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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.
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Author Topic: waterfall is not working
ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Sep. 1, 2011 07:21 pm
Hi, i tried to get a waterfall working in my map, but it just doesnt show up.

nazi_zombie_tutorial.gsc

Code:
/*
	Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
		Scripter: Sparks
		Tutorial: Sniperbolt

	Version 1.0 (9/24/2009 7:51:18 PM)
		-- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility; 

#include maps\_utility;

#include maps\_zombiemode_utility; 

#include maps\_zombiemode_zone_manager; 

#include maps\_music;


// DLC3 Utilities
#include maps\nazi_zombie_tutorial_fx;

#include maps\dlc3_code;

#include maps\dlc3_teleporter;


main()
{
	//maps\nazi_zombie_tutorial_fx::main();
	level thread wind_settings();
	thread zombiesleft_hud();
	level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
	
	// Must Change These To Your Maps
	level.DLC3.createArt = maps\createart\nazi_zombie_tutorial_art::main;
	level.DLC3.createFX = maps\createfx\nazi_zombie_tutorial_fx::main;
	// level.DLC3.myFX = ::preCacheMyFX;
	
	/*--------------------
	 FX
	----------------------*/
	DLC3_FX();
	
	/*--------------------
	 LEVEL VARIABLES
	----------------------*/	
	
	// Variable Containing Helpful Text For Modders -- Don't Remove
	level.modderHelpText = [];
	
	//
	// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
	//
	
	// Edit The Value In Mod.STR For Your Level Introscreen Place
	level.DLC3.introString = &"nazi zombie tes";
	
	// Weapons. Pointer function automatically loads weapons used in Der Riese.
	level.DLC3.weapons = maps\dlc3_code::include_weapons;
	
	// Power Ups. Pointer function automatically loads power ups used in Der Riese.
	level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
	
	// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
	level.DLC3.perk_altMeleeDamage = 1000; 
	
	// Adjusts barrier search override. Stock is 400.
	level.DLC3.barrierSearchOverride = 400;
	
	// Adjusts power up drop max per round. Stock is 3.
	level.DLC3.powerUpDropMax = 3;
	
	// _loadout Variables
	level.DLC3.useCoopHeroes = true;
	
	// Bridge Feature
	level.DLC3.useBridge = false;
	
	// Hell Hounds
	level.DLC3.useHellHounds = true;
	
	// Mixed Rounds
	level.DLC3.useMixedRounds = true;
	
	// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
	boxArray = [];
	boxArray[ boxArray.size ] = "start_chest";
	boxArray[ boxArray.size ] = "chest1";
	boxArray[ boxArray.size ] = "chest2";
	boxArray[ boxArray.size ] = "chest3";
	boxArray[ boxArray.size ] = "chest4";
	boxArray[ boxArray.size ] = "chest5";
	level.DLC3.PandoraBoxes = boxArray;
	
	// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
	zones = [];
	zones[ zones.size ] = "start_zone";
	level.DLC3.initialZones = zones;
	
	// Electricity Switch -- If False Map Will Start With Power On
	level.DLC3.useElectricSwitch = true;
	
	// Electric Traps
	level.DLC3.useElectricTraps = true;
	
	// _zombiemode_weapons Variables
	level.DLC3.usePandoraBoxLight = true;
	level.DLC3.useChestPulls = true;
	level.DLC3.useChestMoves = true;
	level.DLC3.useWeaponSpawn = true;
	level.DLC3.useGiveWeapon = true;
	
	// _zombiemode_spawner Varibles
	level.DLC3.riserZombiesGoToDoorsFirst = true;
	level.DLC3.riserZombiesInActiveZonesOnly = true;
	level.DLC3.assureNodes = true;
	
	// _zombiemode_perks Variables
	level.DLC3.perksNeedPowerOn = true;
	
	// _zombiemode_devgui Variables
	level.DLC3.powerSwitch = true;
	
	/*--------------------
	 FUNCTION CALLS - PRE _Load
	----------------------*/
	level thread DLC3_threadCalls();	
	
	/*--------------------
	 ZOMBIE MODE
	----------------------*/
	[[level.DLC3.weapons]]();
	[[level.DLC3.powerUps]]();
	maps\_zombiemode::main();
	
