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[Map Add-On 4] Black Ops Perks (UPDATE AVAILABLE)

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Created 10 years ago
by jei9363
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play ESTATE now, and claim your mansion back from the undead!
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Fixes:

- Zombies attacking downed players in coop
- Vulture-Aid drops in non-playable areas
- Wunderfizz staying visible for only the first person to use it

see black ops perks for MuleKick-PAP fix

https://www.mediafire.com/?m2j9aqqoel77vlk

Jay's Black Ops Perks

4/29 notes:

1. If you have nazi_zombie_MAPNAME_patch in the mod folder you compile, delete it.
2. you can change the perk limit by adjusting level.perk_limit = 4; in _zombiemode.gsc
3. remove from your nazi_zombie_MAPNAME.gsc
4. always use the nazi_zombie_MAPNAME_patch from the latest Add-On. if you download older Add-Ons just place the IWDs

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}

---------------------------------------------------------------------------------------------------



download this:https://www.mediafire.com/?xbebt53nyy6cpil

move map_source to your root directory and the other files to C:\Users\Jay\AppData\Local\Activision\CoDWaW\mods\YOURMOD

PLACE THE MACHINES IN YOUR MAP!

note because I am not allowed to post raw assets the original sumpf machines will serve as place holders then be switched with the black ops perks when the game starts!

note: this map overwrites _callbackglobal.gsc

PART 1: SETTING UP QUICKREVIVE

step 1: go into _zombiemode_perks.gsc and replace

Code Snippet
Plaintext
		case "specialty_quickrevive":
cost = 500;
break;

with

Code Snippet
Plaintext
		case "specialty_quickrevive":
players = get_players();
if(players.size == 1)
{
cost = 500;
self.reviveUsesLeft--;
}
else
cost = 1500;
break;

step 2:

change this function to make revive turn on at the start

Code Snippet
Plaintext
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

players = get_players();

if(players.size > 1)
level waittill("revive_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );
}

replace

Code Snippet
Plaintext
	case "specialty_quickrevive":
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

with

Code Snippet
Plaintext
	case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

step 3:

replace

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))

with

Code Snippet
Plaintext
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger())  && (players[i].perk_hud.size < level.perk_limit) && self.reviveUsesLeft > 0)

step 4: go into _zombiemode.gsc and replace the entire player_damage_override() function with
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}

if( iDamage < self.health )
{
if ( IsDefined( eAttacker ) )
{
eAttacker.sound_damage_player = self;
}

//iprintlnbold(iDamage);
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
if( level.intermission )
{
level waittill( "forever" );
}

players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] == self || players[i].is_zombie || players[i] maps\_laststand::player_is_in_laststand() || players[i].sessionstate == "spectator" )
{
count++;
}
}

if( count < players.size )
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}

self.intermission = true;

self.wasRevived = false;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self maps\bam_bo_mod_bo1_perks_standalone_functions::player_fake_death();

if( count == players.size)
{
if(!self.wasRevived)
level notify( "end_game" );
self.wasRevived = false;
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}
}



PART 2: SETTING UP PERK LIMIT/Quick Revive Point

ADD in zombiemode.gsc
Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");

UNDER
Code Snippet
Plaintext
        maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();

ADD a script_origin in your map with targetname as revive_retreat_point

PART 3: SETTING UP MULE KICK

replace in _zombiemode_weapons

Code Snippet
Plaintext
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

with

Code Snippet
Plaintext
user thread maps\bam_bo_mod_bo1_perks_standalone_functions::treasure_chest_give_weapon( weapon_spawn_org.weapon_string );

PAP Mule Kick fix in _zombiemode_perks.gsc

Code Snippet
Plaintext
wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= self.MuleCount )
{
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

REPLACE ALL

Code Snippet
Plaintext
player weapon_give( self.zombie_weapon_upgrade );

WITH

Code Snippet
Plaintext
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );


PART 4: Giving life to the machines!

in _zombiemode.gsc

add

Code Snippet
Plaintext
maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();

under your

Code Snippet
Plaintext
level.perk_limit = 4;
level.revive_point = getEnt("revive_retreat_point","targetname");


PART 5: Final Touches! (if needed)

replace

set_zombie_var( "zombie_perk_juggernaut_health",   160 );

with

set_zombie_var( "zombie_perk_juggernaut_health",   250 );

download and replace your _patch.ff with this if you think the machines look ugly

https://www.mediafire.com/?3k1f1ucm23h2aw6

its just the _patch.ff were I took off normal mapping of the machines
Last Edit: May 25, 2014, 08:32:09 pm by jei9363
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Awesome thanks for this! :D
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nice! finally got the 4 working black ops perks in my map with everything included.
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nice! finally got the 4 working black ops perks in my map with everything included.

awesome! so you can confirm this tutorial works?
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awesome! so you can confirm this tutorial works?

Yup i can confirm it works 100%
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download and replace with this if you think the machines look ugly

https://www.mediafire.com/?3k1f1ucm23h2aw6

its just the _patch.ff were I took off normal mapping of the machines

Post Merge: April 28, 2014, 01:49:04 am
Last Edit: April 28, 2014, 01:49:04 am by jei9363
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how do i get this to work with Electric cherry not disappearing? Since there both .ff files? Any help it crashing my map :/.
Last Edit: April 28, 2014, 02:39:02 am by Gunoftruth
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Nice bam! i can see you doing DT2.0 in the near future...
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PLZ make a FF including Electric cherry in it, this has literally destroyed my map cause i cant have both it wont even load
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PLZ make a FF including Electric cherry in it, this has literally destroyed my map cause i cant have both it wont even load

This should have electric cherry automatically included, at least it did for me
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if the game crashes due to missing images this includes the vulture-aid and electric cherry shaders.

just replace the IDW!

https://www.mediafire.com/?xbebt53nyy6cpil
Last Edit: April 28, 2014, 07:31:47 am by jei9363
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Nice work,
Try it out now  8)
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4/29 notes:

1. If you have nazi_zombie_MAPNAME_patch in the mod folder you compile, delete it.
2. you can change the perk limit by adjusting level.perk_limit = 4; in _zombiemode.gsc
3. remove from your nazi_zombie_MAPNAME.gsc

Code Snippet
Plaintext
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}

Post Merge: April 29, 2014, 10:51:12 pm
missing part!

finally change this function to make revive turn on at the start

Code Snippet
Plaintext
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

players = get_players();

if(players.size > 1)
level waittill("revive_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );
}

step 2:

replace

Code Snippet
Plaintext
	case "specialty_quickrevive":
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;

with

Code Snippet
Plaintext
	case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE" );
break;
Last Edit: April 29, 2014, 10:51:12 pm by jei9363
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All the perks work perfectly but i did notice something, with quick revive when you go downed the zombies still come towards you. I got a script_origin in the beginning of my map with targetname revive_retreat_point and i triple checked all my scripts and they look fine. What is the problem?



I believe you when you said the zombies should run away from you when downed but they refuse to do that
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whats next to it? is there a path to it? is the path blocked somehow?

try bringing it out from the wall?

make sure there is not more than one.


 
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