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Topics - jbird


Requires game_mod to play: https://github.com/Nukem9/LinkerMod/releases

General:
Power is already on
No walking zombies
No special rounds
No Thundergun, Crossbow, VR11, Wave Gun, Gersches, or Monkeys in the box
No mule kick (except for Moon)
Default 90 FOV (with FOV slider)
Player dialog disabled
CDC and CIA player models (chosen randomly at the start of each match; everyone is the same model)
CDC and CIA revive waypoints
Shooting players slows them down and knifing them pushes them
Upgraded weapons slow people down slightly longer
Upgraded knife and ballistic knife pushes people farther
Added FX when you grief an enemy
Grenades do 25 damage to enemies
Mines, flopper flops, Scavenger explosions, and Matroyshka dolls do 50 damage to enemies
Enemy mines are destroyable
Flopper negates enemy explosive damage
Slowdown turrets - target enemy players, and instead of damaging them they slow them down
Slowdown turrets - infite damage to zombies
Gain 10 points when you grief an enemy that is damaged
Gain 10%  of your current points when an enemy bleeds out
Gain 5% of an enemy's points if you grief them
Quick revive disabled
Removed all powerups except for Fire Sale
Fire Sale - makes traps cost 10 points
Added powerdowns - negative powerups that don't effect the player that picks them up
Punishment Points - lose 100-1000 points
Clip Unload (Max Ammo) - unloads the clip on your current weapon
Infinite Kill (Intsa Kill) - half damage for 30 seconds
Half Points (Double Points) - half points for 30 seconds
Death Walk (Carptener) - move slower for 30 seconds
Custom powerdown HUD shaders
If all players down, the round restarts: respawn with your weapons back and two additional grenades and mines (if bought), amount of zombies in the round resets, amount of powerups that can be earned in the round resets, and amount of points from barriers resets
Kar98k and Upgraded Kar98k - 3x damage
Scoped Kar98k - 2x damage
Olympia and Upgraded Olympia - 1.5x damage
BAR - 1.5x headshot damage
Dragunov - 1.33x damage
Famas and Upgraded Famas - double reserve ammo
Spectre and Upgraded Spectra - double reserve ammo
M16 - one extra clip
PM63 - one extra clip
On classic maps, the wall weapons are in the box
Box can be re-used again quicker
Box weapons go away twice as fast
Double Tap - 1.5x damage with non explosive weapons
Deadshot - double headshot damage with non explosive weapons
Multiple players can buy the same perk at the same time
Zombies are equally attracted to all players
Songs disabled

GAMEMODES

Default gamemode is Free-for-all Grief
How to choose a new gamemode (only host can change):
Go to Settings - Game - Gamemode
Then restart (recommend binding "fast_restart" in config file)

GRIEF:
Normal Grief

FREE-FOR-All GRIEF:
Everyone is on their own team
Players bleedout after 1 second
All players have the same model

SEARCH & REZURRECT:
2 teams
Unlimited zombies
Unlimited powerups
Zombies have 2000 health (about round 17-18 health)
Zombies have .5 second spawn delay
Best of 5 rounds (first team to win 3 rounds wins the game)
Initially start with 10000 points
On every new round, you get 5000 points if you have less than 5000 points
Win a round by getting all enemies down
When only one team is alive, the new round will automatically start and you get a point
If both teams die at same time (headstomp for example), then no one gets a point and the round number will not increase (play the round over)

RACE:
2 teams
Unlimited zombies
No Mans Land style rounds (round automatically increases after 30 seconds)
Auto revive after 15 seconds
First team to 250 kills wins
At round 30, game will automatically end and team with most kills wins

MAPS

Kino Der Toten:
Teleporter is permamently linked, just have to wait for cooldown after each use

