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WAW Modding Releases & Resources

Plutonium T4 Mod releases and resources go here.

129 Topics 525 Posts
  • Rules and Release Guidelines! PLEASE READ BEFORE POSTING

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  • Official WAW Mod Tools

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  • Resources for learning to make WAW Mods

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  • Resource: Lists of already made WAW Maps and Mods

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  • T4 Custom Zombies Maps GSC Fixes for Dedis

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    where do i put this files
  • Purple Trench Gun

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  • [ZM] Discarded V3 - Mod Menu

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    anyway to change how to open it? i keep accidentally opening it whenever I'm repairing barriers and shooting zombies
  • Galaxy PAP Camo

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    updated the camo, new screenshots at the top.
  • [RELEASE] Postal 2 HUD Perks, Viewmodel, Powerups, Font (WaW)

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    niiiceeee B)
  • T4 WaW White Essentials Pack

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    ty vro u cooked hard ngl
  • Cyan STG44

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    looks good
  • [ZM] Flamethrower Custom Green Screen Camo (Repost)

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    yo can i have the same camo for every other gun please ?
  • zombi skin :D

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    what is the file name of the zombie's arms and head ?
  • Colt 1911 Government Series 70 WaW Port

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    GOAT LOVLEH
  • WAW Health script/mod to get 3 hit down?

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    /* * -------------------------------------------------------------------------------- * --- 3 Hit Down GSC Script for Call of Duty: World at War Zombies --- * -------------------------------------------------------------------------------- * * Description: * This script modifies the default player damage rules in Nazi Zombies to allow * players to withstand two zombie hits before going down on the third hit. * This script does not affect the damage boost provided by the Juggernog perk. * * Installation: * 1. Create a new file named "three_hit_down.gsc" in your map's GSC folder, * located at: /root/mods/your_map_name/maps/ * 2. Copy and paste the entire content of this script into the new file. * 3. Open your main map GSC file (e.g., nazi_zombie_mapname.gsc). * 4. At the top of your main map GSC file, add the following line: * #include maps\three_hit_down; * 5. In the main() function of your map's GSC file, add the following line * BEFORE maps\_zombiemode::main(); * thread three_hit_down::init(); * * Your main function should look something like this: * main() * { * // Other pre-zombiemode threads * * thread three_hit_down::init(); * * maps\_zombiemode::main(); * * // Other post-zombiemode code * } * * 6. Re-compile your map and run it. * * -------------------------------------------------------------------------------- */ init() { // This function will wait until all players are connected and then start // the monitoring process for each player. level flag_wait( "all_players_connected" ); for(;;) { level waittill( "connected", player ); player thread onPlayerConnect(); } } onPlayerConnect() { // When a player connects, this function is threaded to them. // It will end if the player disconnects. self endon( "disconnect" ); // Initialize the hit counter for this player self.hit_count = 0; for(;;) { // This is the core loop that monitors player damage. // It waits until the player is damaged. The 'eInflictor' is the entity // that caused the damage (in this case, a zombie). self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags ); // We only care about damage from zombies. We check the attacker's script_noteworthy // to ensure it's a zombie. if ( isdefined( attacker.script_noteworthy ) && attacker.script_noteworthy == "zombie" ) { // We also don't want this to interfere with Juggernog. // If the player has Juggernog, we let the default damage logic handle it. if( !self maps\_zombiemode_perks::player_has_perk("specialty_armorvest") ) { // Increment the hit counter self.hit_count++; // If the hit count is less than 3, we prevent the player from taking damage. if ( self.hit_count < 3 ) { // Setting damage to 0 effectively negates the hit. damage = 0; } else { // On the third hit, we reset the counter and let the player go down. self.hit_count = 0; } } } } } This was made with AI, I just generated it as soon as I saw your question on the forum. No idea if it works havnt tested it, but maybe this could be a template to build off of. I did not write this simply asked AI to make it. Maybe this could work?
  • Upscaled WunderWaffe Textures

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    @Brigeezy123 thx
  • Golden M1 Garand

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    I wonder how you did it
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    @Miaa_ see my other patches, they have install instructions
  • [ZM] Camo bowie knife obsidian block Minecraft

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    Tutorial plsss
  • Verruckt Uncensored

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    how does one install it for waw