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    2. shippuden1592

    shippuden1592 (@shippuden1592)

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    Information about shippuden1592

    Joined
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    Best posts made by shippuden1592

    • [Release] [Mod Tools] Apothicon Servant

      Youtube Video

      DOWNLOAD

      Credits:
      shippuden1592
      DTZxPorter
      Scobalula
      Hdmisreal

      How to install
      Youtube Video

      In your _zombiemode.gsc below:

      maps\_zombiemode_weapon_box::init();
      

      Add this:

      maps\_zombiemode_weap_servant::init();
      

      Add this to your mod.csv

      xanim,ai_zombie_blackhole_walk_fast_v1
      xanim,ai_zombie_quad_blackhole_crawl_fast_v1
      xanim,ai_zombie_blackhole_crawl_fast_v1
      weapon,sp/servant_zm
      weapon,sp/servant_upgraded_zm
      fx,servant\servant_hole
      fx,servant\servant_implode
      
      posted in BO1 Modding Releases & Resources
    • [Release] [Mod Tools] Shippuden Weapons [ALL MW2 WEAPONS]

      How to install weapons on BO1

      Youtube Video

      IW WEAPONS

      NV4
      R3K
      KBAR-32
      Type-2
      Volk
      R-VN
      X-Eon
      G-Rail
      Erad
      FHR-40
      Karma-45
      RPR Evo
      HVR
      VPR
      Trencher
      Raijin-EMX
      R.A.W.
      Auger
      Atlas
      OSA
      

      BO2 WEAPONS

      AN-94
      M1927
      MG08
      MP5
      PDW-57
      STG-44
      Ray Gun Mark II
      

      BO3 WEAPONS

      FFAR
      Kuda
      HG-40
      Peacekeeper
      PPSH
      RK5
      

      GHOST WEAPONS

      AK12
      MTAR
      MTS-255
      

      MW2 WEAPONS

      Youtube Video

      Youtube Video

      44 Magnum
      AA12
      ACR
      AK-47
      AUG HBAR
      Beretta M9
      Desert Eagle
      F2000
      FAL
      FAMAS F1
      G18
      Intervention
      M4A1
      M14 EBR
      M16A4
      M240
      M1014
      MG4
      Mini-Uzi
      Model 1887
      MP5K
      P90
      PP2000
      RPD
      SCAR-H
      SPAS-12
      Striker
      TAR-21
      TMP
      UMP45
      Vector
      

      GHOST WEAPONS

      KF5
      HBRa3
      K7
      

      Credits
      Ricos -- porting the weapon
      Shippuden1592 -- Covert Weapon Bo1
      alainlink -- Covert Weapon Bo1
      DTZxPorter -- BassDrop

      posted in BO1 Modding Releases & Resources
    • [Release] [Mod Tools] Margwa from Shadows of Evil

      Youtube Video

      DOWNLOAD

      Credits:
      shippuden1592 / Script
      Hdmisreal / fx´s & models

      How to install
      Youtube Video

      1.-In your _zombiemode.gsc below:​​

      maps\_zombiemode_weapon_box::init();
      

      Add this:

      maps\_zombiemode_ai_margwa::init();
      

      2.- In your generic_human.atr search this:​​

      body
      {
      

      ​And below add this:

      ai_zm_dlc4_margwa_death
          ai_zm_dlc4_margwa_idle
          ai_zm_dlc4_margwa_run
          ai_zm_dlc4_margwa_smash_attack
          ai_zm_dlc4_margwa_spawn
          ai_zm_dlc4_margwa_swipe
          ai_zm_dlc4_margwa_swipe_player
          ai_zm_dlc4_margwa_teleport_in
          ai_zm_dlc4_margwa_teleport_out
          ai_zm_dlc4_margwa_walk
          ai_zm_dlc4_margwa_react_stun
          ai_zm_dlc4_margwa_walk_turn_90_l
          ai_zm_dlc4_margwa_walk_turn_90_r
          ai_zm_dlc4_margwa_walk_turn_135_l
          ai_zm_dlc4_margwa_walk_turn_135_r
      

      3.-Add this to your mod.csv

      include,ai_zombie_margwa
      
      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Rain

      Youtube Video

      DOWNLOAD

      1.-Open your map in the radiant and add trigger_multiple where you want the sound to be inside.