Five:
No teleporters
All 6 spawns in the first room are active
The first room door is already open
Traps are already assembled
Pack-a-punch door is now a 1500 point door
Pack-a-punch machine is always open
All zombies will die on a floor if they are on a floor that is not occupied by any players
Added a half second delay between being able to use the elevator again due to players being unable to enter or exit the elevator if it keeps getting called

Ascension:
Removed lander intro
Landers disabled
Centrifuge goes off more frequently
Centrifuge does 225 damage to players
Jug area, flopper area, and stakeout area are already open
Pack-a-punch door is a 1500 point door that you open from where you launch the rocket

Call of the Dead:
George's health is 250,000 (always has solo health)
George drops a Perk Bottle and Fire Sale
Wunderwaffe is in box and can be upgraded
Removed zombie spawn delay at the beginning
Flinger kills zombies

Shangri-La:
Pack-a-punch stairs are always open
The geyser in the first room is already open
Spikes kill zombies
Spikes do 50 damage to players
Multiple napalm and shrieker zombies can spawn each round
Napalm fire now does 25 damage to players

Moon:
NASA vs CDC
Start off at the moon
No no mans land
First room door is opened
PES suit and hacker disabled
Won't die in low gravity zones
Removed random bounces from when in low gravity zones
Windows are not destroyable

Nacht der Untoten:
All doors are open

Verruckt:
Door separating the first rooms is open
BAR door is open
BAR + Bipod is replaced by BAR (and costs 1800 points)

Shi No Numa:
Both first room doors are open
Zipline costs 750 points, and will kill players if they touch it while it's moving

Der Riese:
Both first room doors are open
All teleporters are linked
Pack-a-punch is open
A powerup drops at the beginning of a match
Everytime you teleport, you are guaranteed a powerup AND dog spawns

Issues:
After a round restart, players can no longer get a red screen
With keyboard and mouse, players stop moving and have to repress move keys when a player respawns
Lines show up on screen with certain weapons on CDC and CIA player models
If you hold a grenade and kill yourself while next to every other alive player, they will all die too (if you are not next to all alive players, then other players will be effected normally)
Five - round restart will respawn players on the war room level if they die near the elevator on the top floor
Moon - round restart will respawn players at no mans land if the last player alive dies as soon as they are launched by a launch pad

To-do:
Add Meat powerup
Change Death Walk powerdown model
Moon - remove wave gun attachment from zap guns
8 player support
Add various other gamemodes (if 8 player becomes possible)

Version 1.2 Changes:
Added CIA and CDC revive waypoints
GAMEMODES:
Default gamemode is Free-for-all Grief
How to choose a new gamemode (only host can change):
Go to Settings - Game - Gamemode
Then restart (recommend binding "fast_restart" in config file)
GRIEF:
Normal Grief
FREE-FOR-All GRIEF:
Everyone is on their own team
Players bleedout after 1 second
All players have the same model
SEARCH & REZURRECT:
2 teams
Unlimited zombies
Unlimited powerups
Zombies have 2000 health (about round 17-18 health)
Zombies have .5 second spawn delay
Best of 5 rounds (first team to win 3 rounds wins the game)
Win a round by getting all enemies down
When only one team is alive, the new round will automatically start and you get a point
If both teams die at same time (headstomp for example), then no one gets a point and the round number will not increase (play the round over)
RACE:
2 teams
Unlimited zombies
No Mans Land style rounds (round automatically increases after 30 seconds)
Auto revive after 15 seconds
First team to 250 kills wins
At round 30, game will automatically end and team with most kills wins

