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Topics - BluntStuffy

Der Riese
New Realism version

Not really a Der Riese remake, but more a reimagination of the old classic. The layout is very similar, but there are a few twists and new areas to explore as well!
Follow the quest to dive into an adventure traveling between different dimensions, finding yourself at the gates of hell fighting off the evil horde!
Travel between the normal and the hell dimension, playing in two completely different looking maps in the same game!

This map requires T4M and it runs the Realism 3.0 mod, allowing you to level up your character and weapons and upgrade them while you progress.
T4M download: http://ugx-mods.com/forum/index.php/topic,8092.0.html


After installing the map, run the mod named 'New Realism' to load the map!
( You can also play any of the other New Realism maps and continue leveling up your character in those. All your progress transfers between New Realism maps: )
Available New Realism maps:
NUK37OWN -by MikeVLC- : NUK37OWN download
Industrial Estate -by StevieWonder87- : Industrial Estate download
Greenhouse -by BluntStuffy- : Greenhouse download


Super special thanks to:
Tomikaze  -  The evil mastermind himself!  <3 ​​ None of these Realism maps, or even the new-realism mod itself would not have existed without you! It was insanely fun comming up with all the ideas and maps, and talking everything through.






Google Drive:
drive.google.com


Solo Objectives Playthrough Video




Realism mod explanation and credits:
You can fully customize the game settings from easy to insane, and turn special features on/off to play the game the way you want to! Choose between 5 different character classes (Medic, Assault, Tank, Breacher & Demolitionist), pick a starting weapon and unlock achievements to earn ways to customize your weapon and or character!The mod features about 50 guns, and each weapon has attachments for you to unlock by getting kills with that weapon. Other features of the mod are:

-BO3 panzer soldat

-Nova Crawlers

-Special zombies ( Kamikaze and Acid )

-Supply drops ( going from just points to OP special weapons, sentry guns and guard dogs )

-Easy, Normal, Hard, Insane and Realism difficulty ( last two are unlocked by prestiging ). Realism mode has no health regeneration, and plays more like an old fashionate shooter like Doom or Quake.

-Stat tracking: The Zombie Realism Mod 3.0 keeps track of just about every stat you can think of allowing you to know exactly how you are doing at all times. Wanna know how many headshots you got this game, how many times you've hit the mystery box, how many explosive kills you got, perks bought, downs, revives, boss kills, and many more...we keep track of all of it for you.

-Lots of smaller features like a viewmodel ammo-counter for some guns, dual wield guns (sync fire) with 3rd person anims, 4 different grenade types, custom wall buys, bo3 style pause menu, zombies can spawn in gibbed and where WaW models allow it multiple gibbing is possible and lots, lots more!!








Credits:
(pretty much the Realism Mod 3.0 credits, as i did most of the mapping work myself)


MOD Credits:

Treminaor – thanks for a custom version of the UGX installer! As well as scripting help in the past and the use of the UGX-style points HUD.


UGX in general


ElTitoPricus – the player models and viewhands and also responsible for doing 90% of the weapons for this mod. Huge thanks!


MAKECENTS – tons of scripting help/advice and being an awesome and helpful guy in general!


Offthewall – dual wield viewmodel-fx, dual wield Deagle's, some scripting help and helping out with 3rd person animations.


Whippytrout – superhero model, maya/rigging help and again being an incredibly good guy and helpful person in general!


StevieWonder87 – weapons, help and ideas and allowing us to use his map Industrial Estate for the Realism Mod! Also, going through all the pain of adapting the map for us while not even being actively modding (waw) anymore. Thanks dude!


RadimaX – made the custom menu backgrounds.


CHN – made the walking animation script, and again always being willing to help out.


DUKIP – Helped with better understanding menu scripting.


DTZxPorter and Modme and it's tools


Aiden, Ray1235 and Scobalula for the Maya 2012 tools.


Zeroy – for the good old scripting reference.


Tudark – acid-zombie model

Mod testers:


JiffyNoodles & Nathiri – These guys are freakin’ heroes; they have tested so many versions of this mod that I am happy they still wanna talk to me : ) Their feedback was absolutely crucial to the success of this mod.


Rutenguten – mod testing


PSNtoonjuice – mod testing


ZE~Skullcrusher – mod testing


Match-Maker – mod testing


Mann – mod testing


MajorPwnege01 – mod testing


NateTheGreat987 – mod testing


MZslayer11 – mod testing


Conn6orsuper117 – mod testing


Hensot – Mod testing


Mxtxm – mod testing


TTjay123 - mod testing



















4 years ago
Realism Mod 3.0 - Standalone
NOTE: The Realism Mod requires T4M !!!  ( if you dont add all 'feature-packs' you may not need it. For the Full-version you prob do! )






The Realism Mod adds rpg-like elements to your much loved zombie-mode, leveling up your character and weapons to earn new abilities and attachments are the core of this mod. There's a ton of other features included as well though, like a PanzerSoldat, JuggerNauts, Nova Crawlers, Special zombies and Supply Drops/Care Packages for example!
You can create a new map, of apply it to an existing map. As long as you have acces to the .map file you can add this mod ( yes some changes in radiant are needed, so unfortunately this mod will not work on the stock WaW zombie-maps! ).


Heavily based on and inspired by the 'Realism Mod' made by HogRampage back in the days, Tomikaze and me came up with a recreation of this awesome mod. We hope we did it justice, we certainly gave it all we got!


What's included in the Mod?
-All character / weapon progress and unlocks mentioned below are saved in between games, and also transfered between maps that use the Realism Mod. Even if you play another map, you can simply continue leveling up your character and weapons where you left off!
(Make sure to use the Instalation-Creator included in the download to propperly pack your map for use with the Realism Mod! )

-Class system, players can choose from 5 classes at the start of a match ( Medic, Tank, Assault, Breacher and Demolitionist ). Each class has it's own specific benfits and it's own 'skill tree' ( perks will unlock in a different order, and have different prices. Also some perks are exclusive to a class, giving it unique benefits ).
Some special 'perks' are: Phantom ( teleport to a random location ), Self Defense ( stun the first zombie that hits you ) or the ability to use a special ammo-type ( freeze-ammo, acid-ammo, or shotguns with extra impact-force )

-XP and level-up system, players can level up their characters to get acces to new perks. An extra perk-slot or extra weapon-attachment slot. There's 50 levels, and on top of that 10 prestige levels. Prestiging will earn you Double-XP time to get past those low-levels faster, and will also unlock new game-modes and new-weapons for the mystery box!

