[Release] [Zombies] Black Ops 1 Chaos mod
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thats soo sick nice work man
edit: it was fun until i got the cz75 dual wield crashed my game so ill have to wait till that is fixed by plutonium but still great mod -
thats soo sick nice work man
edit: it was fun until i got the cz75 dual wield crashed my game so ill have to wait till that is fixed by plutonium but still great modSweetcolt764403 Here is hotfix which skip cz75 dual wield if it comes out from box or Random Guns task.
update: fixed box not giving weapons
update 2: added few more task and some junk like heathbar and hitmarks to this hotfix.
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@dontknowletsplay damn right, very cool stuff. Others should take notes!
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Sweetcolt764403 Here is hotfix which skip cz75 dual wield if it comes out from box or Random Guns task.
update: fixed box not giving weapons
update 2: added few more task and some junk like heathbar and hitmarks to this hotfix.
@dontknowletsplay thats soo cool thank you
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updated both download links. there is now few more tasks and junk like healthbar, hitmarks and zombie counter.
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@dontknowletsplay said in [Release] [Zombies] Black Ops 1 Chaos mod:
maps
Why cant i just put it in my mods folder
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@dontknowletsplay said in [Release] [Zombies] Black Ops 1 Chaos mod:
maps
Why cant i just put it in my mods folder
retartedgamer I dont think it work like that. Go ahead and try..
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Also the mod dont work with dlc maps checked it did not work and i have all dlcs
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Also the mod dont work with dlc maps checked it did not work and i have all dlcs
retartedgamer you must be doing something wrong.
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idk what im doing wrong
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why do i have 1m points when i start the game is that normal and is there a way to fix it
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why do i have 1m points when i start the game is that normal and is there a way to fix it
@zhyako Fixed
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@dontknowletsplay Nice!!
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Always nice releases, nice job
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Can you share the script for the hitmarkers? Thanks.
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//bo1 zombie hitmarks #include maps\_utility; #include common_scripts\utility; #include maps\_hud_util; init() { if ( GetDvar( #"zombiemode" ) == "1" ) { precacheshader("damage_feedback"); level thread onPlayerConnect(); } } onPlayerConnect() { level endon("end_game"); for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("end_game"); self waittill("spawned_player"); self thread damagehitmarker(); } damagehitmarker() { self thread check_zombies(); self.hitmarker = newclientHudElem( self ); self.hitmarker.horzalign = "center"; self.hitmarker.vertalign = "middle"; self.hitmarker.x = -12; self.hitmarker.y = -12; self.hitmarker.alpha = 0; self.hitmarker setshader( "damage_feedback", 24, 48 ); } check_zombies() { level endon("end_game"); while( 1 ) { zombies = getaiarray( "axis" ); for(i=0;i<zombies.size;i++) { if( !(IsDefined( zombies[i].waitingfordamage )) ) { zombies[i] thread hitmark(); } } wait 0.25; } } hitmark() { level endon("end_game"); self endon( "killed" ); self.waitingfordamage = 1; while( 1 ) { self waittill( "damage", amount, attacker, dir, point, mod ); attacker.hitmarker.alpha = 0; if( isplayer( attacker ) ) { if( isalive( self ) ) { attacker.hitmarker.color = ( 1, 1, 1 ); attacker.hitmarker.alpha = 1; attacker.hitmarker fadeovertime( 1 ); attacker.hitmarker.alpha = 0; } else { attacker.hitmarker.color = ( 1, 0, 0 ); attacker.hitmarker.alpha = 1; attacker.hitmarker fadeovertime( 1 ); attacker.hitmarker.alpha = 0; self notify( "killed" ); } } } }
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//bo1 zombie hitmarks #include maps\_utility; #include common_scripts\utility; #include maps\_hud_util; init() { if ( GetDvar( #"zombiemode" ) == "1" ) { precacheshader("damage_feedback"); level thread onPlayerConnect(); } } onPlayerConnect() { level endon("end_game"); for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("end_game"); self waittill("spawned_player"); self thread damagehitmarker(); } damagehitmarker() { self thread check_zombies(); self.hitmarker = newclientHudElem( self ); self.hitmarker.horzalign = "center"; self.hitmarker.vertalign = "middle"; self.hitmarker.x = -12; self.hitmarker.y = -12; self.hitmarker.alpha = 0; self.hitmarker setshader( "damage_feedback", 24, 48 ); } check_zombies() { level endon("end_game"); while( 1 ) { zombies = getaiarray( "axis" ); for(i=0;i<zombies.size;i++) { if( !(IsDefined( zombies[i].waitingfordamage )) ) { zombies[i] thread hitmark(); } } wait 0.25; } } hitmark() { level endon("end_game"); self endon( "killed" ); self.waitingfordamage = 1; while( 1 ) { self waittill( "damage", amount, attacker, dir, point, mod ); attacker.hitmarker.alpha = 0; if( isplayer( attacker ) ) { if( isalive( self ) ) { attacker.hitmarker.color = ( 1, 1, 1 ); attacker.hitmarker.alpha = 1; attacker.hitmarker fadeovertime( 1 ); attacker.hitmarker.alpha = 0; } else { attacker.hitmarker.color = ( 1, 0, 0 ); attacker.hitmarker.alpha = 1; attacker.hitmarker fadeovertime( 1 ); attacker.hitmarker.alpha = 0; self notify( "killed" ); } } } }
@dontknowletsplay How do I use it exactly? When I make the .gsc file and put it in the maps folder it just shows an error message when loading into the map. I gave it a random name, could that be the problem?
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@dontknowletsplay How do I use it exactly? When I make the .gsc file and put it in the maps folder it just shows an error message when loading into the map. I gave it a random name, could that be the problem?
Schnaz i changed the code little so copy it again and save with .gsc extension and move to
%localappdata%\Plutonium\storage\t5\scripts\sp
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Schnaz i changed the code little so copy it again and save with .gsc extension and move to
%localappdata%\Plutonium\storage\t5\scripts\sp
@dontknowletsplay Thank you so much, works perfectly.