UGX-Mods

Call of Duty 5: World at War => Work-In-Progress => Custom Maps, Mods & Tools => Zombie Maps => Topic started by: AllMoDs on October 10, 2015, 09:58:07 pm

Title: [T4M] DBZZ 8/31/2018 Dragon Ball super gold Frieza added with tail animation
Post by: AllMoDs on October 10, 2015, 09:58:07 pm
                                                                 
Map Progress:
87%


                                                               

 full zombie Aerial battle


creds
offthewall / rigging goku and more & allways there to help
BluntStuffy / zombie anime ai boss  help & allways there to help
Josemassacre / rigging and more
Harry Bo21 /allways there to help and help me on using fx ed to make kamehameha and perk files
HitmanVere /allways there to help  help me with where to look to make my hud right and more
jei9363 / helped me fix my zombie boss
redspace200/ help
Dr.GiggleZ /  help and more
UGX /never would have started  if i never saw this site
alaurenc9 / used his tut to make my 1st  perk
DidUknowiPwn/ used his hud perk  tut
codmoddd1234 / zombie help
my work

maping
models
rigging
xanim
Fx
sound


                                                   

testers
Son-Goku
MajorPwnege01
fatal_uzi
                                                                                   AllMoDs AKA KrooKlyN's
                                                                                   DragonBall Z Zpmbies


(https://i.imgur.com/gEIrvQi.png)
(https://i.imgur.com/22OkGR8.png)

                                                                            demo
Spoiler: click to open...
in this demo there is
5 perks 4 ARE
a Easter Egg find all 7 dragonballs
super meter active
2 boss fights
1  power up
2 ATM's  for player to give other players money
 here is the demo


                                                                           mediafire link
www.mediafire.com

                                                                           gogle drive
drive.google.com
POST ANY BUGS OTHER THEN CLIPPING TY




updates
Spoiler: click to open...
(https://i.imgur.com/PeufHrv.jpg)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170127183308_1_zps5ffbirn1.jpg&hash=60ceff0f880325a6778a638c8ce957e14fe21a20)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fa979fc760b4ff3a1730fab6324492f28_zpspg4dklrx.jpg&hash=10dd2113248d2545b3fcac1d15c87b831edd0712)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170127183320_1_zpsiiwx6ioj.jpg&hash=3ff778ef49d12844873b41ecdccf03e3074e2673)


[T4M] NEEDED
https://.com/forum/index.php/topic,8092.0.html

Main Menu Video
(https://i.imgur.com/PeufHrv.jpg)

perk 

perks
Spoiler: click to open...
gives you Instant Transmission ability
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F31a1a944f8ee4365a27907b35df2598b_zps3epysvjq.png&hash=536ddc448fa3751ec4149090c0e3793c0ae1ae4e)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fspecialty_insta_trans_zombies_zpstxnhdkmf.png&hash=44eddb4002c7bced614c13ff1e7bd80b08adf0e9)


reduces ki amount used for everything by 50%
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fbc836b0a98a846c8b39e3ff5722b2e9c_zpskoyupuoy.png&hash=d41a9b11113a2c88fb391e231011d99e54147601)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fspecialty_insta_ki_zps2shushri.png&hash=a132dea224994c3fbcecf5862630002d2e2b65a4)

increase ki charge rate for everything by 50%
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F4b7516c431fa4b6dbea0424b34824073_zpshhoxydk7.png&hash=d6c019edf13f1d0b35cc38ba72d4d92c7dca69e2)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fki_cola_shader_zpsro2aqnqq.png&hash=c48f5902e644637b77d82bf361e334cc4a5af19c)

level up Super Saiyan all the the way to god blue
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fbcab971cb7c1472b9f8c4872056d64bd_zpsilbuxi5f.png&hash=36fdf0f9fdb749c0c04660482b21f8fcf5be2114)




animation
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160724062206_1_zpsuvizfhj9.jpg&hash=b2b6d9981774916c5e7a34ce375bc30c59dd605c)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160724062224_1_zpsukfoeap1.jpg&hash=a2b7a45ec4c34b70e5ab8440227a73268667a672)

s bomb
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160726114421_1_zpsyn3yuun8.jpg&hash=8525fc9b0d0c2dc357589ca7a7c79c882efeeb6a)

Super Saiyan 2 transformation
Spoiler: click to open...

animated hud
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F6a2c80fb977e4247b8b3444ed3ea1e93_zps11q0bg70.png&hash=55c38d5dfec08a40f899541c8b71c50555f504ca)

character select
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160809173848_1_zps8iepo4nl.jpg&hash=ab0dea381ad7c71c626b10725daeccf0c6d487ad)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160809173853_1_zpsmx77xlu6.jpg&hash=42b3f8b30f159c4d36cd7c1e09df72245c89c988)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160809173856_1_zps7ejae0kx.jpg&hash=ea667112501f7975762e83b31e4d0f8b64b452d0)


Goku models added more to go
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160725113847_1_zpsfxsod9he.jpg&hash=15fb3f1500a802988fb9df4039758cacd63344cf)
ssj 2
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160725110225_1_zpsfmivvi6e.jpg&hash=a462a13c1dca6cb9795c2c3dfc4482e13b358a81)
ssj 3
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160724062236_1_zpsntxmsp6t.jpg&hash=05def5bc6893fabc40cc322a9fc616ea9666ca13)
ssj 4 not added yet

ssj gods
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160725110558_1_zpsklf1ywm4.jpg&hash=6252de0ae20fc7df906669bf689ff2f4484a7037)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160725111241_1_zpsnrmrlzwz.jpg&hash=b492e34c58ce72228f878eec1fde6078c47b86ce)

Vegeta models added
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160731201219_1_zpspy2zh04r.jpg&hash=e90a3b859801ff12b20ee31043a1b975dec5ba98)
ssj 2
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160731201917_1_zpsrqszdnaf.jpg&hash=3be70b0ab845238228e24f5c3a6a99e7fc442dfe)


 Guns AKA DBZ Attacks
kamehameha x1, x2 and x3 in 1
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0003_zpslwrojpxj.jpg&hash=2db0af33d9f211cc458e06e3d13c641665b2030c)
! No longer available (http://www.youtube.com/watch?v=JS7aCJEXBKs&feature=youtu.be#)

X10 kamehameha
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0004_zpskiy2cnua.jpg&hash=35e3d1755d54409259d581bee68a1330cdeaf058)

more pics

Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0013_zpscnbx6qhj.jpg&hash=4ee61a7484d0bc603bf6c5ad9c4b5e075337c862)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0043_zpslou9ieza.jpg&hash=fbdda3ac6a70227f6d8adfdc82ed146d29910ca2)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0024_zpsqob1xik0.jpg&hash=57ffa33444fd076b03d16ccc6f1ed04dbfd3981e)

Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: JiffyNoodles on October 11, 2015, 05:13:49 am
I like what you have done so far mate, keep up the good work
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: MAK911 on October 11, 2015, 05:43:27 am
Im AllMoDs i just started map making on pc  so i started this dragon ball z zombies i work 18 Hour days 6 days a week most of the time so if you like to help ill take it but for now it will be slow going because of work  and im having problems finding vids on rigging and animating custom models to port to waw i will get it right with help


! No longer available (http://www.youtube.com/watch?v=WnSIF1v9ZmE#)
"Time to kill some zombies!"
8 maps later
"I killed one!"

But, seriously, if you need help, I'll gladly oblige. DBZ made up a good chunk of my childhood and it's nice to see it come back. :D
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: Harry Bo21 on October 11, 2015, 05:58:09 am
"Time to kill some zombies!"
8 maps later
"I killed one!"

thats so accurate it made me laugh so hard i fell out my chair and spilled my tea everywhere lol
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: HitmanVere on October 11, 2015, 09:48:15 pm
Weeeeeeell, back to topic. I cant name the enemies at the first episodes of when Goku is adult, but there were those enemies, that explode after grabbing you. Maybe do something similar to Napalm Zombie with those enemies :P
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: Harry Bo21 on October 11, 2015, 09:51:25 pm
Weeeeeeell, back to topic. I cant name the enemies at the first episodes of when Goku is adult, but there were those enemies, that explode after grabbing you. Maybe do something similar to Napalm Zombie with those enemies :P
Saibamen
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 11, 2015, 10:58:04 pm
Weeeeeeell, back to topic. I cant name the enemies at the first episodes of when Goku is adult, but there were those enemies, that explode after grabbing you. Maybe do something similar to Napalm Zombie with those enemies :P
yes you are right and it is the cell jr that im going to use for crawlers and 1st cel or 2nd for zombies or that is what im thinking of doing and my brother has 2 Beninese with just me and him doing all the work so that's way the 18 hours most of the week we will get more help this week if all works out i need help with the rigging and right way to do it so if any can help me out save my time on my day off ty every 1 i got lots of things i want to do with this mod but need to do rigging right and animation 1st b4 i start the rest so all help i can get ill take it and if any 1 wants in on helping teal its all dun let me no
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: BleykXD on October 12, 2015, 03:40:25 pm
as proceeds map?
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: MajorPwnege01 on October 12, 2015, 11:36:15 pm
I already love it!!   ;)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: Harry Bo21 on October 12, 2015, 11:44:33 pm
me too, id actually really like to see this one
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 13, 2015, 12:42:03 am
just a lil update and i need help with rigging any info i can get will be a big help skpy me if you like to help or teal me where to look for rigging info i cant find any for cod5 

! No longer available (http://www.youtube.com/watch?v=ndO8Xi9A24c&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: MajorPwnege01 on October 13, 2015, 12:42:24 am
you wouldn't be the only one :D
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 13, 2015, 01:26:41 pm
    rigged goku 
! No longer available (http://www.youtube.com/watch?v=yUyXT8RFLvc#)

Double Post Merge: October 13, 2015, 06:05:22 pm
im starting on rigging them now   
! No longer available (http://www.youtube.com/watch?v=ndO8Xi9A24c#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: Harry Bo21 on October 14, 2015, 07:17:19 am
dunno if its just me, but none of these videos are working unless i click on them to view them on youtube lol

coming along nicely tho ;)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 17, 2015, 01:47:12 am
just an up date and player model change and i still would like to have someone help me out on doing this mod so if you want in skyp me or pm me on here

! No longer available (http://www.youtube.com/watch?v=EPByWNTC-zA&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: offthewall2112 on October 17, 2015, 12:17:24 pm
Cool map idea, PM sent.
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: Ramiabdh on October 17, 2015, 12:47:28 pm
Just make sure that no copyrighted ideas/stuff/whatever, just like what happened with nintendo.

Looking cool man, I'm waiting for the kamehameha to be implemented :D
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: Harry Bo21 on October 17, 2015, 07:35:10 pm
Just make sure that no copyrighted ideas/stuff/whatever, just like what happened with nintendo.

Looking cool man, I'm waiting for the kamehameha to be implemented :D
This has nothing to do with nintendo and is for "non profit" therefore, its fine as long as its compiled

you can easily quote the "for learning purposes" instant defence anyway
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 18, 2015, 04:12:15 am
the wish


! No longer available (http://www.youtube.com/watch?v=sVIQbsxrapI&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: offthewall2112 on October 22, 2015, 03:37:29 am
Progress is being made 8)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: JiffyNoodles on October 22, 2015, 04:41:59 am
You know a map is gonna be good when offthewall backs the cause :troll:
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 22, 2015, 05:44:06 am
1st big cred to offthewall
this map will have stuff never seen in any call of duty zombies the map will be simple map with dragon balls  but the boss will not be                      (https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2FFrieza_zpsbntzzyvb.png&hash=d3884a406a7307b193854487cf1b8ff34800bb59)
and not having guns but something better if all works out  will make game play better
but im not telling the good stuff that will be in this map and be leave me its to good to be true 1st map in the saga  will be dun soon if all works out there will be 3 maps made for shore rigging will has started on the player models for the other 2 maps

and now the  goku player model in game ty to offthewall
! No longer available (http://www.youtube.com/watch?v=HVqLY7GgYoM#)
more updates coming
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: offthewall2112 on October 22, 2015, 01:09:02 pm
Awesome, and if anybody is wondering about the camera/world rotation hack it's just this.

Camera Hack Func
Code Snippet
Plaintext
rotational_world_view() //breaks character rotation so you can inspect work with camera
{
obj = spawn( "script_model", self GetTagOrigin( "tag_origin" ) );
obj.angles = self GetTagAngles( "tag_origin" );
obj SetModel( "tag_origin" );
obj linkto(self);
}
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 23, 2015, 07:09:47 am
just an update on things and ty offhtewall for all your hard work
and i like to get a good mappers help with something i want to no if i can do something in a map

this is my 1st map so im taking my time i hate to make a bad map of dragon ball z with good player models and other good looking stuff
i will put out a beta map of the 1st map with just player models and the map but no boss and some other things will not be in it  you have to wait on the completed map to see it all


and if you like to help on the project let me no
! No longer available (http://www.youtube.com/watch?v=FkN7EjnHXuI&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 25, 2015, 06:18:42 am
update on map

! No longer available (http://www.youtube.com/watch?v=oddcorGj0-A#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: steviewonder87 on October 25, 2015, 12:25:41 pm
You don't need to (and shouldn't) include materials/material_properties/xmodel/xmodelparts/xmodelsurfs in your mod, you only need to add the images. If you did release your map like that people would be able to take your models as well. :P
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: Tim Smith on October 25, 2015, 05:00:51 pm
You don't need to (and shouldn't) include materials/material_properties/xmodel/xmodelparts/xmodelsurfs in your mod, you only need to add the images. If you did release your map like that people would be able to take your models as well. :P

stevie you ruined my idea of taking his work :P

Double Post Merge: October 25, 2015, 05:04:12 pm
dunno if its just me, but none of these videos are working unless i click on them to view them on youtube lol

coming along nicely tho ;)

it's a curse lol me too xD http://prntscr.com/8v6xnm (http://prntscr.com/8v6xnm)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 26, 2015, 09:23:54 pm
You don't need to (and shouldn't) include materials/material_properties/xmodel/xmodelparts/xmodelsurfs in your mod, you only need to add the images. If you did release your map like that people would be able to take your models as well. :P
im not dont no y i did that and here is a vid of Friezas ship in game someone wanted to see it so im put on my youtube
! No longer available (http://www.youtube.com/watch?v=AMdn4iS99ec&feature=youtu.be#)

Double Post Merge: October 27, 2015, 04:05:19 am
just the map sound files
! No longer available (http://www.youtube.com/watch?v=NLzWKQuBXEc&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 30, 2015, 10:52:36 pm
just show some me in game looking at the map size and show some of the other stuff i ported in and it all me in game looking at it and coming soon God of War zombies
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fgod%2520of%2520war%2520zombies_zpsihs2g9wt.png&hash=0221d0048191f3cdb53023fbe8757d56bd59ab02)

! No longer available (http://www.youtube.com/watch?v=biKIWDuPEzo#)

Double Post Merge: October 30, 2015, 11:23:14 pm
sorry for the double post i didnt cred offthewall he did the show hands not me cred is all his
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: offthewall2112 on October 31, 2015, 01:37:00 pm
it's nice to see more progress 8)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: MrDunlop4 on October 31, 2015, 02:44:22 pm
I see offthewall as a Scripter  ::)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on October 31, 2015, 08:56:13 pm
offthewall helps me with every thing so i say he does a lil of everything he is the best help you can ask for and here is a lil map update
! No longer available (http://www.youtube.com/watch?v=PkkU2d5XE3M#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on November 01, 2015, 10:23:27 pm
did a corner of the map just got to add lil more that part is dun put the right dragon in

! No longer available (http://www.youtube.com/watch?v=rF-nJyxbGKU&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies
Post by: AllMoDs on November 03, 2015, 07:18:12 pm
added the 7 dragon ball you will have to find and some nameks
! No longer available (http://www.youtube.com/watch?v=V6GnksXCUUI&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies map update 11/4/2015
Post by: AllMoDs on November 04, 2015, 08:06:29 pm
IM GETTING THERE


! No longer available (http://www.youtube.com/watch?v=DDSjl3GKb8g&feature=youtu.be#)

Double Post Merge: November 05, 2015, 08:55:54 am
im doing some rigging  offthewall is doing 3 models for me im doing 5 to get that out the way so the map will be dun  faster
! No longer available (http://www.youtube.com/watch?v=u0nrqWBgAeE&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies 11/7/2015 map update
Post by: AllMoDs on November 07, 2015, 10:37:51 pm
did a lot of stuff to the map and me and offthewall added fx to goku they will show win goku is ss2 only


! No longer available (http://www.youtube.com/watch?v=a2vfLziakRw&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies 11/7/2015 map update
Post by: MechromancerX on November 07, 2015, 10:49:11 pm
That's a lot of progress in a month, i'll keep my eye on this one ;)
Title: Re: call of duty world at war Dragon Ball Z Zombies goku's kamehameha test
Post by: AllMoDs on November 09, 2015, 10:07:29 am
goku's kamehameha test still lot of work to be dun and testing on lots of stuff me and offthewall are doing

! No longer available (http://www.youtube.com/watch?v=JSUg0d58Vt4&feature=youtu.be#)
Title: Re: call of duty world at war Dragon Ball Z Zombies goku's kamehameha test
Post by: MajorPwnege01 on November 09, 2015, 07:36:52 pm
Love it just love It ALL. (PS: Love the Spirit Bomb Nuke Thing) :D :D :D ;)
Title: Re: call of duty world at war Dragon Ball Z Zombies goku's kamehameha test
Post by: AllMoDs on November 12, 2015, 02:27:08 am
got my fx working the way i want and cred to offthewall and harry Bo21 for all there help
! No longer available (http://www.youtube.com/watch?v=1J1P-yQIHVo#)
Title: Re: call of duty world at war Dragon Ball Z Zombies goku's kamehameha test
Post by: Harry Bo21 on November 12, 2015, 02:28:58 am
thats coming out damn nice man
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: Dust on November 12, 2015, 04:09:51 am
This is looking pretty dope dude. Cannot wait for release!
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: Harry Bo21 on November 12, 2015, 05:46:48 am
I had some ideas for a temporary flight power up or something i might look into. If it works out, would prob suit well, and be a good way of obtaining one of the dragon balls or something
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: AllMoDs on November 12, 2015, 06:07:47 am
sounds good let me no
just a vid of the kamahamaha in a auto fire gun
! No longer available (http://www.youtube.com/watch?v=Fbem-C7pmx4#)

and a vid of the 1st kamahamaha that lags but looks so good
think im going to fix it it looks way better
! No longer available (http://www.youtube.com/watch?v=BsOsZm4g75I#)
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: Harry Bo21 on November 12, 2015, 06:14:33 am
ill try to explain how to keep it looking nice without a 1800+ count later if you want, coz i garuntee that will murder people PCs in co-op lol