-Weapon rank-up system, getting kills and headshots with a weapon will unlock attachments for it. From laser-sight, fast-mag, extended-mag, rapid-fire to dual-wield and sight/scope attachments. All statistics for each weapon can be viewed in the pause or main-menu, things like kills, headshots, times upgraded and wich attachments are unlocked/available are all tracked and saved!

-A lot of features included to spice up your gameplay! Things like:
  > BO3 PanzerSoldat
  > MW2 Juggernauts ( a melee and a mingun version )
  > Nova Crawlers
  > Special zombies ( vomitting and exploding zombies )
  > 'care package' drops, ranging from ( but not limited to ) points or double XP to a sentry-gun, a guard dog or one of the 10+ overpowered special-weapons!

-Players can fully customize each game they play. By default they have Easy, Normal and Hard difficulty available. By leveling up they can unlock an Insane and a Realism mode ( last one has no health regen, but health pickups like 'old fashioned' shooters had a lot ). Besides that they can enable/disable features like the Panzersoldat / Nova Crawlers / Special zombies etc to their liking, to play the game the way they prefer!

-over 13 special achievements for you to unlock, with awards like weapon-camos / character customisation or even a little help ingame. These are for the die-hard zombie players, and wont come too easy!

-All weapons are replaced, for a full list check the spoiler. Some special ones:
  > Drop-Kick. Sprint and hold down the use-button to preform a drop-kick and let those zombies have a taste of your feet!
  > Different grenade types to unlock. ( impact, energy, shatter ). The demo-class has a wrist-mounted launcher with unique abilities
  > Gersh Device
  > Limbo LZ-52 ( AW ) fire a horizontal line of pure mayem, allowing you to dismember or take out big-groups of them zombies!
  > Ray Gun MK2 ( BO2 ) with bullet penetration and 'propper' impact FX
  > Rorsch Railgun
  > Cel3 Cauterizer ( AW ) energy-shotgun that can be dual-wielded when leveled up!
  > M.2187 ( IW ) an incendiary version of this remastered shotgun. This will rip and burn them up at the same time!

  Besides that some weapons have unique features. The an-94 fires the first 4 bullets of a burst faster, if you hold down the trigger for the Cel3 after a few shots the fire-rate will increase, for the OHM you can buy a targetfinder-attachment to fully utilise it's bullet-penetration, and some weapons have working ammo-displays on them for example.

-Unique custom wall-buys.

-Custom Powerups. Random-weapon, Killing Time ( freeze time for 15sec, each zombie you damage will die when the time is over ), and Points Lock ( 'negative powerup' you temporarily dont earn any points )





Instruction are included in text tutorials in the download, there's also a video-tutorial on my channel that goes through the proces step by step.

VIDEO TUTORIAL:
https://youtu.be/IUghIRHsdJY

NOTE: The Realism Mod requires T4M !!  ( if you dont add all 'feature-packs' you may not need it. For the Full-version you prob do! )




Please make sure to follow the instructions carefully, and there shouldn't be any issue's. If you do run into any problems please make sure you did everythig correctly before posting in this topic below, and i'll try and help you out!



Hope you enjoy!

Tomikaze & BluntStuffy






MOD Credits:
Treminaor – Huge thanks for a custom version of the UGX installer! As well as scripting help in the past and the use of the UGX-style points HUD.

UGX in general

ElTitoPricus – the player models and viewhands and also responsible for doing 90% of the weapons for this mod. Huge thanks!

MAKECENTS – tons of scripting help/advice and being an awesome and helpful guy in general!

Offthewall – dual wield viewmodel-fx, dual wield Deagle's, some scripting help and helping out with 3rd person animations.

Whippytrout – superhero model, maya/rigging help and again being an incredibly good guy and helpful person in general!

StevieWonder87 – weapons, help and ideas and allowing us to use his map Industrial Estate for the Realism Mod!

RadimaX – made the custom menu backgrounds.

CHN – made the walking animation script, and again always being willing to help out.

DUKIP – Helped with better understanding menu scripting.

DTZxPorter and Modme and it's tools

Aiden, Ray1235 and Scobalula for the Maya 2012 tools.

Zeroy – for the good old scripting reference.

Tudark – acid-zombie model

Mod testers:

JiffyNoodles & Nathiri – These guys are freakin’ heroes; they have tested so many versions of this mod that I am happy they still wanna talk to me : ) Their feedback was absolutely crucial to the success of this mod.

Rutenguten – mod testing

PSNtoonjuice – mod testing

ZE~Skullcrusher – mod testing

Match-Maker – mod testing

Mann – mod testing

MajorPwnege01 – mod testing

NateTheGreat987 – mod testing

MZslayer11 – mod testing

Conn6orsuper117 – mod testing

Hensot – Mod testing

Mxtxm – mod testing

TTjay123 - mod testing
6 years ago
I want to make a model of a fence with a hole in it i made in radiant with terrain patches, so i can make a few different variants of it and not end up with 100's of ents. I'm using the maya-export option in radiant and everything works, except i cant get the uv maps working.
I've also watched about 7-8 tutorials for uv-mapping, but i dont understand what i'm trying to achieve. I can also kinda line up the uv's, but getting them seemless is a whole other story.

I got the feeling it should not be that hard, specially because it's a 'flat' model that only needs texturing on 1 side.
I was hoping someone could help me in the right direction, so i can get this working..



6 years ago


Somebody asked me about me Generators, and if i ever released them. I found an old .rar ( this is from may 2014 ) so i decided to upload it.
It's been ages since i used these myself, but if there's any problems i'll try and help out.

These only work for the 4 stock perks by default! ( and srry but i'm not to interested in updating the script to work with others )

Includes:
4 generator prefabs ( QR, DT, SC, JUGG )
Crusader zombie models
origins PaP model, also works like origins ( starts broken, and when you activate generators it 'rebuilds' itself )
custom FX



https://drive.google.com/open?id=1dOcxjEtYIxEmb92mE4CV6T7cvfAIt_v-
6 years ago
If the map is crashing for you, read this!!!
If the map is crashing when it's loading OR when you have weird textures/lag going on, look at this:
-Make sure you have T4m, and it's working ( version in the bottom right of the main menu should start with  2. )
-change your texture quality settings, useally it's best to lower them. So set all of them to 'high' or even 'normal'
-make sure there's no loose files or folders that dont belong there in the folder where the custom-mods are installed
-set the 'corpse count' option to 'Tiny'

If you did all of these and it's still not working, i'm affraid i cant do much to help you..




