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  3. [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • NeroSwallowundefined NeroSwallow

    sehteria It doesn't even work without scripts, it still freezes completely after the mod load restart

    sehteriaundefined Offline
    sehteriaundefined Offline
    sehteria
    wrote on last edited by
    #107

    @Kusanagi_Z With or without?

    NeroSwallowundefined 1 Reply Last reply
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    • sehteriaundefined sehteria

      @Kusanagi_Z With or without?

      NeroSwallowundefined Offline
      NeroSwallowundefined Offline
      NeroSwallow
      wrote on last edited by
      #108

      sehteria I removed them all and it still freezes

      sehteriaundefined 1 Reply Last reply
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      • NeroSwallowundefined NeroSwallow

        sehteria I removed them all and it still freezes

        sehteriaundefined Offline
        sehteriaundefined Offline
        sehteria
        wrote on last edited by
        #109

        @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?

        NeroSwallowundefined 1 Reply Last reply
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        • sehteriaundefined Offline
          sehteriaundefined Offline
          sehteria
          wrote on last edited by sehteria
          #110

          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

          1 Reply Last reply
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          • sehteriaundefined sehteria

            @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?

            NeroSwallowundefined Offline
            NeroSwallowundefined Offline
            NeroSwallow
            wrote on last edited by
            #111

            sehteria I have bo4 sounds on my weapons, may that be why?

            sehteriaundefined AdrX003undefined 2 Replies Last reply
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            • NeroSwallowundefined NeroSwallow

              sehteria I have bo4 sounds on my weapons, may that be why?

              sehteriaundefined Offline
              sehteriaundefined Offline
              sehteria
              wrote on last edited by
              #112

              @Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure

              1 Reply Last reply
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              • NeroSwallowundefined NeroSwallow

                sehteria I have bo4 sounds on my weapons, may that be why?

                AdrX003undefined Offline
                AdrX003undefined Offline
                AdrX003
                wrote on last edited by
                #113

                @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.

                NeroSwallowundefined sehteriaundefined 2 Replies Last reply
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                • AdrX003undefined AdrX003

                  @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.

                  NeroSwallowundefined Offline
                  NeroSwallowundefined Offline
                  NeroSwallow
                  wrote on last edited by
                  #114

                  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

                  JezuzLizardundefined 1 Reply Last reply
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                  • NeroSwallowundefined NeroSwallow

                    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

                    JezuzLizardundefined Offline
                    JezuzLizardundefined Offline
                    JezuzLizard
                    Plutonium Staff
                    wrote on last edited by
                    #115

                    @Kusanagi_Z If all players have the mod installed, and loaded you can still play together.

                    1 Reply Last reply
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                    • sehteriaundefined sehteria

                      _shiro_foxy_ No, this uses assets from different maps which isn't possible with scripting only

                      _shiro_foxy_undefined Offline
                      _shiro_foxy_undefined Offline
                      _shiro_foxy_
                      wrote on last edited by
                      #116

                      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?

                      AdrX003undefined sehteriaundefined 2 Replies Last reply
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                      • _shiro_foxy_undefined _shiro_foxy_

                        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?

                        AdrX003undefined Offline
                        AdrX003undefined Offline
                        AdrX003
                        wrote on last edited by
                        #117

                        _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...

                        sehteriaundefined 1 Reply Last reply
                        1
                        • _shiro_foxy_undefined _shiro_foxy_

                          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?

                          sehteriaundefined Offline
                          sehteriaundefined Offline
                          sehteria
                          wrote on last edited by
                          #118

                          _shiro_foxy_ This mod is about weapons being ‘global’ on every map. For instance Origins weapons being on all the other maps

                          1 Reply Last reply
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                          • AdrX003undefined AdrX003

                            @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.

                            sehteriaundefined Offline
                            sehteriaundefined Offline
                            sehteria
                            wrote on last edited by sehteria
                            #119

                            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 🙂

                            1 Reply Last reply
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                            • AdrX003undefined AdrX003

                              _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...

                              sehteriaundefined Offline
                              sehteriaundefined Offline
                              sehteria
                              wrote on last edited by sehteria
                              #120

                              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 🙂

                              1 Reply Last reply
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                              • FighterHydrantundefined Offline
                                FighterHydrantundefined Offline
                                FighterHydrant
                                wrote on last edited by
                                #121

                                This is RAD dude!

                                1 Reply Last reply
                                1
                                • Rip_Luciferundefined Offline
                                  Rip_Luciferundefined Offline
                                  Rip_Lucifer
                                  wrote on last edited by
                                  #122

                                  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

                                  sehteriaundefined 1 Reply Last reply
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                                  • Rip_Luciferundefined Rip_Lucifer

                                    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

                                    sehteriaundefined Offline
                                    sehteriaundefined Offline
                                    sehteria
                                    wrote on last edited by
                                    #123

                                    Rip_Lucifer Both are possible, but I’ll probably add them to the mystery box

                                    1 Reply Last reply
                                    2
                                    • SucesfulyFaledundefined Offline
                                      SucesfulyFaledundefined Offline
                                      SucesfulyFaled
                                      wrote on last edited by
                                      #124

                                      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?

                                      AdrX003undefined Bickylotheboistundefined 2 Replies Last reply
                                      0
                                      • SucesfulyFaledundefined SucesfulyFaled

                                        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?

                                        AdrX003undefined Offline
                                        AdrX003undefined Offline
                                        AdrX003
                                        wrote on last edited by
                                        #125

                                        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.

                                        SucesfulyFaledundefined 1 Reply Last reply
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                                        • AdrX003undefined AdrX003

                                          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.

                                          SucesfulyFaledundefined Offline
                                          SucesfulyFaledundefined Offline
                                          SucesfulyFaled
                                          wrote on last edited by SucesfulyFaled
                                          #126

                                          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.

                                          AdrX003undefined 1 Reply Last reply
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