SinatraVII So, you can grab the assets from the mod since it's open source and integrate them into your mod. Then it's up to you whether you use the t6modm tool or one of your preference.
Hubyz [YT]
Posts
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Wonder Weapons "All maps" -
Wonder Weapons "All maps"Glamatron69 To be compatible, I would have to remove the dg2 because it causes the map to crash on dedicated servers, but otherwise it works perfectly. However, you will have to modify the map's animation files and add animations for these weapons.
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Wonder Weapons "All maps"J.Maik_ Yes, AcidGat is possible; I did it on my dedicated server. Now, this other weapon would need some kind of port to be able to combine it with those weapons and AcidGat.
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Wonder Weapons "All maps"Dakacko Yes, it's possible to do that, I've even done it myself, but for my dedicated server.
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Wonder Weapons "All maps"Features
All 3 Wonder Weapons available at the same time
Compatible with:
Die Rise
Tranzit (Town, Farm, Bus Depot)
Fixed clientfield error
Works on dedicated servers
Optimized and stable code
Fully open source
Included Wonder Weapons
Thundergun
DG2
Winter'sAbout the Mod
This version merges all Wonder Weapons into a single system, allowing new strategies and a more dynamic gameplayInstallation
Donwload modThis project is open source.
You are free to:
Use
Modify
IntegrateJust keep the credits.
Credits:
Cowldwink
Freestyle
Frozedy
GabsPuN*Version by: _pro7
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[Tutorial][T6][Zombies] How to Add Custom Playermodels to BO2 ZombiesYou also use Blender to port weapons from other Call of Duty games into Black Ops 2.
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[Release] [T6ZM] [Parts] T6-Declassified - Some T5 Ports for T6TweeAlex2250 Dg2 - give tesla_gun_zm
Winter's - give freezegun_zm
Thundergun - give thundergun_zm -
Blundersplat-T6ZM (with animated pap)Blundersplat port for all ZM maps.
GitHub repository with source code
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[Release] [ZM] [Mod] zm_perks - Adding all perks to mapssehteria How's your work with Electric Cherry going? Add it for now to the maps that don't have that limit.
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[Release] [ZM] Main Menu Custom MapWow, that's incredible!
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[Tutorial][T6][Zombies] How to Add Custom Playermodels to BO2 ZombiesWow, that's incredible! I'm learning how to create mods, I can already carry weapons, add animated camos to maps, and now I'm going to read this tutorial to learn about player models.
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[Resource] Sliquifier for Zombies (with PaP)made in brazil hehehe
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Timer Mod for Round and Full Game in Zombies ModeDirkRockface what's you discord bro
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Cap the Number of Zombies in the Round to 1 PlayerI can fix the script if you want just send a DM
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Cap the Number of Zombies in the Round to 1 PlayerI tried to compile and it showed a syntax error on line 174


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I wanted to add a timer to know how long it took the player to take the roundhigh_round_tracker() { // marca que está rodando (debug opcional) // iprintlnbold("^2HighRound Tracker ON"); // thread que informa recordes periodicamente thread high_round_info_giver(); // Descobre mapa/modo gamemode = gamemodeName(getDvar("ui_gametype")); map = mapName(level.script); if (level.script == "zm_transit" && getDvar("ui_gametype") == "zsurvival") { map = startLocationName(getDvar("ui_zm_mapstartlocation")); } // Garante pasta de logs if (!directoryExists("logs")) { createDirectory("logs"); } filename = "logs/" + map + gamemode + "HighRound.txt"; // Inicializa arquivo se não existir if (!fileExists(filename)) { writeFile(filename, "0;-", false); // false = sobrescreve } // Carrega estado text = readFile(filename); if (!isDefined(text) || text == "") { text = "0;-"; } info = strTok(text, ";"); level.HighRound = int(info[0]); level.HighRoundPlayers = isDefined(info[1]) ? info[1] : "-"; // Espera fim da partida para checar recorde for (;;) { level waittill("end_game"); if (level.round_number > level.HighRound) { // monta lista de jogadores level.HighRoundPlayers = ""; players = get_players(); for (i = 0; i < players.size; i++) { if (level.HighRoundPlayers == "") level.HighRoundPlayers = players[i].name; else level.HighRoundPlayers = level.HighRoundPlayers + "," + players[i].name; } // feedback foreach (player in level.players) { player tell("Record: ^1" + level.round_number); player tell("Por: ^1" + level.HighRoundPlayers); } // persiste no disco e atualiza variáveis log_highround_record(level.round_number + ";" + level.HighRoundPlayers); } } } log_highround_record(newRecord) { gamemode = gamemodeName(getDvar("ui_gametype")); map = mapName(level.script); if (level.script == "zm_transit" && getDvar("ui_gametype") == "zsurvival") { map = startLocationName(getDvar("ui_zm_mapstartlocation")); } filename = "logs/" + map + gamemode + "HighRound.txt"; writeFile(filename, newRecord, false); // sobrescreve com o novo recorde // Atualiza na memória info = strTok(newRecord, ";"); level.HighRound = int(info[0]); level.HighRoundPlayers = isDefined(info[1]) ? info[1] : "-"; } -
[Release] [ZM] Milestone & AFKwhat command to stay afk