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Looking for skinnerCall of Duty: World at War : CoDWW Zombie/Co-Op MappingI am looking for anyone who knows how to re-skin players for a map I'm
currently working on
(http://customcod.com/community/index.php?topic=4891.0). The reason is
because I am making a boss zombie that players will have to fight once they
are to the surfa... [ more] |
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Aug 21, 2009 06:16 am by Sgt.Rampage |
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another script error...Call of Duty: World at War : CoDWW Zombie/Co-Op MappingHere is the correct zone source which includes all the things in it that
you need:
Code:// Ignores
ignore,code_post_gfx
ignore,common
// Zombie Specific Assets
// Moved These To Mod.FF
//include,zombiemode
//include,zombiemode_dogs
// Foor ... [ more] |
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Aug 4, 2009 03:41 pm by Sgt.Rampage |
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error on start up...Call of Duty: World at War : CoDWW Zombie/Co-Op MappingDo you have dlc2_util? If not, you need to download the files:
http://customcod.com/community/index.php?action=downloads;sa=view;down=514... [ more] |
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Aug 3, 2009 04:49 am by Sgt.Rampage |
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Exceeded limit of 400 'fx' assets (can't fix it)Call of Duty: World at War : CoDWW Zombie/Co-Op MappingAll I did was read this tutorial:
http://wiki.treyarch.com/wiki/Custom_Nazi_Zombie_Maps_(Shi_No_Numa)
And it worked.... [ more] |
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Jul 28, 2009 08:58 pm by Sgt.Rampage |
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Exceeded limit of 400 'fx' assets (can't fix it)Call of Duty: World at War : CoDWW Zombie/Co-Op MappingMy CSV files have TONS of fx loaded and my map runs fine. I just left them
in there because I'm too lazy to go through and remove the ones I'm not
using lol.
... [ more] |
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Jul 28, 2009 06:04 pm by Sgt.Rampage |
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NEW TUTORIAL: Shi No NumaCall of Duty: World at War : CoDWW Zombie/Co-Op MappingIf you do what techno said, it should work. It worked without any problems
for me.... [ more] |
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Jul 25, 2009 02:40 pm by Sgt.Rampage |
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_zombiemode and MODTOOLS 1.3 KILLING ME!Call of Duty: World at War : CoDWW Zombie/Co-Op MappingI already did, and posted it about 3 times. These are not the same as the
Treyarch tutorial ones, but they work.
http://www.filefront.com/14074165/1.3_Scripts.zip
edited on Jul. 23, 2009 12:53 pm by Sgt.Rampage
edited on Jul. 23, 2009 12:53 pm by S... [ more] |
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Jul 23, 2009 12:52 pm by Sgt.Rampage |
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NEW TUTORIAL: Shi No NumaCall of Duty: World at War : CoDWW Zombie/Co-Op MappingIt sounds like you are missing a lot of files. I would reinstall the 1.3
mod tools and follow the tutorial again.... [ more] |
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Jul 22, 2009 01:23 pm by Sgt.Rampage |
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NEW TUTORIAL: Shi No NumaCall of Duty: World at War : CoDWW Zombie/Co-Op MappingYeah, I didn't want the extra zone source file so I took everything from
the _patch.csv file and added it to my map's zone source.
And yes you do need to add this to the mod.csv in mod builder:
include,zombiemode
I forgot about that lol. Thanks ... [ more] |
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Jul 21, 2009 05:52 pm by Sgt.Rampage |
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NEW TUTORIAL: Shi No NumaCall of Duty: World at War : CoDWW Zombie/Co-Op MappingThe reason for the animscript errors:
- You don't have the correct files
- Files are in wrong folder
- Zone source doesn't have them included
FIX 1
1) Extract files from zone\english\nazi_zombie_sumpf_patch.ff.
2) Copy all files and folders in... [ more] |
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Jul 21, 2009 02:52 pm by Sgt.Rampage |
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animscripts/dog_init ???Call of Duty: World at War : CoDWW Zombie/Co-Op MappingI got a map working for 1.3 Mod Tools late last night. I wrote a script
tutorial since I fixed up a bunch of things. It is too big to post in these
forums, so here is the link:
http://customcod.com/community/index.php?topic=4472.0
And here is a zip ... [ more] |
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Jul 19, 2009 02:28 pm by Sgt.Rampage |
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Has anyone figured this out yet?Call of Duty: World at War : CoDWW Zombie/Co-Op MappingI got a map working for 1.3 Mod Tools late last night. I wrote a script
tutorial since I fixed up a bunch of things. It is too big to post in these
forums, so here is the link:
http://customcod.com/community/index.php?topic=4472.0
And here is a zip ... [ more] |
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Jul 19, 2009 02:28 pm by Sgt.Rampage |
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2 of the 4 perk machines work correctlyCall of Duty: World at War : CoDWW Zombie/Co-Op MappingIt must be the scripts because I compiled my map and the hint strings for
the perk machines did not show up. I compiled a second time and they showed
up.
