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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
    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

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        • 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.

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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

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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
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                      • 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 🙂

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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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                            • 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
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                              • 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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                                • 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

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                                        • AdrX003undefined Offline
                                          AdrX003undefined Offline
                                          AdrX003
                                          replied to SucesfulyFaled on last edited by AdrX003
                                          #129

                                          SucesfulyFaled yea, thats correct but ive never seen a compiled mod errors like this and i have tested like 99% of every existing mod for WaW/BO1/BO2.

                                          The only possible thing i can think of is that somewere in a physical area of the disk/ssd/storage of the files was missing after the copy of may have a flipping bit? ( wich is like, very uncommon to happen in such a way that the game still recognize it as loadable/not damaged and all that) and a simple (that is not replacing the whole drive to test this theory) would be to rename the folder of the one you already have to whatever, download the compiled mod again, place at the right place again with the normal name and everything and load and test it again.

                                          SucesfulyFaledundefined 1 Reply Last reply
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