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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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  • sehteria sehteria

    @Kusanagi_Z With or without?

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

    sehteria I removed them all and it still freezes

    sehteria 1 Reply Last reply
    0
    • NeroSwallow NeroSwallow

      sehteria I removed them all and it still freezes

      sehteria Offline
      sehteria 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?

      NeroSwallow 1 Reply Last reply
      0
      • sehteria Offline
        sehteria 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
        2
        • sehteria 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?

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

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

          sehteria AdrX003 2 Replies Last reply
          2
          • NeroSwallow NeroSwallow

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

            sehteria Offline
            sehteria 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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            • NeroSwallow NeroSwallow

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

              AdrX003 Offline
              AdrX003 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.

              NeroSwallow sehteria 2 Replies Last reply
              1
              • AdrX003 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.

                NeroSwallow Offline
                NeroSwallow 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

                JezuzLizard 1 Reply Last reply
                1
                • NeroSwallow 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

                  JezuzLizard Offline
                  JezuzLizard 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
                  1
                  • sehteria sehteria

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

                    _shiro_foxy_ Offline
                    _shiro_foxy_ 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?

                    AdrX003 sehteria 2 Replies Last reply
                    1
                    • _shiro_foxy_ _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?

                      AdrX003 Offline
                      AdrX003 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...

                      sehteria 1 Reply Last reply
                      1
                      • _shiro_foxy_ _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?

                        sehteria Offline
                        sehteria 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
                        1
                        • AdrX003 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.

                          sehteria Offline
                          sehteria 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
                          2
                          • AdrX003 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...

                            sehteria Offline
                            sehteria 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
                            2
                            • FighterHydrant Offline
                              FighterHydrant Offline
                              FighterHydrant
                              wrote on last edited by
                              #121

                              This is RAD dude!

                              1 Reply Last reply
                              1
                              • Rip_Lucifer Offline
                                Rip_Lucifer 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

                                sehteria 1 Reply Last reply
                                1
                                • Rip_Lucifer 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

                                  sehteria Offline
                                  sehteria 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
                                  • SucesfulyFaled Offline
                                    SucesfulyFaled 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?

                                    AdrX003 Bickylotheboist 2 Replies Last reply
                                    0
                                    • SucesfulyFaled 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?

                                      AdrX003 Offline
                                      AdrX003 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.

                                      SucesfulyFaled 1 Reply Last reply
                                      0
                                      • AdrX003 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.

                                        SucesfulyFaled Offline
                                        SucesfulyFaled 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.

                                        AdrX003 1 Reply Last reply
                                        0
                                        • SucesfulyFaled 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?

                                          Bickylotheboist Offline
                                          Bickylotheboist Offline
                                          Bickylotheboist
                                          wrote on last edited by
                                          #127

                                          SucesfulyFaled never had this problem, but do you have all the DLC's for BO2?

                                          SucesfulyFaled 1 Reply Last reply
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