I know its alright for you, but people around here dont have the kind of equipment you and I have and often suffer from problems even on low key maps

Does look damn stunning tho
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: AllMoDs on November 12, 2015, 06:21:20 am
thats not the fx i showed you lase night
its way less on a pc way less
http://prntscr.com/91tvfc (http://prntscr.com/91tvfc)
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: Harry Bo21 on November 12, 2015, 06:31:33 am
lol yea thats MUCH better than you had it set before :)
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: AllMoDs on November 12, 2015, 06:34:58 am
i had good help and ty for it harry bo21 and offthewall
Title: Re: call of duty world at war Dragon Ball Z Zombies working kamehameha
Post by: Harry Bo21 on November 12, 2015, 06:37:38 am
i had good help and ty for it harry bo21
he he, no problem. By the looks of it youve youve got better with fx ed than I have in 1 day lol
Title: Re: CoD world at war Dragon Ball Z Zombies update 11/12/2015 new vid
Post by: AllMoDs on November 12, 2015, 09:48:58 pm
had a long talk with offthewall this map is getting beter and better every day look at the vid to lern more
and at the main menu there might be a thing to use guns or dbz att didnt say that in the vid
! No longer available (http://www.youtube.com/watch?v=hX1poC0YlyU#)

my crappy rigged ape in game will be fixed win the map is dun i rigged it im still lernig
! No longer available (http://www.youtube.com/watch?v=LyMubocPrl8#)
and my crappy rigged recoom and offthewall will be rigging all models not me he is the best at it
! No longer available (http://www.youtube.com/watch?v=u0nrqWBgAeE#)
Title: Re: CoD world at war Dragon Ball Z Zombies update 11/12/2015 new vid
Post by: MrMcKonz on November 13, 2015, 05:24:25 am
Interesting. Weird concept, but looks great none the less!
Title: Re: CoD waw Dragon Ball Z Zombies very big update 11/17/2015 new vid
Post by: AllMoDs on November 17, 2015, 08:41:24 pm
1st cred to offthewall this mod is way past one of a kind and still adding stuff to it
the stuff that has bin added is to good to be true and still lots of never b4 dun stuff is getting added
! No longer available (http://www.youtube.com/watch?v=dUeYTup9tr0&feature=youtu.be#)
Title: Re: CoD waw Dragon Ball Z Zombies very big update 11/17/2015 new vid
Post by: Ramiabdh on November 18, 2015, 12:06:32 pm
1st cred to offthewall this mod is way past one of a kind and still adding stuff to it
the stuff that has bin added is to good to be true and still lots of never b4 dun stuff is getting added
! No longer available (http://www.youtube.com/watch?v=dUeYTup9tr0&feature=youtu.be#)

Since it charges up, why don't you make it at the cost of points?
Title: Re: CoD waw Dragon Ball Z Zombies very big update 11/17/2015 new vid
Post by: Harry Bo21 on November 18, 2015, 12:11:42 pm
Since it charges up, why don't you make it at the cost of points?
not sure if that would work for what hes going for, could be cool for a special move perhaps
Title: Re: CoD waw Dragon Ball Z Zombies very big update 11/17/2015 new vid
Post by: AllMoDs on November 19, 2015, 01:56:16 am
Since it charges up, why don't you make it at the cost of points?
cred to HitmanVere for helpng me with my noob questions no i want game play to be like a real dbz game there is no ammo points will be for opening new spots and perks 
and i added a custom hud
! No longer available (http://www.youtube.com/watch?v=HWpzn6wv7l0&feature=youtu.be#)

Double Post Merge: November 19, 2015, 06:31:04 am
pic of fixed hud
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fcustom%2520hud_zpsbartqgp6.jpg&hash=9ac55d55a355e53078c80ab02417863b1c51937b)
Title: Re: CoD WaW Dragon Ball Z Zombies 11/18/2015 custom hud added with vid of new hud
Post by: iZerkahh on November 19, 2015, 06:31:23 am
Will definitely be playing this with my friend looks great. I've been looking for a good map for a while now and this looks like this is one i'll be playing for a while :D :D :D
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: Scobalula on November 19, 2015, 08:22:59 am
Looks nice, if you need any help with UI/HUD PM me.
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: AllMoDs on November 19, 2015, 08:50:52 am
what hud looks better this one or 1st one
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F2015-11-19_00002_zpsyijqgy3d.jpg&hash=5be3e374e5f9971abce518965fe610da59b7b5bc)
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: Dust on November 19, 2015, 02:09:05 pm
what hud looks better this one or 1st one
(http://i388.photobucket.com/albums/oo323/IANINT/2015-11-19_00002_zpsyijqgy3d.jpg)

I like this one better
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: MakeCents on November 19, 2015, 03:33:37 pm
I like the last one too. Are you planning on doing like the flame thrower that fills the weapon image up as you hold in fire for the charge shoot? That would be cool for the fire ball line you have there above your health bar or something...
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: Exofile on November 19, 2015, 06:00:39 pm
Maybe have the Hair of the playerimage not be cut off, or if not, add a frame so it doesn't look like its just plainly cut off.  ::)
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: MajorPwnege01 on November 19, 2015, 06:38:30 pm
how will the going super sayan thing work, do we have to buy it like a perk?
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: AllMoDs on November 19, 2015, 06:47:33 pm
yes it will be like jug is what i got in mind for it but might change im adding lots of good stuff still so ill not be shore until i get every thing added was thinking of making it work off souls you get from killing zombies 2 so i dont no yet
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: MajorPwnege01 on November 19, 2015, 06:49:18 pm
The souls might be a better idea couse then you gotta work for it alot.
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: AllMoDs on November 19, 2015, 07:18:08 pm
look at this Steam VS Tunggle i think its funny the one i find more games on all the time
! No longer available (http://www.youtube.com/watch?v=Ts9-dWx-FVs&feature=youtu.be#)
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: TheBrownOneJT on November 20, 2015, 03:23:45 am
Just tested this map and its sick. Can not wait til the whole package is released and working to it's full potential! Keep it up
Title: Re: CoD WaW Dragon Ball Z Zombies 11/19/2015 custom hud added with fixed hud pic
Post by: AllMoDs on November 20, 2015, 06:45:37 pm
cred to all my testers
kamehameha x1,x2,x3 all on 1 gun
! No longer available (http://www.youtube.com/watch?v=C9BByWHXCpo&feature=youtu.be#)
Title: Re: CoDWaW DragonBallZ Zombies 11/20/2015 kamehameha x1,x2,x3 all on 1 gun with vid
Post by: jei9363 on November 20, 2015, 07:20:34 pm
haha I dont know how im just seeing this.. crazy creative features keep it up :) I can help out with zombies jumping up to you, unless you want that
Title: Re: CoDWaW DragonBallZ Zombies 11/20/2015 kamehameha x1,x2,x3 all on 1 gun with vid
Post by: Ramiabdh on November 20, 2015, 08:43:27 pm
Very cool. Have you considered the explosion effect, or will you keep it as it is now?
Title: Re: CoDWaW DragonBallZ Zombies 11/20/2015 kamehameha x1,x2,x3 all on 1 gun with vid
Post by: MajorPwnege01 on November 20, 2015, 09:10:26 pm
This is just the best thing ive ever seen or played
Title: Re: CoDWaW DragonBallZ Zombies 11/20/2015 kamehameha x1,x2,x3 all on 1 gun with vid
Post by: AllMoDs on November 20, 2015, 09:13:27 pm
Very cool. Have you considered the explosion effect, or will you keep it as it is now?
it will have a new fx on both x2 and x3 kamehameha and the projectile will have its own win shot and the explosion fx wil have its own fx there will be 4 fx going all working together to make it look good and cred to jei9363 for helpng me fix my zombie boss scripts he told me where to put scripts for the zombie boss and put what i was missing to make them work right


LOOK AT ALL THE VID TIME 3:35 IN VID BEST PART
! No longer available (http://www.youtube.com/watch?v=9qgD-tyNw_8&feature=youtu.be#)
Title: Re: CoDWaW DragonBallZ Zombies 11/20/2015 kamehameha x1,x2,x3 all on 1 gun with vid
Post by: MIKE25799 on November 21, 2015, 01:59:26 am
Nice map :D
Title: Re: DragonBall Z 11/20/2015 kamehameha x1,x2,x3 all on 1 gun and teleporting boss
Post by: BrotherD23 on November 21, 2015, 04:55:14 am
Sick map. It is very original and I highly recommend to download it if you like any sort of anime. Still fun considering its still in its alpha/beta stages. +1 Specs
Title: Re: DragonBall Z 11/22/2015 new kamehameha vox added
Post by: AllMoDs on November 22, 2015, 02:57:51 pm
fixed the vox way better
! No longer available (http://www.youtube.com/watch?v=wnONJooe0bM&feature=youtu.be#)

Double Post Merge: November 23, 2015, 01:07:01 am
ADDED NEW FX ON SOME THINGS AND ADDED A NEW ATTACK AND MADE THE VOX WAY BETTER
! No longer available (http://www.youtube.com/watch?v=4T-8dj5YiC0&feature=youtu.be#)
Title: Re: DragonBall Z 11/22/2015 new kamehameha vox better and NEW attack and fx
Post by: dingenegeren on November 24, 2015, 07:26:00 pm
I like what u have done i like the guns But are u gona add perks or a objective? :alone: <3 <3 <3
Title: Re: DragonBall Z 11/22/2015 new kamehameha vox better and NEW attack and fx
Post by: NiekWhisky on November 24, 2015, 07:26:44 pm
Good custom features, like it so far.
Title: Re: DragonBall Z 11/22/2015 new kamehameha vox better and NEW attack and fx
Post by: robertoo88 on November 24, 2015, 07:27:36 pm
i just tested this map and i have 3 words to describe this map its pure choas (i fkn love choas) can wait to lay this map whit my frends!!!!!
greetz from the netherlands :nyan: :nyan:
Title: Re: DragonBall Z 11/22/2015 new kamehameha vox better and NEW attack and fx
Post by: Harry Bo21 on November 25, 2015, 08:59:11 am
I like what u have done i like the guns But are u gona add perks or a objective? :alone: <3 <3 <3
did you actually watch the video...
Title: Re: DragonBall Z 11/25/2015 new kamehameha vox better and NEW attack and fx
Post by: AllMoDs on November 25, 2015, 08:04:59 pm
just added a custom intro vox and fixed the zombies not coming apart ty to Harry Bo21
! No longer available (http://www.youtube.com/watch?v=7G4vUv_UAQM#)
Title: Re: DragonBall Z 11/25/2015 custom intro vox and fixed other lil stuff
Post by: JBird632 on November 26, 2015, 07:51:45 am
So this happened at my school... made me think of your map
https://www.facebook.com/sfuconfessions101/videos/771441339649862/ (https://www.facebook.com/sfuconfessions101/videos/771441339649862/)
Title: Re: DragonBall Z 11/25/2015 custom intro vox and fixed other lil stuff
Post by: offthewall2112 on November 26, 2015, 01:32:55 pm
awesome. a lot of progress is being made with the underwater attack system, the swimming animations are working with every fire type. it's definitely going to be a cool experience for the players 8)
Title: Re: DragonBall Z 11/25/2015 custom intro vox and fixed other lil stuff
Post by: Harry Bo21 on November 26, 2015, 03:14:30 pm
So this happened at my school... made me think of your map
https://www.facebook.com/sfuconfessions101/videos/771441339649862/ (https://www.facebook.com/sfuconfessions101/videos/771441339649862/)
LOL
Title: Re: DragonBall Z 11/30/2015 custom main page update
Post by: AllMoDs on November 30, 2015, 04:42:28 pm
added 7 pics of the map to 1st page let me know what you think
Title: Re: DragonBall Z 11/30/2015 1st page update 7 new pics + vid
Post by: Ramiabdh on December 01, 2015, 11:52:15 am
I didn't know you'll add the namekian dragon. But I suggest earth's one will look cooler. And as for what the dragon will be capable of, you have infinite amount of ideas to implement, so keep up the good work bro ;)
Title: Re: DragonBall Z 11/30/2015 1st page update 7 new pics + vid
Post by: Harry Bo21 on December 01, 2015, 02:21:09 pm
I didn't know you'll add the namekian dragon. But I suggest earth's one will look cooler. And as for what the dragon will be capable of, you have infinite amount of ideas to implement, so keep up the good work bro ;)
its set on namek, that wouldnt make sense lol
Title: Re: DragonBall Z 11/30/2015 1st page update 7 new pics + vid
Post by: AllMoDs on December 01, 2015, 07:47:52 pm
add your waw name and steam to this post if you play custom zombies and like more active players as friends
http://ugx-mods.com/forum/index.php/topic,9367.0.html (http://ugx-mods.com/forum/index.php/topic,9367.0.html)
Title: Re: DragonBall Z Zombies 12/7/2015 map update
Post by: AllMoDs on December 07, 2015, 10:33:43 pm
just lil update
! No longer available (http://www.youtube.com/watch?v=S8wBNzp-ZYw&feature=youtu.be#)
Title: Re: DragonBall Z Zombies 12/9/2015 map update
Post by: AllMoDs on December 09, 2015, 07:02:32 am
added more to map
! No longer available (http://www.youtube.com/watch?v=-hzl4cKeUO4&feature=youtu.be#)

Double Post Merge: December 10, 2015, 02:46:13 am
2 down 2 to go
! No longer available (http://www.youtube.com/watch?v=rZXUrgfuLss#)
Title: Re: DragonBall Z Zombies 12/12/2015 adding dragonball radar
Post by: AllMoDs on December 12, 2015, 11:06:33 am
im fixing the dragonball radar
! No longer available (http://www.youtube.com/watch?v=IiWBwYXpV1c&feature=youtu.be#)

Double Post Merge: December 13, 2015, 01:20:29 am
i got the dragonball radar fixed looks good
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F2015-12-12_00001_zpsciuy7y0j.jpg&hash=b175fc7e826424132768592057d70a9f51db0002)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F2015-12-12_00003_zpsccou8fp3.jpg&hash=340d573d6d353a5508004c490a0260efb7682259)
Title: Re: DragonBall Z Zombies 12/12/2015 fixed and working dragonball radar
Post by: PubLIK NMEZ on December 13, 2015, 03:53:54 am
i tested it i like the map plus now that the radar is fixed its way better cant wait till this is done its gonna be an epic map
Title: Re: DragonBall Z Zombies 12/12/2015 fixed and working dragonball radar
Post by: kmno22 on December 13, 2015, 06:51:34 pm
nice
Title: Re: DragonBall Z Zombies 12/12/2015 fixed and working dragonball radar
Post by: AllMoDs on December 14, 2015, 03:36:40 pm
coop dragonball radar test
Title: Re: DragonBall Z Zombies 12/14/2015 dragonball radar coop test with vid
Post by: AllMoDs on December 16, 2015, 08:16:56 pm
i can use some help on some hud stuff so if you do hud stuff pm me or post here i need help so i can start on the next part of what im doing i do things 1 step at a time and stay on it teal its dun so i havent added 1 thing to the map working on adding the dragon balls to the dragonball radar im using a compass so thats what i need help with adding the db icon in the compass
Title: Re: DragonBall Z Zombies 12/14/2015 dragonball radar coop test with vid
Post by: AllMoDs on December 18, 2015, 09:40:06 am
added mission objectives to mission objectives screen some have icons on the mission objectives
Title: Re: DragonBall Z Zombies 12/20/2015 added attack with vid
Post by: AllMoDs on December 20, 2015, 09:21:32 am
added new attack
! No longer available (http://www.youtube.com/watch?v=IMsb28zhgEc#)

