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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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  • sehteriaundefined sehteria

    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 🙂

    LKuramaundefined Offline
    LKuramaundefined Offline
    LKurama
    wrote on last edited by LKurama
    #105

    sehteria Just subscribed, can't wait to see what's coming next

    1 Reply Last reply
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    • sehteriaundefined sehteria

      @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.

      NeroSwallowundefined Offline
      NeroSwallowundefined Offline
      NeroSwallow
      wrote on last edited by
      #106

      sehteria It doesn't even work without scripts, it still freezes completely after the mod load restart

      sehteriaundefined 1 Reply Last reply
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      • NeroSwallowundefined NeroSwallow

        sehteria It doesn't even work without scripts, it still freezes completely after the mod load restart

        sehteriaundefined Offline
        sehteriaundefined Offline
        sehteria
        wrote on last edited by
        #107

        @Kusanagi_Z With or without?

        NeroSwallowundefined 1 Reply Last reply
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        • sehteriaundefined sehteria

          @Kusanagi_Z With or without?

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

          sehteria I removed them all and it still freezes

          sehteriaundefined 1 Reply Last reply
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          • NeroSwallowundefined NeroSwallow

            sehteria I removed them all and it still freezes

            sehteriaundefined Offline
            sehteriaundefined 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?

            NeroSwallowundefined 1 Reply Last reply
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            • sehteriaundefined Offline
              sehteriaundefined 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

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              • sehteriaundefined 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?

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

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

                sehteriaundefined AdrX003undefined 2 Replies Last reply
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                • NeroSwallowundefined NeroSwallow

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

                  sehteriaundefined Offline
                  sehteriaundefined Offline
                  sehteria
                  wrote on last edited by
                  #112

                  @Kusanagi_Z Most likely yes, try removing that and it'll work. I'm pretty sure

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                  • NeroSwallowundefined NeroSwallow

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

                    AdrX003undefined Offline
                    AdrX003undefined 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.

                    NeroSwallowundefined sehteriaundefined 2 Replies Last reply
                    1
                    • AdrX003undefined 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.

                      NeroSwallowundefined Offline
                      NeroSwallowundefined 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

                      JezuzLizardundefined 1 Reply Last reply
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                      • NeroSwallowundefined 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

                        JezuzLizardundefined Offline
                        JezuzLizardundefined 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
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                        • sehteriaundefined sehteria

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

                          _shiro_foxy_undefined Offline
                          _shiro_foxy_undefined 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?

                          AdrX003undefined sehteriaundefined 2 Replies Last reply
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                          • _shiro_foxy_undefined _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?

                            AdrX003undefined Offline
                            AdrX003undefined 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...

                            sehteriaundefined 1 Reply Last reply
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                            • _shiro_foxy_undefined _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?

                              sehteriaundefined Offline
                              sehteriaundefined 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
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                              • AdrX003undefined 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.

                                sehteriaundefined Offline
                                sehteriaundefined 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
                                • AdrX003undefined 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...

                                  sehteriaundefined Offline
                                  sehteriaundefined 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
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                                  • FighterHydrantundefined Offline
                                    FighterHydrantundefined Offline
                                    FighterHydrant
                                    wrote on last edited by
                                    #121

                                    This is RAD dude!

                                    1 Reply Last reply
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                                    • Rip_Luciferundefined Offline
                                      Rip_Luciferundefined 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

                                      sehteriaundefined 1 Reply Last reply
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                                      • Rip_Luciferundefined 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

                                        sehteriaundefined Offline
                                        sehteriaundefined 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
                                        • SucesfulyFaledundefined Offline
                                          SucesfulyFaledundefined 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?

                                          AdrX003undefined Bickylotheboistundefined 2 Replies Last reply
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