Greenhouse
Survive & Defuse
Realism 3.0


Finally Greenhouse with the Realism Mod 3.0 has arrived!!! Will you diffuse all the bombs, can you make it past the living trees, will you be able to unlock the underground bunker and assemble an old enemy to fight by your side? All of this and more awaits you in the Greenhouse.

New Realism 3.0 ( so this map as well! ) requires T4M to be able to play!! Download it here if you dont allready have it: 

If you have the disk-version of WaW you need to google for 'CoD WaW lanfixed.exe' and download that to be able to use T4M!!

Google Drive

MEGA
Mediafire


There's a main quest/EE wich is quite extensive, and allows you to finish the map. There's also a few side-quests unlocking stuff like a song, but also an m2178 with incendairy rounds. So def keep your eyes open if you want to find the good stuff!


I did not put any anti cheat in the map, but if you go around noclipping opening doors etc i can pretty much guarantee you you are going to break the map or at least some features at some point! Be warned!!





















You can fully customize the game settings from easy to insane, and turn special features on/off to play the game the way you want to! Choose between 5 different character classes (Medic, Assault, Tank, Breacher & Demolitionist), pick a starting weapon and unlock achievements to earn ways to customize your weapon and or character!
The mod features about 50 guns, and each weapon has attachments for you to unlock by getting kills with that weapon. Other features of the mod are:
-BO3 panzer soldat
-Nova Crawlers
-Special zombies ( Kamikaze and Acid )
-Supply drops ( going from just points to OP special weapons, sentry guns and guard dogs )
-Easy, Normal, Hard, Insane and Realism difficulty ( last two are unlocked by prestiging ). Realism mode has no health regeneration, and plays more like an old fashionate shooter like Doom or Quake.
-Stat tracking: The Zombie Realism Mod 3.0 keeps track of just about every stat you can think of allowing you to know exactly how you are doing at all times. Wanna know how many headshots you got this game, how many times you've hit the mystery box, how many explosive kills you got, perks bought, downs, revives, boss kills, and many more...we keep track of all of it for you.
-Lots of smaller features like a viewmodel ammo-counter for some guns, dual wield guns (sync fire) with 3rd person anims, 4 different grenade types, custom wall buys, bo3 style pause menu, zombies can spawn in gibbed and where WaW models allow it multiple gibbing is possible and lots, lots more!!


Known bugs/glitches:
For clients the guard-dog and in-menu models have no animations. They are still functional, but will just float around. Unfortunately i'm not able to fix this :'(




Credits:
(pretty much the Realism Mod 3.0 credits, as i done most of the mapping work myself)

Credits for Greenhouse:
XJimmy33  -  Did a bit of mapping a long time ago, and did countles of test-runs with me  <3
Steviewonder87  -  Also did a bit of mapping for me, and again a lot of testing/feedback  <3
Tomikaze  -  The evil mastermind behind a lot of the gameplay mechanics in this map, i love talking through ideas and come up with new shit with you. Tom also did milions hours of testing.  <3 <3 <3

MOD Credits:
Treminaor – Huge thanks for a custom version of the UGX installer! As well as scripting help in the past and the use of the UGX-style points HUD.

UGX in general

ElTitoPricus – the player models and viewhands and also responsible for doing 90% of the weapons for this mod. Huge thanks!

MAKECENTS – tons of scripting help/advice and being an awesome and helpful guy in general!

Offthewall – dual wield viewmodel-fx, dual wield Deagle's, some scripting help and helping out with 3rd person animations.

Whippytrout – superhero model, maya/rigging help and again being an incredibly good guy and helpful person in general!

StevieWonder87 – weapons, help and ideas and allowing us to use his map Industrial Estate for the Realism Mod! Also, going through all the pain of adapting the map for us while not even being actively modding (waw) anymore. Thanks dude!

RadimaX – made the custom menu backgrounds.

CHN – made the walking animation script, and again always being willing to help out.

DUKIP – Helped with better understanding menu scripting.

DTZxPorter and Modme and it's tools

Aiden, Ray1235 and Scobalula for the Maya 2012 tools.

Zeroy – for the good old scripting reference.

Tudark – acid-zombie model

Mod testers:

JiffyNoodles & Nathiri – These guys are freakin’ heroes; they have tested so many versions of this mod that I am happy they still wanna talk to me : ) Their feedback was absolutely crucial to the success of this mod.

Rutenguten – mod testing

PSNtoonjuice – mod testing

ZE~Skullcrusher – mod testing

Match-Maker – mod testing

Mann – mod testing

MajorPwnege01 – mod testing

NateTheGreat987 – mod testing

MZslayer11 – mod testing

Conn6orsuper117 – mod testing

Hensot – Mod testing

Mxtxm – mod testing

TTjay123 - mod testing
6 years ago
Infinite Warfare's Proteus hybrid shotgun. Basicly my first IW7 port for WaW, it's not perfect since i couldn't find all materials..
I just liked the weapon, but i have no real use for it so that's why i decided to upload it.

Everything is in there, weapon files/worldmodels/sounds etc. ( 'Dark Matter' camo NOT included!! )






Update 30-07-2017: link updated with Original reload sounds


Credits:
DTZxPorter - Wraith
Sanchez78  -  IW7->T5 conversion rig
7 years ago
T4M is required to play this mod and any map with this mod on it!

Realism Mod 3.0 On NUK370WN by MikeVLC!  -V1.2-

The Realism Mod allows you to level up your character and unlock new perks and weapons/attachments while you do so! Right now this is the only map featuring this mod, but there will be more maps in the future and your character progress will transfer between maps making this the ultimate zombie-slaying experience!












You can fully customize the game settings from easy to insane, and turn special features on/off to play the game the way you want to! Choose between 5 different character classes (Medic, Assault, Tank, Breacher & Demolitionist), pick a starting weapon and unlock achievements to earn ways to customize your weapon and or character!

