21.12.2014, 05:17
16. 8 Perks (Ultimate BO Perks)
Bamskater's Tutorial auf ZM
Bam's Ultimate Perks BO - Download
Patch Download
Notes:
1. Lösche deine MAPNAME_patch aus deinem Map_Source Ordner.
2. Du kannst Dein Perklimit in der _zombiemode.gsc ändern level.perk_limit = 4;
3. Lösche aus Deiner MAPNAME.gsc:
1. Downloade die Perks und kopiere Sie, dann den Patch.
Den Map_source Ordner in den Map_Source Ordner un den Rest nach C:\Users\DU\AppData\Local\Activision\CoDWaW\mods\DEINEMAP
2. Radiant Part: Plaziere die Perkmachinen in Deine Map
3. Setze ein Script_Origin in Deine Map mit:
4. Quick Revive Part - entfällt wenn Du den UGX Scriptplacer 2.0 verwendet hattest.
5. Füge in Deiner _zombiemode.gsc unter
folgendes ein:
6. Ersetze in _zombiemode_weapons.gsc
mit
7. Ersetze alle
mit
8. Mulekick Fix: Ersetze in _zombiemode_perks.gsc die komplette Funktion wait_for_player_to_take( player, weapon, packa_timer ) mit
Bamskater's Tutorial auf ZM
Bam's Ultimate Perks BO - Download
Patch Download
Notes:
1. Lösche deine MAPNAME_patch aus deinem Map_Source Ordner.
2. Du kannst Dein Perklimit in der _zombiemode.gsc ändern level.perk_limit = 4;
3. Lösche aus Deiner MAPNAME.gsc:
Code:
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mulekick();
}
1. Downloade die Perks und kopiere Sie, dann den Patch.
Den Map_source Ordner in den Map_Source Ordner un den Rest nach C:\Users\DU\AppData\Local\Activision\CoDWaW\mods\DEINEMAP
2. Radiant Part: Plaziere die Perkmachinen in Deine Map
3. Setze ein Script_Origin in Deine Map mit:
Code:
Targetname : revive_retreat_point
5. Füge in Deiner _zombiemode.gsc unter
Code:
maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();
Code:
level.perk_limit = 8;
level.revive_point = getEnt("revive_retreat_point","targetname");
maps\bam_bo_mod_bo1_perks_standalone::bo1_perks_init();
Code:
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );
Code:
user thread maps\bam_bo_mod_bo1_perks_standalone_functions::treasure_chest_give_weapon( weapon_spawn_org.weapon_string );
Code:
player weapon_give( self.zombie_weapon_upgrade );
Code:
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( self.zombie_weapon_upgrade );
PHP-Code:
wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";
self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= self.MuleCount )
{
player maps\bam_bo_mod_bo1_perks_standalone_functions::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}
player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}