UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

(BYZMODZ) Buildable Satchel Charge w/ Randomized Part Locations

broken avatar :(
Created 9 years ago
by scriptz
0 Members and 1 Guest are viewing this topic.
4,820 views
broken avatar :(
×
broken avatar :(
Location: calondon ontario
Date Registered: 22 December 2013
Last active: 9 months ago
Posts
61
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
×
scriptz's Groups
scriptz's Contact & Social Linksbobby_z_beginB0BBY-Z-B3G1N
BUILDABLE DETAILS: This is a satchel charge, that player needs to find pick up and build/attach it to door,
then the countdown intiates and explosion destroys door allowing player to pass through :)
Please note that satchel is set to spawn at 1 of 4 possible locations,
i had part fx in there but i was not liking how easy it made part to find.
Also note that there is a hurt trigger that enables during explosion,
so if player is to close to satchel when it explodes, they get hurt :D

- Bobby Z's Buildables -
- Satchel Charge w/ randomized part locations -



Instructions:

- First off go to the directory you extracted the files to (the files included in .rar download) 
  and open the mods folder then rename the folder "nazi_zombie_MAPNAME" to match your map name.

- Then go back to the directory containing your extracted files
  and copy all the folders then paste in your COD:WAW root folder.

- Then go to your maps folder (located in codwaw-root/mods/)
  and open the mod.csv and add the following at the bottom,
  then close & save :

fx,weapon/satchel/fx_explosion_satchel_generic
sound,byzmodz_buildable_satchel_charge_sounds,,all_mp
material,buildable_satchel_shader

- NOTE: if you already have one of my other buildables in your map the only sound you will need will be satchel explosion sound
        which in that case just go into sound alias i included with this download copy line of code refferencing to satchel exp sound and
        copy into custom sounds soundalias you already have (would of been included with other buildables)
   then of course copy sound file to that folder :D

- Now open the maps folder in your maps folder, and open "nazi_zombie_MAPNAME.gsc"
  (NOTE: Your maps name would be in place of MAPNAME lol) then find this :

   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();

- Now add this under it :

   maps\byzmodz_buildable_mystery_box::main();

- So it looks like this :

   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();
   maps\byzmodz_buildable_satchel_charge::main();

- Then close & save.

- Now open your cod-root folder and go to zone_source, in there find the .csv file with your mapname.
(NOTE: it would be the nazi_zombie_MAPNAME as oppose to nazi_zombie_MAPNAME_patch)

- inside file add this to the bottom :

fx,weapon/satchel/fx_explosion_satchel_generic

- Now open your map in radiant and add prefabs, placement goes as follows :
-----------------------------------------------------------------------------------------------------------------------------
- part_location_01.map = This is the prefab of satchel charge's first possible location.(NOTE: locations are randomized :D) place it where you want player to pick it up.

- part_location_02.map = This is the prefab of satchel charge's second possible location.(NOTE: locations are randomized :D) place it where you want player to pick it up.

- part_location_03.map = This is the prefab of satchel charge's third possible location.(NOTE: locations are randomized :D) place it where you want player to pick it up.

- part_location_04.map = This is the prefab of satchel charge's fourth possible location.(NOTE: locations are randomized :D) place it where you want player to pick it up.

- satchel_debris.map = This is the prefab of the door's debris that appears after satchel has exploded. Place it where you want it to appear. (i would suggest near the satchel door :P)

- door.map = This is the prefab of the door that satchel charge explodes.(along with build trigger , etc) place it where you want door opened by satchel charge to be.
-----------------------------------------------------------------------------------------------------------------------------
- After you've added these prefabs close radiant saving your changes.

- Once back at Launcher select "Mod Builder" tab, then select your map, and then select newly added files in the list and build your mod, with "Build mod.ff Fastfile" & "Build IWD File" both selected.

- Then Finally select "Compile Level" tab, then select your map  and compile as you normally would.

Final Notes:

- Feel free to customize what ever you want if you want. (Just be sure kvp's stay the same :D)

- Be sure to give credit xD
 (Credit also goes to don goony for his hack function & knuckle crack function.)

