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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Zombie Map - Help please
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 11:25 am
Well I just ran another test and I can run right up to them and they just stand there flailing about and not attacking. They now drop powers ups though which is good but its without the green glow.

Still can't get most sounds working how did you do it? I still have no footsteps/ambience/reloading and shooting for most weapons/jumping sounds etc.
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
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Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 11:29 am
Place this in your .csv file (within the zone_source folder):

sound,weapons,audio_test_tuey,all_sp

That will get most of your gun sounds. I can't get the Colt to have sound and the Zombies, but I am still working on them.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 11:41 am
I already have that, only about 5 weapons work with it though which is annoying. There must be something simple we are overlooking.
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Scorp
General Member
Since: Oct 28, 2007
Posts: 38
Last: May 1, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:00 pm
I tried your GSC file Rampage and when I tried to run the map it said something like:
"maps\nazi_zombies_z_fx::main();" script could not be found or something like that.
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Scorp
General Member
Since: Oct 28, 2007
Posts: 38
Last: May 1, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:01 pm
I tried your GSC file Rampage and when I tried to run the map it said something like:
"maps\nazi_zombies_z_fx::main();" script could not be found or something like that.

Also on the Treyarch Wiki tutorial you can see that the zombie tutorial isn't yet finished with the "Script" section and "zone" section so maybe it will be more straight forward then.

edited on Nov. 23, 2008 10:02 am by Scorp
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:06 pm
You'll need your own FX file (yourmapname_fx).gsc and will need to change you gsc line to:

"maps\nazi_zombies_yourmapname_fx::main();"


edited on Nov. 23, 2008 10:07 am by techno2sl
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-DoT-Demon
General Member
Since: Nov 20, 2008
Posts: 130
Last: Jan 13, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:30 pm
why is this so complicated?i was about to make a zombie map but after reading this i think it will be too hard for me. i made maps in far cry 2 and that was awesome. shame the mp isnt up to cod standard. why didnt they make it so that you just make hole in wall for window and place a blocker prefab or something that already has everything working.
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Scorp
General Member
Since: Oct 28, 2007
Posts: 38
Last: May 1, 2009
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Level 2
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:41 pm
Lol complicated. I suppose everything is until you practise enough. Im used to cod4 mapping.

Also techno... I made the fx file and edited the gsc *DOH!* Anyways I put this in my gsc fx file:

Code:
#include maps\_utility; 

#include common_scripts\utility;


main()
{
	maps\createfx\nazi_zombie_dropdeadx_fx::main();
	maps\createart\nazi_zombie_dropdeadx_art::main();

	scriptedFX();
	precache_createfx_fx();
	footsteps(); 

}

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( "ice",        LoadFx( "bio/player/fx_footstep_snow" ) );
	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( "snow",       LoadFx( "bio/player/fx_footstep_snow" ) );
	animscripts\utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
	animscripts\utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );
}