	/*--------------------
	 FUNCTION CALLS - POST _Load
	----------------------*/
	level.zone_manager_init_func = ::dlc3_zone_init;
	level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

	add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
	add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
	/*
	=============
	///ScriptDocBegin
	"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
	"Summary: Sets up adjacent zones."
	"MandatoryArg: <zone_1>: Name of first Info_Volume"
	"MandatoryArg: <zone_2>: Name of second Info_Volume"
	"MandatoryArg: <flag>: Flag to be set to initiate zones"
	"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
	"Example: add_adjacent_zone( "receiver_zone",		"outside_east_zone",	"enter_outside_east" );"
	///ScriptDocEnd
	=============
	*/

	// Outside East Door
	//add_adjacent_zone( "receiver_zone",		"outside_east_zone",	"enter_outside_east" );
}

zombiesleft_hud()
{   
	Remaining = create_simple_hud();
  	Remaining.horzAlign = "center";
  	Remaining.vertAlign = "middle";
   	Remaining.alignX = "Left";
   	Remaining.alignY = "middle";
   	Remaining.y = 230;
   	Remaining.x = 60;
   	Remaining.foreground = 1;
   	Remaining.fontscale = 8.0;
   	Remaining.alpha = 1;
   	Remaining.color = ( 0.423, 0.004, 0 );


   	ZombiesLeft = create_simple_hud();
   	ZombiesLeft.horzAlign = "center";
   	ZombiesLeft.vertAlign = "middle";
   	ZombiesLeft.alignX = "center";
   	ZombiesLeft.alignY = "middle";
   	ZombiesLeft.y = 230;
   	ZombiesLeft.x = -1;
   	ZombiesLeft.foreground = 1;
   	ZombiesLeft.fontscale = 8.0;
   	ZombiesLeft.alpha = 1;
   	ZombiesLeft.color = ( 0.423, 0.004, 0 );
   	ZombiesLeft SetText("Zombies Left: ");


	while(1)
	{
		remainingZombies = get_enemy_count() + level.zombie_total;
		Remaining SetValue(remainingZombies);

		if(remainingZombies == 0 )
			{
			Remaining.alpha = 0; 
			while(1)
				{
					remainingZombies = get_enemy_count() + level.zombie_total;
					if(remainingZombies != 0 )
					{
					Remaining.alpha = 1; 
					break;
					}
					wait 0.5;
				}
			}
		wait 0.5;
	}		
}

wind_settings()
{	
	// These values are supposed to be in inches per second.
	SetSavedDvar( "wind_global_vector", "140 -180 0" ); // (171, -140) = 15.5 mph w/ a normal of -0.5 at hi_altitude
	SetSavedDvar( "wind_global_low_altitude", 20 );
	SetSavedDvar( "wind_global_hi_altitude", 740 );
	SetSavedDvar( "wind_global_low_strength_percent", 1.00 ); //.3 is 4mph at low altitude
	// Add a while loop to vary the strength of the wind over time.
}


nazi_zombie_tutorial_fx.gsc

Code:
#include maps\_utility; 

#include common_scripts\utility;


main()
{
	precache_scripted_fx();
	precache_createfx_fx();
	footsteps(); 
	//maps\createart\nazi_zombie_tutorial_art::main();
	spawnFX();
}

footsteps()
{
	animscripts\utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
	animscripts\utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
	animscripts\utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
	animscripts\utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
	animscripts\utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}

precache_scripted_fx()
{
	level._effect["large_ceiling_dust"]		= LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
	level._effect["poltergeist"]			= LoadFx( "misc/fx_zombie_couch_effect" );
	level._effect["gasfire"] 				= LoadFx("destructibles/fx_dest_fire_vert");
	level._effect["switch_sparks"]			= loadfx("env/electrical/fx_elec_wire_spark_burst");
	level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");
	