GOOGLE DRIVE:

MEDIAFIRE:


The mod features about 50 guns, and each weapon has attachments for you to unlock by getting kills with that weapon. Other features of the mod are:
-BO3 panzer soldat
-Juggernauts ( melee and minigun )
-Nova Crawlers
-Special zombies ( Kamikaze and Acid )
-Supply drops ( going from just points to OP special weapons, sentry guns and guard dogs )
-Easy, Normal, Hard, Insane and Realism difficulty ( last two are unlocked by prestiging ). Realism mode has no health regeneration, and plays more like an old fashionate shooter like Doom or Quake.
-Stat tracking: The Zombie Realism Mod 3.0 keeps track of just about every stat you can think of allowing you to know exactly how you are doing at all times. Wanna know how many headshots you got this game, how many times you've hit the mystery box, how many explosive kills you got, perks bought, downs, revives, boss kills, and many more...we keep track of all of it for you.
-Lots of smaller features like a viewmodel ammo-counter for some guns, dual wield guns (sync fire) with 3rd person anims, 4 different grenade types, custom wall buys, bo3 style pause menu, zombies can spawn in gibbed and where WaW models allow it multiple gibbing is possible and lots, lots more!!


For more information and details i suggest looking at Tomikaze's or my youtube channel, or just get playing and find out for yourself!


CREDITS:
Tomikaze – Had the idea for seeing an updated version of the Realism mod get made as well as many of the features that went into it. He also tested the mod once or twice ; )
This whole project would not have been completed without the input and enthousiasm of you! Thanks man!

Mod contributors:

MikeVLC – letting us use NUK37OWN to introduce the mod to the community, being the first one and getting everything working with my horrible instructions! Big thanks!

Treminaor – Huge thanks for a custom version of the UGX installer! As well as scripting help in the past and the use of the UGX-style points HUD.

UGX in general

ElTitoPricus – the player models and viewhands and also responsible for doing 90% of the weapons for this mod. Huge thanks!

MAKECENTS – tons of scripting help/advice and being an awesome and helpful guy in general!

Offthewall – dual wield viewmodel-fx, dual wield Deagle's, some scripting help and helping out with 3rd person animations.

Whippytrout
– superhero model, maya/rigging help and again being an incredibly good guy and helpful person in general!

StevieWonder87 – weapons, help and ideas and allowing us to use his map Industrial Estate for the Realism Mod! Also, going through all the pain of adapting the map for us while not even being actively modding (waw) anymore. Thanks dude!

RadimaX – made the custom menu backgrounds.

CHN – made the walking animation script, and again always being willing to help out.

XJimmy33 – testing, ideas and feedback.

DUKIP – Helped with menu scripting.

DTZxPorter and Modme

Aiden, Ray1235 and Scobalula for the Maya 2012 tools.

Zeroy – for the good old scripting reference.

Huruman – worldspawn and vision for NUK370WN.

Tudark – acid-zombie model

Mod testers:

JiffyNoodles & Nathiri – These guys are freakin’ heroes; they have tested so many versions of this mod that I am happy they still wanna talk to me : ) Their feedback was absolutely crucial to the success of this mod.

Rutenguten – mod testing

PSNtoonjuice – mod testing

ZE~Skullcrusher – mod testing

Match-Maker – mod testing

Mann – mod testing

MajorPwnege01 – mod testing

NateTheGreat987 – mod testing

MZslayer11 – mod testing

Conn6orsuper117 – mod testing

Hensot – Mod testing

Mxtxm – mod testing

There are also countless people who have contacted me personally view email and I can’t name them all but they know that they are loved  <3


7 years ago
CAUTION: This map is not fully finished. There will be some bugs and unfinished features!!

NOTE: The main issue's seem to be caused by the gun-game challenge. Avoid the challenge/mini-game and you should be good.

does NOT require T4m

Background:
I've been working on this map for quite a long time, but it's been over 1.5 year i worked on it for the last time. Untill about a month ago i still had the map file and was able to compile it. Unfortunately when putting in my new SSD i forgot to backup some folders and i lost the .map file  :(
Now also with the BO3 tools around it's 200% sure i wont be comming back to this map to finish/redo it.

It's fully playable, could be some small bugs but nothing game-breaking i'm aware of. There will however be some unfinished features and no finished objectives.


Any script related game breaking stuff that i can fix, i will. But like i said i cant compile the map anymore, so i cant update any map-related stuff!!

Features: ( i can remember )
-origins generators
-panzersoldat
-soul chests
-challenge box
-bone crusher trap
-buildable fire trap
-random weapon drops
-special ammo drops (? i think )
-nova crawlers
-some ww's
-nuketown style perks ( random locations )

and some other stuff prob  :)


Now my memory is really bad, and normally i keep a credits list in a text file. I lost that file as well.. If you feel like you should be in this list, pm me!!
-offthewall ( dual wield view-fx script, help in general )
-steviewonder87 ( weapons and other assets, ideas, testing )
-Tito ( weapons )
-XJimmy33 ( mapping, ideas, testing )
-YaPh1ll ( script help )
-Treminaor / UGX ( answering some questions & UGX style points hud )
-DualVii ( acid gat script )
-RedSpace ( sliquifier + script )
-TheKillerey ( origins-like pap camo )


Link to the WIP post:
https://ugx-mods.com/forum/index.php/topic,3364.msg35178.html#msg35178











TO START THE MAP SOLO, OPEN THE CONSOLE AND TYPE
"MAP NAZI_ZOMBIE_JOHNDOE"


MEGA

GOOGLE DRIVE


TO START THE MAP SOLO, OPEN THE CONSOLE AND TYPE
"MAP NAZI_ZOMBIE_JOHNDOE"


NOTE: The main issue's seem to be caused by the gun-game challenge. Avoid the challenge/mini-game and you should be good.
8 years ago
EDIT, propper fix:

If you have no skybox/shitty lighting in your new created map, no fire sounds and weird zombie anims this seems to be the fix:

Change the decimal symbol for windows. change it from , to . it's in your Country & Language options. Then reinstall the mod-tools and everything should work propperly.

