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Latest Posts by Hind-d
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All sounds working in zombies except for the 30cal...
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
I had exact same problem, but it's been fixed for a while now.. See this.. http://www.modsonline.com/Forums-top-93645.html ... [more]
6 1751 Jan 27, 2009 02:27 am
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Yeah, I got the 30cal working along with the MG42. Was hoping the mod tools would have some added anims for other turrets, but it doesn't look like it. edited on Jan. 23, 2009 10:18 pm by Hind-d... [more]
25 1931 Jan 24, 2009 03:17 am
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Doesn't look like the 50cal works either. At least I not for me. Compiles OK, but game crashes and console prints "missing tag_aim" error when I go to where the 50cal is placed. I used: model, vehicle_usa_pby_50cal weapon, 50cal_turret_technical ... [more]
25 1931 Jan 23, 2009 03:36 am
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Great stuff! I tested the 30cal and MG42, and they both work great. Regarding the AA guns, I can't get any of those working. Then again, I'm still a learning. Thanks, Techno! ... [more]
25 1931 Jan 23, 2009 02:23 am
by Hind-d
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
dllfile writes...Quote:Hind-d writes...Quote:Is there a way for a custom map to start at level 15 (or any level for that matter)? Look in _zombiemode.gsc - you will find "round_start()" function. Under that function you will find level.round_number = 1; ... [more]
13 1644 Jan 19, 2009 08:50 pm
by Hind-d
Need help modding the zombie weapons and stuff
Call of Duty: World at War : CoDWW SP Mapping
For a weapon mod, it's actually pretty easy... Let's say your mod is called "newmod" Create a "newmod" folder in this folder: C:\Program Files\Activision\Call of Duty - World at War\mods So when finished, you should have: C:\Program Files\Activisio... [more]
2 1017 Jan 16, 2009 02:34 am
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Thanks, Techno.. can't wait. I hate not being able to figure it out on my own! I also tried the triple25 jap turret and I get the exact same error: No XModel loaded for item index 4, weap index 4, model 0 () TIA!!... [more]
25 1931 Jan 14, 2009 04:35 am
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
You've been a great help Techno!!! I'm building a map/mod that has fallback positions... each time the fallback position is triggered, the zombies get stronger. The mounted MGs work great and now I'm trying to get a bit more creative.. I'm trying to... [more]
25 1931 Jan 13, 2009 03:29 am
by Hind-d
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Think I was looking to much in to it.. simply set level.zombie_move_speed to 80 and now they all run.... [more]
13 1644 Jan 12, 2009 04:15 am
by Hind-d
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
OK, I pretty much have it the way I want it. Now just one thing I can't figure out. In zombie mode, if round > 5 then the zombie runners start. Then each round it's multiplied.. I can't seem to find that code that says if level.round > 5 then spawn run... [more]
13 1644 Jan 11, 2009 05:34 pm
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Well I got the mounted MG to work, which is fantastic!! Can't ever get the "Press ENTER to Mount" when I'm carying an MG42 though. Still jacking with it.. Thanks techno!!! ... [more]
25 1931 Jan 10, 2009 09:30 pm
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Heck yes I'd be interested in complete source ;). I'll give it a shot now, but just in case, your source would be great. Thanks. CH... [more]
25 1931 Jan 10, 2009 07:58 pm
by Hind-d
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Ug.. that's just it, I haven't a clue on how to create a mod. I've built two zombie maps, but now I want to make it crazy right off the bat and start at level 15 and maybe a few other changes, but I don't know where to start. Guess I need to RTFM on m... [more]
13 1644 Jan 10, 2009 04:19 am
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
I don't suppose anyone has gotten this to work have they?... [more]
25 1931 Jan 10, 2009 03:18 am
by Hind-d
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Hmm.. care to post that min mod? I'm missing something. TIA ... [more]
13 1644 Jan 7, 2009 01:44 am
by Hind-d
Start at level 15
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Is there a way for a custom map to start at level 15 (or any level for that matter)? I tried changing many settings in the _zombiemode.gsc file to see what they do, but none of the changes seem to have any effect. Can a map make these changes, or does... [more]
13 1644 Jan 6, 2009 05:21 am
by Hind-d
Adding more zombies
Call of Duty: World at War : CoDWW MP Mapping
I also would like to know this. Adding zombies would be nice, and so would the ability to start on level 10. I tried making changes to the zombiemode files but none had any effect. It's almost like it needs to be a mod and map instead of a map only. ... [more]
4 874 Jan 4, 2009 10:22 pm
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Sgt.Rampage writes...Quote:I will do a test map to see if I can get it tonight for you. About 1 hour or so and I should have an answer. Rampage.. did you ever get anywhere with this? TIA!... [more]
25 1931 Jan 4, 2009 05:11 pm
by Hind-d
Zombie Debug UI?
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
Here's some code in the payload_zombiemode_utility.gsc.. Does anyone know how to enable this menu? Code:// DEBUG SECTION ================================================================= // // shameless stole from austin debug_ui() { /# wait ... [more]
1 694 Dec 25, 2008 01:30 am
by Hind-d
Bipod and Zombie maps..
Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping
I've tried using the "mount" texture to get the hint to mount the bipod, but I never get any hint. Has anyone gotten the bipod to work? If so, please explain in detail ;) TIA!! ... [more]
25 1931 Dec 24, 2008 05:25 pm
by Hind-d
zone files?
Call of Duty: World at War : CoDWW MP Mapping
Not sure about making players German.. haven't tried that. As for the map, the only file you really need to distribute is the nazi_zombie_MAPNAME.ff file. If you made a loadscreen, you can distribute that as well.... [more]
3 785 Dec 24, 2008 03:38 pm
by Hind-d
script for gun mount (SP/zomb)
Call of Duty: World at War : CoDWW MP Mapping
Did you get this sorted out? I haven't tried the mount yet, but am also curious about this. TIA.... [more]
2 1394 Dec 24, 2008 04:34 am
by Hind-d
weapon_cabinet.. clears weapons
Call of Duty: World at War : CoDWW MP Mapping
OK.. figured it out. The comment for the Include_Weapons() function makes it sounds like it's for the treasure chest only, but when I comment this line :include_weapon( "kar98k_scoped_zombie" ); then the weaon_cabinet never gives a weapon.... [more]
2 726 Dec 23, 2008 10:57 pm
by Hind-d
weapon_cabinet.. clears weapons
Call of Duty: World at War : CoDWW MP Mapping
Just when I fix one problem, I find another by adding to the map. I just added the weapon_cabinet, and when it opens, the sound is good, but never gives a weapon. It clears the player of his current weapon. Any ideas? TIA!!... [more]
2 726 Dec 23, 2008 10:10 pm
by Hind-d
Power Ups spawn anywhere?!?
Call of Duty: World at War : CoDWW MP Mapping
Man, I swear I tried that.. guess not. I deleted and recreated it, and all is good.... [more]
3 786 Dec 23, 2008 10:07 pm
by Hind-d
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