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Messages - Scobalula

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Mapping / Re: BO3 maps in waw
« on: June 21, 2017, 01:33:52 am »
Why not just use WaWs own Radiant?........

Map Releases / Re: Encampment V2: Black Ops 3 Mod (T4M)
« on: June 20, 2017, 08:34:57 am »
Why is a Black Ops 3 map in the World at War section?

Because it's not a Black Ops 3 Map.

Zombie Maps / Re: 935 Bunker
« on: June 18, 2017, 08:59:34 pm »
This is the Releases Section, I was getting all warmed up for a new amazing WaW map and was devastated to find out this is a WIP. 🤔

Scripting / Re: Launcher Compile error!?!?!?
« on: June 10, 2017, 05:59:26 am »
Download Dukip's launcher (if you don't want to use his Launcher replace just the linker_pc.exe):,10245.0.html

Radiant Black Prefabs / Re: Kino map file relased
« on: June 07, 2017, 07:10:47 am »
Was this map being made for BO3 or WAW ?

It's in Black Ops 3 Board. :P But map file format is same, just needs some editing to map file to work in older games.

Scripting / Re: Outdated Black Ops Scripts
« on: June 05, 2017, 10:52:34 pm »
Hey again, so I'm still working on modding Black Ops, and I'm running into issues regarding editing gsc files and the likes. So when I try to include something like _zombiemode_weapons.gsc in my ff file for example, I get the following error:

Code: [Select]
Server script compile error
unknown function
self.worldgundw setModel(
weapon_model_name( self.weapon ) );
(see console for details)

And of course when I check the console, there's nothing there. I've already checked all of the map files that I'm using, and nothing even resembling the above functions are mentioned anywhere in them. I'm assuming that I'm trying to use outdated versions of these gsc files, as I believe that they were updated following the fourth DLC pack. However, I don't have these updated gsc files for some reason, I guess they didn't come with the beta mod tools or whatever. Anybody know how to fix this? This is a pretty major issue that I need to fix if I want to develop this further! Thanks!

Dump them from the FFs using an FF Extractor. :P

Scripting / Re: [Tutorial] Buildable power switch
« on: June 05, 2017, 10:08:27 am »
That's cool, how did you crop that part of his tutorial in your reply?

It's a screenshot.

WaW just sucks tbh and any recent maps including Requiem are pushing it to the limit of what its capable of. Seeing as this happened on another map tho. I wouldn't say it's specific to Requiem as you ran into it in another map, as most have had no issues playing it, just WaW being WaW.  :lol:

Mods Releases / Re: [WAW] Swamp of the Dead - Shi No Numa Mod
« on: June 03, 2017, 02:46:51 am »
Congrats on the release sidzzz.
You must have an account to view the spoiler contents. Please log in or create an account.

You're in there somewhere with the state timers.

Mapping / Re: [Tutorial] Mud Slowdown Trigger
« on: May 31, 2017, 09:14:21 pm »
Now I can have Origin's 3.0  :gusta:


They're just map images, etc. we don't actually have the maps yet. Cool none the less.

« on: May 19, 2017, 01:49:42 am »

A test version has been released that some might wanna give a go, after Porter showed me PyCod for AutoGDT I decided to give a go at implementing it into CoDMayaTools.
Essentially this ads direct *_BIN support from the tool, no Export2Bin.exe junk. To use this update download the latest from pycod branch here:
And simply put the and pycod folder into your scripts folder. I have done several test with different models including weighted, multiple materials, over 65k, etc. and all seem to work. Of course none of that would be possible without work of those on PyCod (which of course make sure to checkout the dev. version of Blender-CoD which has support for _BINS also).
Please note this is a TEST version, and while tests worked, both PyCoD and this implementation are not finished, so it's not unlikely you might run into issues, please do report any you find.

A new update has been released to this which includes some fixes and new features:
*Moved all settings to a sub menu and make them check boxes, before it required a refresh of the menu which crashed 2017 on occasions. (which seems to happen on any script I've tried that deletes and recreates UI)
*Optimized the ReadNotes functions with a list and loop so they are now easier to read and modify., instead of a mess of if and elifs.
+Add a Button to grab frames from scene so you no longer need to manually enter start and end frame.
Of course any issues do let Ray or I know.

Zombie Maps / Re: Mixti Forri Mission [WIP]
« on: April 26, 2017, 03:07:32 am »
Who's man is this.  :o

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