[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
-
Kusanagi_Z With or without?
-
sehteria I removed them all and it still freezes
-
Kusanagi_Z Custom textures shouldn't be an issue, custom sounds may be the issue if you have those. Scripts should work if they don't try to mess with the original modding scripts within the mod. Any console errors? Any further details you can provide me with so I can help you out?
-
Small update
Removed replaceFunc functions for all map .gsc's -> Less code
Added Victus' pack-a-punch camo coverage for ACOG attachment
Added limit to Death Machine on Nuketown Zombies -
sehteria I have bo4 sounds on my weapons, may that be why?
-
Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure
-
Kusanagi_Z I had the same exact modified .sabs you will need to remove it.
I could say the mod can still be used with the "BO4 sounds pack" but we would need to find out exactly wich ones are making the game freeze, i just gave up cause ive used the BO4 sounds for quite a wile now and actlly wanted to go back to the BO2 sounds but yea, it would be an interesting thing to solve. -
AdrX003 I don't know, according to me these scripts only work in solo, and I don't like playing alone, so I better leave the BO4 Sounds because those do work well
-
Kusanagi_Z If all players have the mod installed, and loaded you can still play together.
-
sehteria If this add assets from other maps does that mean that weapons from Origins or other maps could be added to Tranzit for example?
-
_shiro_foxy_ Im pretty sure that the Staffs are a whole other can of worms with their specific GSC/CSCs and EFX files attached to all they do that would need need to be figured out, at least i think theyre very different to the other weapons by the way they work, the same thing applied to the Sliquifier since i think ive seen it been refeered as a "bolt launcher" of some sort in the files and code...
-
_shiro_foxy_ This mod is about weapons being ‘global’ on every map. For instance Origins weapons being on all the other maps
-
AdrX003 I think It is solvable on my side too if I gave the weapon sounds a different aliases. But that takes too much time which I don’t really have. Hopefully in the future
-
AdrX003 You’re right. I am currently testing wonder weapon ports with my mod source though. I have ported the sliquifier, paralyzer and blundergat/blundersplat ported over to Tranzit, no issues as of now but I have heard that the animations could be a problem, we’ll see
-
This is RAD dude!
-
how will the blundergat and acid gat work? will you somehow add work benches to maps like town, farm, and bus depot along with the acid gat kid parts? or will just both the blundergat and acid gat be in the box? sehteria
-
Rip_Lucifer Both are possible, but I’ll probably add them to the mystery box
-
Hey, weird question, but i installed the mod and activated it, yet it seems to not load models. When i get one from the box, it just removes my current weapon. When i use the give command, i get DEFAULT weapon or a "§No XModel loaded" error. What did i do wrong?
-
SucesfulyFaled Have you installed the compiled mod? I would not know for sure since im just reading thru the tutoriais and not doing any progress rn so but something could be very wrong in wich files you placed in the mods folder to load.
-
AdrX003 I tried both compiled and uncompiled. I placed it in "%localappdata%/storage/t6/mods". In that i have the folder named "zm_weapons", in which the mod config is. I have the full folder, but that should describe my files tree roughly. The mod does successfully load, so i assume i did that correctly.