- If you have any troubles with it, or even just need help customizing it, just add me to steam (bobby_z_begin) and ill be glad to help.
 (also if you add me i always share stuff early with people on my steam friends list for testing purposes etc)

BYZMODZ
broken avatar :(
×
broken avatar :(
Location: england
Date Registered: 28 November 2013
Last active: 1 month ago
Posts
44
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
jasonpage260's Groups
jasonpage260's Contact & Social Linksjason260xo_z_kelly
I found a mistake in your tutorial it was.
/*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();

- Now add this under it :

   maps\byzmodz_buildable_mystery_box::main();

it should have been. maps\byzmodz_buildable_satchel_charge::main(); . so people don't get confused.


I caught it and I fixed it and it works great
broken avatar :(
×
broken avatar :(
Location: calondon ontario
Date Registered: 22 December 2013
Last active: 9 months ago
Posts
61
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
×
scriptz's Groups
scriptz's Contact & Social Linksbobby_z_beginB0BBY-Z-B3G1N
sweet , srry bout that , thank you very much for pointing that out , again my apologies about typo in my instructions , as when i gather stuff to prepare for release of it , if its say a buildable i use my other buildables instructions.txt and adjust it to fit buildable its for, to save time , ill be sure to be extra careful for future uploads to not do that again :D thanks again every 1 for using i apologize i havent been uploading the past week as i have been very sick with brauncitious , im feelin better now so i am back to preparing more stuff to share :D 

NOTE: attached to this post is updated  instructionz.txt (i have adjusted typo pointed out :D)
broken avatar :(
×
broken avatar :(
Location: england
Date Registered: 28 November 2013
Last active: 1 month ago
Posts
44
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
jasonpage260's Groups
jasonpage260's Contact & Social Linksjason260xo_z_kelly
Not a problem. Keep up with the good work like your buildable scripts
broken avatar :(
×
broken avatar :(
Location: calondon ontario
Date Registered: 22 December 2013
Last active: 9 months ago
Posts
61
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
×
scriptz's Groups
scriptz's Contact & Social Linksbobby_z_beginB0BBY-Z-B3G1N
hello , it was recently brought ot my attention
there was a glitch in this buildable satchel charge
where player freezes when he picks up part
i am sorry it took till now to respond to that , but here it is :


also when i debugged it i changed it up a little
and was able to make script use less entities
and part also has fx on it as it was also brought to my attention
people would like part fx over satchel charge that player picks up.


INSTRUCTIONS:

NOTE: if you have not installed satchel buildable yet ,
follow original instructions to add it then follow these instructions to update it

- extract downloaded .rar , go into mods folder and change nazi_zombie_MAPNAME to match your mapname,
  go back to where files were extracted and copy raw and mods folders to your cod root folder

- add this to your mod.csv :

fx,byzmodz/satchel_part_loc_fx
xmodel,weapon_satchel_charge

NOTE: keep the sound and material , that you already had in there
if you already have my satchel buildable in your map

- add this to nazi_zombie_MAPNAME.csv in zone_source/  :

fx,byzmodz/satchel_part_loc_fx
xmodel,weapon_satchel_charge

NOTE: keep the satchel explosion fx in that you already had in there
if you already have my satchel buildable in there

then open your map in radiant and delete the 4 pickup satchel charges
(NOT THEIR TRIGGERS, just those 4 satchel charges that are possible locations for player to pick up satchel)

Also i realize its been longer then i said it would be for me to release more , i do apologize i just been really working alot on springfield, tryna release it as soon as possible which im happy to say has over 50 locations in the map it is very very massive and thanks to a friend of mine (sevenluke) there will be  simpsons characters through out the map  , the 4 players people will play as will be , homer , bart , krusty the clown , & police chief wiggum. (they all have their viewhands & im currently working on their voices/vox :D )

some other characters players will interact with throughout the map will be:

apu
lisa
abe simpson
moe syzlak
snake

anyways i have still been making some really cool stuff , that i plan to share as well i still have bunch cool stuff i havent had the chance to sahre yet , ill have something new sometime this week
broken avatar :(
×
broken avatar :(
Location: england
Date Registered: 14 January 2017
Last active: 1 month ago
Posts
58
Respect
Forum Rank
Rotting Walker
Primary Group
Member
My Contact & Social Links
More
×
OwenC's Groups
OwenC's Contact & Social LinksOwenCroftxDDemonScriptzOwenCroft98OwenC137OwenCroft
do we have to use the door u provided? or can i add a trigger and with the KVPs ? if so what kvp's would u put in the trigger and the door?

Im new to this stuff

 
Loading ...