8 years ago



This also includes my 'Patrol Soldat' wich is a Panzer with a mingun instead of a flamethrower, to balance things out he's a slow walker  ;)

You can enable/disable the Patrol Soldat, whatever you prefer

Disclaimer:
Hidden Text
This script is originally made for Zombie Sumpf, wich is now released more then 2,5 years ago. Back when i made this i wasn't into scripting for that long.. The script is far from perfect, and right now i would do a lot of things different prob but i could never be bothered to redo it. After all it works ( mostly  ::)  ;D )

Occasionally a player could get stuck inside a model/clip when the panzer grabs him ( wich also happens in official maps every now and then btw.. ). I'm doing countless amount of traces in the script to prevent this, but specially models without collision and clips that stick out a lot increase the chanche of players getting stuck!

Instructions ( also included in the dl ):
FOR VERSION 1.0 MAKE SURE TO USE THE INSTRUCTIONS BELOW AND NOT FROM INSIDE THE DOWNLOAD!
I will update the instructions included in the download in version 1.1

1]
Copy the .iwd file in your COMPILED mod-folder ( so appdata\local\activision\CoDWaW... etc for the disk version )



2]
Pick ONE of the two .ff files depending on if you're allready using one for another feature.

-If you pick the _patch, rename it to 'mapname'_patch. So if my map was called nazi_zombie_example the .ff would be nazi_zombie_example_patch

or

-If you pick the localized_, rename it to localized_'mapname'. So in the example above it would be localized_nazi_zombie_example

Also copy the renamed .ff into you compiled mod-folder



3]
Open your _zombiemode.gsc  Around line 60-70 you'll see similar lines, add this one:

Code Snippet
Plaintext
	maps\_blst_panzersoldat::init();

4]
Next look for this:
Code Snippet
Plaintext
init_anims()
{
init_standard_zombie_anims();
}
And add the mech anims, so it looks like:
Code Snippet
Plaintext
init_anims()
{
init_standard_zombie_anims();
maps\_blst_panzersoldat::init_mech_anims();
}
That's it for _zombiemode. save and close.

5]
Now open _zombiemode_spawner and look for this line:
Code Snippet
Plaintext
	self.head_gibbed = false;
right under it add:
Code Snippet
Plaintext
	self.boss = false;
---------
Next look for these lines:
Code Snippet
Plaintext
	self set_zombie_run_cycle(); 
self thread zombie_think();
right IN BETWEEN those, add the new line so it looks like below:
Code Snippet
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	self set_zombie_run_cycle(); 
self maps\_blst_panzersoldat::mech_prespawn();
self thread zombie_think();

6]
Now find this line:
Code Snippet
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	rise_struct_string = undefined;
And under that add this:
Code Snippet
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	if( self.boss )
{
self notify("no_rise");
self.script_string = "zombie_chaser";
}

7]
A few line's down, under this:
Code Snippet
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	else
{
self notify("no_rise");
}
Add these lines:
Code Snippet
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	if( IsDefined( self.script_string ) &&  self.script_string == "zombie_chaser" )
{
rise_struct_string = "find_flesh";
}

8]
Now find this piece of code:
Code Snippet
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zombie_gib_on_damage()
{
// self endon( "death" );

while( 1 )
{
self waittill( "damage", amount, attacker, direction_vec, point, type );

if( !IsDefined( self ) )
{
return;
}
And under that part, add these line's:
Code Snippet
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		if(IsDefined(self.boss) && self.boss)
{
continue;
}

9]
In the function:   zombie_damage( mod, hit_location, hit_origin, player )   
under these line's:
Code Snippet
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	if( !IsDefined( player ) )
{
return;
}
Add these:
Code Snippet
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	if( IsDefined( self.boss ) && self.boss )
{
return;
}

10]
And a bit down in the function:      zombie_damage_ads( mod, hit_location, hit_origin, player )      in the same way add:
Code Snippet
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	if( IsDefined( self.boss ) && self.boss )
{
return;
}
That's _spawner. Save and close.

11]
Open animscripts\death.gsc and look for this:
Code Snippet
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		if( IsDefined(self.is_zombie) && (!IsDefined(self.in_the_ground) || !self.in_the_ground))
{
self thread death_anim_short_circuit();
}
And change that into:
Code Snippet
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		if( IsDefined(self.is_zombie) && (!IsDefined(self.in_the_ground) || !self.in_the_ground) && isdefined( self.boss ) && !self.boss )
{
self thread death_anim_short_circuit();
}
Save and close.

12]
Now open animscripts\melee.gsc, and scroll to the bottom. There you will see this function:
Code Snippet
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pick_zombie_melee_anim( zombie_guy )
In there, replace this line:
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	if ( zombie_guy.has_legs )
With this one:
Code Snippet
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	if ( zombie_guy.has_legs  && !zombie_guy.boss )
Next, right under this part:
Code Snippet
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		switch(zombie_guy.zombie_move_speed)
{

case "walk":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_walk_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;

case "run":
case "sprint":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_run_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;
}
}
Add these new lines:
Code Snippet
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	else if( isdefined(zombie_guy.boss) && zombie_guy.boss )
{
melee_anim = random(level._mech_melee["zombie"]);
}

13]
Now open the animtrees\generic_human.atr:
Right at the top under:
Code Snippet
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body
{
add this:
   ai_zombie_mech_grabbed
   bo2_mech_run_to_aim_ft
   bo2_mech_ft_sweep
   bo2_mech_ft_burn_plr
   bo2_mech_arrive
   bo2_mech_exit
   bo2_mech_head_pain
   bo2_mech_downed
   bo2_mech_recover
   bo2_mech_powercore_pain
   bo2_mech_leap_start
   bo2_mech_leap_stop
   bo2_mech_stunned
   bo2_mech_grab_aim
   bo2_mech_grab_idle
   bo2_mech_taunt
   bo2_mech_minigun_sweep
   bo2_mech_minigun_spray
   mech_minigun_fire_loop
=============================================================
Next find the zombie-run anims, around line 450. and add these somewhere in there:
               bo2_mech_walk_basic
               bo2_mech_walk_patrol
               bo2_mech_run01
               bo2_mech_sprint01
               bo2_mech_leap_loop
               bo2_mech_minigun_spray_walk
=============================================================
Next find:
Code Snippet
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melee
{
and under that add:
      bo2_mech_melee01
      bo2_mech_melee02
      bo2_mech_run_melee01
============================================================
Find the death anims, around line 1960 and add these in there:
      bo2_mech_death
      bo2_mech_death_explode
============================================================
And now find the taunt anims, around line 2840 and add this one in there:
         blst_zom_mech_taunt         

14]
In radiant:
* Make sure all your zone's have the " script_noteworthy - player_zone "  ( this was actually originally in WaW scripts, but a lot of people dont use it.. )
* Where the mech spawn's, and also the struct's that are used for jetpacking: (place them half inside the ground, like riser-struct's)
Code Snippet
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	script_STRUCT		=>	"mech_zombie_spawn" - "targetname"
* Make AT LEAST 6 trigger_damage entities. ( Should be fine for spawning in 5 mechs at the same time )
   make them around 30x30x30 units, give this KVP:
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		"mech_escape_trigger" , "targetname"
   Also select these spawnflags:
      -PROJ_NO
      -EXPLOSION_NO
      -SPLASH_NO
      -FIRE_NO
   Put them somewhere the players cant see / shoot them. These will be used for when the mech grabs a player, but can't be spawned in through script..