	// rise fx
	level._effect["rise_burst"]		= LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst");
	level._effect["rise_billow"]	= LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing");	
	level._effect["rise_dust"]		= LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling");		
	
	level._effect["dog_eye_glow"] = loadfx("maps/zombie/fx_zombie_dog_eyes");
	level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" );
	level._effect["dog_trail_fire"] = loadfx("maps/zombie/fx_zombie_dog_fire_trail");
	level._effect["dog_trail_ash"] = loadfx("maps/zombie/fx_zombie_dog_ash_trail");
	level._effect["dog_breath"] = Loadfx("maps/zombie/fx_zombie_dog_breath");	
	
	level._effect["lght_marker"]			= Loadfx("maps/zombie/fx_zombie_factory_marker");
	level._effect["lght_marker_flare"]		= Loadfx("maps/zombie/fx_zombie_factory_marker_fl");

	level._effect["betty_explode"]			= loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
	level._effect["betty_trail"]			= loadfx("weapon/bouncing_betty/fx_betty_trail");

	level._effect["zapper_fx"] 				= loadfx("misc/fx_zombie_zapper_powerbox_on");	
	level._effect["zapper"]					= loadfx("misc/fx_zombie_electric_trap");
	level._effect["zapper_wall"] 			= loadfx("misc/fx_zombie_zapper_wall_control_on");
	level._effect["zapper_light_ready"]		= loadfx("maps/zombie/fx_zombie_light_glow_green");
	level._effect["zapper_light_notready"]	= loadfx("maps/zombie/fx_zombie_light_glow_red");
	level._effect["elec_room_on"] 			= loadfx("fx_zombie_light_elec_room_on");
	level._effect["elec_md"] 				= loadfx("env/electrical/fx_elec_player_md");
	level._effect["elec_sm"] 				= loadfx("env/electrical/fx_elec_player_sm");
	level._effect["elec_torso"] 			= loadfx("env/electrical/fx_elec_player_torso");

	level._effect["elec_trail_one_shot"]	= loadfx("misc/fx_zombie_elec_trail_oneshot");
	level._effect["wire_spark"] = loadfx("maps/zombie/fx_zombie_wire_spark");
	level._effect["powerup_on"] 				= loadfx( "misc/fx_zombie_powerup_on" );
}

precache_createfx_fx()
{
	level._effect["transporter_beam"]				          = loadfx("maps/zombie/fx_transporter_beam");
	level._effect["transporter_pad_start"]				    = loadfx("maps/zombie/fx_transporter_pad_start");
	level._effect["transporter_start"]				        = loadfx("maps/zombie/fx_transporter_start");		
	level._effect["transporter_ambient"]				      = loadfx("maps/zombie/fx_transporter_ambient");		
	level._effect["zombie_mainframe_link_all"]				= loadfx("maps/zombie/fx_zombie_mainframe_link_all");
	level._effect["zombie_mainframe_link_single"]			= loadfx("maps/zombie/fx_zombie_mainframe_link_single");
	level._effect["zombie_mainframe_linked"]		     	= loadfx("maps/zombie/fx_zombie_mainframe_linked");	
	level._effect["zombie_mainframe_beam"]			      = loadfx("maps/zombie/fx_zombie_mainframe_beam");	
	level._effect["zombie_mainframe_flat"]			      = loadfx("maps/zombie/fx_zombie_mainframe_flat");	
	level._effect["zombie_mainframe_flat_start"]		  = loadfx("maps/zombie/fx_zombie_mainframe_flat_start");				
	level._effect["zombie_mainframe_beam_start"]		  = loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
	level._effect["zombie_flashback_american"]		    = loadfx("maps/zombie/fx_zombie_flashback_american");
	level._effect["gasfire2"] 			                  = Loadfx("destructibles/fx_dest_fire_vert");	
	level._effect["mp_light_lamp"] 			              = Loadfx("maps/mp_maps/fx_mp_light_lamp");	
	level._effect["zombie_difference"]		            = loadfx("maps/zombie/fx_zombie_difference");
	level._effect["zombie_mainframe_steam"]		        = loadfx("maps/zombie/fx_zombie_mainframe_steam");	
	level._effect["zombie_heat_sink"]		              = loadfx("maps/zombie/fx_zombie_heat_sink");
	level._effect["mp_smoke_stack"] 			            = loadfx("maps/mp_maps/fx_mp_smoke_stack");
	level._effect["mp_elec_spark_fast_random"] 			  = loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
	level._effect["zombie_elec_gen_idle"] 		    	  = loadfx("misc/fx_zombie_elec_gen_idle");
	level._effect["zombie_moon_eclipse"]		          = loadfx("maps/zombie/fx_zombie_moon_eclipse");
	level._effect["zombie_clock_hand"]		            = loadfx("maps/zombie/fx_zombie_clock_hand");
	level._effect["zombie_elec_pole_terminal"]		    = loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
	level._effect["mp_elec_broken_light_1shot"] 	  		  = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot");	
	level._effect["mp_light_lamp_no_eo"] 	  		      = loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo");																									
	
	level._effect["zombie_packapunch"]		            = loadfx("maps/zombie/fx_zombie_packapunch");