Double Post Merge: December 21, 2015, 06:19:52 am
new att  fixed works knocking the zombies back has to be fixed
! No longer available (http://www.youtube.com/watch?v=opiXxfT-otI#)
Title: Re: DragonBall Z Zombies 12/20/2015 Fixed new attack added sound and 2nd vid
Post by: AllMoDs on December 22, 2015, 10:52:47 am
added a ingame vide for win goku terns ssj
! No longer available (http://www.youtube.com/watch?v=iPMot0Fhk2U#)
Title: Re: DragonBall Z Zombies 12/24/2015 removed gun models added x10 kamehameha and lil
Post by: AllMoDs on December 25, 2015, 01:34:54 am
cred to Harry BO21 for the xanim and all his help
X10 kamehameha added  gun models gone and more
! No longer available (http://www.youtube.com/watch?v=7uvo1A-TBe0#)
Title: Re: DragonBall Z Zombies 12/24/2015 no gun models added x10 kamehameha and xanim
Post by: Harry Bo21 on December 25, 2015, 07:57:04 am
for your spirit bomb, can still have it as a grenade or smoke grande and just "charge" it like with the hells retriever in MOTD

looking good so far man
Title: Re: DragonBall Z Zombies 12/29/2015 fixed new att and other lil stuff
Post by: AllMoDs on December 28, 2015, 08:51:45 am
fixed att
! No longer available (http://www.youtube.com/watch?v=VYH_niagMpY#)
Title: Re: DragonBall Z Zombies 12/29/2015 fixed new att and other lil stuff
Post by: AllMoDs on December 31, 2015, 10:38:57 am
did more maping fixed models and lots more
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0000_zpszllocnsj.jpg&hash=3817d7df874d826c338a4e8f84d5bad133cd4732)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0010_zpsfvfcwrjo.jpg&hash=93d2a014e47bb9b61f097c04a756d3071a686b36)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fshot0024_zpsqob1xik0.jpg&hash=57ffa33444fd076b03d16ccc6f1ed04dbfd3981e)
Title: Re: DragonBall Z Zombies 1/3/2016 coop test
Post by: AllMoDs on January 03, 2016, 08:08:47 pm
coop testing ingame vids
! No longer available (http://www.youtube.com/watch?v=MPdsFQc3jpA#)
Title: Re: DragonBall Z Zombies 1/3/2016 coop test
Post by: Harry Bo21 on January 03, 2016, 08:11:51 pm
well done
Title: Re: DragonBall Z Zombies 1/3/2016 coop test
Post by: MarolaMayhem on January 03, 2016, 10:19:51 pm
I love it! Can't wait for it to be available for download
Title: Re: DragonBall Z Zombies 1/3/2016 coop test
Post by: AllMoDs on January 06, 2016, 03:19:52 am
im geting ask this a lot yes golden frieza is going to be in the map i have his model dun
you will have to wish to fight golden frieza but the other 3 you dont
golden frieza life will be crazy and you will have to beat him to get the real ending

had 2 add this vid of this 3d model proram i found
! No longer available (http://www.youtube.com/watch?v=VBZlFLPlYWQ&feature=youtu.be#)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fqlr1gvQ_zpsyzxzkkq3.png&hash=3aeb3c2f95a73d152cdd9cc23cb2de1201e3dac6)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fgold%2520freaza_zps0imk0hzq.png&hash=df3d7339cecebd03867b5f211ecf0ffd49d06784)
Title: Re: DragonBall Z Zombies 1/5/2016 golden frieza model getting added + more
Post by: AllMoDs on January 18, 2016, 11:57:54 pm
cred to TheRelaxingEnd for doing this vid on his youtube
http://www.youtube.com/user/TheRelaxingEnd (http://www.youtube.com/user/TheRelaxingEnd)
just a 4 player fx test
http://www.youtube.com/watch?v=8eKFohAO8O8 (http://www.youtube.com/watch?v=8eKFohAO8O8)
Title: Re: DragonBall Z Zombies 1/5/2016 golden frieza model getting added + more
Post by: pounga on January 20, 2016, 04:51:19 pm
this project look amazing, i'm a huge Dragon Ball fan and id love to help give ideas if you need, one thing I thought would be cool is if you used senzu beans to get energy and you need to power up to increase your damage and maybe the different transformation gives you more energy capacity, also you need to have the ozaru form that would be awesome.
can't wait to play this keep up the good work
Title: Re: DragonBall Z Zombies 1/22/2016 custom animation for would models
Post by: AllMoDs on January 22, 2016, 09:13:53 pm
hop all works with the find me and offthewall made then i can add this stuff in 2 make it all look good
http://www.youtube.com/watch?v=EOWe4sTB-0k (http://www.youtube.com/watch?v=EOWe4sTB-0k)
Title: Re: DragonBall Z Zombies 1/26/2016 custom animation dun in game videos fixed
Post by: AllMoDs on January 26, 2016, 09:35:58 pm
got a way to do in game vids my way and dun most of the anima
https://www.youtube.com/watch?v=5cc3uvWbYTg (https://www.youtube.com/watch?v=5cc3uvWbYTg)
Title: Re: DragonBall Z Zombies 1/26/2016 custom animation dun in game videos fixed
Post by: AllMoDs on February 02, 2016, 06:01:38 am
im working 18 days a gene but offthewall is doing his part vid of some new stuff
 
https://www.youtube.com/watch?v=l6FAgUHyS5g (https://www.youtube.com/watch?v=l6FAgUHyS5g)
Title: Re: DragonBall Z Zombies 2/15/2016 custom animation for would models
Post by: AllMoDs on February 15, 2016, 05:43:42 pm
 most of the game is being re scripted in ways never dun b4 the new stuff is going to be bad ass
this is the new anima for the game offthewall is doing all of that i just gave him the model and the anima he is doing the rest glad i got his help best moder and friend to have ty to offthewall

NO GUN MODELS IN WOULD MODELS AND VIEW MODELS  EVERY THING WILL HAVE CUSTOM ANIMA EVERY THING
www.youtube.com/watch?v=NZ9jTcUOW_A (http://www.youtube.com/watch?v=NZ9jTcUOW_A)
Title: Re: DragonBall Z Zombies 2/15/2016 custom animation for would models
Post by: Xperience on February 15, 2016, 05:59:11 pm
This is pretty sick :o Checking out your videos now
Title: Re: DragonBall Z Zombies 2/15/2016 custom animation for would models
Post by: blazedshot on February 22, 2016, 11:58:24 pm
how much longer do you think it will be
Title: Re: DragonBall Z Zombies 2/15/2016 custom animation for would models
Post by: AllMoDs on February 29, 2016, 01:57:25 am
i cant say a lot of default stuff is getting re scripted all the default movement the jump run walk and lots more will have a vid up of new stuff up soon 
Title: Re: DragonBall Z Zombies 2/15/2016 custom animation for would models
Post by: offthewall2112 on March 22, 2016, 04:30:13 pm
goku model and playeranimtype update:

Title: Re: DragonBall Z Zombies 3/22/2016 custom animation demo
Post by: AllMoDs on March 23, 2016, 03:50:24 am
big ty to offthewall he got all the stuff i gave him working in game and is doing 98% of the scripting for it all if what me and him have planed works out this map will be just like a dbz game some cod zombies will be in the map but there will be over 10  dbz models in the game AI models will be one of a kind  big updates coming soon goku will have over 15 att with anima for them rel dbz style fly-en and more
Title: Re: DragonBall Z Zombies 3/22/2016 custom animation demo
Post by: AllMoDs on March 27, 2016, 01:04:18 am
added old gokus att to new 1 and more
Title: Re: DragonBall Z Zombies 1/5/2016 golden frieza model getting added + more
Post by: AllMoDs on April 06, 2016, 02:55:09 am
this project look amazing, i'm a huge Dragon Ball fan and id love to help give ideas if you need, one thing I thought would be cool is if you used senzu beans to get energy and you need to power up to increase your damage and maybe the different transformation gives you more energy capacity, also you need to have the ozaru form that would be awesome.
can't wait to play this keep up the good work

senzu beans are two revive downed player you will have a ki meter that you will charge up  it will be above the heath bar and lots more stuff i have over 1000 anima files i can use for attacks for goku it takes time to see what me and offthewall want to use i still have lots of models and anima i have to send him to work on but we are still working on goku but the map will be a one of a kind game play with real boss fights to good to be true so the map is way off from being dun but i will release a  alpha map that can be played with bearers you buy but the final map will not have bearers will have a boss to fight to open the way and other stuff ill do a vid of new adds soon i work a lot 12 hours a day 6 days a week i have every thing made and ready just have to get it in game converting it all takes time but all models and anima and attacks with custom anima for all dbz bosses and dbz zombies are made just got to get it all in game
Title: Re: DragonBall Z Zombies 3/22/2016 custom animation demo
Post by: soggyandroid on May 10, 2016, 09:46:23 pm
what about adding transformations at some point later? for PaP wep?
Title: Re: DragonBall Z Zombies 3/22/2016 custom animation demo
Post by: oshawat750 on May 11, 2016, 02:48:12 am
I
Can't
Wait.
Title: Re: DragonBall Z Zombies 3/22/2016 custom animation demo
Post by: Koan on July 05, 2016, 12:32:53 am
Any updates on this man?
Title: Re: DragonBall Z Zombies 3/22/2016 custom animation demo
Post by: AllMoDs on July 13, 2016, 05:14:08 am
Any updates on this man?

chargeable Kai meter added
and more will show more of a update latter


Double Post Merge: July 13, 2016, 03:01:53 pm
im redoing the hud
still more to add
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160713073819_1_zpsazmvrgsk.jpg&hash=3ef2cfef91fc3a5ce46e5db578abf6d13f715c56)
Title: Re: DragonBall Z Zombies 7/14/2016 chargeable Kai meter with new hud
Post by: AllMoDs on July 14, 2016, 03:38:53 pm
added new hud
and att ues kai to work
Title: Re: DragonBall Z Zombies 7/14/2016 chargeable Kai meter with new hud
Post by: neronforce on July 14, 2016, 06:15:18 pm
The map is looking absolutely amazing and i love dragon ball z & Zombies so its a perfect match cant wait to play it
Title: Re: DragonBall Z Zombies 7/14/2016 chargeable Kai meter with new hud
Post by: AllMoDs on July 16, 2016, 04:52:32 am
added  sound and testing zombie having a gun

Title: Re: DragonBall Z Zombies 7/17/2016 added a better animated hud
Post by: AllMoDs on July 17, 2016, 01:44:42 pm
added a animated hud
and will be doing a lot more with the hud


2nd update
Title: Re: DragonBall Z Zombies 7/19/2016 totally wicked remastered animated hud
Post by: AllMoDs on July 19, 2016, 05:51:00 pm
i had to re script the hud but it works in coop
say what you think of the new hud
Title: Re: DragonBall Z Zombies 7/21/2016 Super Saiyan 3 Goku player mode in game
Post by: AllMoDs on July 21, 2016, 08:27:52 am
added ssj3 goku in game

Double Post Merge: July 22, 2016, 02:47:18 am
ss god goku added and more hud stuff
Title: Re: DragonBall Z Zombies 7/23/2016 World model Kamehameha anima added
Post by: AllMoDs on July 23, 2016, 08:26:27 pm
added some anima for Kamehameha
2nd update
Title: Re: DragonBall Z Zombies 7/26/2016 World model Spirit Bomb anima added
Post by: AllMoDs on July 26, 2016, 06:59:36 pm
added part of the Spirit Bomb and updated main page and more


(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160726114421_1_zpsyn3yuun8.jpg&hash=8525fc9b0d0c2dc357589ca7a7c79c882efeeb6a)


Title: Re: DragonBall Z Zombies 7/26/2016 Vegeta player model added
Post by: AllMoDs on July 29, 2016, 05:27:41 am
Vegeta added
Title: Re: DragonBall Z Zombies 7/26/2016 Vegeta's hud vox and some att dun
Post by: AllMoDs on July 31, 2016, 11:43:46 pm
Vegeta's hud vox and some att dun

Vegeta models added
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160731201219_1_zpspy2zh04r.jpg&hash=e90a3b859801ff12b20ee31043a1b975dec5ba98)
ssj 2
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160731201917_1_zpsrqszdnaf.jpg&hash=3be70b0ab845238228e24f5c3a6a99e7fc442dfe)
Title: Re: DragonBall Z Zombies 8/7/2016 Character Select screen added
Post by: AllMoDs on August 08, 2016, 06:24:53 am
Character Select screen added
Title: Re: DragonBall Z Zombies 8/7/2016 Character Select screen added
Post by: _ChaosKevin on August 08, 2016, 09:15:35 am
Where is SSG and SSB?
Title: Re: DragonBall Z Zombies 8/9/2016 Krillin player modell added and updated main page
Post by: AllMoDs on August 10, 2016, 06:10:04 am
added Krillin still got some fixing to do on his mesh and i updated main page
Title: Re: DragonBall Z Zombies 8/9/2016 Krillin player modell added and updated main page
Post by: AllMoDs on August 12, 2016, 09:56:55 am
Super Saiyan 2 transformation
Title: Re: DragonBall Z Zombies 8/9/2016 Krillin player modell added and updated main page
Post by: spearhead589 on August 12, 2016, 11:00:19 am
i got access to the beta when do i get a link? i want to test it (e-mail:[email protected])
Title: Re: DragonBall Z Zombies 8/12/2016 redid Goku's Super Saiyan 2 transformation
Post by: AllMoDs on August 13, 2016, 03:15:04 am
i redid the anima doing the fx know
Title: Re: DragonBall Z Zombies 8/12/2016 redid Goku's Super Saiyan 2 transformation
Post by: spearhead589 on August 13, 2016, 06:07:08 pm
i redid the anima doing the fx know
(Content removed from quote.)

will the alpha link be posted on ugx?
Title: Re: DragonBall Z Zombies 8/12/2016 redid Goku's Super Saiyan 2 transformation
Post by: AllMoDs on August 13, 2016, 08:12:45 pm
will the alpha link be posted on ugx?

every one is asking for a alpha link so im releasing one still bugs in what is there but leave feedback on what you think of what i got so fare map is not clipped and new spot is not in this alpha and some stuff is cut off one but if you fly
try to lay down to do a attack do it with zombies right in fount of you
 (hold ads to fly)  and you do aney thing that play anima it stays in the anima pose but have fun zombies only spawn on the top of the hill


controls
the the spirit bomb hold the user button to charge it and while holding the user button shoot
fly with ads
charge ki with user button
ssj trans shoot 1 time while gun is ssj trans



challenge see if you can find the 4 hidden dragonballs


need to fix some stuff new alpha link soon



drive.google.com
Title: Re: DragonBall Z Zombies 8/20/2016 Brolly model added
Post by: AllMoDs on August 20, 2016, 05:38:09 pm
brolly added
Title: Re: DragonBall Z Zombies 8/20/2016 Brolly model added
Post by: Undeadmetal on August 22, 2016, 08:07:31 am
Well to be honest I like the difference in it, it reminds me little of cod zombies but in a good way!

This project is looking better and better everyday. Keep up this Amazing work!
Title: Re: DragonBall Z Zombies 8/20/2016 Brolly model added
Post by: Plebacus Plays on September 11, 2016, 04:39:13 am
wow just tried your alpha build out and its looking pretty sweet cant wait for a new build you've done some amazing work.
the amount of scripting and model work looks insane, keep up the good work :)
also if your looking for testers please pm me

Double Post Merge: September 11, 2016, 04:40:35 am
oh almost forgot you deserve more that this but all i can give you is a +1 respect
Title: Re: DragonBall Z Zombies 8/20/2016 Brolly model added
Post by: AllMoDs on September 11, 2016, 08:22:33 am
I'm recruiting help need scripters mapper and help on zombie model stuff  and some hud stuff pm me if you can help
Title: Re: DragonBall Z Zombies 9/11/2016 I'm recruiting help
Post by: ShiftKey on September 16, 2016, 11:21:23 pm
make this a thiinnnnngggggg or let me help either one :3          :rainbow: :rainbow: :rainbow: :rainbow: :rainbow:
Title: Re: DragonBall Z Zombies 9/11/2016 I'm recruiting help
Post by: patrickchauvin on September 17, 2016, 04:07:16 am
I have tried the alpha and it seems pretty good , but pretty laggy , do your best  (my computer sucks : geforce gt 620 )
Title: Re: DragonBall Z Zombies 9/11/2016 I'm recruiting help
Post by: AllMoDs on October 14, 2016, 02:23:48 pm
i still need a script-er to help me on some scripts im doing
will have a update soon for the new adds
Title: Re: DragonBall Z Zombies 11/26/2016 SSJ3 Vegeta added
Post by: AllMoDs on November 27, 2016, 05:51:11 am
SSJ3 Vegeta added
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg924%2F1439%2Fr3TFrW.jpg&hash=fd7878ba249822fdec6c38a3acfbf600fc7d7b00)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg921%2F999%2FSwaI4V.jpg&hash=09da9b32d7374fb1ec66e95f2a2c09bf6907778b)
Title: Re: DragonBall Z Zombies 11/26/2016 SSJ3 Vegeta added
Post by: Ramiabdh on November 27, 2016, 11:52:05 am
Are you gonna add ssj blue?
Title: Re: DragonBall Z Zombies 11/26/2016 SSJ3 Vegeta added
Post by: AllMoDs on November 27, 2016, 08:29:36 pm
yes blue and red and might add majin vegeta
Title: Re: DragonBall Z Zombies 12/1/2016 Working Dragonball Radar
Post by: AllMoDs on December 01, 2016, 05:37:53 pm
more coming soon
 
Title: Re: DragonBall Z Zombies 12/6/2016 added .bik video 2 main menu + more
Post by: AllMoDs on December 06, 2016, 07:29:33 pm
i did as this said to get .bik to play on main menu
http://ugx-mods.com/forum/index.php/topic,8663.0.html (http://ugx-mods.com/forum/index.php/topic,8663.0.html)

dint work teal i added this + tut stuff to main.menu  now it works



itemDef
{
   style         WINDOW_STYLE_FILLED
   rect         FULLSCREEN_WIDE
   backcolor      1 1 1 1
   visible         1
   background      cinematic
   ownerdraw      UI_CINEMATIC
   decoration
}

put in 2 places
1st under
 "#ifdef CONSOLE"

and under this

"CHOICE_MENU_TITLE( "@MENU_SOLO_COOP_MENU" )
#endif // #ifdef CONSOLE"

and now it plays hop this helps others with same prob


just main menu vid
my main.menu after edit
Spoiler: click to open...
// CONSOLE SP - Main

#include "ui/menudef.h"
#include "ui_mp/common_macro.inc"
#include "ui/mission_select/missiondefs.menu"


#ifdef CONSOLE
   #define LOGO_START_X         -300//375
   #define LOGO_START_Y         -125//70
   #undef   SIGNED_IN_RECT
   #define SIGNED_IN_RECT         -250 60 250 15
#endif

#ifdef PC
   #define LOGO_START_X         -300
   #define LOGO_START_Y         -160
   #undef   SIGNED_IN_RECT
   #define SIGNED_IN_RECT         -350 60 250 15
#endif

#define CHOICE_SIZE_X         150
#define CHOICE_SIZE_Y         22

#define CHOICE_X_START         0
#define CHOICE_Y_START         120

#ifdef XENON
   #undef   CHOICE_Y_START
   #define CHOICE_Y_START      45//40//58//72
#endif