      Add these kvps:

      targetname	inside_rain
      

      2.-Open your zombie_mapname.gsc and below

      //#include maps\zombie_theater_teleporter;
      

      add this:

      #include maps\_weather;
      

      under of:

      main ()
      {
      

      add this:

      level._effect["lightning_strike"] = LoadFX( "maps/zombie/fx_zombie_lightning_flash" );
      	level._effect["rain_10"]   = LoadFX( "env/weather/fx_rain_sys_heavy" );
      	level._effect["rain_9"]  = LoadFX( "env/weather/fx_rain_sys_heavy" );
      	level._effect["rain_8"]  = LoadFX( "env/weather/fx_rain_sys_heavy" );
      	level._effect["rain_7"]  = LoadFX( "env/weather/fx_rain_sys_heavy" );
      	level._effect["rain_6"]  = LoadFX( "env/weather/fx_rain_sys_med" );
      	level._effect["rain_5"]  = LoadFX( "env/weather/fx_rain_sys_med" );
      	level._effect["rain_4"]  = LoadFX( "env/weather/fx_rain_sys_med" );
      	level._effect["rain_3"]  = LoadFX( "env/weather/fx_rain_sys_med" );
      	level._effect["rain_2"]  = LoadFX( "env/weather/fx_rain_sys_lght" );
      	level._effect["rain_1"]  = LoadFX( "env/weather/fx_rain_sys_lght" );
      	level._effect["rain_0"]  = LoadFX( "env/weather/fx_rain_sys_lght" );
      

      you have to look for this line:

      maps\_zombiemode::main();
      

      under it add this:

      thread weather_control();
      

      at the end of the .gsc add this:

      weather_control()
      {
      	flag_wait("all_players_connected");
      
      	rainInit( "hard" ); // get rain going
         	level thread rainEffectChange( 9, 0.1 );  // tweak initial rain strength ... default is hard
         	thread playerWeather(); // make the actual rain effect generate around the players
      
      	level.thunder_sound_active = true; //disable or enable thunder sounds
      
      	players = get_players();
      	for(i = 0; i < players.size; i++)
      	{
      		players[i] thread watchRainSFX();
      	}
      
         	level.nextLightning = GetTime() + 1;
         	thread lightning( ::lightning_normal, ::lightning_flash );
      }
      
      watchRainSFX()
      {
      	self endon("death");
      	self endon("disconnect");
      	
      	self.isInside = false;
      	self.isInsideLoop = false;
      	self.isOutsideLoop = false;
      
      	zones = GetEntArray("inside_rain", "targetname");
      
      	while(1)
      	{
      		for(i = 0; i < zones.size; i++)
      		{
      			if(self IsTouching(zones[i]))
      			{
      				self.isInside = true;
      				break;
      			}
      			else
      			{
      				self.isInside = false;
      			}
      		}
      		
      		if(self.isInside)
      		{
      			if(!self.isInsideLoop)
      			{
      				iprintln("Jugador isInSide");
      				self.isInsideLoop = true;
      				self.isOutsideLoop = false;
      				self StopLoopSound();
      				self PlayLoopSound("rain_inside");
      			}
      		}
      		else
      		{
      			if(!self.isOutsideLoop)
      			{
      				iprintln("Jugador isOutSide");
      				self.isOutsideLoop = true;
      				self.isInsideLoop = false;
      				self StopLoopSound();
      				self PlayLoopSound("rain_outside");
      			}
      		}
      		wait(0.1);
      	}
      }
      
      lightning_normal()
      {
      	wait( 0.05 );
      	ResetSunLight();
      }
      
      lightning_flash()
      {
      	SetSunLight( 4, 4, 4.5 );
      	SetSunLight( 1, 1, 1.5 );
      	
      	wait( 0.0014 );  
      