	
	//ESM - added for perk machines
	level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot");
	level._effect["fx_wtrfall_md"] = loadfx("env/water/fx_wtrfall_md");
}

spawnFX()
{
	playLoopedFx(level._effect["fx_wtrfall_md"], 4, (-1536,2024,-1784), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
	maps\createfx\nazi_zombie_tutorial_fx::main();
}



Thanks in adavance![thumbs_up]
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Sep. 1, 2011 08:43 pm
compiled it into your fastfile?
Share |
ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Sep. 1, 2011 11:46 pm
Yep. STill doesn't work. But I load it up in dEvmap and do r_fog 0 as I can hardly see, would any of these affect it? I tried r fog 1 next to it and it still doesnt work :| and ye I have updated my zone file and got the right co ords
Share |
cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Sep. 3, 2011 09:40 am
Based on your code, the FX is a oneshot and lasts for 4 seconds, right ?

There might be a problem with your function naming. There is already a function called spawnFX() and it has the following format SpawnFx(effect id, position, forward angles, up angles)

I've used that function and got it working. Here is an example:
Code:
fordfxsmoke = loadfx ("smoke/car_damage_blacksmoke");

smoke_fx = spawnFx(fordfxsmoke, fordcar.origin + maps\mp\_utility::vector_scale(anglesToRight(fordcar.angles), 90) + maps\mp\_utility::vector_scale(anglesToUp(fordcar.angles), 40));
triggerFX(smoke_fx);

However, my FX was loopable already. Though, you might be able to use something like this
Code:
ukdjaj_waterfall = loadfx ("env/water/fx_wtrfall_md");

waterfall_fx = spawnFx(ukdjaj_waterfall, (-1536,2024,-1784), anglestoforward ((0,90,0)), anglestoup((0,0,0)));
while(1)
{
triggerFX(waterfall_fx);
wait 4;
delete (waterfall_fx);
}

That will play the FX, wait 4 seconds, delete the effect entity and then start all over again.

That is untested, so it's best that you first rename your function to something other than spawnfx().
I also noticed that in the playLoopedFX() function you have cull distance set to 0. Cull distance is somewhat responsible for object visibility, though I'm not sure if the value is supposed to be low or high. Well, play around with it and see what happens :P

That's about all I can think of, apart from the obvious ones like misspelling or adding the FX to the zone file.
Share |
ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Sep. 3, 2011 12:28 pm
i got the fx from a multiplayer waterfall tutorial, but i changed the maps/mp directorys to just maps, so it locates the sp :)

anyway will try yours now
Share |
ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Sep. 3, 2011 12:31 pm
so, what should my _fx.gsc look like then because i am totally confsued ;/
Share |
cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Sep. 4, 2011 04:48 pm
Well, you don't need an _fx.gsc if you are going to use what I wrote before. You define and load the FX in the main GSC.
I forgot to mention that my script was for CoD4, but I suppose it should work for WaW.
Code:
main()
{
ukdjaj_waterfall = loadfx ("env/water/fx_wtrfall_md");// precache the FX; precache in main so it gets loaded just as the map starts
playtheFX(ukdjaj_waterfall); //call the function; thread the function if you also have other functions
}

playtheFX(ukdjaj_waterfall)
{
while(1)
{
waterfall_fx = spawnFx(ukdjaj_waterfall, (-1536,2024,-1784), anglestoforward ((0,90,0)), anglestoup((0,0,0)));//define the FX id and spawn FX at given coordinates and with given angles
triggerFX(waterfall_fx);//play the FX associated with the FX id
wait 4;
waterfall_fx delete();//the triggerFX() function doesn't automatically kill the FX after it plays so it's better to manually delete it
}
}


If that doesn't work, maybe you can still use playLoopedFX
Code:
main()
{
ukdjaj_waterfall = loadfx("env/water/fx_wtrfall_md");
thread playwaterfall(ukdjaj_waterfall);
}
playwaterfall(ukdjaj_waterfall)
{
fx = playLoopedFX(ukdjaj_waterfall, 4,  (-1536,2024,-1784), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
}

If it still doesn't work, change the cull distance to some other numbers.