15]
If you have a Wonder Weapon you want to have a special effect on the mech, you can call this from where the ww-script does damage:
Code Snippet
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	if( isdefined( zombie.boss ) && zombie.boss )
{
zombie thread maps\_blst_panzersoldat::mech_ww_response();
}
He will do a pain-anim, and there's a slight chanche he gets knocked to the ground.

16]
---------------- No nuke and insta-kill effect-----------------
In _zombiemode_powerups find the function   check_for_instakill()    and under the line's:
Code Snippet
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		if( self.animname == "boss_zombie" )
{
return;
}
add these line's:
Code Snippet
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	if(IsDefined(self.boss) && self.boss)
{
         return;
}
--------
Next find the function      nuke_powerup()   scroll down a bit till you see:
Code Snippet
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		if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}
and under that add these line's:
Code Snippet
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        if(IsDefined(zombies[i].boss) && zombies[i].boss)
        {
            continue;
        }

17]
-----------Doesn't stop the rounds from changing------------
Open _zombiemode_utility.gsc, and find the line:
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		if( enemies[i].animname != "boss_zombie" )		
and REPLACE it with this one:
Code Snippet
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	if( enemies[i].animname != "boss_zombie" && ( !isdefined(enemies[i].boss) || !enemies[i].boss ) )

18]
Stock 'settings':
-first panzer round:  round 8
-after that every 3 rounds
-health value's are copied from bo2 script
-the patrol-soldat is included, he and the normal one will take turns spawning
Hidden Text
Single player:
round 8 or higher:   1 mech
round 14 or higher:   2 mechs
round 18 or higher: 3 mechs

COOP:
round 8 or higher:   1 mech
round 11 or higher:   2 mechs
round 14 or higher: 3 mechs
round 17 or higher: *1 or 2 players: 3 mechs
               *3 or 4 players: same number of mechs as players
You can change a lot of settings in the _blst_panzersoldat.gsc thats inside the  BlSt_PanzerSoldat.iwd
To disable the Patrol-Soldat, open the script inside the .iwd and change this line into false:
Code Snippet
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level.include_patrol_mech							= true;
That should be all!
PS:
Dont ask me if i can send you the raw-files, or if you can combine two .ff's or if i can do that for you..   I won't, and i can't..
8 years ago
Just a fun script i came across a few days ago, have it laying around for ages but not going to use it myself prob so why not upload it?


Instructions included in the dl as well.


Add this to a .csv:
Code Snippet
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// mortar strike
sound,mortar_strike,,,
weapon,sp/mortar_strike
material,hud_icon_m8_white_smoke
xmodel,projectile_us_smoke_grenade
xmodel,mortar_shell
fx,weapon/satchel/fx_explosion_satchel_generic
fx,blst_custom/streak_marker_smoke
fx,misc/fx_ui_airstrike_smk_green



Open _zombiemode, around line 60-70 you'll see similar line's. Add this one:

Code Snippet
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	maps\_blst_mortar_strike::init();

   


( this might be a bit different in your version of _weapons, so pay attention! )
open _zombiemode_weapons, and look for this line inside the treasure_chest_give_weapon() function:
Code Snippet
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	if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" ) )

Add this part to it:
Code Snippet
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	|| weapon_string == "mortar_strike"
   
   
So it looks like:
Code Snippet
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	if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" || weapon_string == "mortar_strike" ) )



Next a few lines down, you'll see this line:
Code Snippet
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	if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" )
   
This time we're going to add:
Code Snippet
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	&& weapon_string != "mortar_strike" 
   
So in the end it looks like:
Code Snippet
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			if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" && weapon_string != "mortar_strike" )




Next look for the function treasure_chest_give_weapon(), and in there look for these lines:
Code Snippet
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	self GiveWeapon( weapon_string, 0 );
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
   
Right ABOVE those lines, paste in these new ones:
Code Snippet
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	if( weapon_string == "mortar_strike" )
{
self thread maps\_blst_mortar_strike::player_give_mortar();
play_weapon_vo("zombie_cymbal_monkey");
return;
}
   



Dont forget to add the weapon 'mortar_strike" to both dlc3_code and _zombiemode_weapons, like you would with any other weapon.



If you want to give the players a mortar strike in another way then through the box, use this line of code ( using 'give' in the console will not work!! ):

   player thread maps\_blst_mortar_strike::player_give_mortar();



The Script:
Spoiler: click to open...
Code Snippet
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#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;

////////////////////////////////////////////////
///// Mortar Strike:    /////
///// by: BluntStuffy    /////
///// Please give credit when used..       /////
////////////////////////////////////////////////

init()
{
// level thread test_mortar_strike(); // put this line back in to get a mortar strike 3 seconds after the game starts ( for testing )

level.mortar_drop_count = 35; // amount of mortars that will be launched

level.mortar_damages_other_players = false; // if other players can take damage from your mortar strike

level.player_mortar_radius = 250; // radius of effect of the mortars on the players
level.player_mortar_damage = 50; // max damage from a mortar, when a player is in the center of the radius

level.zombie_mortar_radius = 300; // radius of effect of the mortars on zombies
level.zombie_mortar_damage = 1200; // max damage from a mortar, when a zombie is in the center of the radius

    level._effect[ "marker_explode" ] = loadfx( "misc/fx_ui_airstrike_smk_green");
    level._effect[ "mortar_explosion" ] = loadfx( "weapon/satchel/fx_explosion_satchel_generic");
level._effect[ "mortar_trail" ] = loadfx( "weapon/grenade/fx_trail_rifle_grenade" );
precachemodel( "mortar_shell" );