         	SetSunLight( 3, 3, 3.5 );
         	SetSunLight( 2, 2, 2.5 );
        	SetSunLight( 1.5, 1.5, 2 );
         	
         	wait( 0.0010 );
        
         	SetSunLight( 1, 1, 1.5 );
         	SetSunLight( 5, 5, 5.5 );
         	
         	wait( 0.0011 );
        
         	SetSunLight( 4, 4, 4.5 );
         	SetSunLight( 1, 1, 1.5 );
         	
         	wait( 0.0015 );
        
         	SetSunLight( 2.5, 2.5, 3 ); 
      }
      

      3.-Put this in your sounds

      rain_outside,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00.wav,evt_2d,,,ambience,97,97,100,0,0,0,default,default,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,2d,loaded,looping,,1,0,97,,quad,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,event,no,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.xm4,0,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.mp3,0,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.wav,0,mpl_kowloon,all
      rain_inside,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.wav,evt_2d,,,ambience,97,97,100,0,0,0,default,default,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,2d,loaded,looping,,1,0,97,,quad,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,event,no,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.xm4,0,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.mp3,0,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.wav,0,mpl_kowloon,all
      
      thunder_00,raw\sound\amb\weather\thunder\thunder_00.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_00.xm4,0,raw\sound\amb\weather\thunder\thunder_00.mp3,0,raw\sound\amb\weather\thunder\thunder_00.wav,0,zmb_theater,all
      thunder_01,raw\sound\amb\weather\thunder\thunder_01.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_01.xm4,0,raw\sound\amb\weather\thunder\thunder_01.mp3,0,raw\sound\amb\weather\thunder\thunder_01.wav,0,zmb_theater,all
      thunder_02,raw\sound\amb\weather\thunder\thunder_02.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_02.xm4,0,raw\sound\amb\weather\thunder\thunder_02.mp3,0,raw\sound\amb\weather\thunder\thunder_02.wav,0,zmb_theater,all
      thunder_03,raw\sound\amb\weather\thunder\thunder_03.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_03.xm4,0,raw\sound\amb\weather\thunder\thunder_03.mp3,0,raw\sound\amb\weather\thunder\thunder_03.wav,0,zmb_theater,all
      
      

      4.-Finally in your zone_source (mod.csv) add this:

      include,rain
      
      posted in BO1 Modding Releases & Resources
    • [Release] [Mod Tools] Spiders from Zetsubou No Shima

      Youtube Video

      DOWNLOAD

      Credits:
      shippuden1592 Script
      Lightning fx/Models

      How to install
      Youtube Video

      Note: Spawn starts when power is activated

      1.-In your _zombiemode.gsc below:​​

      maps\_zombiemode_weapon_box::init();
      

      Add this:

      maps\_zombiemode_ai_spider::init();
      

      2.- In your generic_human.atr search this:​​

      body
      {
      

      ​And below add this:

          ai_zm_dlc2_spider_walk
          ai_zm_dlc2_spider_spawn
          ai_zm_dlc2_spider_mantle_over_barricade
          ai_zm_dlc2_spider_jump
          ai_zm_dlc2_spider_idle
          ai_zm_dlc2_spider_death
          ai_zm_dlc2_spider_attack_shoot
          ai_zm_dlc2_spider_attack_melee
      

      3.-Add this to your mod.csv

      include,ai_zombie_spider
      
      posted in BO1 Modding Releases & Resources
    • [Release] [Mod Tools] Shippuden Weapons [ALL MW2 WEAPONS]

      @shippuden1592 New weapons

          NV4
          R3K
          KBAR-32
          R-VN
          G-Rail
          FHR-40
          Karma-45
          RPR Evo
          HVR
          VPR
          Trencher
          Raijin-EMX
          R.A.W.
          Auger
          OSA
      