#ifdef PS3
   #undef   CHOICE_Y_START
   #define CHOICE_Y_START      45//92//106//120
#endif

#ifdef PC
   #undef   CHOICE_Y_START
   #define CHOICE_Y_START      50//106//120
   #undef   CHOICE_X_START
   #define CHOICE_X_START         30
#endif

#define CHOICE_SEP_OFFSET_Y      -2

#define CHOICE_GROUP         "main"

#ifdef PC
   #undef CHOICE_SEP_1
   #define CHOICE_SEP_1         3
   #define CHOICE_SEP_2         6
#endif
#ifdef CONSOLE
   #define CHOICE_SEP_1         3
#endif

#define ARCADE_DESC_ORIGIN   CHOICE_SIZE_X CHOICE_Y(5)
#define CLEARUIHINT   exec "set ui_hint_text @NULL_EMPTY"; hide "desc_arrow"

#define ACTION_LOCKOUT_CLOSE \
   execnow "ui_cinematic sp_menus_bg_coop 3" \
   play "mouse_click"; \
   close main_lockout; \
   setdvar ui_skipMainLockout "0" \
   execnow "makeLocalClientActive;"; \
   open main_text;


#include "ui_mp/menustyle.inc"
#include "ui/choices_setup_common.menu"
#include "ui/online_status.inc"
{
   assetGlobalDef
   {
      fadeClamp      1.0                  // sets the fadeup alpha
      fadeCycle      1                  // how often fade happens in milliseconds
      fadeAmount      0.1                  // amount to adjust alpha per cycle
   }
   
   menuDef
   {
      name         main
      fullScreen      1            
      rect         0 0 640 480            // Size and position of the menu
      focusColor      COLOR_FOCUSED   // Menu focus color for text and items
      soundloop       "music_mainmenu"
      onOpen
      {
         
         
            #if COOP_EPD
                open main_lockout
         #elif defined( CONSOLE )
            uiScript openMenuOnDvar "ui_skipMainLockout" 0 "main_lockout"
            uiScript openMenuOnDvar "ui_skipMainLockout" 1 "main_text"
         #else
            // IW COD4 version:
            //open main_text;
            //uiScript addPlayerProfiles;
            //uiScript openMenuOnDvar com_playerProfile "" player_profile;
            //uiScript openMenuOnDvarNot ui_playerProfileCount 1 player_profile;
            //uiScript stopRefresh;
            // COD5 DW License Auth version:
            open main_text;
            uiScript openMainMenuPlayerProfileScriptCallback;
            uiScript stopRefresh;
         #endif
      }
      onClose
      {
         
         
         #ifdef CONSOLE
            close main_text;         
            close main_lockout;
         #endif
      }
   }
   
#ifdef CONSOLE
   menuDef
   {
      name         main_lockout
      fullScreen      0            
      rect         0 0 640 480            // Size and position of the menu
      focusColor      1 1 1 0.85            // Menu focus color for text and items
      onOpen
      {
         setfocus sp;
         execnow "ui_cinematic bink_front_end_screen_home 3"
#if COOP_EPD
         uiScript openMenuOnDvar "ui_epd_disclaimer" 0 "epd_disclaimer";
#endif
      }
      onClose
      {
//         close main_lockout;
//         open main_text;
      }
      onESC
      {
         ingameclose main;
      }
      onFocus
      {
         execnow "AcceptInputFromAllControls"
      }
      
#ifdef PS3
      execKeyInt BUTTON_START
      {
         ACTION_LOCKOUT_CLOSE;
      }
#endif // PS3

      #undef FOOTNOTE_RECT
      #define FOOTNOTE_RECT( x, y )         x y 640 22 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_BOTTOM
      CHOICE_FOOTNOTE( "@MENU_LEGAL_LINE", -140, -22 )

      //#include "ui/bg.inc"
      itemDef   
      {
         rect         -250 -120 512 128 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER
         origin         0 0
         forecolor      1 1 1 1
         style         WINDOW_STYLE_SHADER
         background      "logo_cod2"
         decoration
         visible         1
      }

#if !COOP_EPD
      #undef FOG_SCROLL_TIME
      #define FOG_SCROLL_TIME 40000

      itemDef
      {
         style         WINDOW_STYLE_SHADER
         rect         -107 0 1708 480
         exp            rect X((-107) - ((float(milliseconds() % FOG_SCROLL_TIME) / FOG_SCROLL_TIME) * (854)))
         background      "animbg_fogscrollthin"
         forecolor      .37 .15 .07 1
         visible         1
         decoration
      }
#endif // #if !COOP_EPD

      itemDef
      {
         name         sp
         text         "@MENU_PRESS_START"
         type         ITEM_TYPE_BUTTON
         rect         -60 50 120 20 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER
         forecolor      1 1 1 0.85
         textalign      ITEM_ALIGN_MIDDLE_CENTER
         textfont      CHOICE_TEXTFONT
         visible         1
         action
         {
#if !COOP_EPD
            execnow "ui_cinematic sp_menus_bg_coop 3"
#endif // #if !COOP_EPD
            play "mouse_click";
            close main_lockout;
            setdvar ui_skipMainLockout "0"
            execnow "makeLocalClientActive;";
#if !COOP_EPD
            open main_text;
#else
                // main_text
                //  onOpen
                CLEARUIHINT
               
                setdvar ui_version_show "0";
                execnow "Updatedvarsfromprofile";
#if !COOP_EPD
                execnow "select_save_device";
#endif // #if !COOP_EPD

                profilehide levelselect_noprofile;
                profileshow levelselect;
                profilehide newgame_noprofile;
                profileshow newgame;

                //open main_online

               // main_online
                //  onFocus
             exec "endsplitscreensignin";

                //  xbox live menu item
                exec "xsigninlive";
                exec "systemlink 0";
                exec "splitscreen 0";
                exec "onlinegame 1";
                exec "exec "XBOXLIVE_MP_CFG;
                exec "party_maxplayers 9";
                exec "xblive_privatematch 0";
                exec "xblive_rankedmatch 0";
                exec "party_timerVisible 0";
                exec "xstartprivateparty";
                setdvar ui_mptype "0";
                exec "set ui_gametype cmp; set ui_mapname ber2"
                open menu_xboxlive;
#endif // #if !COOP_EPD
            }
      }
   }
#endif // #ifdef CONSOLE

    // This menu is called to devmap into credits because devmapping from
    // main_text will give main the focus and unlock all the controllers.
    // Having this menu do the devmap prevents main from getting focus.
   menuDef
   {
      name         credits_menu
      fullScreen      1            
      rect         0 0 640 480            // Size and position of the menu
      focusColor      COLOR_FOCUSED   // Menu focus color for text and items
      onOpen
      {
            execnow "map credits";
      }
   }

   #define LOCAL_ZOMBIE_RESET\
      exec "set zombiemode 0";
   #define LOCAL_ARCADEMODE_RESET\
      exec "set arcademode 0";
   #define LOCAL_NETWORK_RESET\
      exec "set onlinegame 0; set systemlink 0";
   #define SET_DEFAULT_MAP_AND_MODE\
      exec "set ui_gametype cmp; set ui_mapname "FIRST_PLAYABLE_CAMPAIGN_LEVEL
   #define SET_ARCADE_MODE\
      exec "set arcademode 1"; \
      execOnDvarStringValue "ui_gametype" zom "set arcademode 0";
   #define RESET_GAMEMODES \
      LOCAL_ZOMBIE_RESET \
      LOCAL_ARCADEMODE_RESET \
      exec "set ui_gametype cmp;"

   menuDef
   {
      name         main_text
      fullScreen      1
      rect         0 0 640 480
      focusColor      COLOR_FOCUSED
      soundloop       "music_mainmenu"
      style         WINDOW_STYLE_EMPTY
      onOpen
      {
         CLEARUIHINT
         
#ifdef CONSOLE
         setdvar ui_version_show "0";
         setdvar ui_skipMainLockout "0";
         execnow "ui_cinematic sp_menus_bg_coop 3"
         execnow "Updatedvarsfromprofile";
         exec "set cg_gameMessageWidth 455";
#if !COOP_EPD
         execnow "select_save_device";
#endif // #if !COOP_EPD

         profilehide levelselect_noprofile;
         profileshow levelselect;
         profilehide newgame_noprofile;
         profileshow newgame;
         profileshow optionsselect;
         profilehide optionsselect_noprofile;
         
         //showhidenewgameresume;

         focusfirst;
#else // #ifdef CONSOLE
         execnow "ui_cinematic sp_menus_bg_coop 3"
         setdvar ui_showOnlineOfflineButton "1";

         //savegameshow resume;
         //savegamehide newgame;
#endif

#ifdef PS3
         uiScript openmenuondvar ui_show_autosave_warning 1 "popmenu_autosave_warning_lockout"
#endif //PS3

#if GERMAN_ZOMBIE_BUILD
         setdvar allow_zombies_german 1
#else // #if GERMAN_ZOMBIE_BUILD
         setdvar allow_zombies_german 0
#endif // #if GERMAN_ZOMBIE_BUILD
         uiScript openmenuondvar ui_sp_unlock 1 "popmenu_sp_unlock";
      }
      onFocus
      {
#ifdef CONSOLE
         execnow "AcceptInputFromActiveControl"
         execnow "EnableSpecialInput";
#endif // #ifdef CONSOLE
         execnow "ui_cinematic sp_menus_bg_coop 3"
         setdvar ui_showOnlineOfflineButton "1";
      }
      onEsc
      {
#ifdef CONSOLE
         execnow "DisableSpecialInput";
         close main_text;
         open main_lockout;
#endif // #ifdef CONSOLE
      }

#ifdef CONSOLE
      itemDef
      {
         style         WINDOW_STYLE_FILLED
         rect         FULLSCREEN_WIDE
         backcolor      1 1 1 1
         visible         1
         background      cinematic
         ownerdraw      UI_CINEMATIC
         decoration
      }
      itemDef
      {
         name         unlocked_missions
         text         "@MENU_CHEAT_ENABLED"
         type         ITEM_TYPE_TEXT
         textscale      .3
         style         WINDOW_STYLE_FILLED
         textfont      UI_FONT_NORMAL
         textalign      ITEM_ALIGN_LEFT
         rect         50 380 100 17
         forecolor      COLOR_TITLE
         visible         when( 0 )
         decoration
      }
#endif // #ifdef CONSOLE

      // background
      #include "ui/bg.inc"

#ifdef CONSOLE
      // --------------------- MOTD -----------------------      
      #include "ui/info_box.inc"
      CHOICE_MENU_TITLE( "@MENU_MAIN_MENU" )
#else
      CHOICE_MENU_TITLE( "@MENU_SOLO_COOP_MENU" )
#endif // #ifdef CONSOLE

      itemDef
      {
         style         WINDOW_STYLE_FILLED
         rect         FULLSCREEN_WIDE
         backcolor      1 1 1 1
         visible         1
         background      cinematic
         ownerdraw      UI_CINEMATIC
         decoration
      }
      itemDef
      {
         rect         LOGO_START_X LOGO_START_Y 256 64 HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_BOTTOM
         forecolor      1 1 1 1
         style         WINDOW_STYLE_SHADER
         background      "logo_cod2"
         visible         when( !localVarBool( ui_hideBack ) );
         decoration
      }

      // draws signin status
      SIGNIN_STATUS
#ifdef PC
      ONLINE_OFFLINE_BUTTON
#endif // #ifdef PC

#define SETUP_ACTION_SOLO \
         execnow "nosplitscreen"; \
         exec "xstopprivateparty"\
         exec "xstopparty"\
         exec "systemlink 0"; \
         exec "splitscreen 0"; \
         exec "xblive_rankedmatch 0"; \
         exec "onlinegame 0"; \
         exec "arcademode 0" \
         exec "zombiemode 0" \
         exec "ui_hostOptionsEnabled 0" \
         SET_DEFAULT_MAP_AND_MODE \
         open main_solo; \

#define SETUP_ACTION_SOLO_DEV \
         execnow "nosplitscreen"; \
         exec "xsignin"; \
         exec "systemlink 0"; \
         exec "splitscreen 0"; \
         exec "xblive_rankedmatch 0"; \
         exec "onlinegame 0"; \
         exec "arcademode 0" \
         open levels_game; \      

#define SETUP_ACTION_CREDITS \
         setdvar credits_load 1; \
         setdvar credits_frommenu 1; \
         setdvar systemlink 0; \
         setdvar onlinegame 0; \
         setdvar splitscreen 0; \
         setvdar arcademode 0; \
         LOCAL_ZOMBIE_RESET; \   
         close main_text; \
         close main; \
         open credits_menu

#ifdef CONSOLE
         CHOICE_BUTTON_BG( 1, 1 )
         CHOICE_HIGHLIGHT( 1, 1 )
         CHOICE_BUTTON_VIS_NOHI( 1, "@MENU_SOLO_CAP", SETUP_ACTION_SOLO, when ( !dvarbool( cg_development ) ); )
         CHOICE_BUTTON_VIS_NOHI( 1, "@MENU_SOLO_CAP", SETUP_ACTION_SOLO, when ( dvarbool( cg_development) ); )

           CHOICE_BUTTON( 2, "@MENU_COOPERATIVE", open main_online )
         CHOICE_BUTTON( 3, "@MENU_MULTIPLAYER", setdvar ui_changed_exe 1; exec "wait;wait;wait"; uiScript startMultiplayer )

         //CHOICE_SEPARATOR( CHOICE_SEP_1 )
         CHOICE_BUTTON_BG( 4, 1 )
         CHOICE_HIGHLIGHT( 4, 1 )
         CHOICE_BUTTON_NOHI_EX( 4, "@MENU_OPTIONS_UPPER_CASE", open options;, name optionsselect )
         CHOICE_BUTTON_NOHI_EX( 4, "@MENU_OPTIONS_UPPER_CASE", open popup_options_noprofile;, name optionsselect_noprofile )

         CHOICE_BUTTON_BG( 5, 1 )
         CHOICE_HIGHLIGHT( 5, 1 )
         CHOICE_BUTTON_VIS_NOHI( 5, "@MENU_CREDITS", SETUP_ACTION_CREDITS, when( dvarInt( mis_01 ) < dvarInt( mis_01_unlock ) ); )
         //CHOICE_BUTTON_VIS( 5, "@MENU_CREDITS", setdvar credits_load 1; setdvar credits_frommenu 1; LOCAL_ZOMBIE_RESET; open credits_menu, when( dvarInt( mis_01 ) >= 20 ); )
         //CHOICE_BUTTON_VIS_NOHI( 5, "@MENU_CREDITS", setdvar credits_load 1; LOCAL_ZOMBIE_RESET; open credits_menu, when( dvarInt( mis_01 ) < 20 ) )
         CHOICE_BUTTON_VIS_NOHI( 5, "@MENU_CREDITS", SETUP_ACTION_CREDITS, when( dvarInt( mis_01 ) >= dvarInt( mis_01_unlock ) ) )
#endif
            
#ifdef PC
         // all buttons will be hidden when option menus are opened, LocalVarBool(ui_hideBack)
         //CHOICE_BUTTON_VIS( 1, "@MENU_NEWGAME", open popmenu_newgame, when( !localVarBool( ui_hideBack ) ); name new )
         //CHOICE_BUTTON_BG( 1, when( !localvarBool( ui_hideBack ) ); )
         //CHOICE_HIGHLIGHT( 1, 1 )
         //CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 1, "@MENU_NEWGAME", exec DEVMAP_LEVEL_TRAINING; LOCAL_ZOMBIE_RESET, ;, ;, when( !localvarBool( ui_hideBack ) );, name newgame )
         //CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 1, "@MENU_RESUMEGAME", open resume_popmenu; LOCAL_ZOMBIE_RESET, ;, ;, when( !localvarBool( ui_hideBack ) );, name resume )*/
         CHOICE_BUTTON_VIS( 1, "Dragonball Z Zombies Saga 1", exec "map nazi_zombie_dbzzs1", when( !localvarBool( ui_hideBack ) ); )
         CHOICE_BUTTON_VIS( 2, "@MENU_COOPERATIVE", open main_online; LOCAL_ZOMBIE_RESET, when( !localvarBool( ui_hideBack ) ); )
         CHOICE_BUTTON_VIS( 3, "@MENU_MULTIPLAYER", open multi_popmenu, when( !localvarBool( ui_hideBack ) ); )
         CHOICE_SEPARATOR_VIS( CHOICE_SEP_1, when( !localvarBool( ui_hideBack ) ); )
         //CHOICE_BUTTON_VIS( 3, "Join LAN Game", open menu_lan; LOCAL_ZOMBIE_RESET, when( !localvarBool( ui_hideBack ) ); )
         CHOICE_BUTTON_VIS( 4, "@MENU_SELECT_ONLINE_PROFILE", execOnDvarIntValue dw_loggedin 0 "dwconnect"; setdvar ui_playerProfileAlreadyChosen 0; open player_profile, when( !localvarBool( ui_hideBack ) ); )
         //CHOICE_BUTTON_VIS( 5, "@MENU_ARCADEMODE", open popmenu_arcade; LOCAL_ZOMBIE_RESET, when( dvarInt( mis_01 ) >= 20 && !localvarBool( ui_hideBack ) ); )
         //CHOICE_DBUTTON_VIS( 5, "@MENU_ARCADEMODE", when( dvarInt( mis_01 ) < 20 && !localvarBool( ui_hideBack ) ); )   
         CHOICE_BUTTON_VIS( 5, "@MENU_FRIENDS_CAP", open menu_pc_friends;, when( !localvarBool( ui_hideBack ) ); )
         CHOICE_NEWICON_VIS( 5, "specialty_new", when( hasinvites() || haspendingfriends() ); )
         CHOICE_BUTTON_VIS( 6, "@MENU_OPTIONS_CONTROLS_CAP", open options_new_pc;, when( !localvarBool( ui_hideBack ) ); )