Version 1.1 Changes:
Fixed trap effects showing while spectating if died by trap
Added CDC and CIA player models
Added FX when you grief an enemy
Added red FX for powerdowns
Removed Wave Gun from the box on Moon
Removed FOV changes from teleporting on Der Riese and Kino and from ziplines on COTD
Powerdown HUD now only shows for players being effected by the powerdown
Upgraded wall weapon ammo now only costs 2500 points
Reduced amount of time slowed down for when shot by an enemy player
Reduced amount of distance moved when knifed by a player with an upgraded knife while crouching
Kino Der Toten and Ascension - slowdown turrets will no longer target the player that purchases them
Verruckt - BAR + Bipod is replaced by BAR (and costs 1800 points)
Ascension - removed lander intro
Ascension - Centrifuge now does 225 damage to players
Call of the Dead - George drops a Perk Bottle and Fire Sale
Shangri-La - spikes now do 50 damage to players
Shangri-La - multiple napalm and shrieker zombies can spawn each round
Shangri-La - napalm fire now does 25 damage to players
Double Tap - 1.5x damage with non explosive weapons
Deadshot - double headshot damage
Half Damage now works properly
Punishment Points - now uses Blood Money model instead of Nuke model
Punishment Points - now lose 100-1000 points instead of 100-2500 points
Quick Revive removed completely
Removed weapons now do not show when the box is spinning
Kar98k and Upgraded Kar98k - 3x damage
Scoped Kar98k - 2x damage
Olympia and Upgraded Olympia - 1.5x damage
BAR - 1.5x headshot damage
Dragunov - 1.33x damage
Famas and Upgraded Famas - double reserve ammo
Spectre and Upgraded Spectra - double reserve ammo
M16 - one extra clip
PM63 - one extra clip

Credits:
Treyarch - creating original grief
Utamia - helping me export BO2 grief models and testing
xSanchez78 - help with revive waypoint script
DKA_Masta - testing
WARDOGSK93 - testing

My old topic got locked so I had to make a new one.

Add me on steam if you wish to play with me: jbirdjustin

Version 1.2
7 years ago
I keep getting this error:

^1ERROR: Could not open 'scripts/zm/zm_grief.gsc'

  scriptparsetree:scripts/zm/zm_grief.gsc
    csv:zone_source/zm_mod.zone

I don't know if I have the script in the wrong spot or what's going on.
8 years ago
I recreated the buy wall weapon ammo hintstring.

Only problem is that there is not a new line for Upgraded Ammo like there is originally.
Code Snippet
Plaintext
self SetHintString( "Hold ^3[{+activate}]^7 Weapon [Cost: &&1], Ammo [Cost: &&2], Upgraded Ammo [Cost: 2500]", cost, ammo_cost );
8 years ago
This mod basically makes changes that everyone would want to see that should have been in Treyarch's maps to begin with.

I will be streaming me creating this mod live, if you want to see you can follow me at Jbird_Justin on Twitch.

Here is what is done so far:

General
If undamaged zombies are not in a zone with any players in it or a zone adjacent to any players, they will immediately die and respawn in
Zombies are equally attracted to all players
Every zombie on odd rounds (and only odd rounds) from round 163 onwards has round 1 health
Can re-hit the box twice as fast

Weapons
Olympia - 50% more damage
PM63 - increased reserve ammo to 120
M16 - increased reserve ammo to 150
Famas - increased reserve ammo to 300
Spectre - increased reserve ammo to 240
Ballistic knife - auto pickup knives when close to them

Powerups
Grabbing a powerup that is already active will now stack its time intead of resetting it
Carpenter - removed
Death Machine - kills zombies in 3 hits max now, switch weapons to end the powerup

Traps
Kino and Ascension Turrets - infinite damage

Ascension
Monkeys have a max health of 1600
Easter egg -  monkey round buttons do not have to be pressed at the same time
Easter egg - clock step only requires one player
Easter egg - lunar lander step landers order: spawn, Stamin-Up, Flopper, Speed Cola
Easter egg reward: all Death Machine powerups now last 90 seconds

To-do list:

General
Reduced zombie spawn delay

Perks
Double Tap - 1.5x damage (stacks with Deadshot)
Deadshot - 2x damage on headshots (stacks with Double Tap), move faster while aiming
Mule Kick - get lost weapon back when rebuying the perk