// --- Ambient_Effects ---//

precache_createfx_fx()
{
	level._effect["smoke_plume_xlg_slow_blk"]			= loadfx ("maps/ber2/fx_smk_plume_xlg_slow_blk_w");
	level._effect["smoke_hallway_faint_dark"]			= loadfx ("env/smoke/fx_smoke_hallway_faint_dark");
	level._effect["smoke_bank"]							      = loadfx ("env/smoke/fx_battlefield_smokebank_ling_lg_w");
	level._effect["battlefield_smokebank_sm_tan"]			= loadfx ("env/smoke/fx_battlefield_smokebank_ling_sm_w");
	level._effect["ash_and_embers"]					      = loadfx ("env/fire/fx_ash_embers_light");
	level._effect["smoke_window_out_small"]				= loadfx ("env/smoke/fx_smoke_door_top_exit_drk");
	level._effect["brush_smoke_smolder_sm"]			= loadfx ("env/smoke/fx_smoke_brush_smolder_md");
	level._effect["smoke_impact_smolder_w"]		  = loadfx ("env/smoke/fx_smoke_crater_w");
	level._effect["fire_window"]			        = loadfx ("env/fire/fx_fire_win_nsmk_0x35y50z");
	level._effect["fire_wall_100_150"]	  	= loadfx ("env/fire/fx_fire_wall_smk_0x100y155z");
  level._effect["water_heavy_leak"]			    = loadfx ("env/water/fx_water_drips_hvy");
  level._effect["water_heavy_leak_long"]			    = loadfx ("env/water/fx_water_drips_hvy_long");
  level._effect["wire_sparks"]		          = loadfx ("env/electrical/fx_elec_wire_spark_burst");
  level._effect["wire_sparks_blue"]		      = loadfx ("env/electrical/fx_elec_wire_spark_burst_blue");
  level._effect["fire_distant_150_600"]			= loadfx ("env/fire/fx_fire_150x600_tall_distant");
  level._effect["water_pipe_leak_md"]		      = loadfx ("env/water/fx_wtr_pipe_spill_md");
  level._effect["water_pipe_leak_sm"]		      = loadfx ("env/water/fx_wtr_pipe_spill_sm");
  level._effect["water_spill_fall"]		      = loadfx ("env/water/fx_wtr_spill_sm_thin"); 
  level._effect["water_wake_md"]		      = loadfx ("env/water/fx_water_wake_flow_md");
  level._effect["water_leak_runner"]	  		= loadfx ("env/water/fx_water_leak_runner_100");
  level._effect["water_wake_sm"]		      = loadfx ("env/water/fx_water_wake_flow_sm");
  level._effect["water_wake_mist"]		      = loadfx ("env/water/fx_water_wake_flow_mist");
  level._effect["water_splash_md"]		      = loadfx ("env/water/fx_water_splash_leak_md");
  level._effect["debris_dust_motes"]		      = loadfx ("maps/ber2/fx_debris_dust_motes");  
	level._effect["fire_bookcase_wide"]			 = loadfx ("env/fire/fx_fire_bookshelf_wide");
	level._effect["fire_column_creep_xsm"]	 = loadfx ("env/fire/fx_fire_column_creep_xsm");
	level._effect["fire_column_creep_sm"]		 = loadfx ("env/fire/fx_fire_column_creep_sm");
	level._effect["smoke_room_fill"]			  	= loadfx ("maps/ber2/fx_smoke_fill_indoor");
	level._effect["ash_and_embers_hall"]			  	= loadfx ("maps/ber2/fx_debris_hall_ash_embers");
	level._effect["fire_detail"]			           = loadfx ("env/fire/fx_fire_debris_xsmall");
	level._effect["fire_ceiling_50_100"]			   = loadfx ("env/fire/fx_fire_ceiling_50x100");
	level._effect["fire_ceiling_100_100"]			   = loadfx ("env/fire/fx_fire_ceiling_100x100");
	level._effect["ash_and_embers_small"]			  	= loadfx ("maps/ber2/fx_debris_fire_motes");
	level._effect["god_rays_large"]					   = loadfx("env/light/fx_light_god_rays_large");	
	level._effect["god_rays_medium"]				   = loadfx("env/light/fx_light_god_rays_medium");	
	level._effect["god_rays_small"]					   = loadfx("env/light/fx_light_god_ray_sm_single");
	level._effect["god_rays_small_short"]			 = loadfx("env/light/fx_light_god_ray_sm_shrt_single");
	level._effect["god_rays_dust_motes"]			 = loadfx("env/light/fx_light_god_rays_dust_motes");
	level._effect["fog_thick"]		 			    = loadfx("env/smoke/fx_fog_rolling_thick_600x600");
  level._effect["falling_lf_elm"]       			= loadfx("env/foliage/fx_leaves_fall_elm");
  level._effect["light_ceiling_dspot"]		  = loadfx ("env/light/fx_ray_ceiling_amber_dim_sm");
  level._effect["dlight_fire_glow"]			       = loadfx ("env/light/fx_dlight_fire_glow");
  level._effect["fire_static_small"]			     = loadfx ("env/fire/fx_static_fire_sm_ndlight");
	level._effect["fire_static_blk_smk"]			   = loadfx ("env/fire/fx_static_fire_md_ndlight");
}

scriptedFX()
{
	level._effect["large_ceiling_dust"]		= LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
	level._effect["poltergeist"]			= LoadFx( "misc/fx_zombie_couch_effect" );
}


But I still get the error that "maps\nazi_zombies_dropdeadx_fx" couldn't be found.

Also I havent made a "art" gsc file from "maps\createart\nazi_zombie_dropdeadx_art::main();
" So i suppose I can take that out unless needed.

edited on Nov. 23, 2008 10:42 am by Scorp

edited on Nov. 23, 2008 10:46 am by Scorp
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:47 pm
rawfile,maps/nazi_zombie_dropdeadx_fx.gsc

^^ Add that to your csv file in your zone_source.

I do hope sparks come up with some thing too.

I'm stuck with:

Making the zombies move/attack.

Sounds.

Image of round numbers and the green glow of the pickups.
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Scorp
General Member
Since: Oct 28, 2007
Posts: 38
Last: May 1, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 04:01 pm
its already updated m8. Still happened then.
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