         CHOICE_SEPARATOR_VIS( CHOICE_SEP_2, when( !localvarBool( ui_hideBack ) ); )
         CHOICE_BUTTON_VIS( 7, "@MENU_MODS", open mods_menu;, when( !localvarBool( ui_hideBack ) ) )
                  
         CHOICE_BUTTON_BG( 8, 1 )
         CHOICE_HIGHLIGHT( 8, 1 )
         CHOICE_BUTTON_VIS_NOHI( 8, "@MENU_CREDITS", SETUP_ACTION_CREDITS, when( !localvarBool( ui_hideBack ) && dvarInt( mis_01 ) < dvarInt( mis_01_unlock ) ); )
         CHOICE_BUTTON_VIS_NOHI( 8, "@MENU_CREDITS", SETUP_ACTION_CREDITS, when( !localvarBool( ui_hideBack ) && dvarInt( mis_01 ) >= dvarInt( mis_01_unlock ) ); )
         //CHOICE_BUTTON_VIS( 10, "@MENU_MULTIPLAYER", open multi_popmenu, when( !localvarBool( ui_hideBack ) ); )
         CHOICE_BUTTON_VIS( 9, "@MENU_QUIT", open quit_popmenu, when( !localvarBool( ui_hideBack ) ); )
         
#endif // #ifdef PC

/*
#ifdef XENON
         // ----------------- BEGIN Message of the day ------------------------      
         #define   INFO_BOX_ORIENT            1
         #define INFO_BOX_TITLE_HEIGHT      20
         #define INFO_BOX_WIDTH            (CHOICE_SIZE_X-(INFO_BOX_TITLE_HEIGHT/4))
         #define INFO_BOX_HEIGHT            126
         #define INFO_BOX_X               (CHOICE_X_START)
         #define INFO_BOX_Y               304
         #define ORIGIN_INFO_BOX_TITLE      INFO_BOX_X INFO_BOX_Y
   
         #define INFO_TEXT            dvarString( "motd" )
         #define INFO_TITLE            "@MENU_MESSAGE_OF_THE_DAY"
         
         #include "ui_mp/info_box.inc"
#endif
*/
      #include "ui/safearea.menu"
   }

#ifdef XENON
   #undef   CHOICE_Y_START
   #define CHOICE_Y_START      45//40//58//72
#endif

#ifdef PS3
   #undef   CHOICE_Y_START
   #define CHOICE_Y_START      92//106//120
#endif
   menuDef
   {
      name         main_solo
      fullScreen      1
      rect         0 0 640 480
      focusColor      COLOR_FOCUSED
      soundloop       "music_mainmenu"
      onOpen
      {
         //clear hint for arcade mode description
         CLEARUIHINT
         LOCAL_ZOMBIE_RESET
         
#ifdef CONSOLE
         setdvar ui_version_show "0";

         profilehide levelselect_noprofile;
         profileshow levelselect;
         profileshow resume_nosavedevice;

         profilehide newgame_noprofile;
         profileshow newgame;
         profileshow newgame_nosavegame;
         profileshow newgame_nosavedevice;
         
         //showhidenewgameresume;

         focusfirst;
#else
         execnow "update_sv_savegameavailable";
#endif

         uiScript openmenuondvar ui_sp_unlock 1 "popmenu_sp_unlock";
      }
      onFocus
      {
      }
      onEsc
      {
         close main_solo;
      }

      // background
      #include "ui/sp_top_bg.inc"
      #include "ui/navcontrols.inc"

      CHOICE_MENU_TITLE( "@MENU_SOLO_CAMPAIGN_CAP" )
      itemDef
      {
         rect         LOGO_START_X LOGO_START_Y 256 64 HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_BOTTOM
         forecolor      1 1 1 1
         style         WINDOW_STYLE_SHADER
         background      "logo_cod2"
#ifdef CONSOLE
         visible         1
#else
         visible         when( !localVarBool( ui_hideBack ) );
#endif         
         decoration
      }

      // draws signin status
      SIGNIN_STATUS

#ifdef XENON

         //CHOICE_BUTTON_BG( 1, 1 )
         //CHOICE_HIGHLIGHT( 1, 1 )
         //CHOICE_BUTTON_VIS( 1, "@MENU_RESUMEGAME", open resume_popmenu; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, when( dvarbool( sv_saveGameAvailable ) ); )
         //CHOICE_BUTTON_VIS( 1, "@MENU_RESUMEGAME", open save_corrupted; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, when( !dvarbool( sv_saveGameAvailable ) && dvarbool( sv_saveGameNotReadable ) ); )
         CHOICE_BUTTON_FOCUS_VIS_EX_ADV( 1,"@MENU_RESUMEGAME_CAP", open resume_popmenu; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, LOCAL_ZOMBIE_RESET, ;, when( dvarbool( sv_saveGameAvailable ) ), ;, dvarbool( sv_saveGameAvailable ) )
         CHOICE_BUTTON_FOCUS_VIS_EX_ADV( 1, "@MENU_RESUMEGAME_CAP", open save_corrupted; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, LOCAL_ZOMBIE_RESET, ;, when( !dvarbool( sv_saveGameAvailable ) && dvarbool( sv_saveGameNotReadable ) ), ;, !dvarbool( sv_saveGameAvailable ) && dvarbool( sv_saveGameNotReadable ) )
         //CHOICE_DBUTTON_VIS( 1, "@MENU_RESUMEGAME", when( !dvarbool( sv_saveGameAvailable ) && !dvarbool( sv_saveGameNotReadable ) ); )
         
         CHOICE_BUTTON_BG( 2, 1 )
         CHOICE_HIGHLIGHT( 2, 1 )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 2, "@MENU_NEWGAME", setdvar ui_newgame_nextmenu 4; open popmenu_content_warning; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( !dvarbool( sv_saveDeviceAvailable ) ), name newgame_nosavedevice )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 2, "@MENU_NEWGAME", setdvar ui_newgame_nextmenu 3; open popmenu_content_warning; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, 1, name newgame_noprofile )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 2, "@MENU_NEWGAME", setdvar ui_newgame_nextmenu 2; open popmenu_content_warning; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( dvarbool( sv_saveDeviceAvailable ) && ( dvarbool( sv_saveGameAvailable ) || dvarbool( sv_saveGameNotReadable ) ) ), name newgame_nosavegame )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 2, "@MENU_NEWGAME", setdvar ui_newgame_nextmenu 1; open popmenu_content_warning; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( dvarbool( sv_saveDeviceAvailable ) && !dvarbool( sv_saveGameAvailable ) && !dvarbool( sv_saveGameNotReadable ) ), name newgame )

         CHOICE_BUTTON_BG( 3, 1 )
         CHOICE_HIGHLIGHT( 3, 1 )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 3, "@MENU_MISSION_SELECT", open popmenu_savedevice_unavailable_warning_mission; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( !dvarbool( sv_saveDeviceAvailable ) ), name resume_nosavedevice )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 3, "@MENU_MISSION_SELECT", open levels; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( dvarbool( sv_saveDeviceAvailable ) ), name levelselect )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 3, "@MENU_MISSION_SELECT", open noprofilewarning_levelselect; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, 1, name levelselect_noprofile )   

         //CHOICE_SEPARATOR( CHOICE_SEP_1 )
         //CHOICE_BUTTON_FOCUS_VIS_EX_ADV( 4, "@MENU_ARCADEMODE", open popmenu_arcade; LOCAL_NETWORK_RESET;, CLEARUIHINT, CLEARUIHINT, when( dvarInt( mis_01 ) >= 20 );, ;, dvarInt( mis_01 ) >= 20 )
         //CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 4, "", ;, exec "set ui_hint_text @MENU_ARCADE_UNLOCK_DESC"; show "desc_arrow", CLEARUIHINT, when( dvarInt( mis_01 ) < 20 );, ; )
         //CHOICE_DBUTTON_VIS( 4, "@MENU_ARCADEMODE", when( dvarInt( mis_01 ) < 20 ); )

#endif
      
#ifdef PS3      
      
         CHOICE_BUTTON_FOCUS_VIS_ADV( 1, "@MENU_RESUMEGAME_CAP", open resume_popmenu; LOCAL_ZOMBIE_RESET, ;, ;, when( dvarbool( sv_saveGameAvailable ) ), dvarbool( sv_saveGameAvailable ) )
         CHOICE_BUTTON_FOCUS_VIS_ADV( 1, "@MENU_RESUMEGAME_CAP", open save_corrupted; LOCAL_ZOMBIE_RESET, ;, ;, when( !dvarbool( sv_saveGameAvailable ) && dvarbool( sv_saveGameNotReadable ) ), !dvarbool( sv_saveGameAvailable ) && dvarbool( sv_saveGameNotReadable ) )
         //CHOICE_DBUTTON_VIS( 1, "@MENU_RESUMEGAME", when( !dvarbool( sv_saveGameAvailable ) && !dvarbool( sv_saveGameNotReadable ) ); )
         
         CHOICE_BUTTON_FOCUS_VIS_ADV( 2, "@MENU_NEWGAME", setdvar ui_newgame_nextmenu 1; open popmenu_content_warning; LOCAL_ZOMBIE_RESET, ;, ;, when( !dvarbool( sv_saveGameAvailable ) || dvarbool( sv_saveGameNotReadable ) ), !dvarbool( sv_saveGameAvailable ) || dvarbool( sv_saveGameNotReadable ) )
         CHOICE_BUTTON_FOCUS_VIS_ADV( 2, "@MENU_NEWGAME", setdvar ui_newgame_nextmenu 2; open popmenu_content_warning; LOCAL_ZOMBIE_RESET, ;, ;, when( dvarbool( sv_saveGameAvailable ) && !dvarbool( sv_saveGameNotReadable ) ), dvarbool( sv_saveGameAvailable ) && !dvarbool( sv_saveGameNotReadable ) )

         //CHOICE_BUTTON( 3, "@MENU_MISSION_SELECT", open levels_game; LOCAL_ZOMBIE_RESET )
         CHOICE_BUTTON_FOCUS_VIS_EX( 3, "@MENU_MISSION_SELECT", open levels;  LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( dvarint( mis_01 ) >= 1 ), name levelselect )
   
         //CHOICE_BUTTON_FOCUS_VIS_EX_ADV( 4, "@MENU_ARCADEMODE", open popmenu_arcade;, CLEARUIHINT, CLEARUIHINT, when( dvarInt( mis_01 ) >= 20 );, ;, dvarInt( mis_01 ) >= 20 )
         //CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 4, "", ;, exec "set ui_hint_text @MENU_ARCADE_UNLOCK_DESC"; show "desc_arrow", CLEARUIHINT, when( dvarInt( mis_01 ) < 20 );, ; )
         //CHOICE_DBUTTON_VIS( 4, "@MENU_ARCADEMODE", when( dvarInt( mis_01 ) < 20 ); )

#endif
      
#ifdef PC
         // all buttons will be hidden when option menus are opened, LocalVarBool(ui_hideBack)

         CHOICE_BUTTON_FOCUS_VIS_ADV( 1, "@MENU_RESUMEGAME_CAP", open resume_popmenu; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( dvarbool( sv_saveGameAvailable ) && !localvarBool( ui_hideBack ) ), dvarbool( sv_saveGameAvailable ) && !localvarBool( ui_hideBack ) )
         
         CHOICE_BUTTON_BG( 2, when( !localvarBool( ui_hideBack ) ); )
         CHOICE_HIGHLIGHT( 2, 1 )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 2, "@MENU_NEWGAME", open popmenu_newgame; LOCAL_NETWORK_RESET; LOCAL_ARCADE_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( !localvarBool( ui_hideBack ) && !dvarBool(sv_saveGameAvailable) );, name newgame )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 2, "@MENU_NEWGAME", open popmenu_overwrite_warning; LOCAL_NETWORK_RESET; LOCAL_ARCADE_RESET; LOCAL_ZOMBIE_RESET, ;, ;, when( !localvarBool( ui_hideBack ) && dvarBool(sv_saveGameAvailable) );, name newgame )

      
         CHOICE_BUTTON_VIS( 3, "@MENU_MISSION_SELECT", open levels; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, when( !localvarBool( ui_hideBack ) ); )
         //CHOICE_BUTTON_VIS( 4, "@MENU_SELECT_PROFILE", setdvar ui_playerProfileAlreadyChosen 0; open player_profile, when( !localvarBool( ui_hideBack ) ); )

         //CHOICE_BUTTON_VIS( 4, "@MENU_ARCADEMODE", open popmenu_arcade; LOCAL_NETWORK_RESET; LOCAL_ZOMBIE_RESET, when( dvarInt( mis_01 ) >= 20 && !localvarBool( ui_hideBack ) ); )
         //CHOICE_DBUTTON_VIS( 4, "@MENU_ARCADEMODE", when( dvarInt( mis_01 ) < 20 && !localvarBool( ui_hideBack ) ); )
#endif // #ifdef PC
      
      #include "ui/safearea.menu"
   }
   
   menuDef
   {
      name         main_online
      fullScreen      1
      rect         0 0 640 480
      focusColor      COLOR_FOCUSED
      soundloop       "music_mainmenu"
      onOpen
      {
         
         
         //clear hint for arcade mode description
         CLEARUIHINT
         LOCAL_ZOMBIE_RESET
         
#ifdef CONSOLE
         setdvar ui_version_show "0";

         profilehide levelselect_noprofile;
         profileshow levelselect;
         profilehide newgame_noprofile;
         profileshow newgame;
         
         //showhidenewgameresume;

         focusfirst;
#endif

#ifdef PC
         setdvar dw_active 1
#endif
         uiScript openmenuondvar ui_sp_unlock 1 "popmenu_sp_unlock";
      }
      onClose
      {
         
      }
      onFocus
      {
         //execnow "ui_cinematic front_end_coop 3"
         #ifdef PC
         // setdvar onlinegame "1"
         #endif
      }
#undef BACK_OPEN
#define BACK_OPEN \
         exec "xstopprivateparty"; \
         exec "xstopparty"; \
         exec "set splitscreen 0"; \
         exec "set arcademode 0"; \
         LOCAL_ZOMBIE_RESET \
         LOCAL_NETWORK_RESET   \
         close main_online;

      onEsc
      {
         
         BACK_OPEN   
      }

      // background
      #include "ui/blurredbg.inc"
      #include "ui/navcontrols.inc"

      CHOICE_MENU_TITLE( "@MENU_COOP_CAMPAIGN_CAP" )

      itemDef
      {
         rect         LOGO_START_X LOGO_START_Y 256 64 HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_BOTTOM
         forecolor      1 1 1 1
         style         WINDOW_STYLE_SHADER
         background      "logo_cod2"
#ifdef CONSOLE
         visible         1
#else
         visible         when( !localVarBool( ui_hideBack ) );
#endif
         decoration
      }
      
      // draws signin status
      SIGNIN_STATUS

#ifdef CONSOLE
   #define SETUP_ACTION_PUBLIC_GAME \
      exec "xblive_privatematch 0"; \
      open menu_xboxlive;
#endif // #ifdef CONSOLE

#define SETUP_ACTION_SUMMARY_RESET \
      uiScript closeMenuOnDvar "ui_lobbypopup" summary "popup_summary_body"; \
      setdvar ui_lobbypopup ""; \
      setdvar ui_lobbypopup_text "";

#ifdef PC
   #define SETUP_ACTION_PUBLIC_GAME \
         exec "sv_privateclients 1"; \
         exec "xstartpublicpartyhost"; \
         exec "updategamerprofile"; \
         open "menu_xboxlive_lobby";
         
   #define SETUP_ACTION_HOSTONLINE \
         exec "systemlink 0"; \
         exec "splitscreen 0"; \
         exec "onlinegame 1"; \
         exec "exec "XBOXLIVE_MP_CFG; \
         exec "party_maxplayers 4"; \
         exec "xblive_privatematch 0"; \
         exec "xblive_rankedmatch 0"; \
         exec "party_timerVisible 0"; \
         exec "xstartprivateparty"; \
         setdvar ui_mptype "0"; \
         SET_ARCADE_MODE \
         SET_DEFAULT_MAP_AND_MODE \
         SETUP_ACTION_PUBLIC_GAME
         

#else
   #define SETUP_ACTION_XBOXLIVE \
         exec "xsigninlive"; \
         exec "systemlink 0"; \
         exec "splitscreen 0"; \
         exec "onlinegame 1"; \
         exec "exec "XBOXLIVE_MP_CFG; \
         exec "party_maxplayers 4"; \
         exec "xblive_privatematch 0"; \
         exec "xblive_rankedmatch 0"; \
         exec "party_timerVisible 0"; \
         exec "xstartprivateparty"; \
         setdvar ui_mptype "0"; \
         SETUP_ACTION_PUBLIC_GAME \
         SETUP_ACTION_SUMMARY_RESET \
         SET_DEFAULT_MAP_AND_MODE
#endif // #ifdef PC
         
#define SETUP_ACTION_SYSTEMLINK \
         exec "xsignin"; \
         exec "systemlink 1"; \
         exec "splitscreen 0"; \
         exec "xblive_rankedmatch 0"; \
         exec "onlinegame 0"; \
         exec "exec "SYSTEMLINK_MP_CFG; \
         setdvar ui_mptype "1"; \
         open systemlink_popup; \
         LOCAL_ZOMBIE_RESET \
         SET_ARCADE_MODE \
         SET_DEFAULT_MAP_AND_MODE
         
#define SETUP_ACTION_SYSTEMLINK_LOBBY \
         exec "xsignin"; \
         exec "systemlink 1"; \
         exec "splitscreen 0"; \
         exec "onlinegame 0"; \
         exec "exec "SYSTEMLINK_MP_CFG; \
         exec "party_maxplayers 4"; \
         exec "xblive_privatematch 0"; \
         exec "xblive_rankedmatch 0"; \
         exec "party_timerVisible 0"; \
         setdvar ui_mptype "0"; \
         open menu_systemlink_popmenu;/*menu_systemlink_popmenu menu_systemlink_party;*/ \
         LOCAL_ZOMBIE_RESET \
         SET_ARCADE_MODE \
         SET_DEFAULT_MAP_AND_MODE