      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Typewriter Intro

      Youtube Video

      DOWNLOAD

      0.-Download the sound files and put them in your root_folder/raw/sound/. Also add them to your mods/mapname/sound

      1.-Go to raw/maps/... and find the zombie_mapname.gsc file and copy it to your mods/mapname/maps/.. folder.
      Open file and dind this line:

      level thread teleporter_intro();
      

      Just comment the line like this:

      //level thread teleporter_intro();
      

      Below that same line add this:

      level thread phil_typewriter_intro();
      

      Finally add this function at the end of your zombie_mapname.gsc file:

      phil_typewriter_intro()
      {
              text = ;
              text[text.size] = "Text 1";
              text[text.size] = "Text 2";
              text[text.size] = "Text 3";
          
              intro_hud = ;
              for(i = 0;  i < text.size; i++)
              {
                  intro_hud[i] = create_simple_hud();
                  intro_hud[i].alignX = "left";
                  intro_hud[i].alignY = "bottom";
                  intro_hud[i].horzAlign = "left";
                  intro_hud[i].vertAlign = "bottom";
                  intro_hud[i].foreground = true;
                  intro_hud[i].sort = 100;
      
                  if ( level.splitscreen && !level.hidef )
                  {
                          intro_hud[i].fontScale = 2.75;
                  }
                  else
                  {
                          intro_hud[i].fontScale = 1.75;
                  }
                  intro_hud[i].alpha = 1;
                  intro_hud[i].color = (1, 1, 1);
                  intro_hud[i].y = -110 + 20 * i;
              }
      
              for(i = 0 ; i < text.size; i++)
              {
                  intro_hud[i].label = "";
                  for(k = 0; k <= text[i].size; k++)
                  {
                          intro_hud[i].label = GetSubStr(text[i], 0, k);
                          PlaySoundAtPosition("typewriter", (0, 0, 0));
                          wait(0.1);
                  }
                  wait(1.5);
              }
              wait(1.5);
              for(i = 0 ; i < text.size; i++)
              {
                  intro_hud[i] FadeOverTime( 3.5 ); 
                  intro_hud[i].alpha = 0;
                  wait(1.5);
              }    
              wait(2);
              for(i = 0 ; i < text.size; i++)
              {
                  intro_hud[i] destroy_hud();
          }
      }
      

      Replace Text1, Text2 and Text3 with whatever you want..

      2.-In your sound file add this:

      typewriter,raw\sound\typewriter\type_00.wav,amb_1000,,,ambience,95,95,100,100,1000,1000,log2,default,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,2d,loaded,nonlooping,,1,0,95,,default,0,30,400,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\typewriter\type_00.xm4,0,raw\sound\typewriter\type_00.mp3,0,raw\sound\typewriter\type_00.wav,0,zmb_theater,all
      typewriter,raw\sound\typewriter\type_01.wav,amb_1000,,,ambience,95,95,100,100,1000,1000,log2,default,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,2d,loaded,nonlooping,,1,0,95,,default,0,30,400,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\typewriter\type_01.xm4,0,raw\sound\typewriter\type_01.mp3,0,raw\sound\typewriter\type_01.wav,0,zmb_theater,all
      typewriter,raw\sound\typewriter\type_02.wav,amb_1000,,,ambience,95,95,100,100,1000,1000,log2,default,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,2d,loaded,nonlooping,,1,0,95,,default,0,30,400,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\typewriter\type_02.xm4,0,raw\sound\typewriter\type_02.mp3,0,raw\sound\typewriter\type_02.wav,0,zmb_theater,all
      
      posted in BO1 Modding Releases & Resources
    • [Mod Tools] COD Online - Goliath

      Youtube Video

      Download

      https://www.mediafire.com/file/soh9qtkfjrnartw/shippuden_utility.gsc/file
      

      1.-Once unpacked and put everything in place to go to _zombiemode and add this:

      maps\_zombiemode_ai_goliath::init();
      

      under:

      maps\_zombiemode_auto_turret::init();
      