Weapons
Scavenger - infinite damage (unupgraded and upgraded)
VR11 - any zombie that touches the human will die (unupgraded and upgraded)

Traps
Trap kills count as kills on the scoreboard for the person who activated the trap

Call of the Dead
George drops Wunderwaffe no matter what regardless if you have completed the easter egg or not
Easter egg reward: all Death Machine powerups are now Wunderwaffe powerups

Shangri-La
Can activate eclipse mode buttons one at a time
Easter egg reward: permament perks (except for Quick Revive on solo) and all perk slots

Moon
Full easter egg doable on solo
Add perk bottle to launch pad drops
Much higher chance of QED's giving perk if thrown next to perk machine
Easter egg reward part 1: all Death Machine powerups now last 90 seconds
Easter egg reward part 2: permament perks (except for Quick Revive on solo) and all perk slots

By the way, why isn't there a Black Ops 1 section on this forum? There should be one especially with custom maps now available.
8 years ago
I wasn't able to post in the scripting tutorial desk so I am posting this here.

I made a script for how PHD Flopper should activate in BO3

Code Snippet
Plaintext
//call this after player buys phd
slidetonuke_explode_activation_watcher()
{
self SetPerk("specialty_flakjacket");
vel = self GetVelocity();
while(1)
{
while(self IsSliding()) //or whatever the check for sliding is, im sure there is one
{
wait .05;
while(!self IsOnGround())
{
vel = self GetVelocity();
wait .05;
}
if(vel[2] <= -300)
{
self thread maps\_zombiemode_perks::divetonuke_explode( self, self.origin );
vel = self GetVelocity();
//break; might need a break statement here
}
}
wait .05;
}
}

What it does is if the player slides, then jumps or falls while sliding, then falls a certain amount of height, you will do the PHD Flopper explosion.
8 years ago
This is a two part question for people who have the mod tools currently.

Question 1: I have seen a few videos now of people making weapon mods for The Giant. Are you also able to do GSC scripting mods for The Giant?

Question 2: If question 1 is yes, are you also able to do scripting mods for all the other Treyarch maps?
8 years ago
I am working on a "fix" for using the scroll wheel to switch weapons. This was inspired by Overwatch. In Overwatch when you switch weapons with the scroll wheel, there is some short amount of delay before you can switch weapons again which allows to be able to use the entire scroll wheel without worrying about switching back to the same weapon.

Here is my implementation so far but it is not working properly yet.

Code Snippet
Plaintext
weapon_switch_fix()
{
self endon("disconnect");
wep = undefined;
while(1)
{
if(self isSwitchingWeapons())
{
while(wep == self GetCurrentWeapon() && self isSwitchingWeapons())
{
if(wep != self GetCurrentWeapon())
break;
weps = self GetWeaponsList();
for(i=0; i<weps.size; i++)
{
if(wep != weps[i] && !is_player_placeable_mine(weps[i]))
{
self switchToWeapon(weps[i]);
}
}
wait .05;
}
self DisableWeaponCycling();
wait .5;
self EnableWeaponCycling();
}
wait .05;
wep = self GetCurrentWeapon();
}
}
8 years ago
Like the title says, when a player spawns in, it makes all other players stop moving. They have to press their move button again to move again even if they are holding it. This is very annoying for the alive players. i was wondering if anyone else had this problem with BO1 mods and if there is a way to fix it.
8 years ago
Do you guys think it is possible to get more than 4 players in a Black Ops 1 zombies game? I'm trying to recreate grief mode and this would be an awesome thing to be able to do.
8 years ago
I know I've posted this before, but I still haven't figured it out.

How do you remove zombies being more attracted towards certain players in Black Ops 1? I want zombies to be equally attracted to all players.
8 years ago
Whenever a player spawns in my mod, it makes all the other alive players stop moving. They have to let go of their move key and press it again to move again. It is very annoying, why is this happening?
8 years ago
In BO1, zombies are more attracted towards white player. I was wondering if there was a way to remove this. I've tried and so far haven't found out how. Here is the _zombiemode_spawner script. I think it has something to do with self.favoriteenemy or self.ignore_player

http://pastebin.com/Q92wmwdr

Here is find_flesh(), the function that I believe causes this to happen.