#define SETUP_ACTION_SPLITSCREEN_LOBBY \
         exec "splitscreen 1"; \
         exec "endsplitscreensignin"; \
         exec "xblive_rankedmatch 0"; \
         exec "onlinegame 0"; \
         exec "systemlink 0"; \
         setdvar ui_mptype "0"; \
         open menu_splitscreen_lobby; \
         LOCAL_ZOMBIE_RESET \
         SET_ARCADE_MODE \
         SET_DEFAULT_MAP_AND_MODE

#define SETUP_ACTION_GAMEBROWSER \
         exec "systemlink 0"; \
         exec "splitscreen 0"; \
         exec "onlinegame 1"; \
         exec "xblive_privatematch 0"; \
         exec "xblive_rankedmatch 0"; \
         exec "party_timerVisible 0"; \
         setdvar ui_mptype "0"; \
         SETUP_ACTION_SUMMARY_RESET \
         open pc_join_unranked;

#define SETUP_ACTION_HOSTLAN \
         exec "systemlink 1"; \
         exec "onlinegame 1"; \
         exec "exec "SYSTEMLINK_MP_CFG; \
         exec "party_maxplayers 4"; \
         exec "xblive_privatematch 1"; \
         exec "xblive_rankedmatch 0"; \
         exec "party_timerVisible 0"; \
         exec "xstartprivateparty"; \
         setdvar ui_mptype "0"; \
         SETUP_ACTION_PUBLIC_GAME \
         SET_ARCADE_MODE \
         SETUP_ACTION_SUMMARY_RESET \
         SET_DEFAULT_MAP_AND_MODE
         
         
      #ifdef XENON
         CHOICE_BUTTON_BG( 1, 1 );
         CHOICE_HIGHLIGHT( 1, 1 );
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 1, "@PLATFORM_XBOX_LIVE", SETUP_ACTION_XBOXLIVE, CLEARUIHINT;, ;, when( dvarBool( ui_ethernetLinkActive ) ), name xboxliveselect )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 1, "@PLATFORM_XBOX_LIVE", open error_netconnect_popmenu;, CLEARUIHINT;, ;, when( !dvarBool( ui_ethernetLinkActive ) ), name xboxliveselect_nolink )
         
         CHOICE_BUTTON_FOCUS_VIS_EX( 2, "@MENU_SPLIT_SCREEN", SETUP_ACTION_SPLITSCREEN_LOBBY, CLEARUIHINT;, ;, 1, name splitscreenselect )

         CHOICE_BUTTON_BG( 3, 1 );
         CHOICE_HIGHLIGHT( 3, 1 );
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 3, "@PLATFORM_SYSTEM_LINK", SETUP_ACTION_SYSTEMLINK_LOBBY, CLEARUIHINT;, ;, when( dvarBool( ui_ethernetLinkActive ) ), name systemlinkselect )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 3, "@PLATFORM_SYSTEM_LINK", open error_netconnect_popmenu;, CLEARUIHINT;, ;, when( !dvarBool( ui_ethernetLinkActive ) ), name systemlinkselect_nolink )
         
      #endif
      
      #ifdef PS3
         CHOICE_BUTTON_FOCUS_VIS_EX( 1, "@PLATFORM_PLAY_ONLINE", SETUP_ACTION_XBOXLIVE, CLEARUIHINT;, ;, 1, name xboxliveselect )
         CHOICE_BUTTON_FOCUS_VIS_EX( 2, "@MENU_SPLIT_SCREEN", SETUP_ACTION_SPLITSCREEN_LOBBY, CLEARUIHINT;, ;, 1, name splitscreenselect )
         CHOICE_BUTTON_FOCUS_VIS_EX( 3, "@PLATFORM_SYSTEM_LINK", SETUP_ACTION_SYSTEMLINK_LOBBY, CLEARUIHINT;, ;, 1, name systemlinkselect )      
      #endif
      
      #ifdef PC
         // all buttons will be hidden when option menus are opened, LocalVarBool(ui_hideBack)
         //CHOICE_BUTTON_BG( 1, 1 )
         //CHOICE_HIGHLIGHT( 1, 1 )
         //CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 1, "@PLATFORM_PLAY_ONLINE", SETUP_ACTION_XBOXLIVE, CLEARUIHINT;, ;, 1, name xboxliveselect )
         //
         //CHOICE_BUTTON_BG( 2, 1 )
         //CHOICE_HIGHLIGHT( 2, 1 )
         //CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 2, "@PLATFORM_SYSTEM_LINK", SETUP_ACTION_SYSTEMLINK_LOBBY, CLEARUIHINT;, ;, 1, name systemlinkselect )                        
         
         #define SETUP_ACTION_CHALLENGES \
               statSetUsingTable( 263, 1 ); \
               /*exec "uploadstats";*/ \
               open menu_challenges

         #define SETUP_ACTION_COLLECTIBLES \
            open menu_collectibles;

         #undef CHOICE_SEP_1
         #define CHOICE_SEP_1         1

         #undef CHOICE_SEP_2
         #define CHOICE_SEP_2         3

         CHOICE_BUTTON_BG( 1, when( !localVarBool( ui_hideBack ) ) )
         CHOICE_HIGHLIGHT( 1, 1 )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 1, "@MENU_FIND_GAME", SETUP_ACTION_GAMEBROWSER, CLEARUIHINT;, ;, when( !localVarBool( ui_hideBack ) ), name gamebrowser )

         CHOICE_BUTTON_FOCUS_VIS( 2, "@MENU_HOST_ONLINE_CAP", SETUP_ACTION_HOSTONLINE, exec "set ui_hint_text @MPUI_DESC_HOST_ONLINE", CLEARUIHINT, when( !localVarBool( ui_hideBack ) && dvarBool( dw_loggedin ) ) )
         CHOICE_BUTTON_FOCUS_VIS_NOHI( 2, "", ;, exec "set ui_hint_text @MPUI_DESC_HOST_ONLINE_LOCKED", CLEARUIHINT, when( !localVarBool( ui_hideBack ) && !dvarBool( dw_loggedin ) ) )
         CHOICE_DBUTTON_VIS( 2, "@MENU_HOST_ONLINE_CAP", when( !localVarBool( ui_hideBack ) && !dvarBool( dw_loggedin ) ) )

         CHOICE_BUTTON_BG( 3, when( !localVarBool( ui_hideBack ) ) )
         CHOICE_HIGHLIGHT( 3, 1 )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 3, "@MENU_HOST_LAN_CAP", SETUP_ACTION_HOSTLAN, CLEARUIHINT;, ;, when( !localVarBool( ui_hideBack ) ), name hostlan )

         CHOICE_BUTTON_BG( 4, when( !localVarBool( ui_hideBack ) ) )
         CHOICE_HIGHLIGHT( 4, 1 )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 4, "@MENU_RANK_AND_CHALLENGES_CAP", SETUP_ACTION_CHALLENGES, CLEARUIHINT;, ;, when( !localVarBool( ui_hideBack ) ), name challenges )               
         
         CHOICE_BUTTON_BG( 5, when( !localVarBool( ui_hideBack ) ) )
         CHOICE_HIGHLIGHT( 5, 1 )
         CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 5, "@MENU_DEATHCARDS", SETUP_ACTION_COLLECTIBLES, CLEARUIHINT;, ;, when( !localVarBool( ui_hideBack ) ), name deathcards )               

         CHOICE_FOOTNOTE_VIS( "@MENU_GAME_EXPERIENCE_MAY_CHANGE", 40, 430, when( !localvarBool( ui_hideBack ) && !localvarBool( ui_inOverlay ) ) )
      #endif // #ifdef PC

#ifdef CONSOLE
      #undef FOOTNOTE_RECT
      #define FOOTNOTE_RECT( x, y )         x y 640 22 HORIZONTAL_ALIGN_RIGHT VERTICAL_ALIGN_BOTTOM
      CHOICE_FOOTNOTE( "@MENU_GAME_EXPERIENCE_MAY_CHANGE", -250, -22 )
#endif // #ifdef CONSOLE

      #include "ui/safearea.menu"
   }

   #include "ui_mp/popupstyle.inc"
   #include "ui/choices_setup_popmenu.menu"
   
   #undef CHOICE_SIZE_X
   #define CHOICE_SIZE_X         180

   #undef CHOICE_HORIZONTAL_ALIGN
   #define CHOICE_HORIZONTAL_ALIGN   HORIZONTAL_ALIGN_LEFT
   #undef CHOICE_VERTICAL_ALIGN
   #define CHOICE_VERTICAL_ALIGN   VERTICAL_ALIGN_TOP

#ifdef CONSOLE
   #undef CHOICE_POPUP_TITLE_HEIGHT
   #define CHOICE_POPUP_TITLE_HEIGHT   24
   #undef CHOICE_X_START
   #define CHOICE_X_START         78
   #undef CHOICE_Y_START
   #define CHOICE_Y_START         135//230
#endif

#ifdef PC
   #undef CHOICE_X_START
   #define CHOICE_X_START         78
   #undef CHOICE_Y_START
   #define CHOICE_Y_START         230
   #undef CHOICE_SIZE_X
   #define CHOICE_SIZE_X         180
#endif

   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( resume_popmenu, 2, ;, ;, 1 )
      CHOICE_POPMENU_TITLE( "@MENU_RESUMEGAME_Q" )
      
      CHOICE_HIGHLIGHT( 2, 1 )
      CHOICE_BUTTON_FOCUS_NOHI( 2, "@MENU_YES", exec "loadgame_continue"; close self;, play "mouse_over";, ;)
      CHOICE_HIGHLIGHT( 3, 1 )
      CHOICE_BUTTON_FOCUS_NOHI( 3, "@MENU_NO", close self;, play "mouse_over";, ; )
   }
   
   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( popmenu_arcade, 5, ;, ;, 1 )
      CHOICE_POPMENU_TITLE( "@MENU_SELECT_ARCADEMODE" )
      
      CHOICE_HIGHLIGHT( 2, 1 )
      CHOICE_BUTTON( 2, "@MENU_ARCADE_FULL", exec "set arcademode 1; set arcademode_full 1"; open popmenu_arcade_difficulty; close self; )
      CHOICE_BUTTON( 2, "@MENU_ARCADE_SINGLE", exec "set arcademode 1; set arcademode_full 0"; open levels; close self; )
      
      CHOICE_CAPTION_VIS( 3, locstring("@MENU_ARCADE_FULL_DESC", dvarInt(s18)), when( localvarint(ui_highlight) == 1 ); autowrapped)
      CHOICE_CAPTION_VIS( 3, "@MENU_ARCADE_SINGLE_DESC", when( localvarint(ui_highlight) == 2 ); autowrapped)
   }

#ifdef CONSOLE
   #undef CHOICE_Y_START
   #define CHOICE_Y_START         250
   #undef CHOICE_SIZE_X
   #define CHOICE_SIZE_X         340

   #define   RECT_Y_OFFSET         198
   #define   CHOICE_CUSTOM_START      1
#else // #ifdef CONSOLE
   #undef CHOICE_X_START
   #define CHOICE_X_START         78
   #undef CHOICE_Y_START
   #define CHOICE_Y_START         230
   #undef CHOICE_SIZE_X
   #define CHOICE_SIZE_X         180
#endif

   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( error_netconnect_popmenu, 3, ;, ;, 1 )
         
      CHOICE_POPMENU_TITLE( "@MENU_NOTICE" )
      CHOICE_POPMENU_SUBTITLE( "@XBOXLIVE_NETCONNECTION")

      CHOICE_HIGHLIGHT( 3, 1 )
      CHOICE_BUTTON_NOHI( 3, "@MENU_EXIT", close self;)
   }



   // popup for unlock of cheats and arcade mode
   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( popmenu_sp_unlock, 3, ;, ;, 1 )
      onClose{ exec "set ui_sp_unlock 0";  }
      onOpen{ exec "set ui_sp_unlock 0";  }
      
      CHOICE_POPMENU_TITLE( "@PLATFORM_SP_UNLOCK_TITLE" )
      
      CHOICE_POPMENU_SUBTITLE( "@PLATFORM_SP_UNLOCK_INFO" )
      //CHOICE_POPMENU_SUBTITLE_VIS( "@PLATFORM_SP_UNLOCK_DESC", 1 exp rect Y( RECT_Y_OFFSET ); )      
      
      CHOICE_BUTTON( 3, "@MENU_OK", close self;)
   }
   
   #undef CHOICE_SIZE_X
   #define CHOICE_SIZE_X         180

   #undef CHOICE_Y_START
   #define CHOICE_Y_START         230

#ifdef PC
   
   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( multi_popmenu, 3, ;, ;, 1 )
      CHOICE_POPMENU_TITLE( "@MENU_SWITCHTOMULTIPLAYER" )
      
      CHOICE_BUTTON( 2, "@MENU_YES", uiScript startMultiplayer; close self;)
      CHOICE_BUTTON( 3, "@MENU_NO", close self )
   }   
#endif

   #define ONOPEN_OVERWRITE \
      setfocus "no"; \

   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( popmenu_overwrite_warning, 3, ;, ONOPEN_OVERWRITE, 1 )
      CHOICE_POPMENU_TITLE( "@MENU_NEWGAME_NOCAPS" )

      CHOICE_POPMENU_SUBTITLE( "@MENU_WARNING_CHECKPOINT_RESET" )

      CHOICE_HIGHLIGHT( 2, 1 )
      CHOICE_BUTTON_BG( 2, 1 )
      CHOICE_BUTTON_FOCUS_NOHI( 2, "@MENU_YES", close self; open popmenu_newgame;, play "mouse_over";, ; )

      CHOICE_HIGHLIGHT( 3, 1 )
      CHOICE_BUTTON_BG( 3, 1 )
      CHOICE_BUTTON_FOCUS_VIS_NOHI_EX( 3, "@MENU_NO", close self;, play "mouse_over";, ;, 1, name "no" )
   }

   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( popmenu_autosave_warning, 3, ;, ;, 1 )
      CHOICE_POPMENU_TITLE( "@MENU_NOTICE" )

      CHOICE_POPMENU_SUBTITLE( "@MENU_WARNING_AUTOSAVE" )

      CHOICE_HIGHLIGHT( 2, 1 )
      CHOICE_BUTTON_NOHI( 2, "@MENU_YES", close self; open popmenu_newgame; )
      CHOICE_HIGHLIGHT( 3, 1 )
      CHOICE_BUTTON_NOHI_EX( 3, "@MENU_NO", close self;, name "no" )
   }

#ifdef PS3
   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( popmenu_autosave_warning_lockout, 6, ;, ;, 1 )
      onClose{ exec "set ui_show_autosave_warning 0";  }
      CHOICE_POPMENU_TITLE( "@MENU_NOTICE" )
      CHOICE_POPMENU_SUBTITLE( "@MENU_WARNING_AUTOSAVE" )

      CHOICE_HIGHLIGHT( 1, 1 )
      CHOICE_BUTTON_NOHI( 1, "@MENU_OK", close self;)
   }
#endif // PS3


   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( popup_options_noprofile, 3, ;, setfocus "no";, 1 )
      
      CHOICE_POPMENU_TITLE( "@MENU_WARNING_CAP" )
      CHOICE_POPMENU_SUBTITLE( "@MENU_PROFILE_WARNING" )

      CHOICE_BUTTON_EX( 2, "@MENU_YES", close self; open options, name yes )
      CHOICE_BUTTON_EX( 3, "@MENU_NO", exec "xsignin 0"; close self;, name no )
   }

#define LOCAL_ACTION_CONTENT_WARNING \
   uiScript openMenuOnDvar ui_newgame_nextmenu 1 popmenu_newgame; \
   uiScript openMenuOnDvar ui_newgame_nextmenu 2 popmenu_overwrite_warning; \
   uiScript openMenuOnDvar ui_newgame_nextmenu 3 noprofilewarning_newgame; \
   uiScript openMenuOnDvar ui_newgame_nextmenu 4 popmenu_savedevice_unavailable_warning; \
   close self;

   menuDef
   {
      CENTER_POPUP_SETUP_ONOPEN( popmenu_content_warning, 3, close self;, ;, 1 )
      CHOICE_POPMENU_TITLE( "@MENU_WARNING_CAP" )

      CHOICE_POPMENU_SUBTITLE( "@MENU_CONTENT_WARNING" )

      CHOICE_HIGHLIGHT( 3, 1 )
      CHOICE_BUTTON_FOCUS_NOHI( 3, "@MENU_OK", LOCAL_ACTION_CONTENT_WARNING, play "mouse_over";, ; )
   }