      2.-In radiant add prefab that comes in the rar "goliath_spawn" and put it in areas where you want to make napalm respawn

      3.-In each info_volume have their areas add this:

      script_noteworthy    player_zone
      

      4.-Go to _zombiemode_powerups and find this function "nuke_powerup( drop_item )" and below:

      if( zombies[i].animname == "boss_zombie" )
              {
                  continue;
              }
      

      add this:

      if( zombies[i].animname == "goliath_zombie" )
              {
                  continue;
              }
      

      search "check_for_instakill( player )" and below:

      if( self.animname == "boss_zombie" )
              {
                  return;
              }
      

      add this:

      if( self.animname == "goliath_zombie" )
              {
                  return;
              }
      

      5.-In this generic_human.atr below:

      body
      {
      

      put this:

      ai_goliath_atk_leap_01
          ai_goliath_atk_multi_01
          ai_goliath_atk_multi_02
          ai_goliath_atk_run_01
          ai_goliath_atk_single_01
          ai_goliath_atk_single_02
          ai_goliath_atk_sprint_01
          ai_goliath_death
          ai_goliath_ground_smash
          ai_goliath_headbutt
          ai_goliath_idle
          ai_goliath_push
          ai_goliath_roar
          ai_goliath_run
          ai_goliath_spawn_a
          ai_goliath_spawn_b
          ai_goliath_sprint
          ai_goliath_stumble_stationary
          ai_goliath_walk
      

      6.-Add this to your mod.csv

      include,online_goliath
      

      You are free de`modificar these:

      set_zombie_var( "goliath_first_round",            1 );         //Round to start + RandomIntRange( level.zombie_vars["goliath_rnd_min"], level.zombie_vars["goliath_rnd_max"] )
          set_zombie_var( "goliath_rnd_max",            5 );        //Maximum spawn next round between
          set_zombie_var( "goliath_rnd_min",            3 );        //smaller number of rounds from next spawn
          set_zombie_var( "goliath_health_multiplier",        25 );        //Increased life
          set_zombie_var( "goliath_alive",                false );    //goliath Live / Dead
          set_zombie_var( "goliath_damage_wonder",        80 );        //Wonder weapon damage
          set_zombie_var( "goliath_smash_cooldown",            250 );        //Time to strike again
          set_zombie_var( "goliath_smash_chance",            60 );        //Chance to attack
          set_zombie_var( "goliath_smash_distance",            90 );        //Distancia del impacto
          set_zombie_var( "goliath_smash_distance_plr",                15 );        //Impact distance
          set_zombie_var( "goliath_smash_damage_min",                15 );        //Maximum damage generated by impact
          set_zombie_var( "goliath_smash_damage_max",                15 );        //Minimal damage generated by impact
      

      At the end use you like more

      posted in WAW Modding Releases & Resources
    • Zombie Eye Color Change

      @Fruit-Salad To change the color of the zombie just modify this fx:

      misc\fx_zombie_eye_single
      

      and when you compile your mod.ff add this in your mod.csv:

      fx,misc\fx_zombie_eye_single
      

      If you want to remove the effect just add go to _zombiemode_spawner.gsc and look for this line:

      self thread zombie_gib_on_damage(); 
      

      below it add:

      self thread zombie_eye_glow_stop();
      
      posted in BO1 Modding Support & Discussion
    • [Release] [Mod Tools] Goliath from COD Online

      Youtube Video

      DOWNLOAD

      Credits:
      shippuden1592 / Script, fx´s & models

      How to install
      Youtube Video

      1.-In your _zombiemode.gsc below:​​

      maps\_zombiemode_weapon_box::init();
      

      Add this:

      maps\_zombiemode_ai_goliath::init();
      

