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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Zombie Scripts Tutorial (1.2 Mod Tools)
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Apr. 18, 2009 04:07 am
Hey there, I updated the tutorial, but I cannot edit the posts. Here is the new one:

As many of you (including myself) have noticed, there are a lot of errors since the 1.2 Mod Tool update. However, with the hard work of everyone involved in helping with getting things working again, I have decided to write a short tutorial on getting your map to run correctly without any of the "unknown function" errors, etc.

Information
This tutorial will guide you through the steps of getting your map to work after the 1.2 Mod Tool update and 1.4 CoD:WaW update. There were several people that helped with getting everything working:

Ottawolf
SparkyMcSparks
[HOG]Rampage
Godfather
JacMac
stealthg
Any other people that helped
modsonline.com
customcod.com

This is only a guide for the scripting, compiling, and mod building part.

Please be sure to read through the wiki if you want to learn how to implement the new features (perk-a-cola machines, power switch, etc.) and other mapping walkthroughs:

http://customcod.com/wiki/index.php?title=Custom_Nazi_Zombie_Maps_(Verruckt)

Requirements

- CoD:WaW v1.4
- Mod Tools v1.2

Example Map
Below is an example map made by SparkyMcSparks:

http://files.filefront.com/Verruckt+Example+Srczip/;13608777;/fileinfo.html

Needed Files
Here are the files that you must have in order for your map to work:

http://files.filefront.com/Zombie+12+Fileszip/;13620698;/fileinfo.html

Once you have the above zipped folder, extract them anywhere. Then, place the folders and files into your CoD:WaW directory. For example, Zombie_1.2_Files/raw/animscripts/traverse/wall_hop_zombie.gsc would be placed in:

C:/Program Files/Activision/Call of Duty - World at War/raw/animscripts/traverse/

If it asks you to overwrite, click yes.

GSC File
For your map’s .gsc file (raw/maps/nazi_zombie_YOURMAP.gsc), just copy and paste the code from nazi_zombie_ver_ex.gsc (from the Example Map) into your .gsc file. After that, go to line 44:

Code:
maps\nazi_zombie_ver_ex_fx::main();


Replace “ver_ex” your map name. For example:

Code:
maps\nazi_zombie_mymap_fx::main();


Save and close.

GSC FX File
Copy and paste the code from nazi_zombie_ver_ex_fx.gsc (from the Example Map) into nazi_zombie_YOURMAP_fx.gsc.

Zone Source
Below is an example zone_source file (zone_source/nazi_zombie_YOURMAP.csv) that you can use. Just replace “YOURMAP” with your map name:

Code:
ignore,code_post_gfx
ignore,common

// my strings
localize,zombie
localize,mod

// for zombie specific assets
// Moved to Mod.ff
//include,zombiemode

// for coop players
include,common_player_us

// for puddle effects,,,
include,water

// shock
material,zombie_electric_shock_overlay

rawfile,maps/nazi_zombie_YOURMAP.gsc
rawfile,maps/nazi_zombie_YOURMAP_fx.gsc
rawfile,maps/_destructible_opel_blitz.gsc
rawfile,maps/_mgturret.gsc
rawfile,vision/zombie_asylum.vision
rawfile,shock/electrocution.shock

material,watersheeting_color_distort_blur

col_map_sp,maps/nazi_zombie_YOURMAP.d3dbsp

sound,common,nazi_zombie_YOURMAP,all_sp
sound,generic,nazi_zombie_YOURMAP,all_sp
sound,voiceovers,nazi_zombie_YOURMAP,all_sp
sound,requests,nazi_zombie_YOURMAP,all_sp
sound,character,nazi_zombie_YOURMAP,all_sp
sound,projectiles,nazi_zombie_YOURMAP,all_sp
sound,nazi_zombie_YOURMAP,nazi_zombie_YOURMAP,all_sp
sound,physics,nazi_zombie_YOURMAP,all_sp
sound,destructibles,nazi_zombie_YOURMAP,all_sp

// for all weapon sounds
sound,weapons,audio_test_tuey,all_sp

// SCRIPTED FX
fx,destructibles/fx_dest_fire_car_fade_40
fx,destructibles/fx_dest_fire_car_fade_25
fx,destructibles/fx_dest_fire_lg
fx,destructibles/fx_dest_fire_med
fx,destructibles/fx_dest_fire_sm
fx,env/smoke/fx_smoke_sm_blk_20_fade

fx,misc/fx_zombie_electric_trap
fx,env/electrical/fx_elec_sparking_oneshot
fx,misc/fx_zombie_elec_trail
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on
fx,misc/fx_zombie_zapper_powerbox_on
fx,misc/fx_zombie_zapper_wall_control_on
fx,misc/fx_zombie_zapper_light_green
fx,misc/fx_zombie_zapper_light_red
fx,misc/fx_zombie_elec_trail_oneshot
fx,env/electrical/fx_elec_wire_spark_dl_oneshot

fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso
fx,explosions/fx_flamethrower_char_explosion
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail
fx,env/electrical/fx_elec_wire_spark_burst

fx,misc/fx_zombie_elec_gen_on
fx,misc/fx_zombie_elec_gen_idle

fx,destructibles/fx_barrelexp
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top
fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown
fx,misc/fx_zombie_couch_effect
fx,misc/fx_zombie_light_elec_room_on
fx,env/light/fx_glow_hanginglamp

fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud

xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a

xmodel,exploding_barrel_test
xmodel,exploding_barrel_test_d
xmodel,global_explosive_barrel_japanese
xmodel,zombie_teddybear
xmodel,zombie_vending_doubletap_on
xmodel,zombie_vending_jugg_on
xmodel,zombie_vending_revive_on
xmodel,zombie_vending_sleight_on
xmodel,zombie_zapper_power_box_on
xmodel,zombie_zapper_power_box
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green

xmodel,lights_tinhatlamp_off
xmodel,lights_tinhatlamp_on
xmodel,lights_indlight_on
xmodel,lights_indlight

xmodel,skybox_zombie_asylum

xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player


// Fog and vision,
//rawfile,maps/createart/nazi_zombie_ver_ex_art.gsc

// WEAPONS
// regular weapons
weapon,sp/colt
weapon,sp/colt_dirty_harry
weapon,sp/m1garand
weapon,sp/kar98k_scoped_zombie
weapon,sp/kar98k
weapon,sp/fraggrenade
weapon,sp/m2_flamethrower_zombie
weapon,sp/molotov
weapon,sp/napalmblob
weapon,sp/napalmbloblight
weapon,sp/doublebarrel
weapon,sp/m1carbine
weapon,sp/fg42_bipod
weapon,sp/doublebarrel_sawed_grip
weapon,sp/gewehr43
weapon,sp/ptrs41_zombie
weapon,sp/shotgun
weapon,sp/stg44
weapon,sp/thompson
weapon,sp/mp40
weapon,sp/mg42_bipod
weapon,sp/bar
weapon,sp/bar_bipod
weapon,sp/bar_bipod_stand
weapon,sp/bar_bipod_crouch
weapon,sp/bar_bipod_prone

weapon,sp/springfield
weapon,sp/m1garand_gl_zombie
weapon,sp/panzerschrek_zombie
weapon,sp/mk2_frag
weapon,sp/m7_launcher_zombie
weapon,sp/walther
weapon,sp/sw_357
weapon,sp/30cal_bipod
weapon,sp/zombie_colt
weapon,sp/stielhandgranate
weapon,sp/ray_gun

weapon,sp/fg42_bipod_crouch
weapon,sp/fg42_bipod_stand
weapon,sp/fg42_bipod_prone
weapon,sp/mg42_bipod_crouch
weapon,sp/mg42_bipod_stand
weapon,sp/mg42_bipod_prone
weapon,sp/ppsh

weapon,sp/mine_bouncing_betty
weapon,sp/zombie_perk_bottle_doubletap
weapon,sp/zombie_perk_bottle_jugg
weapon,sp/zombie_perk_bottle_revive
weapon,sp/zombie_perk_bottle_sleight

weapon,sp/type99_lmg
weapon,sp/type99_lmg_bipod
weapon,sp/type99_lmg_bipod_crouch
weapon,sp/type99_lmg_bipod_stand
weapon,sp/type99_lmg_bipod_prone
weapon,sp/type99_rifle
weapon,sp/dp28
weapon,sp/dp28_bipod
weapon,sp/dp28_bipod_crouch
weapon,sp/dp28_bipod_prone
weapon,sp/dp28_bipod_stand

fx,env/electrical/fx_elec_wire_spark_burst_blue
  
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone


Sound Aliases
Use the sound alias file from the Zombie_1.2_Files. It will be found in the raw/soundaliases/ folder in the unzipped folder.

Localized Strings

In order for the strings to show up in-game, you must have a string (.str) file. Go to raw/english/localizedstrings/ and open zombie.str. Now, copy the contents and paste them into a new file. Save it as MODNAME.str into raw/english/localizedstrings/.