Oh, the second time I compiled...I deleted a bunch of trigger_uses.
It is quite confusing lol.
... [ more] |
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May 29, 2009 01:05 am by Sgt.Rampage |
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[Tutorial] Adding RainCall of Duty: World at War : CoDWW SP MappingInformation
This will show you how to add rain to your map.
Sound Files
Use the Fastfile Extractor and extract ber2.ff (zone\english\) to get all
of the rain and thunder effects. Otherwise, I have made a zip file with the
sound files used in this tut... [ more] |
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May 25, 2009 12:05 am by Sgt.Rampage |
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Trigger Use ProblemsCall of Duty: World at War : CoDWW Zombie/Co-Op MappingOkay, I did some iprintlns. It works all the way up to the "Fire Rocket"
(artillery) function. So, it tells it to do a barrage, but it does not fire
them. I am guessing I have the script_origins and script_structs for the
artillery in spots that it cannot... [ more] |
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May 24, 2009 10:11 pm by Sgt.Rampage |
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Trigger Use ProblemsCall of Duty: World at War : CoDWW Zombie/Co-Op MappingThe test map doesn't have much in it, but the new map has a lot of things
in it. This happened in my other map too, Vacant. Everything worked perfect
in a test map, but not in Vacant.
I had no errors about "max hintstrings" or anything.
edited on May.... [ more] |
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May 24, 2009 08:05 pm by Sgt.Rampage |
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Trigger Use ProblemsCall of Duty: World at War : CoDWW Zombie/Co-Op MappingI have to precache those strings? I didn't have to in my test map.
I am gonna try the developer 2 now.
edited on May. 24, 2009 07:22 pm by Sgt.Rampage... [ more] |
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May 24, 2009 07:21 pm by Sgt.Rampage |
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Trigger Use ProblemsCall of Duty: World at War : CoDWW Zombie/Co-Op MappingOkay, I got my mortar rounds and satchel charges working fine, but I cannot
get the artillery to fire now. It was working in my test map, but it wont
fire at all in my new map. Also, it doesn't change the hint string to
"Firing...", it just stays at "Call... [ more] |
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May 24, 2009 03:57 pm by Sgt.Rampage |
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Trigger Use ProblemsCall of Duty: World at War : CoDWW Zombie/Co-Op MappingI made the scripts and they work excellent in my test map, but not in
another map. I even tried copying the content of the GSC from the map that
doesn't have the stuff working into the GSC of the working one, and it
still worked in the test map. Also, I c... [ more] |
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May 24, 2009 12:59 am by Sgt.Rampage |
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Trigger Use ProblemsCall of Duty: World at War : CoDWW Zombie/Co-Op MappingI am having a weird issue where some of my trigger uses for things like my
buy mortar and buy satchel are not working at all. They just show a little
hand. I am using the exact same scripts and prefabs for them in my test map
and they work fine, but in an... [ more] |
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May 24, 2009 12:31 am by Sgt.Rampage |
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2 of the 4 perk machines work correctlyCall of Duty: World at War : CoDWW Zombie/Co-Op MappingI just had an issue where the hint strings for the window barriers did not
show up either.
This is so annoying!... [ more] |
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May 23, 2009 08:11 pm by Sgt.Rampage |
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[Tutorial] How to Fix "Infinite Loop"Call of Duty: World at War : CoDWW Zombie/Co-Op MappingThanks for the tips, techno!... [ more] |
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May 23, 2009 05:51 am by Sgt.Rampage |
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[Tutorial] How to Fix "Infinite Loop"Call of Duty: World at War : CoDWW Zombie/Co-Op MappingWell, a lot of people do. Sorry, but why shouldn't this be a tutorial? It
has helped many people so far.
For the spawn point override, beware...it may cause spawn issues in Coop
with over 2 people. That's why I removed it.
edited on May. 23, 2009 03... [ more] |
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May 23, 2009 03:06 am by Sgt.Rampage |
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[Tutorial] How to Fix "Infinite Loop"Call of Duty: World at War : CoDWW Zombie/Co-Op MappingInformation
After numerous tests, I finally found the problem that is causing the
infinite loop error. This will show you how to fix this. It will also fix
spawn issues in your map (spawning in wrong place, etc.).
GSC File
Open nazi_zombie_yourmapher... [ more] |
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May 22, 2009 06:25 am by Sgt.Rampage |
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ForceSpawn ErrorCall of Duty: World at War : CoDWW Zombie/Co-Op MappingIf you already ticked "Spawner" and "Forcespawn", then you don't need to
put the spawnflags KVP, as it should already be added.... [ more] |
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May 21, 2009 06:36 pm by Sgt.Rampage |