   //menuDef
   //{
   //   name         "popmenu_first_playable"
   //   visible         0
   //   fullscreen      0
   //   rect         204 140 235 160
   //   focusColor      COLOR_FOCUSED
   //   style         WINDOW_STYLE_FILLED
   //   border         1
   //   popup
   //   onESC
   //   {
   //      play "mouse_over";
   //      close popmenu_first_playable;
   //   }
   //   onOpen
   //   {
   //      exec "updatedvarsfromprofile";
   //      setfocus "newgame_regular";
   //      setfocusbydvar "g_gameskill";
   //   }
   //   onClose
   //   {
   //   }
   //   itemDef
   //   {
   //      name         window
   //      group         grpControlbutton
   //      rect         0 2 235 135
   //      style         WINDOW_STYLE_FILLED
   //      border         1
   //      bordercolor      .5 .5 .5 .5
   //      forecolor      1 1 1 1
   //      backcolor      0 0 0 .5
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         backimage2fade
   //      style         WINDOW_STYLE_SHADER
   //      rect         -332 -162 896 440
   //      background      "white"
   //      forecolor      0 0 0 0.6
   //      backcolor      0 0 0 0.6
   //      visible         1
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         window2
   //      group         grpControlbutton
   //      rect         2 3 231 20
   //      style         WINDOW_STYLE_FILLED
   //      border         1
   //      bordercolor      .1 .1 .1 .2
   //      forecolor      1 1 1 1
   //      backcolor      1 1 .3 .3
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         backimage2fade
   //      style         WINDOW_STYLE_SHADER
   //      rect         -200 2 635 225
   //      background      "popmenu_bg"
   //      visible         1
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         confirm
   //      text         "@MENU_CHOOSESKILLLEVEL"
   //      style         WINDOW_STYLE_EMPTY
   //      textscale      TEXTSIZE_TITLE
   //      rect         17 6 201 24
   //      textalign      ITEM_ALIGN_MIDDLE_CENTER
   //      forecolor      COLOR_TITLE
   //      visible         1
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         newgame_easy
   //      text         "@MENU_EASY"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      TEXTSIZE_DEFAULT
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 43 100 16
   //      textalign      ITEM_ALIGN_MIDDLE_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         1
   //      dvartest      "g_gameskill"
   //      focusdvar      { "0" }
   //      onFocus
   //      {
   //         play "mouse_over";
   //         show newgame_regular_description;
   //      }
   //      leavefocus
   //      {
   //         hide newgame_regular_description;
   //      }
   //      action
   //      {
   //         play "mouse_click";
   //         execnow "difficultyeasy";
   //         execnow "updategamerprofile";
   //         close popmenu_first_playable;
   //         exec "devmap bog_a";
   //      }
   //   }
   //   itemDef
   //   {
   //      name         newgame_regular
   //      text         "@MENU_REGULAR"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      TEXTSIZE_DEFAULT
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 63 100 16
   //      textalign      ITEM_ALIGN_MIDDLE_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         1
   //      dvartest      "g_gameskill"
   //      focusdvar      { "1" }
   //      onFocus
   //      {
   //         play "mouse_over";
   //         show newgame_skilled_description;
   //      }
   //      leavefocus
   //      {
   //         hide newgame_skilled_description;
   //      }
   //      action
   //      {
   //         play "mouse_click";
   //         execnow "difficultymedium";
   //         execnow "updategamerprofile";
   //         close popmenu_first_playable;
   //         exec "devmap bog_a";
   //      }
   //   }
   //   itemDef
   //   {
   //      name         newgame_hard
   //      text         "@MENU_HARDENED"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      TEXTSIZE_DEFAULT
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 83 100 16
   //      textalign      ITEM_ALIGN_MIDDLE_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         1
   //      dvartest      "g_gameskill"
   //      focusdvar      { "2" }
   //      onFocus
   //      {
   //         play "mouse_over";
   //         show newgame_hardened_description;
   //      }
   //      leavefocus
   //      {
   //         hide newgame_hardened_description;
   //      }
   //      action
   //      {
   //         play "mouse_click";
   //         execnow "difficultyhard";
   //         execnow "updategamerprofile";
   //         close popmenu_first_playable;
   //         exec "devmap bog_a";
   //      }
   //   }
   //   itemDef
   //   {
   //      name         newgame_fu
   //      text         "@MENU_VETERAN"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      TEXTSIZE_DEFAULT
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 103 100 16
   //      textalign      ITEM_ALIGN_MIDDLE_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         1
   //      dvartest      "g_gameskill"
   //      focusdvar      { "3" }
   //      onFocus
   //      {
   //         play "mouse_over";
   //         show newgame_fu_description;
   //      }
   //      leavefocus
   //      {
   //         hide newgame_fu_description;
   //      }
   //      action
   //      {
   //         play "mouse_click";
   //         execnow "difficultyfu";
   //         execnow "updategamerprofile";
   //         close popmenu_first_playable;
   //         exec "devmap bog_a";
   //      }
   //   }
   //   itemDef
   //   {
   //      name         newgame_regular_description_1
   //      group         newgame_regular_description
   //      text         "@MENU_REGULAR_DESC_3"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      .3
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 139 100 17
   //      textalign      ITEM_ALIGN_TOP_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         newgame_regular_description_1
   //      group         newgame_regular_description
   //      text         "@MENU_REGULAR_DESC_4"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      .3
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 154 100 17
   //      textalign      ITEM_ALIGN_TOP_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         newgame_skilled_description_1
   //      group         newgame_skilled_description
   //      text         "@MENU_SKILLED_DESC"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      .3
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 139 100 17
   //      textalign      ITEM_ALIGN_TOP_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         newgame_skilled_description_1
   //      group         newgame_skilled_description
   //      text         "@MENU_SKILLED_DESC_2"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      .3
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 154 100 17
   //      textalign      ITEM_ALIGN_TOP_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         newgame_hardened_description_1
   //      group         newgame_hardened_description
   //      text         "@MENU_HARDENED_DESC"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      .3
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 144 100 17
   //      textalign      ITEM_ALIGN_TOP_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         newgame_fu_description_1
   //      group         newgame_fu_description
   //      text         "@MENU_VETERAN_DESC"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      .3
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         70 144 100 17
   //      textalign      ITEM_ALIGN_TOP_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         0
   //      decoration
   //   }
   //   itemDef
   //   {
   //      name         back
   //      text         "@MENU_BACK"
   //      type         ITEM_TYPE_BUTTON
   //      textscale      .3
   //      style         WINDOW_STYLE_FILLED
   //      textfont      UI_FONT_NORMAL
   //      rect         0 220 50 15
   //      textalign      ITEM_ALIGN_TOP_CENTER
   //      forecolor      COLOR_UNFOCUSED
   //      visible         0
   //      onFocus
   //      {
   //         play "mouse_over";
   //      }
   //      action
   //      {
   //         play "mouse_click";
   //         close popmenu_first_playable;
   //      }
   //   }
   //}
}


Title: Re: DragonBall Z Zombies 12/7/2016 dragonballs on the radar like real thing :)
Post by: AllMoDs on December 08, 2016, 01:21:52 am
after a lot of messing around with script got the dragon balls to show on the dragon ball radar   :D
fixed radar   

1st script test to get it to work b4 last fix
Title: Re: DragonBall Z Zombies 12/7/2016 dragonballs on the radar like real thing :)
Post by: BrotherD23 on December 10, 2016, 03:06:20 am
Definitely worth checking out! This map/mod is very unique and has so many new things. All animations and weapons are changed so if you are bored of the same old world at war graphics and weapons this is the map for you. Keep up the good work I can't wait to see the final product! :)
Title: Re: [T4M] map DragonBall Z 12/15/16 playable Alpha download link up [T4M] NEEDED
Post by: AllMoDs on December 16, 2016, 05:24:10 am
lots of updates gameplay will be lil diff on release
viewhand anima not all dun yet
get 100 zombie kills to level up to Super Saiyan 2
get 200 zombie kills to level up to Super Saiyan 3
only spawn is playable rest is clipped so you cant leave spawn
made 4 solo bugs in coop
attack button to switch to who you want
user button  to pick who you spawn in with
charg your ki with frag button
go prone with zombies right in front of you  to do a attack if you have over 1 ki


(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20160809173848_1_zps8iepo4nl.jpg&hash=ab0dea381ad7c71c626b10725daeccf0c6d487ad)

report bugs just not on clipping its temp


must have T4M TO PLAY THIS MAP
More info + download link
https://ugx-mods.com/forum/index.php/topic,8092.0.html (https://ugx-mods.com/forum/index.php/topic,8092.0.html)

Map download link
drive.google.com
Title: Re: [T4M] map DragonBall Z 12/15/16 playable Alpha download link up [T4M] NEEDED
Post by: MajorPwnege01 on December 16, 2016, 11:14:58 pm
Sorry for this but the hype levels are over 9000!!!!!!
Title: Re: [T4M] map DragonBall Z 12/19/16 playen in vr with playstion vr with vid
Post by: AllMoDs on December 19, 2016, 08:40:41 pm
thot i show this got driver to run my psvr on pc and use tridef  so i live streamed a lil game play of it
Title: Re: [T4M] map DragonBall Z 12/21/16 smart ai zombie with raygun test with vid
Post by: AllMoDs on December 21, 2016, 04:42:26 pm
working on my boss stuff gave a zombie a raygun and made it so it can shoot me when i fly and if you are to fare away he we walk to a better spot to shoot you ill have it if your so close he will do dbz melee attacks but in the vid he just stops shooting after he comes to player origin
Title: Re: [T4M] map DragonBall Z 12/24/16 one of the Frieza zombie bosses added
Post by: AllMoDs on December 24, 2016, 11:16:02 pm
Frieza model still needs lil work
Title: Re: [T4M] map DragonBall Z 12/27/16 Frieza boss fight
Post by: AllMoDs on December 28, 2016, 03:44:10 am

Frieza model 100% fixed Frieza  2nd  boss fight  testing still have to add more anima to him



Title: Re: [T4M] map DragonBall Z 12/29/16 kamehameha and 10x kamehameha all in one
Post by: AllMoDs on December 30, 2016, 07:44:26 am
took me a long time to get this to work right with out using a gun
Title: Re: [T4M] map DragonBall Z boss fight
Post by: blazedshot on December 30, 2016, 05:04:07 pm
Freeza could use a slow down make him walk and limit his fire rate he just kept firing,cant wait till its done
 
Title: Re: [T4M] map DragonBall Z 12/31/16 on hold or possibly cancelled
Post by: AllMoDs on January 01, 2017, 03:17:59 am
sorry to say but i might  cancel the map i payed two people real money to do work for me  6 mouths ago
still have  not got the rest of the work from them and it was a lot of major stuff for my map so i pm'ed them both if no reply soon i will probably  cancel the map i work a full time job dont have time to do mapping so sorry to every 1 waiting on this map
i  cant do it all my self and still have time for real life stuff 
Title: Re: [T4M] map DragonBall Z 12/31/16 on hold or possibly cancelled
Post by: patrickchauvin on January 01, 2017, 04:32:02 pm
sorry to say but i might  cancel the map i payed two people real money to do work for me  6 mouths ago
still have  not got the rest of the work from them and it was a lot of major stuff for my map so i pm'ed them both if no reply soon i will probably  cancel the map i work a full time job dont have time to do mapping so sorry to every 1 waiting on this map
i  cant do it all my self and still have time for real life stuff



 :'(
Title: Re: [T4M] map DragonBall Z 1/1/17 map not cancelled
Post by: AllMoDs on January 02, 2017, 12:53:02 am
props to the_MadGammer


good news the_MadGammer stepped up and said he will do all the works for the in game store and the Easter egg i have to send him the  models  and some scripts  this is a big part of the map getting dun the map will get dun just relay slow
and i got someone helping me on the other 15 to 20 models that still have to go in game this is some of the work the other 2 where paid  to do i can still use someone that scripts pm  me if you can help
will add a vid soon on the new add i got help getting to  work
ty to the_MadGammer
Title: Re: [T4M] map DragonBall Z 1/3/17 Senzu Bean's added + freaza's vox and heathbar
Post by: AllMoDs on January 03, 2017, 10:44:41 am
hoping to have this map dun soon now i got a lil help
Title: Re: [T4M] map DragonBall Z 1/4/17 Senzu Bean's solo Quick Revive in coop test
Post by: AllMoDs on January 05, 2017, 12:40:13 am
Senzu Bean's coop test got lil bugs but will get fixed

Title: Re: [T4M] map DragonBall Z 1/8/17 Instant Transmission added
Post by: AllMoDs on January 09, 2017, 07:45:59 am
Instant Transmission  added and can use to do a Instant Transmission Kamehameha




updated vid

Title: Re: [T4M] map DragonBall Z 1/11/17 custom perks added
Post by: AllMoDs on January 12, 2017, 06:57:39 am
added a custom perk for Instant Transmission
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F31a1a944f8ee4365a27907b35df2598b_zps3epysvjq.png&hash=536ddc448fa3751ec4149090c0e3793c0ae1ae4e)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fspecialty_insta_trans_zombies_zpstxnhdkmf.png&hash=44eddb4002c7bced614c13ff1e7bd80b08adf0e9)


(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170111224600_1_zps0z7ukad6.jpg&hash=e1efc45691e8d52282c348786f9192df9d0d7710)
Title: Re: [T4M] map DragonBall Z 1/13/17 2nd fully custom perk added
Post by: AllMoDs on January 13, 2017, 11:23:12 am
reduces ki amount used for everything by 50%
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fbc836b0a98a846c8b39e3ff5722b2e9c_zpskoyupuoy.png&hash=d41a9b11113a2c88fb391e231011d99e54147601)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fspecialty_insta_ki_zps2shushri.png&hash=a132dea224994c3fbcecf5862630002d2e2b65a4)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170113030037_1_zpskomvdppo.jpg&hash=dfc8da2067c0e898993bc552e765d8eed2fa3e15)

and the drink buttons are real life dragonball z soft drinks
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F199bd0a0a37388ef2d258e5f169608a21331132296_full_zpsae8vg2kf.jpg&hash=aa00ec828e9a6a3bdfe068322902c0dbd3e4b437)
Title: Re: [T4M] map DragonBall Z 1/13/17 3rd custom perk added
Post by: AllMoDs on January 14, 2017, 10:18:16 pm
all 3 custom perks tutorial vid
Spoiler: click to open...

increase ki charge rate for everything by 50%
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F4b7516c431fa4b6dbea0424b34824073_zpshhoxydk7.png&hash=d6c019edf13f1d0b35cc38ba72d4d92c7dca69e2)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fki_cola_shader_zpsf5iqkmql.png&hash=67f12c16b2520e8bf57dcfce9e5efc9132fad368)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170114140559_1_zpsbncbbi0v.jpg&hash=161b8abe87f0a9bbba1607fbcf4e8daca481b191)
Title: Re: [T4M] map DragonBall Z 1/13/17 3rd custom perk added + tutorial vid
Post by: randy5257 on January 15, 2017, 07:12:48 am
HOW DO I dOWLNOAD THIS???!?!?
Title: Re: [T4M] map DragonBall Z 1/13/17 3rd custom perk added + tutorial vid
Post by: Harry Bo21 on January 15, 2017, 12:52:38 pm
This might just be a guess

But perhaps the link on the first page on the first post
Title: Re: [T4M] map DragonBall Z 1/13/17 3rd custom perk added + tutorial vid
Post by: AllMoDs on January 19, 2017, 06:41:55 pm
1st shot out to    Harry Bo21 4 all his help
changed perk icon 4 this perk to this

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F4b7516c431fa4b6dbea0424b34824073_zpshhoxydk7.png&hash=d6c019edf13f1d0b35cc38ba72d4d92c7dca69e2)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fki_cola_shader_zpsro2aqnqq.png&hash=c48f5902e644637b77d82bf361e334cc4a5af19c)

and with Harry Bo21 s help this Super Saiyan perk will be working 100%  the way i set it up it dont

Title: Re: [T4M] map DragonBall Z 1/22/17 zombies in spaceland style buyable door added
Post by: AllMoDs on January 23, 2017, 07:55:52 am
zombies in spaceland style buyable door

Title: Re: [T4M] map DragonBall Z 1/27/17 Senzu Bean's add to 1st ingame store
Post by: AllMoDs on January 28, 2017, 02:59:54 am
adding  1st stores stuff in
you can only have 1 Senzu Bean at a time will set cost at 10,000 can  buy as many times as you want works like solo  quick revive in coop the same you loos perks when downed but not ssj level

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170127183508_1_zpsqs8kr0vs.jpg&hash=9f6245f18d95e769a0fdfe041542bb564faddd3c)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170127183308_1_zps5ffbirn1.jpg&hash=60ceff0f880325a6778a638c8ce957e14fe21a20)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fa979fc760b4ff3a1730fab6324492f28_zpspg4dklrx.jpg&hash=10dd2113248d2545b3fcac1d15c87b831edd0712)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F20170127183320_1_zpsiiwx6ioj.jpg&hash=3ff778ef49d12844873b41ecdccf03e3074e2673)
Title: Re: [T4M] map DragonBall Z 2/3/17 2nd & 3rd freza added
Post by: AllMoDs on February 04, 2017, 03:28:53 am
2nd & 3rd form freza added 3 more to go
2nd form
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F648b2dc0fe094454a67b489314314344_zpsujwxwwyi.png&hash=1c1f2d38b3fc8164e243ee78ff9b3822c4597ed1)
3rd form
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Ff4b825693fde451abe01fe221a52fc30_zpsvdkhjq5c.png&hash=578ec32bf1505022dbd57bae6b7eb55536a0ec64)
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2F85d284ef91ac44ee8ce5eb2d3b62bb2a_zpsattwno1i.png&hash=6f340747c8ce131ebc1af60afde26d0521dfa036)
Title: Re: [T4M] map DragonBall Z 2/3/17 2nd & 3rd freza added
Post by: patrickchauvin on February 04, 2017, 04:24:42 am
 :D :D :D
Title: Re: [T4M] map DragonBall Z 2/3/17 2nd & 3rd freza added
Post by: AllMoDs on February 05, 2017, 03:07:26 am
2nd form freza vid
Title: Re: [T4M] map DragonBall Z 2/3/17 2nd & 3rd freza added
Post by: patrickchauvin on February 05, 2017, 05:20:24 pm
omg those animations and effects !!! I have never seen that much  in a custom map !
Title: Re: [T4M] map DragonBall Z 2/3/17 2nd & 3rd freza added
Post by: BigBoss345 on February 06, 2017, 03:24:34 am
The link its down. Pls post a new link.
Title: Re: [T4M] map DragonBall Z 2/3/17 2nd & 3rd freza added
Post by: AllMoDs on February 09, 2017, 04:18:01 am
The link its down. Pls post a new link.
i will add a newer alpha download link soon
2nd Frieza attack  fx and vox added

Title: Re: [T4M] map DragonBall Z 2/8/17 2nd Frieza attack fx and vox added
Post by: patrickchauvin on February 14, 2017, 04:27:50 am
sweet new link !
Title: Re: [T4M] map DragonBall Z 2/8/17 2nd Frieza attack fx and vox added
Post by: Theking142 on February 18, 2017, 08:35:02 am
How long is it gonna take for this map to be finished?
Title: Re: [T4M] map DragonBall Z 2/8/17 2nd Frieza attack fx and vox added
Post by: patrickchauvin on February 18, 2017, 05:46:41 pm
How long is it gonna take for this map to be finished?

dont put pressure
Title: Re: [T4M] map DragonBall Z 2/8/17 2nd Frieza attack fx and vox added
Post by: AllMoDs on April 04, 2017, 03:10:58 pm
alpha link up soon and im way off being dun with this map
Title: Re: [T4M] map DragonBall Z 2/8/17 2nd Frieza attack fx and vox added
Post by: AllMoDs on April 22, 2017, 01:20:49 am

alpha download link still needs clipping
https://drive.google.com/file/d/0BzgQnxr6aZN1QWZWU3R3eGlTckk/view?usp=sharing (https://drive.google.com/file/d/0BzgQnxr6aZN1QWZWU3R3eGlTckk/view?usp=sharing)

Title: Re: [T4M] map DragonBall Z 4/21/17 alpha download link up
Post by: AllMoDs on May 03, 2017, 07:06:00 pm
1st cred to Harry Bo21

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi388.photobucket.com%2Falbums%2Foo323%2FIANINT%2Fbcab971cb7c1472b9f8c4872056d64bd_zpsilbuxi5f.png&hash=36fdf0f9fdb749c0c04660482b21f8fcf5be2114)
Super Saiyan perk 1.0 with custom perk jingle
if you played the alpha i like some feed back ty
vid sound is off in some parts of vid do to vid recorder
Title: Re: [T4M] map DragonBall Z 5/3/17 Super Saiyan perk 1.0 with custom perk jingle
Post by: Huruman on May 05, 2017, 08:10:44 am
It seems incredibly true to the visual aspect of the anime  :)

I really want to play this
Title: Re: [T4M] map DragonBall Z 2/8/17 2nd Frieza attack fx and vox added
Post by: BigBoss345 on May 06, 2017, 11:56:42 pm
alpha download link still needs clipping
https://drive.google.com/file/d/0BzgQnxr6aZN1QWZWU3R3eGlTckk/view?usp=sharing (https://drive.google.com/file/d/0BzgQnxr6aZN1QWZWU3R3eGlTckk/view?usp=sharing)

(Content removed from quote.)