If it still doesn't work, post back. I still have one idea, but I think I'll confuse you even more if I post it now.

Good luck !
Share |
ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Sep. 4, 2011 05:36 pm
ok, trying the top one first, my .gsc is now

Code:
/*
	Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
		Scripter: Sparks
		Tutorial: Sniperbolt

	Version 1.0 (9/24/2009 7:51:18 PM)
		-- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility; 


#include maps\_utility;


#include maps\_zombiemode_utility; 


#include maps\_zombiemode_zone_manager; 


#include maps\_music;



// DLC3 Utilities
#include maps\nazi_zombie_tutorial_fx;


#include maps\dlc3_code;


#include maps\dlc3_teleporter;



main()
{
	//maps\nazi_zombie_tutorial_fx::main();
	level thread wind_settings();
	ukdjaj_waterfall = loadfx("env/water/fx_wtrfall_md");
	thread playwaterfall(ukdjaj_waterfall);

	thread zombiesleft_hud();
	level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
	
	// Must Change These To Your Maps
	level.DLC3.createArt = maps\createart\nazi_zombie_tutorial_art::main;
	level.DLC3.createFX = maps\createfx\nazi_zombie_tutorial_fx::main;
	// level.DLC3.myFX = ::preCacheMyFX;
	
	/*--------------------
	 FX
	----------------------*/
	DLC3_FX();
	
	/*--------------------
	 LEVEL VARIABLES
	----------------------*/	
	
	// Variable Containing Helpful Text For Modders -- Don't Remove
	level.modderHelpText = [];
	
	//
	// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
	//
	
	// Edit The Value In Mod.STR For Your Level Introscreen Place
	level.DLC3.introString = &"nazi zombie tes";
	
	// Weapons. Pointer function automatically loads weapons used in Der Riese.
	level.DLC3.weapons = maps\dlc3_code::include_weapons;
	
	// Power Ups. Pointer function automatically loads power ups used in Der Riese.
	level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
	
	// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
	level.DLC3.perk_altMeleeDamage = 1000; 
	
	// Adjusts barrier search override. Stock is 400.
	level.DLC3.barrierSearchOverride = 400;
	
	// Adjusts power up drop max per round. Stock is 3.
	level.DLC3.powerUpDropMax = 3;
	
	// _loadout Variables
	level.DLC3.useCoopHeroes = true;
	
	// Bridge Feature
	level.DLC3.useBridge = false;
	
	// Hell Hounds
	level.DLC3.useHellHounds = true;
	
	// Mixed Rounds
	level.DLC3.useMixedRounds = true;
	
	// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
	boxArray = [];
	boxArray[ boxArray.size ] = "start_chest";
	boxArray[ boxArray.size ] = "chest1";
	boxArray[ boxArray.size ] = "chest2";
	boxArray[ boxArray.size ] = "chest3";
	boxArray[ boxArray.size ] = "chest4";
	boxArray[ boxArray.size ] = "chest5";
	level.DLC3.PandoraBoxes = boxArray;
	
	// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
	zones = [];
	zones[ zones.size ] = "start_zone";
	level.DLC3.initialZones = zones;
	
	// Electricity Switch -- If False Map Will Start With Power On
	level.DLC3.useElectricSwitch = true;
	
	// Electric Traps
	level.DLC3.useElectricTraps = true;
	
	// _zombiemode_weapons Variables
	level.DLC3.usePandoraBoxLight = true;
	level.DLC3.useChestPulls = true;
	level.DLC3.useChestMoves = true;
	level.DLC3.useWeaponSpawn = true;
	level.DLC3.useGiveWeapon = true;
	
	// _zombiemode_spawner Varibles
	level.DLC3.riserZombiesGoToDoorsFirst = true;
	level.DLC3.riserZombiesInActiveZonesOnly = true;
	level.DLC3.assureNodes = true;
	