}

test_mortar_strike()
{
wait 3;

player = get_players();
for( i=0 ;i<player.size ; i++ )
{
player[i] thread player_give_mortar();
}
}

player_give_mortar()
{
self giveweapon("mortar_strike");
self setactionslot(3,"weapon","mortar_strike");
self setweaponammostock("mortar_strike",1);
self thread player_marker_fired();
}

player_marker_fired()
{
self notify( "starting_mortar_watch" );
self endon( "starting_mortar_watch" );

while( 1 )
{
grenade = get_thrown_marker();
if( isdefined( grenade ) )
{
if( self maps\_laststand::player_is_in_laststand() )
{
grenade delete();
continue;
}
grenade hide();
model = spawn( "script_model", grenade.origin );
model SetModel( "projectile_us_smoke_grenade" );
model linkTo( grenade );
model.angles = grenade.angles;
velocitySq = 100000;
oldPos = grenade.origin;

while( velocitySq != 0 )
{
wait( 0.05 );
velocitySq = distanceSquared( grenade.origin, oldPos );
oldPos = grenade.origin;
}

model unlink();
model thread marker_model_cleanup( grenade );

level thread mortar_strike( grenade.origin, self );
}
wait 0.05;
}
}


get_thrown_marker()
{
self endon( "starting_mortar_watch" );

while( true )
{
self waittill( "grenade_fire", grenade, weapname );
if( weapname == "mortar_strike" )
{
return grenade;
}

wait 0.05;
}
}

marker_model_cleanup( grenade )
{
while( 1 )
{
if( !isDefined( grenade ) )
{
if( isDefined( self ) )
{
playfx( level._effect["marker_explode"], self.origin );
self delete();
}
break;
}
wait 0.05;
}
}

mortar_strike( origin, player )
{
mortar_count = level.mortar_drop_count;
mortar_impacts = [];
mortar = [];

for( i=0;i<mortar_count;i++ )
{
offset1 = randomintrange( -400, 401 );
offset2 = randomintrange( -400, 401 );
offset3 = origin+(0,0,75);

mortar_impacts[mortar_impacts.size] = (groundpos( origin+(offset1,offset2,offset3[2]) ) + (0,0,15) );
}

wait 3;
offset1 = randomintrange( 600, 701 );
offset2 = randomintrange( 600, 701 );

for( i=0;i<mortar_impacts.size;i++ )
{
mortar_angle = vectortoangles( mortar_impacts[i]+(offset1,offset2,2500) - mortar_impacts[i] );

mortar[i] = spawn( "script_model", mortar_impacts[i]+(offset1,offset2,2500) );
mortar[i] setmodel( "mortar_shell" );
mortar[i].angles = (mortar_angle-(90,0,90));

mortar[i] hide();
wait randomfloatrange( 0.10, 0.35 );
mortar[i] thread fire_mortar( mortar_impacts[i], player );
}
}

fire_mortar( impact_origin, player )
{
self show();

self.fx_tag = spawn( "script_model", self.origin );
self.fx_tag setmodel( "tag_origin" );
self.fx_tag.angles = self.angles;
self.fx_tag linkto( self );
playfxontag( level._effect["mortar_trail"], self.fx_tag, "tag_origin" );

self moveto( impact_origin, 0.8, 0.15, 0 );
playsoundatposition( "mortar_incoming", impact_origin );
wait 0.9;

self.fx_tag unlink();
self.fx_tag delete();

Earthquake( 0.6, 0.5, impact_origin, 450);
playfx( level._effect["mortar_explosion"], impact_origin );
playsoundatposition( "grenade_explode", impact_origin );

mortar_damage_players(impact_origin, player);
mortar_damage_zombies(impact_origin, player);
physicsexplosioncylinder( impact_origin, 400, 75, 1 );

self delete();
}

mortar_damage_players(impact_origin, player)
{
players = get_array_of_closest(impact_origin, get_players(), undefined, undefined, level.player_mortar_radius);

if( isdefined( players ) && players.size != 0 )
{
for(i=0;i<players.size;i++)
{
if( players[i] != player && !level.mortar_damages_other_players )
{
continue;
}

dist_mult = 1 - ( (distance( players[i].origin, impact_origin ))/level.player_mortar_radius );
damage = int( dist_mult*level.player_mortar_damage );
if( damage < 15 )
{
damage = 15;
}
RadiusDamage( players[i].origin, 10, damage, (damage-10) );
// iprintln( "player damage: "+damage );
}
}

}

mortar_damage_zombies(impact_origin, player)
{
zombs = get_array_of_closest(impact_origin, getaispeciesarray( "axis" ), undefined, undefined, level.zombie_mortar_radius);

if( isdefined( zombs ) && zombs.size != 0 )
{
for(i=0;i<zombs.size;i++)
{
dist_mult = 1 - ( (distance( zombs[i].origin, impact_origin ))/level.zombie_mortar_radius );
damage = int( dist_mult*level.zombie_mortar_damage );
if( damage < 75 )
{
damage = 75;
}

if( !zombs[i].gibbed && dist_mult > 0.3 )
{
refs = [];
refs[refs.size] = "guts";
refs[refs.size] = "right_arm";
refs[refs.size] = "left_arm";
refs[refs.size] = "right_leg";
refs[refs.size] = "left_leg";
refs[refs.size] = "no_legs";

zombs[i].a.gib_ref = animscripts\death::get_random( refs );
zombs[i] thread animscripts\death::do_gib();
}

zombs[i] dodamage( damage, self.origin, player );
// iprintln( "zombie damage: "+damage );
}
}
}
8 years ago
So as the title says, sometimes it plays the treyarch/activision intro and sometimes it doesn't. After that it just crashes: "blackops3.exe has stopped working' is all it says..
I've updated my video drivers, verified the game-cache, and even completely reinstalled the game.. No dice..  :-\

Anyone else having issue's as well, or a suggestion of what i could try to make it work again?
8 years ago

I wasn't sure if i should release this because this tutorial might look a bit complicated, and i'm not sure if people even want to add this to their maps.. But in the end it's really easy to use and i had it laying around anyways, so i decided to post this. Just read carefully step by step and i hope it's understandable. Adding your own achievements just takes 2 or 3 lines of code after you followed this tut!