Nice map bro ;D ;D

Double Post Merge: May 07, 2017, 03:28:51 am
1st cred to Harry Bo21

(http://i388.photobucket.com/albums/oo323/IANINT/bcab971cb7c1472b9f8c4872056d64bd_zpsilbuxi5f.png)
Super Saiyan perk 1.0 with custom perk jingle
if you played the alpha i like some feed back ty
vid sound is off in some parts of vid do to vid recorder
(Content removed from quote.)
I cant bought the perk, appers sold out. what can i do to fix that?
Title: Re: [T4M] map DragonBall Z 5/3/17 Super Saiyan perk 1.0 with custom perk jingle
Post by: AllMoDs on May 07, 2017, 07:18:38 am
i fixed it will add new alpha link soon with working ssj  perk
Title: Re: [T4M] map DragonBall Z 5/10/17 Vegeta update + boss fight update
Post by: AllMoDs on May 11, 2017, 12:20:05 am
just some things i worked on this week

Title: Re: [T4M] map DragonBall Z 5/14/17 Easter egg started + Kamehameha update
Post by: AllMoDs on May 14, 2017, 07:45:12 am
Easter egg update


Kamehameha update
Title: Re: [T4M] map DragonBall Z 5/17/17 custom power up infinite ki added
Post by: AllMoDs on May 18, 2017, 12:46:36 am
custom power up infinite ki
Title: Re: [T4M] map DragonBall Z 5/17/17 custom power up infinite ki added
Post by: JBird632 on May 18, 2017, 04:57:16 am
Haha you're still working on this?
Wow man dedication, you officially have the longest developed map (leviathan was one full year).
Title: Re: [T4M] map DragonBall Z 5/17/17 custom power up infinite ki added
Post by: AllMoDs on May 19, 2017, 03:28:11 am
Haha you're still working on this?
Wow man dedication, you officially have the longest developed map (leviathan was one full year).

i work solo most of the time and have a full time job lol
and i cant get help on most work i do with my player models not having cod bones




 king kai's planet added

Title: Re: [T4M] map DragonBall Z 5/18/17 king kai's planet added
Post by: AllMoDs on May 20, 2017, 04:13:43 am
cred to BluntStuffy for helping with superbar and more

Super attacks getting added

Title: Re: [T4M] map DragonBall Z 5/19/17 Super attacks
Post by: DeletedUser on May 20, 2017, 08:18:55 am
Hey, may I test this map please OP ?
Thanks in advance, awesome work.
Title: Re: [T4M] map DragonBall Z 5/19/17 Super attacks
Post by: Shmeeg on May 21, 2017, 06:19:02 am
I downloaded a version of this map, but every time I try to select a character it says "left click" to switch characters and "unbound" to pick the character. I tried binding all my controls, but nothing helped. Anyone got any answers?
Title: Re: [T4M] map DragonBall Z 5/19/17 Super attacks
Post by: AllMoDs on May 21, 2017, 12:14:27 pm
I downloaded a version of this map, but every time I try to select a character it says "left click" to switch characters and "unbound" to pick the character. I tried binding all my controls, but nothing helped. Anyone got any answers?

the button you buy guns with picks the player

Goku's 1st Super Attack added


 Kaioken x1, x2 ,x3 and x20 added   :o
Title: Re: [T4M] map DragonBall Z 5/22/17 Kaioken x1, x2 ,x3 and x20 added
Post by: AllMoDs on May 23, 2017, 06:55:20 am
lil update
Title: Re: [T4M] map DragonBall Z 5/19/17 Super attacks
Post by: Shmeeg on May 23, 2017, 08:08:36 am
the button you buy guns with picks the player

Goku's 1st Super Attack added
(Content removed from quote.)

 Kaioken x1, x2 ,x3 and x20 added   :o
(Content removed from quote.)

I tried that and it still wont work for me.
Title: Re: [T4M] map DragonBall Z 5/22/17 Kaioken x1, x2 ,x3 and x20 added
Post by: AllMoDs on May 24, 2017, 03:57:24 pm

I tried that and it still wont work for me.

its the f key by default or what you have here in control settings
http://prntscr.com/fblzuc (http://prntscr.com/fblzuc)



Super Saiyan 4 Goku added
viewmodel anime added and other lil fixes


coop testing with my best tester

supers look better seeing someone else do them
Title: Re: [T4M] map DragonBall Z 5/22/17 Super Saiyan 4 Goku added
Post by: Shmeeg on May 26, 2017, 07:26:38 am
Awesome map. checking back daily for the new version to come out. I hope to some day come out with a map as unique as this one. keep up the great work.
Title: Re: [T4M] map DragonBall Z 5/22/17 Super Saiyan 4 Goku added
Post by: AllMoDs on May 26, 2017, 03:21:18 pm
Awesome map. checking back daily for the new version to come out. I hope to some day come out with a map as unique as this one. keep up the great work.
ty



Vegeta Super update
Title: Re: [T4M] map DragonBall Z 5/26/17 Vegeta's 1st Super
Post by: d_cat48 on May 27, 2017, 01:15:17 am
Hey i'm really new and have never posted anything on a forum before haha. Is there a currently working link right now?
Title: Re: [T4M] map DragonBall Z 5/26/17 Vegeta's 1st Super
Post by: AllMoDs on May 28, 2017, 08:02:23 am
Hey i'm really new and have never posted anything on a forum before haha. Is there a currently working link right now?

in this demo there is
5 perks 4 ARE CUSTOM
a Easter Egg find all 7 dragonballs
super meter active
2 boss fights
2 ATM's  for player to give other players money


here is the demo

POST ANY BUGS OTHER THEN CLIPPING TY

www.youtube.com
Title: Re: [T4M] map DragonBall Z 5/28/17 full playable demo + added 2 ATM's
Post by: budygogo33 on May 28, 2017, 01:19:21 pm
I and my friend tried to play this map but we can't even get to the menu screen. It just shows a black screen and the game isn't responding anymore
Title: Re: [T4M] map DragonBall Z 5/28/17 full playable demo download added to main page
Post by: rivadog on June 02, 2017, 12:00:13 am
hey what is the song for the main menu?
Title: Re: [T4M] map DragonBall Z 5/28/17 full playable demo download added to main page
Post by: AllMoDs on June 02, 2017, 05:42:34 pm
hey what is the song for the main menu?

Courtesy Call      Thousand Foot Krutch


Title: Re: [T4M] DragonBall Z 6/3/17 Apothicon Servant / Gersch Device stile super added
Post by: AllMoDs on June 03, 2017, 06:50:08 pm
cred for script help
Harry Bo21
BluntStuffy


Apothicon Servant / Gersch Device stile super
Title: Re: [T4M] map DragonBall Z 5/28/17 full playable demo + added 2 ATM's
Post by: AllMoDs on July 06, 2017, 05:22:41 am
I and my friend tried to play this map but we can't even get to the menu screen. It just shows a black screen and the game isn't responding anymore

just saw this sorry do you both have t4m
im back to working so mapping is going slow updates soon
Title: Re: [T4M] DragonBall Z 9/25/17 Fusion Dance + vote on main page
Post by: AllMoDs on September 25, 2017, 09:09:48 pm
 Fusion Dance added
Title: Re: [T4M] DragonBall Z 9/25/17 Fusion Dance + vote on main page
Post by: AllMoDs on September 28, 2017, 01:46:46 am
solo  Fusion Dance added with vox
Title: Re: [T4M] DragonBall Z 9/27/17 solo Fusion Dance
Post by: AllMoDs on October 01, 2017, 12:55:13 am
ssj4 full Fusion

Title: Re: [T4M] DragonBall Z 10/1/17 great ape Vegeta added
Post by: AllMoDs on October 02, 2017, 06:10:53 am
great ape Vegeta added

Title: Re: [T4M] DragonBall Z 10/1/17 great ape Vegeta added
Post by: AllMoDs on October 07, 2017, 11:25:06 am
Broly the Legendary Super Saiyan

                                             
Map Progress:
80%



first Ginyu Squad member added Burter

Title: Re: [T4M] DragonBall Z 10/7/17 first Ginyu Squad member added Burter
Post by: otakuwatermelon on October 08, 2017, 02:44:46 am
This looks amazing keep it up!  ;)
Title: Re: [T4M] DragonBall Z 10/11/17 10 custom zombie animations added
Post by: AllMoDs on October 11, 2017, 06:02:54 pm
10 custom zombie animations
Title: Re: [T4M] DragonBall Z 10/11/17 10 custom zombie animations added
Post by: AllMoDs on October 19, 2017, 02:32:20 am
ty to every one that has helped me looking at having this all dun soon
add rest of scripting some models and lil mapping  all dun

these are menus for dev only
there will be lots of dev only stuff for all who help make the map 
for every one else you will get all models in normal game play
(https://i.imgur.com/gEIrvQi.png)
(https://i.imgur.com/22OkGR8.png)
Title: Re: [T4M] DragonBall Z 10/18/17 possible release date 2/1/18 added dev stuff to
Post by: sillyman1233 on October 28, 2017, 04:09:12 am
It keeps crashing when I try to load the demo, suggestions?
Title: Re: [T4M] DragonBall Z 10/18/17 possible release date 2/1/18 added dev stuff to
Post by: AllMoDs on October 28, 2017, 04:17:53 am
It keeps crashing when I try to load the demo, suggestions?
you need t4m
Title: Re: [T4M] DragonBall Z 10/18/17 possible release date 2/1/18 added dev stuff to
Post by: sillyman1233 on October 28, 2017, 04:29:35 am
What's t4m?
Edit: Nevermind, I found it, I'm just blind
Title: Re: [T4M] DragonBall Z 10/18/17 possible release date 2/1/18 added dev stuff to
Post by: RexNworld on October 28, 2017, 04:45:44 pm
What's t4m?
Edit: Nevermind, I found it, I'm just blind
Hey dude u just download this http://ugx-mods.com/forum/index.php/topic,8092.0.html (http://ugx-mods.com/forum/index.php/topic,8092.0.html) , Extract and paste it your cod waw root folder then play
Title: Re: [T4M] DragonBall Z 10/28/17 guru added
Post by: AllMoDs on October 28, 2017, 06:54:17 pm
added guru pushing to get map dun but back to work 18 hour days soon  :'(

Title: Re: [T4M] DragonBall Z 10/28/17 guru vox and 1st amima added
Post by: AllMoDs on October 30, 2017, 01:02:31 am
added vox and some anime to guru

Title: Re: [T4M] DragonBall Z 10/28/17 guru vox and 1st amime added
Post by: AllMoDs on November 05, 2017, 07:09:32 am
fully functional scouter added
Title: Re: [T4M] DragonBall Z 11/5/17 fully functional scouter added
Post by: AllMoDs on November 07, 2017, 01:59:36 am
scouter 1.0

Title: Re: [T4M] DragonBall Z 11/6/17 scouter v1.0 added
Post by: alienpigplayz on November 09, 2017, 02:38:27 am
Awesome ass map my dude 8) 8) 8) 8) 8) 8) 8) 8) 8) 8)
Title: Re: [T4M] DragonBall Z 12/25/17 Ultra-Instinct Goku added
Post by: AllMoDs on December 25, 2017, 08:20:42 am

Ultra-Instinct Goku added

Title: Re: [T4M] DragonBall Z 12/25/17 Ultra-Instinct Goku added
Post by: AllMoDs on January 20, 2018, 10:43:23 pm
I am recruiting a mapper to help me finish my map  I will upload a copy so whoever helps can finish helping  me  out pm              me if  you   like  to help                                     
Title: Re: [T4M] DragonBall Z 3/2/18 fly animation added
Post by: AllMoDs on March 02, 2018, 01:09:32 pm
 fly animation
Title: Re: [T4M] DragonBall Z 3/2/18 fly animation added
Post by: IamTIMMEHHH on March 05, 2018, 12:16:14 pm
where does one find the will and time to do such a thing, its really damn impressive...
Title: Re: [T4M] DragonBall Z 3/2/18 fly animation added
Post by: AllMoDs on March 06, 2018, 02:51:36 am

more updates coming
fly en 90%  dun
Title: Re: [T4M] DragonBall Z 3/5/2018 fly setup & swiming 90% fin
Post by: AllMoDs on March 17, 2018, 07:31:28 pm
 Advance character select & more
Title: Re: [T4M] DragonBall Z 3/17/2018 Advance character select & more
Post by: Haaagaibmsirirla on March 19, 2018, 09:50:10 pm
you're doing such a great job omg
Title: Re: [T4M] DragonBall Z 3/17/2018 Advance character select & more
Post by: AllMoDs on March 22, 2018, 04:58:11 pm
Piccolo player model added

Title: Re: [T4M] DragonBall Z 3/22/2018 Piccolo player model added
Post by: Cheka2002 on March 31, 2018, 09:49:30 pm
I got here from a RelaxingEnd video from 2016 , today march 31st 2018 and this map is to this day been updated .
it looks really cool ,im about to try it now.
Title: Re: [T4M] DragonBall Z 3/22/2018 Piccolo player model added
Post by: Cheka2002 on March 31, 2018, 10:56:01 pm
i just downloaded the latest demo(its the first time i download this map) and the game crashes when i launch the mod , any help on that? i really want to try this map it looks really cool .
ps i downloaded TM4 and i got the same issue so it wasnt a t4m error.
pss im running the steam version but with an uncut patch to play zombies because i live in germany.
Title: Re: [T4M] DragonBall Z 3/22/2018 Piccolo player model added
Post by: AllMoDs on April 05, 2018, 02:31:28 am
i just downloaded the latest demo(its the first time i download this map) and the game crashes when i launch the mod , any help on that? i really want to try this map it looks really cool .
ps i downloaded TM4 and i got the same issue so it wasnt a t4m error.
pss im running the steam version but with an uncut patch to play zombies because i live in germany.

sorry wish i could help have no clue how to help if you have t4m have you tried lanfix wawexe
Title: Re: [T4M] DragonBall Z 3/22/2018 Piccolo player model added
Post by: bugjp2 on May 01, 2018, 01:19:52 am
omg i cant believe how well this challenge is i love it i cant wait to see the other characters added expanding the dbz universe in waw keep up the good work love the intro music on the menu screen hope to see an update
Title: Re: [T4M] DragonBall Z 3/22/2018 Piccolo player model added
Post by: conn6orsuper117 on May 03, 2018, 08:35:17 am
damn. after all these years, its amazing to see how far this has come.
Title: Re: [T4M] DragonBall Z 3/22/2018 Piccolo player model added
Post by: AllMoDs on June 29, 2018, 04:16:22 pm
Epic Vegeta Super Saiyan blue transformation
Title: Re: [T4M] DragonBall Z 6/29/2018 Epic Vegeta Super Saiyan blue transformation
Post by: AllMoDs on July 30, 2018, 10:12:57 pm
friendly ai added

Title: Re: [T4M] DragonBall Z 7/30/2018 friendly ai added
Post by: AllMoDs on August 21, 2018, 11:19:06 am
flying zombies added
scanner update


coop test vid all working fine new demo cumming soon

Title: Re: [T4M] DragonBall Z 8/21/2018 full zombie Aerial battle video added
Post by: AllMoDs on August 26, 2018, 11:11:06 pm
open world custom zombie spawner

Title: Re: [T4M] DragonBall Z 8/28/2018 DragonBall super master Ultra Instinct Goku added
Post by: AllMoDs on August 28, 2018, 11:14:43 pm
Dragon Ball super master Ultra Instinct Goku added

Title: Re: [T4M] DBZZ 8/31/2018 Dragon Ball super gold Frieza added with tail animation
Post by: AllMoDs on September 01, 2018, 01:16:39 am
gold Frieza added with tail animation