xmodel,bo2_t6_wpn_zmb_perk_bottle_cherry_world
xmodel,bo2_p6_zm_vending_electric_cherry_off
xmodel,bo2_p6_zm_vending_electric_cherry_on
weapon,sp/zombie_perk_bottle_cherry
material,cherry_vending_zombies

xmodel,bo2_p6_zm_vending_vultureaid
xmodel,bo2_p6_zm_vending_vultureaid_on
xmodel,bo2_t6_wpn_zmb_perk_bottle_vulture_view
xmodel,bo2_t6_wpn_zmb_perk_bottle_vulture_world
xmodel,bo2_p6_zm_perk_vulture_ammo
xmodel,bo2_p6_zm_perk_vulture_points
weapon,sp/zombie_perk_bottle_vulture
material,vulture_vending_zombies_0
material,vulture_vending_zombies_1
material,vulture_vending_zombies_box
material,vulture_vending_zombies_weap
fx,vulture_smell
fx,vulture_powerup
sound,vulture_aid,,all_mp

xmodel,bo2_p6_zm_vending_diesel_magic
xmodel,bo2_p6_zm_vending_diesel_magic
xmodel,wunderfizz_off
xmodel,bo2_t6_wpn_zmb_perk_bottle_bear_world

xmodel,bo1_p_zom_cosmo_lunar_control_panel_dlc
xmodel,bo1_p_zom_cosmo_lunar_control_panel_dlc_on
xmodel,bo1_p_zom_cosmo_lunar_lander_base_dlc
xmodel,bo1_p_zom_cosmo_lunar_lander_cap
xmodel,bo1_p_zom_cosmo_lunar_lander_gate_dlc
xmodel,bo1_p_zom_cosmo_lunar_lander_leg_dlc
xmodel,bo1_p_zom_cosmo_lunar_lander_shaft
sound,lander_sounds,,all_mp
fx,lander_smoke

weapon,sp/zombie_m1911
xmodel,bo1_t5_weapon_1911_viewmodel
xmodel,bo1_t5_weapon_1911_world
xanim,viewmodel_colt1911_sw_idle
xanim,viewmodel_colt1911_sw_empty_idle
xanim,viewmodel_colt1911_sw_fire
xanim,viewmodel_colt1911_sw_lastshot
xanim,viewmodel_colt1911_sw_reload
xanim,viewmodel_colt1911_sw_reload_empty
xanim,viewmodel_colt1911_sw_putaway
xanim,viewmodel_colt1911_sw_pullout
xanim,viewmodel_colt1911_sw_first_raise
xanim,viewmodel_colt1911_sw_pullout
xanim,viewmodel_colt1911_sw_empty_pullout
xanim,viewmodel_colt1911_sw_empty_putaway
xanim,viewmodel_colt1911_sw_sprint_loop
xanim,viewmodel_colt1911_sw_ads_fire
xanim,viewmodel_colt1911_sw_ads_up
xanim,viewmodel_colt1911_sw_ads_down

weapon,sp/zombie_olympia
xmodel,bo1_t5_weapon_beretta682_viewmodel
xmodel,bo1_t5_weapon_beretta682_world
xanim,viewmodel_beretta682_ads_down
xanim,viewmodel_beretta682_ads_fire
xanim,viewmodel_beretta682_ads_up
xanim,viewmodel_beretta682_d2p_in
xanim,viewmodel_beretta682_d2p_loop
xanim,viewmodel_beretta682_d2p_out
xanim,viewmodel_beretta682_fire
xanim,viewmodel_beretta682_first_raise
xanim,viewmodel_beretta682_idle
xanim,viewmodel_beretta682_pullout
xanim,viewmodel_beretta682_pullout_quick
xanim,viewmodel_beretta682_putaway
xanim,viewmodel_beretta682_putaway_quick
xanim,viewmodel_beretta682_reload
xanim,viewmodel_beretta682_reload_empty

and no, I have no idea
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thenks! and damn it :'(
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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 );
}
}

Post Merge: May 09, 2014, 04:42:58 pm
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


Post Merge: May 09, 2014, 11:14:50 pm
www.mediafire.com/?nnsc6xfqewrn9qo
Last Edit: May 10, 2014, 01:09:41 am by jei9363
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You should clarify more where to put the Mulekick scripts in what GSC?
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updated
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Thanks,

But where do i put

player_damage_override()


and what that for?
Guessing PHD?

and i dont have player_damage_override()

in _zombiemode.gsc
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it has a lot of parameters.

search player_damage_override(
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This user has access to the Black Ops 3 Modtools Alpha
For some reason, they are still the default perk machines, except dirtier and instead of letting me buy it, it gives hand icon instead. I have only added them and compiled both mod and map. If theres anything I missed in tutorial, I cant quite understand it then :D

Post Merge: June 10, 2014, 03:26:40 pm
Okay, I got that thing working, but now they are different from the .map files, Deadshot is StaminUp and StaminUp is Mulekick, but only from model and hintstring
Last Edit: June 10, 2014, 06:26:38 pm by HitmanVere
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i don't have this line in my _zombiemode_weapons.gsc
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );
so i can't have mulekick
what can i do? :o
EDIT:
I found it in Programmers notepad 2 ... i will never use notepad++ ;D
Last Edit: June 21, 2014, 07:56:09 pm by InFInIX

 
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