      2.- In your generic_human.atr search this:​​

      body
      {
      

      ​And below add this:

      ai_goliath_stumble_stationary
          ai_goliath_atk_leap_01
          ai_goliath_ground_smash
          ai_goliath_spawn_a
          ai_goliath_spawn_b
          ai_goliath_death
          ai_goliath_walk
          ai_goliath_run
          ai_goliath_sprint
          ai_goliath_atk_single_01
          ai_goliath_atk_single_02
          ai_goliath_atk_multi_01
          ai_goliath_atk_multi_02
          ai_goliath_atk_sprint_01
          ai_goliath_atk_run_01
          ai_goliath_headbutt
          ai_goliath_idle
      

      3.-Add this to your mod.csv

      include,ai_zombie_goliath
      
      posted in BO1 Modding Releases & Resources

    Latest posts made by shippuden1592

    • [Release] [Mod Tools] Shippuden Weapons [ALL MW2 WEAPONS]

      @shippuden1592 New weapons

      44 Magnum
      AA12
      ACR
      AK-47
      AUG HBAR
      Beretta M9
      Desert Eagle
      F2000
      FAL
      FAMAS F1
      G18
      Intervention
      M4A1
      M14 EBR
      M16A4
      M240
      M1014
      MG4
      Mini-Uzi
      Model 1887
      MP5K
      P90
      PP2000
      RPD
      SCAR-H
      SPAS-12
      Striker
      TAR-21
      TMP
      UMP45
      Vector
      
      posted in BO1 Modding Releases & Resources
    • [Release] [Mod Tools] Shippuden Weapons [ALL MW2 WEAPONS]

      @glencoe2004 I hope to bring those weapons in the future

      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Minecraft Zombies Models

      Youtube Video

      DOWNLOAD

      Creditos:
      El Thunder / Port to waw
      shippuden1592 / Port to bo1

      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Pap Camos Shippuden Weapons

      This is a post with some pap camos that you can use on my weapons: https://forum.plutonium.pw/topic/23578/release-mod-tools-shippuden-weapons

      Green Camo

      alt text

      Purple Camo

      alt text

      Giant Camo

      alt text

      Credits
      Ricos

      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Cold War Shaders

      alt text

      DOWNLOAD SHADERS

      posted in BO1 Modding Releases & Resources
    • [Mod Tools] [IW MOD] Magic Wheel

      Youtube Video

      DOWNLOAD

      1.-In your _zombiemode.gsc below:

      maps\_zombiemode_weapon_box::init();
      

      Add this:

      maps\_zombiemode_iw_magic_wheel::init();
      

      2.-Add this to your mod.csv

      include,iw_magic_wheel
      

      Credits:
      shippuden1592 ---> Script & fx´s
      Lighthing ---> models & xanims
      SE2Dev
      Nukem
      DTZxPorter
      Scobalula

      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Napalm from Black Ops

      Youtube Video

      DOWNLOAD

      Credits:
      shippuden1592 ---> Script/Xanim
      Deper ---> fx´s
      RDV ---> Fix xanim bo1 and bo2

      1.-Once unpacked and put everything in place to go to _zombiemode and add this:

      maps\_zombiemode_ai_napalm::init();
      

      under:

      maps\_zombiemode_auto_turret::init();
      

      2.-In radiant add the prefab that comes in the "napalm" rar and put it in the areas where you want the engineer to respawn

      3.-In each info_volume you have of your zones add this:

      script_noteworthy        player_zone
      

      4.-Go to _zombie mode_powerups and look for this function "nuke powerup( drop item )" and under:

      if( zombies[i].animname == "boss_zombie" )
              {
                  continue;
              }
      

      add this:

      if( zombies[i].animname == "napalm_zombie" )
              {
                  continue;
              }
      

      search "check_for_instakill( player )" and below:

      if( self.animname == "boss_zombie" )
              {
                  return;
              }
      

      add this:

      if( self.animname == "napalm_zombie" )
              {
                  return;
              }
      

      5.-In this generic_human.atr below:

      body
      {
      

      add this:

      ai_zombie_napalm_run
          ai_zombie_napalm_attack_01
          ai_zombie_firestaff_death_walking_a
          ai_zombie_firestaff_death_walking_b
          ai_zombie_firestaff_death_walking_c
      

