[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
-
LKurama There isn't a specific one that I can say here, I am experimenting and doing multiple things. My next project probably won't take too long before I release it
sehteria Just subscribed, can't wait to see what's coming next
-
@Kusanagi_Z Try removing the scripts one by one and see if maybe one (or multiple) of them overrite the mod which causes the problem.
sehteria It doesn't even work without scripts, it still freezes completely after the mod load restart
-
sehteria It doesn't even work without scripts, it still freezes completely after the mod load restart
@Kusanagi_Z With or without?
-
sehteria I removed them all and it still freezes
-
sehteria I removed them all and it still freezes
@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?
-
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 -
@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?
sehteria I have bo4 sounds on my weapons, may that be why?
-
sehteria I have bo4 sounds on my weapons, may that be why?
@Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure
-
sehteria I have bo4 sounds on my weapons, may that be why?
@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. -
@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.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
-
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
@Kusanagi_Z If all players have the mod installed, and loaded you can still play together.
-
_shiro_foxy_ No, this uses assets from different maps which isn't possible with scripting only
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 If this add assets from other maps does that mean that weapons from Origins or other maps could be added to Tranzit for example?
_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 If this add assets from other maps does that mean that weapons from Origins or other maps could be added to Tranzit for example?
_shiro_foxy_ This mod is about weapons being ‘global’ on every map. For instance Origins weapons being on all the other maps
-
@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.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
-
_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...
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
-
This is RAD dude!
-
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
-
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
Rip_Lucifer Both are possible, but I’ll probably add them to the mystery box
-
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?