Code Snippet
Plaintext
find_flesh()
{
self endon( "death" );
level endon( "intermission" );
self endon( "stop_find_flesh" );
if( level.intermission )
{
return;
}

self.helitarget = true;
self.ignoreme = false;
self.noDodgeMove = true;


self.ignore_player = [];
self zombie_history( "find flesh -> start" );
self.goalradius = 32;
while( 1 )
{



near_zombies = getaiarray("axis");
same_enemy_count = 0;
for (i = 0; i < near_zombies.size; i++)
{
if ( isdefined( near_zombies[i] ) && isalive( near_zombies[i] ) )
{
if ( isdefined( near_zombies[i].favoriteenemy ) && isdefined( self.favoriteenemy )
&& near_zombies[i].favoriteenemy == self.favoriteenemy )
{
if ( distancesquared( near_zombies[i].origin, self.favoriteenemy.origin ) < 225 * 225
&& distancesquared( near_zombies[i].origin, self.origin ) > 525 * 525)
{
same_enemy_count++;
}
}
}
}

if (same_enemy_count > 12)
{
self.ignore_player[self.ignore_player.size] = self.favoriteenemy;
}



if (isDefined(level.zombieTheaterTeleporterSeekLogicFunc) )
{
        self [[ level.zombieTheaterTeleporterSeekLogicFunc ]]();
        }
       
zombie_poi = self get_zombie_point_of_interest( self.origin );

players = get_players();


if( players.size == 1 )
{
self.ignore_player = [];
}

else
{
for(i = 0; i < self.ignore_player.size; i++)
{
if( IsDefined( self.ignore_player[i] ) && IsDefined( self.ignore_player[i].ignore_counter ) && self.ignore_player[i].ignore_counter > 3 )
{
self.ignore_player[i].ignore_counter = 0;
self.ignore_player = array_remove( self.ignore_player, self.ignore_player[i] );
}
}
}

player = get_closest_valid_player( self.origin, self.ignore_player );
if( !isDefined( player ) && !isDefined( zombie_poi ) )
{
self zombie_history( "find flesh -> can't find player, continue" );
if( IsDefined( self.ignore_player ) )
{
self.ignore_player = [];
}
wait( 1 );
continue;
}



//if ( !isDefined( level.check_for_alternate_poi ) || ![[level.check_for_alternate_poi]]() )
{
self.enemyoverride = zombie_poi;
self.favoriteenemy = player;
}

self thread zombie_pathing();


if( players.size > 1 )
{
for(i = 0; i < self.ignore_player.size; i++)
{
if( IsDefined( self.ignore_player[i] ) )
{
if( !IsDefined( self.ignore_player[i].ignore_counter ) )
self.ignore_player[i].ignore_counter = 0;
else
self.ignore_player[i].ignore_counter += 1;
}
}
}

self thread attractors_generated_listener();
self.zombie_path_timer = GetTime() + ( RandomFloatRange( 1, 3 ) * 1000 );
while( GetTime() < self.zombie_path_timer )
{
wait( 0.1 );
}
self notify( "path_timer_done" );
self zombie_history( "find flesh -> bottom of loop" );
debug_print( "Zombie is re-acquiring enemy, ending breadcrumb search" );
self notify( "zombie_acquire_enemy" );
}
}
8 years ago
I have been trying to spawn in friendly player ai in black ops 1 zombies but have been unsuccessful so far. I want it to spawn in where the real players do, have zombies attack it, and then once it dies have it wait until the next round to respawn.
8 years ago
I'm wondering how friendly bots could be made for zombies. I have heard it is possible in WaW, so I am assuming it is also possible in BO1.
8 years ago