	// _zombiemode_perks Variables
	level.DLC3.perksNeedPowerOn = true;
	
	// _zombiemode_devgui Variables
	level.DLC3.powerSwitch = true;
	
	/*--------------------
	 FUNCTION CALLS - PRE _Load
	----------------------*/
	level thread DLC3_threadCalls();	
	
	/*--------------------
	 ZOMBIE MODE
	----------------------*/
	[[level.DLC3.weapons]]();
	[[level.DLC3.powerUps]]();
	maps\_zombiemode::main();
	
	/*--------------------
	 FUNCTION CALLS - POST _Load
	----------------------*/
	level.zone_manager_init_func = ::dlc3_zone_init;
	level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

	add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
	add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
	/*
	=============
	///ScriptDocBegin
	"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
	"Summary: Sets up adjacent zones."
	"MandatoryArg: <zone_1>: Name of first Info_Volume"
	"MandatoryArg: <zone_2>: Name of second Info_Volume"
	"MandatoryArg: <flag>: Flag to be set to initiate zones"
	"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
	"Example: add_adjacent_zone( "receiver_zone",		"outside_east_zone",	"enter_outside_east" );"
	///ScriptDocEnd
	=============
	*/

	// Outside East Door
	//add_adjacent_zone( "receiver_zone",		"outside_east_zone",	"enter_outside_east" );
}

zombiesleft_hud()
{   
	Remaining = create_simple_hud();
  	Remaining.horzAlign = "center";
  	Remaining.vertAlign = "middle";
   	Remaining.alignX = "Left";
   	Remaining.alignY = "middle";
   	Remaining.y = 230;
   	Remaining.x = 60;
   	Remaining.foreground = 1;
   	Remaining.fontscale = 8.0;
   	Remaining.alpha = 1;
   	Remaining.color = ( 0.423, 0.004, 0 );


   	ZombiesLeft = create_simple_hud();
   	ZombiesLeft.horzAlign = "center";
   	ZombiesLeft.vertAlign = "middle";
   	ZombiesLeft.alignX = "center";
   	ZombiesLeft.alignY = "middle";
   	ZombiesLeft.y = 230;
   	ZombiesLeft.x = -1;
   	ZombiesLeft.foreground = 1;
   	ZombiesLeft.fontscale = 8.0;
   	ZombiesLeft.alpha = 1;
   	ZombiesLeft.color = ( 0.423, 0.004, 0 );
   	ZombiesLeft SetText("Zombies Left: ");


	while(1)
	{
		remainingZombies = get_enemy_count() + level.zombie_total;
		Remaining SetValue(remainingZombies);

		if(remainingZombies == 0 )
			{
			Remaining.alpha = 0; 
			while(1)
				{
					remainingZombies = get_enemy_count() + level.zombie_total;
					if(remainingZombies != 0 )
					{
					Remaining.alpha = 1; 
					break;
					}
					wait 0.5;
				}
			}
		wait 0.5;
	}		
}

wind_settings()
{	
	// These values are supposed to be in inches per second.
	SetSavedDvar( "wind_global_vector", "140 -180 0" ); // (171, -140) = 15.5 mph w/ a normal of -0.5 at hi_altitude
	SetSavedDvar( "wind_global_low_altitude", 20 );
	SetSavedDvar( "wind_global_hi_altitude", 740 );
	SetSavedDvar( "wind_global_low_strength_percent", 1.00 ); //.3 is 4mph at low altitude
	// Add a while loop to vary the strength of the wind over time.
}

playwaterfall(ukdjaj_waterfall)
{
fx = playLoopedFX(ukdjaj_waterfall, 4,  (-1536,2024,-1784), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
}


edited on Sep. 4, 2011 01:45 pm by ukdjaj
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2726
Last: Nov 15, 2020
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Sep. 6, 2011 10:38 am
waw just crashes
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Sep. 6, 2011 04:20 pm
Just crash, no error message ?
Did you remove all other references from previous attempts (delete any mapname_fx.gsc you might have if it only contains the waterfall FX; or delete the waterfall references from those files if they contain entries for other FX) ?

If you remove the waterfall code the game doesn't crash ?
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