[Release] [Zombies] Black Ops 1 Chaos mod
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This post is deleted!
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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 -
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.
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@dontknowletsplay damn right, very cool stuff. Others should take notes!
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@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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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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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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@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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@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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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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@dontknowletsplay Thank you so much, works perfectly.