[Release] [Zombies] Black Ops 1 Chaos mod
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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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This post is deleted! @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. 
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This post is deleted! @dontknowletsplay how do you assign a key to start game 
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@dontknowletsplay said in [Release] [Zombies] Black Ops 1 Chaos mod: %localappdata%\Plutonium\storage\t5 I put the folder in %localappdata%\Plutonium\storage\t5/maps 
 how to I load the game mode when I go to mods there is nothing
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Emu_op keys are always same. Jump, shoot and use button but it can show undefined or something not sure why that happened even player had his buttons set up correctly. 
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@dontknowletsplay said in [Release] [Zombies] Black Ops 1 Chaos mod: %localappdata%\Plutonium\storage\t5 I put the folder in %localappdata%\Plutonium\storage\t5/maps 
 how to I load the game mode when I go to mods there is nothingfecalfantom it doesn't show up in mods. Start some map and it will load up. 
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This is a very fun mod! The "out of body experience" Is a bit bugged Bullets wont damage zombies and player model occasionally goes invisible. Haven't noticed any other bugs but I figured I'd Let you know in case you would like to fix it. Thanks for the awesome mod! 
 
 




