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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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  • NeroSwallowundefined Offline
    NeroSwallowundefined Offline
    NeroSwallow
    replied to sehteria 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
    0
    • sehteriaundefined Offline
      sehteriaundefined Offline
      sehteria
      replied to NeroSwallow on last edited by
      #107

      @Kusanagi_Z With or without?

      NeroSwallowundefined 1 Reply Last reply
      0
      • NeroSwallowundefined Offline
        NeroSwallowundefined Offline
        NeroSwallow
        replied to sehteria on last edited by
        #108

        sehteria I removed them all and it still freezes

        sehteriaundefined 1 Reply Last reply
        0
        • sehteriaundefined Offline
          sehteriaundefined Offline
          sehteria
          replied to NeroSwallow 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
          0
          • 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

            1 Reply Last reply
            2
            • NeroSwallowundefined Offline
              NeroSwallowundefined Offline
              NeroSwallow
              replied to sehteria on last edited by
              #111

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

              sehteriaundefined AdrX003undefined 2 Replies Last reply
              2
              • sehteriaundefined Offline
                sehteriaundefined Offline
                sehteria
                replied to NeroSwallow on last edited by
                #112

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

                1 Reply Last reply
                0
                • AdrX003undefined Offline
                  AdrX003undefined Offline
                  AdrX003
                  replied to NeroSwallow 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
                  • NeroSwallowundefined Offline
                    NeroSwallowundefined Offline
                    NeroSwallow
                    replied to AdrX003 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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                    • JezuzLizardundefined Offline
                      JezuzLizardundefined Offline
                      JezuzLizard Plutonium Staff
                      replied to NeroSwallow 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
                      1
                      • _shiro_foxy_undefined Offline
                        _shiro_foxy_undefined Offline
                        _shiro_foxy_
                        replied to sehteria 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
                        1
                        • AdrX003undefined Offline
                          AdrX003undefined Offline
                          AdrX003
                          replied to _shiro_foxy_ 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
                          1
                          • sehteriaundefined Offline
                            sehteriaundefined Offline
                            sehteria
                            replied to _shiro_foxy_ 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
                            1
                            • sehteriaundefined Offline
                              sehteriaundefined Offline
                              sehteria
                              replied to AdrX003 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
                              • sehteriaundefined Offline
                                sehteriaundefined Offline
                                sehteria
                                replied to AdrX003 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
                                2
                                • FighterHydrantundefined Offline
                                  FighterHydrantundefined Offline
                                  FighterHydrant
                                  wrote on last edited by
                                  #121

                                  This is RAD dude!

                                  1 Reply Last reply
                                  1
                                  • 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
                                    1
                                    • sehteriaundefined Offline
                                      sehteriaundefined Offline
                                      sehteria
                                      replied to Rip_Lucifer 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
                                        0
                                        • AdrX003undefined Offline
                                          AdrX003undefined Offline
                                          AdrX003
                                          replied to SucesfulyFaled on last edited by
                                          #125

                                          SucesfulyFaled Have you installed the compiled mod? I would not know for sure since im just reading thru the tutoriais and not doing any progress rn so but something could be very wrong in wich files you placed in the mods folder to load.

                                          SucesfulyFaledundefined 1 Reply Last reply
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