Power is already on
No walking zombies
No special rounds
No thundergun, crossbow, vr11, gersches, or monkeys in the box
No mule kick (except for Moon)
Keep your weapons, grenades, knife, and claymores after a round restart
Slowdown turrets (turrets target other players, and instead of damaging them they slow them down; turrets will not attack the player that activates them and they will attack zombies if there are no enemy players nearby)
Grenades and equipment can damage and be triggered by other players
Can destroy other players equipment
Shooting players slows them down and knifing them pushes them
Upgraded weapons slow people down longer
Upgraded knife pushes people farther
Gain 10 points when you grief an enemy that is damaged
Gain 5% of an enemy's points if they down after you grief them
Gain 10% of your points when an enemy bleeds out
Quick revive is off
Default 90 FOV (with FOV slider)
Powerdowns (negative powerups that don't effect the player that picks them up) - Clip Unload (unloads the clip on your current weapon), Infinite Kill (half damage for 30 secs), Half Points (half points for 30 secs), Punishment Points (lose 100-2500 points), and Death Walk (move at 70% speed for 30 secs)
Amount of powerups you can earn in a round resets after a round restart
Amount of points you can earn from barriers in a round resets after a round restart
No player dialog
Fire sale makes traps cost 10 points
On classic maps, the wall weapons are in the box
Box can be hit again quicker after just being used (like in BO2)
Box weapons go away twice as fast
Flopper flops and scavenger explosions do damage to enemies
Custom powerdown HUD shaders
Multiple players can now buy the same perk at the same time
Initial spawn points can be respawn points
Removed death machine
Zombies are equally attracted to all players
Removed songs

KINO:
Teleporter is permamently linked, just have to wait for it to cooldown after each use

FIVE:
No teleporters
All 6 spawns in the first room are active
The first room door is already open
Traps are already assembled
Pack-a-punch door is now a 1500 point door
Pack-a-punch machine is always open
All zombies will die on a floor if they are on a floor that is not occupied by any players
Added a half second delay between being able to use the elevator again due to players being unable to enter or exit the elevator if it keeps getting called

ASCENSION:
No landers
Centrifuge goes off more frequently
Jug area, flopper area, and stakeout area are already open
Pack-a-punch door is a 1500 point door that you open from where you launch the rocket

COTD:
George's max health is 250K (solo health always)
George drops a perk bottle cap (takes a random perk away) and a random powerdown
Wunderwaffe is in box and can be upgraded
No zombie spawn delay at the beginning

SHANG:
Pack-a-punch stairs are always open
The geyser in the first room is already open
Spikes now kill zombies
Spikes do 25 damage to players (normally 5 damage)

MOON:
No no mans land
Start off at moon
First room door is opened
No PES suit or hacker
Always have space suit model
Won't die in low gravity zones

NACHT:
All doors are open

VERRUCKT:
Door separating the first rooms is open
Bar door is open

SHI NO NUMA:
Both first room doors are open
Flogger will instantly kill you if you don't have jug
Zipline costs 750 points, and will kill players if they touch it while it's moving

DER RIESE:
Both first room doors are open
All teleporters are linked
Pack-a-punch is open
A powerup drops at the beginning of a game
Everytime you teleport, you are guaranteed a powerup AND dog spawns

TODO/FIX:
Fix FOV change from teleporting and ziplining
Make powerdown HUD only show for players being effected by the powerdown
Fix no red screen issue after a round restart
Moon - remove wave gun attachment from zap guns
Change player model
Fix trap effects showing while spectating if died by trap
Players stop moving and have to repress move keys when a player respwans
Add meat powerup
Deadshot - double headshot damage
Double tap - 1.5x damage
Change powerup models
Remove quick revive completely
Weapon balance

If anyone wants to play with me, I'm always down! Add me on steam: jbirdjustin

9 years ago
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