      6.-Add this to your mod.csv

      include,napalm
      
      posted in WAW Modding Releases & Resources
    • [Release] [Mod Tools] Packs Zombies DLC´s

      @hindercanrun Thanks bro, but I did some things ago years, only I released them for a forum in Spanish and now I'm releasing them in all the forums

      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Buildable Powerswitch

      @PS2ABBACHIO said in [Mod Tools] Buildable Powerswitch:

      bro take a break for a bit, I feel like you are overworking yourself

      Thanks bro, but I did some things ago years, only I released them for a forum in Spanish and now I'm releasing them in all the forums 😉

      posted in BO1 Modding Releases & Resources
    • [Mod Tools] Engineer from Black Ops

      Youtube Video

      DOWNLOAD

      1.-Once unpacked and put everything in place to go to _zombiemode and add this:

      maps\_zombiemode_ai_engineer::init();
      

      under:

      maps\_zombiemode_auto_turret::init();
      

      2.-In radiant add the prefab that comes in the "engineer" rar and put it in the areas where you want the engineer to respawn

      3.-In each info_volume you have of your zones add this:

      script_noteworthy        player_zone
      

      4.-Go to _zombie mode_powerups and look for this function "nuke powerup( drop item )" and under:

      if( zombies[i].animname == "boss_zombie" )
              {
                  continue;
              }
      

      add this:

      if( zombies[i].animname == "engineer_zombie" )
              {
                  zombies[i] maps\_zombiemode_ai_engineer::engineer_playanim(level._zombie_engineer["engineer_nuke"]);
                  continue;
              }
      

      search "check_for_instakill( player )" and below:

      if( self.animname == "boss_zombie" )
              {
                  return;
              }
      

      add this:

      if( self.animname == "engineer_zombie" )
              {
                  return;
              }
      

      5.-In this generic_human.atr below:

      body
      {
      

      put this:

      ai_zombie_engineer_attack_multiswing_a
          ai_zombie_engineer_attack_multiswing_b
          ai_zombie_engineer_attack_running
          ai_zombie_engineer_attack_sprinting
          ai_zombie_engineer_attack_swing_overhead
          ai_zombie_engineer_attack_swing_swipe
          ai_zombie_engineer_death
          ai_zombie_engineer_death_a
          ai_zombie_engineer_death_explode
          ai_zombie_engineer_death_mg
          ai_zombie_engineer_enrage_start_a
          ai_zombie_engineer_enrage_start_scream
          ai_zombie_engineer_enrage_start_slamground
          ai_zombie_engineer_headbutt
          ai_zombie_engineer_icyramp_jump_up_2_climb
          ai_zombie_engineer_idle
          ai_zombie_engineer_jump_down_72
          ai_zombie_engineer_nuke_react
          ai_zombie_engineer_run_a
          ai_zombie_engineer_run_b
          ai_zombie_engineer_run_c
          ai_zombie_engineer_run_d
          ai_zombie_engineer_run_hitground
          ai_zombie_engineer_sprint_a
          ai_zombie_engineer_sprint_b
          ai_zombie_engineer_swing
          ai_zombie_engineer_tesla_death
          ai_zombie_engineer_walk
          ai_zombie_engineer_walk_a
          ai_zombie_engineer_walk_b
      

      6.-Add this to your mod.csv

      include,enginner
      

      You can modify these:

      Initial spawn round of the engineer... change it for the one you study want....

      set_zombie_var( "engineer_first_round", 1 );
      

      The intervals between which the engineer will be able to spawn again... in the example below it will be a random number between 3 and 5... adjust it as you wish....

      set_zombie_var( "engineer_rnd_max", 5 );
      set_zombie_var( "engineer_rnd_min", 3 );
      

      The life that the engineer will have... the higher the number, the greater the life... put it into consideration on your map....

      set_zombie_var( "engineer_health_multiplier", 10 );
      
      posted in WAW Modding Releases & Resources