Mod Folder
Before compiling, make a new folder in the mods folder of the CoD:WaW Program Files directory. Name it nazi_zombie_YOURMAP. Inside of that folder, create these folders:

weapons

Next, go into the weapons folder (mods/nazi_zombie_YOURMAP/weapons/) and create another folder and name it:

sp

Inside of that folder, put the following weapon files inside of it (raw/weapons/sp/):

m1garand_gl_zombie
m7_launcher_zombie
panzerschrek_zombie
mine_bouncing_betty
zombie_perk_bottle_doubletap
zombie_perk_bottle_jugg
zombie_perk_bottle_revive
zombie_perk_bottle_sleight

Arena File
After you have setup your mod folder, make a mod.arena file and place it into mods/nazi_zombie_YOURMAP/. The contents of it should be:

Code:
{
	map			"mak"
	longname	"MENU_LEVEL_MAK"
	gametype	"cmp arc"
}
{
	map			"nazi_zombie_prototype"
	longname	"MENU_LEVEL_ZOMBIE_PROTOTYPE"
	gametype	"zom"
}
{
	map			"nazi_zombie_asylum"
	longname	"PATCH_LEVEL_ZOMBIE_ASYLUM"
	gametype	"zom"
}
{
	map			"nazi_zombie_YOURMAP"
	longname	"YOURMAP"
	gametype	"zom"
}


Compiling
To compile your map, check the following check boxes:

Compile BSP
Compile Lights
Connect Paths
Compile Reflections
Build Fastfiles

Also, make sure you check the “Mod Specific Map” check box. Select nazi_zombie_YOURMAP from the drop down list and then click Compile Level.

Mod Builder
Once you have compiled your map, go to the Mod Builder. Check the following check boxes:

Build mod.ff Fastfile
Build IWD File

In the text box for “Fastfile mod.csv”, put the following:

Code:
localize,mod,,
stringtable,maps/mapsTable.csv
include,zombiemode
rawfile,animtrees/generic_human.atr
rawfile,animtrees/dog.atr


In the IWD File List, check all of the files and folders and then click Build MOD.

Testing
To test your map, run Single Player and launch your mod. Then, in the console type:

/spmap nazi_zombie_YOURMAP

If you did everything correctly, your map should work!

Further Assistance
http://customcod.com/wiki/index.php?title=Custom_Nazi_Zombie_Maps_(Verruckt)
http://www.modsonline.com/
http://www.customcod.com/community/index.php
http://cod5zombies.com/news.php

Xfire:
sgtrampage

Email:
dustin_braun@hotmail.com
mercenary_25@yahoo.com

edited on Apr. 21, 2009 07:00 am by foyleman
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Apr. 18, 2009 10:46 am
Also place the magic box and it's random start locations and the power switch + perkacola machines before testing, otherwise it could result in infinite loop errors in the script.

The other thing I encountered which I'll look into today is an auto save feature which seems to be present for some reason.

We are also missing a huge number of effects, so you'll have to make them yourselves.
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foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95765
Last: Apr 9, 2024
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Apr. 18, 2009 12:16 pm
Excellent work on the tutorial. It is now live in the Tutorials section of this site. [thumbs_up]
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
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Tune in every Sunday at 12pm EST to listen LIVE.
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Apr. 18, 2009 04:34 pm
techno2sl writes...
Quote:
Also place the magic box and it's random start locations and the power switch + perkacola machines before testing, otherwise it could result in infinite loop errors in the script.


Thanks for pointing that out!
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Apr. 19, 2009 12:39 am
I made a slight mistake, the wall_hop_zombie.gsc should go into raw/animscripts/traverse/.

Could an admin fix that part so it says:

For example, Zombie_1.2_Files/raw/animscripts/traverse/wall_hop_zombie.gsc would be placed in:

C:/Program Files/Activision/Call of Duty - World at War/raw/animscripts/traverse/

Also, the download for the "Needed Files" needs to be changed to:

http://files.filefront.com/Zombie+12+Fileszip/;13620698;/fileinfo.html
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DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Apr. 20, 2009 04:27 pm
techno2sl writes...
Quote:
....
We are also missing a huge number of effects, so you'll have to make them yourselves.


I noticed this too. How can we get the missing FX? It looks like they forgot the entire FX folder in the mod tools update. Anyone have any information on this matter?
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Apr. 20, 2009 09:36 pm
For those of you having trouble, I am going to add an FAQ to the tutorial later today.

Question: I keep getting this error:

Error script(logfile)maps\_audio::disable_bump_trigger("switch_door_trig");

Answer: To fix this, open your nazi_zombie_YOURMAP.gsc and go to line 1297:

maps\_audio::disable_bump_trigger("switch_door_trig");

Comment it out:

//maps\_audio::disable_bump_trigger("switch_door_trig");

Question: I get an error saying this:

can't find "nazi_zombie_cam" of type "col_map_mp"

Answer: Open your zone_source file and go to line 29:

col_map_sp,maps/nazi_zombie_YOURMAP.d3dbsp

Replace 'YOURMAP' with your map name.

edited on Apr. 20, 2009 05:37 pm by Sgt.Rampage
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