said in origins buried & mob animated pap camos zm:
they don't seem to work, I convert the dds files into iwi and paste them in my images folder and go to pap and its just the default camo.
nevermind the just don't work with sehteria zm_expanded mod
said in origins buried & mob animated pap camos zm:
they don't seem to work, I convert the dds files into iwi and paste them in my images folder and go to pap and its just the default camo.
nevermind the just don't work with sehteria zm_expanded mod
they don't seem to work, I convert the dds files into iwi and paste them in my images folder and go to pap and its just the default camo.
is there a way to have the original text font and not the new one?
appreciate what your doing for this community! use to love playing this and kind of got burnt out. since playing with this mod and the perk one its come back. do you have an idea when they mods will be combined?
second script i made.
semtex only equips on maps that have them.
how to use in game↓
WIN+R : %localappdata% -> search plutonium, storage, t6, scripts, zm.
create the folder if you cannot find the folder scripts or zm.
#include maps\mp\zombies\_zm_utility;
#include maps\mp_utility;
#include common_scripts\utility;
#include maps\mp\gametypes_zm_hud_util;
#include maps\mp\gametypes_zm_hud_message;
#include maps\mp\zombies\_zm_weapons;
init()
{
level thread onplayerconnect();
}
onplayerconnect()
{
for(;;)
{
level waittill("connected", player);
player thread onplayerspawned();
}
}
onplayerspawned()
{
self endon("disconnect");
for(;;)
{
self waittill("spawned_player");
self giveweapon("raygun_mark2_zm");
self switchtoweapon("raygun_mark2_zm");
self takeweapon(self get_player_lethal_grenade());
self set_player_lethal_grenade("sticky_grenade_zm");
self giveweapon(self get_player_lethal_grenade());
self setweaponammoclip(self get_player_lethal_grenade(), 4);
}
}