SquadWipeKing said in [Release] AIZombies Supreme: Zombies for MW3:
what happened to the mod now? its Gone, like been gone for a while
The server was having some issues. All fixed now
SquadWipeKing said in [Release] AIZombies Supreme: Zombies for MW3:
what happened to the mod now? its Gone, like been gone for a while
The server was having some issues. All fixed now
The time has come to release AIZombies Supreme for PlutoIW5!
AIZombies Supreme is a mod for MW3 that is a sequel to the MW2 mod "AIZombies eXtreme". This sequel improves many aspects over the previous mod and includes many new features and fixes. This mod originally released on TeknoMW3 years back. This version is a port for PlutoIW5 that contains many fixes, new features and content, and overall improvements over the TeknoMW3 version.
There are many features in this mod, and many new ones compared to the original MW2 mod. Here are many of the features this mod includes. Features highlighted in bold are new features not included in the original MW2 mod.
This version of the mod has many new features that the TeknoMW3 version does not have due to modding limitations. Here are many of those new features.
%localappdata%/Plutonium/storage/iw5/mods
or create a mods folder in the root of your server and place this folder there)g_gametype
set to "aiz"You may also play in a private match by loading the mod using the console command loadmod aizombies3
and starting a game on any supported map with Team Deathmatch as the gamemode.
Source Code is available here as well if you wish to modify the mod yourself.
AIZombies Supreme includes a list of dvars that can tweak the experience. These dvars are included to allow server hosters to customize the gameplay to make it easier or harder.
aiz_spawnType
: dictates the weapons that the player spawns with. Valid options are 0
(spawn all players with the USP) and 1
(spawn with a random weapon)
aiz_maxHealth
: max player health without juggernog
aiz_maxHealth_jugg
: max player health with juggernog
aiz_botStartingHealth
: starting health of regular zombies
aiz_crawlerHealth
: starting health of crawler zombies
aiz_bossHealth
: starting health of boss zombies
aiz_botHealthFactor
: health that will be added to zombies each round
aiz_botDamage
: how much damage a zombie does to a player
aiz_perkDrops
: enable or disable perk powerup drops at the end of crawler rounds on hell maps
aiz_mapVoting
: enable or disable the map voting system at the end of a game. When disabled, a random map will automatically be switched to
aiz_dlcMaps
: enable or disable MW3 DLC maps from appearing in the map voting or being switched to at the end of a game
aiz_mw2Maps
: enable or disable MW2 maps from appearing in the map voting or being switched to at the end of the game
aiz_mw2MapsOnly
: enable or disable using only MW2 maps in the map voting or map rotation. Useful if you want to host a server that gives the same feel as playing the old MW2 mod with additional content
aiz_wawMaps
: enable or disable World at War zombie maps from appearing in the map voting or being switched to at the end of the game
aiz_perkLimit
: the limit to how many max perks a player can have. 0
is infinite
aiz_zombieDeathVoice
: enables or disables death voices from playing when a zombie is killed. Valid options are 0
(no voices play when a zombie dies), 1
(voices always play when a zombie dies), and 2
(voices only play on MW2 maps)
aiz_newPowerupModels
: enables or disables using the new Black Ops style powerup models. Setting this to 0
will use the old models that were used in the TeknoMW3 version of the mod
aiz_mw2Weapons
: enables or disables the entire list of MW2 weapons from appearing in the random weapon box. Valid options are 0
(no MW2 weapons are allowed in the box), 1
(MW2 weapons are in the box on all maps), and 2
(MW2 weapons are in the box only on MW2 maps)
aiz_mw2Killstreaks
: enables or disables the AIZombies eXtreme killstreaks. Valid options are 0
(MW2 killstreaks are disabled), 1
(MW2 killstreaks are available on all maps), and 2
(MW2 killstreaks are only available on MW2 maps)
aiz_boWonderWeapons
: enables or disables the Black Ops Raygun and Thundergun in the weapon box
aiz_maxZombies
: the max amount of zombies that can be active at once
aiz_maxZombiesUnderLoad
: the max amount of zombies that can be active at once when there are 4 or more players in the game. This can be used to lower the max zombie counts with higher player counts to reduce server lag
aiz_fullFireSale
: enables or disables a fire sale powerup activating all box locations during the sale or only the current active box
aiz_damageGracePeriod
: a grace period that dictates how long it takes to allow a player to be hurt again after getting hurt from a zombie
aiz_variedZombieSpeed
: enables or disables zombie walking speeds being randomized or not. Valid options are 0
(zombie speeds are always the same as they are in the TeknoMW3 mod), 1
(zombie speeds are randomized on all maps), and 2
(zombie speeds are randomized on MW2 maps only)
aiz_randomZombieModels
: enables or disables zombies using random models. Valid options are 0
(zombies will use a single model like they do in the TeknoMW3 mod), 1
(zombies will always use a random body and head model), and 2
(zombies will use a random body and head model on MW2 maps only)
AIZombies can use all ported MW2 maps and a few World At War zombie maps for the server. Here is a link to download all of these maps for your server:
MW2 Maps
World at War Zombie Maps
Xerxes Even with my mod not overwriting any built-in GSC files (only adding new GSC files) this error still occurs. Even when loading the mod but not running any of my GSC code, it still crashes with this error. I've narrowed it down that adding more than 42 localize assets to my linked fastfile (just those localizes, nothing else) causes Downturn to freeze upon load. Why is it freezing when I'm only compiling localize assets to the mod?
Oh I see. I'm not trying to find them though. None of my scripts reference these models. So what could be causing it in my code?
Xerxes Hang on, you're telling me that somehow loading a mod that doesn't have any files that link or reference to mptype/mptype_gign_paris_lmg.gsc
is somehow affecting that file? If this is the case, what's the fix? What did I do wrong so I can correct it and not encounter this error? The mod only adds new GSC files, it does not modify any existing GSC files in the game. So please, inform me on my mistake.
LastDemon99 Thanks for the reply. For context, I am porting AIZombies Supreme to PlutoIW5 and it is around 95% complete and playable. However if certain maps crash I may not be able to release without entirely excluding many maps from the end-game rotation. It'd be great if the devs took care of this bug so that AIZombies can be played as intended. If there's any way I can expedite the process of this issue being taken care of, let me know and I can do it.
When launching certain maps in the game with a mod loaded (I've seen Carbon, Downturn, Resistance, and Outpost cause this error, but I haven't tested all maps) the game will crash during load with this error:
====================================================
Com_ERROR: LinkFile: function "precache" in file "mptype/mptype_gign_paris_lmg.gsc" referenced unknown function precache (681) from script ult.gsc
====================================================
The mod itself has a fastfile containing some localize, stringtable, and material assets. The mod also contains an .iwd with some new GSC files and a few images. The modded GSC files do not have any errors themselves or have anything to do with this error. My game is also using all steam files.
Any ideas on what is causing this and if there's a workaround?