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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 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
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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

      1 Reply Last reply
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      • 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
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        • 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
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            • 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
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                • _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
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                  • 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
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                    • 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
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                      • 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
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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
                              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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                                    • SucesfulyFaledundefined Offline
                                      SucesfulyFaledundefined Offline
                                      SucesfulyFaled
                                      replied to AdrX003 on last edited by SucesfulyFaled
                                      #126

                                      AdrX003 I tried both compiled and uncompiled. I placed it in "%localappdata%/storage/t6/mods". In that i have the folder named "zm_weapons", in which the mod config is. I have the full folder, but that should describe my files tree roughly. The mod does successfully load, so i assume i did that correctly.

                                      AdrX003undefined 1 Reply Last reply
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                                      • Bickylotheboistundefined Offline
                                        Bickylotheboistundefined Offline
                                        Bickylotheboist
                                        replied to SucesfulyFaled on last edited by
                                        #127

                                        SucesfulyFaled never had this problem, but do you have all the DLC's for BO2?

                                        SucesfulyFaledundefined 1 Reply Last reply
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                                        • SucesfulyFaledundefined Offline
                                          SucesfulyFaledundefined Offline
                                          SucesfulyFaled
                                          replied to Bickylotheboist on last edited by
                                          #128

                                          Bickylotheboist Yes, i do

                                          1 Reply Last reply
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