This script will allow you to put achievements in your map, their stats will save between games. For example when you add an achievement: "Kill 100 zombies" and a player gets 75 kills, then dies and starts a new game and get 25 kills he will earn the achievement.
When a player unlocks an achievement a message shows up on screen, and you can choose to also have an icon appear, a sound play, and have points rewarded.

You can add your own achievements for your map pretty simple, anything like 'Kill X amount of zombies' or 'Kill a boss without jugg' or 'Open 50 doors' or whatever you want.
For now the player will just get the message on screen once, and it will be "unlocked". There's no menu to view your achievements or anything like that ( yet, might do it depending on if people actually use this.. )



1.
Lets get started, first download the files and put them in the correct folder. One goes into your \RAW\mp\ folder, and the other in your \MODS\mapname\maps\ folder.



2.
Open your _zombiemode.gsc and around line 60-70 you'll see similar line's, add this one:
         
Code Snippet
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	maps\_blst_achievements::init();


3.
to include the stringtable-csv in your mod, add this line to the mod.csv in your mod-builder-tab on launcher;
   
Code Snippet
Plaintext
	stringtable,mp/my_achievements.csv


4.
if you want to use (custom) shaders for the achievement-notify's, add the materials to a .csv and make sure the images are included in your mod! They will be precached automaticly by the script, so no need to worry about that.


5.
Now how to setup you own achievements: note: i left two examples in the files so its easier to understand. You can just remove / change those as you wish.

First a short explanation to clear things up:
You can add multiple 'levels' for one achievement, for example you can add one for killing 10 zombies and then also one for killing 25 zombies.
Obviously those are 'the same' achievement( ...they are related to the same stat -> zombie kills ) so to tell the game they are the same stat but a different achievement you'll need to add two 'names' for each achievement you add. One is called the 'name' and the other the 'ref'!
 * The achievement NAME, wich should be the same for all achievements that relate to the same stat! So in the example above both could be named: kills_all
 * The achievement REF, wich should be different for all achievements! so in the example above it could be: kills_all_1 and kills_all_2
   
Make sure you pay attention to that, then adding achievements is going to be easy  :)


6.
Open the file you copied to raw\mp\ named: my_achievements.csv it basicly works the same as a soundalias. This just stores stuff like strings. You need to add every achievement you want to use in your map here.
this is an example of a line from that file:
Code Snippet
Plaintext
1,kills_all,kills_all_1,Kill 10 zombies,2105,10,250,specialty_juggernaut_zombies,

In the following order ( the bold text between the braces refers to the example line above )
   0.   Index    ( 1 )
   1.   Achievement NAME ( see explanation in the previous step )   ( kills_all )
   2.   Achievement REF ( see explanation in the previous step )    ( kills_all_1 )
   3.   Achievement description: The line that will show up on screen once the player unlocks the achievement, if you dont want a this fill in: none   ( Kill 10 zombies )
   4.   Stat number: ( 2105 ) THIS ONE IS IMPORTANT: there's a few rules to follow with these
      You make up the numbers yourself, but keep these rules:
      - start counting from 2100
      - increase by 5, so go from 2100 to 2105 to 2110 etc
      - each achievement that has the same achievement NAME should have the same stat number ( ...they are related to the same stat! )
   5.   The amount needed to complete this achievement, so in the example: Kill 10 zombies. The amount will be 10.    ( 10 )
   6.   If you want the players to recieve points for unlocking this achievement, add the amount of points here. Otherwise fill in: none  ( 250 )
   7.   If you want a shader to appear on screen for this achievement add it here ( the material name ). Otherwise fill in: none    ( specialty_juggernaut_zombies )
   


7.
Next open the _blst_achievements.gsc, at the top you'll see the line's to setup the achievements. If you want a sound to play when a player unlocks an achievement, change it in this line:

Code Snippet
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level.achievement_sound = "none";

Next to tell the script wich achievements to add, copy this line once for every achievement you added, and edit it: Fill in the correct achievement REF for every achievement you want to add ( "kills_all_1" in the example below )

Code Snippet
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	level.custom_achievements[level.custom_achievements.size] = "kills_all_1";


8.

That's everything to setup the script, but now comes the hard part. You need to make the game keep track of the achievements you added. For example if you add an achievement 'Use the mystery box 5 times' you need to edit the box-script, and make the game count the stats.
You can do that by adding the following line in a script:

Code Snippet
Plaintext
	self maps\_blst_achievements::add_to_my_stat( "use_box_5_times", 1 );

In this line 'self' is the player! You need to fill in the correct achievement NAME ( not ref! ). The '1' tells the game to add 1 to the stat. It will automaticly check for achievement-unlocks every time you use that line so no need to add anything else.
   
For some people this will be the hard part to figure out, i'll try to help out if needed in the topic below. In the download i allready made the 'zombie kills' achievement work, the one for opening doors does not work! It's just an example!! If you want to make that work, you need to add the line mentioned above in _zombiemode_blockers_new for each door/debris trigger.



Last thing, in the _blst_achievements.gsc there's one level. var at the top called: level.map_testing    If you set that to true, it will use prints to display your current stats so you can easily test stuff, and at game start you have the option to reset your stats.

8 years ago
wanted to search the forums, but it looks like the button is gone?  ???
8 years ago
I dont really want to post this, since there's enough of these around the bo3 release allready but i really know shit about pc-parts and i would hate to spend my money on something not worth upgrading.. But i havent touched my xbox for a few months now, and with the mod-tools maybe comming to bo3 i'm ready to abandon my love for consoles.

This is what i'm currently running, and i dont really know any other details ( but if needed i'll see what i can find )

AMD FX-6300 six-core  3.50 GHz
4 GB RAM
GeForce 9600 GT


First of all, is that AMD any good? Then an upgrade for the GPU ( GTX 950 / 960 prob.. ), adding some RAM and upgrading the power-supply is what Harry suggested ( and also fits my current budget ). Would that be any good and worth the money, or should i look for a bigger upgrade?

I initially only bought this PC to do some work and browsing, and that's been over a year from now. It wasn't that expensive either, so that's why i'm not sure about this whole upgrade and some advice would be greatly appreciated! If any other specs are needed lemme know..

8 years ago
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