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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
Scorp
General Member
Since: Oct 28, 2007
Posts: 38
Last: May 1, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 22, 2008 04:25 pm
Hi guys,

I am Very interested in the zombie game mode so decided I want to get into making CoD: WaW zombie maps.

So basically i've made a test zombie map with the required entities inside it from the http://wiki.treyarch.com But I haven't included blockers as this is only a test. but as I said all required entities are in i.e the zombie spawn(with the code in it), pathnodes, spawns (info/start) and the 4 script_struct entities (With the targetname/initial_spawn_points in it)

Anyway I have compiled but as I go to run the map, it crashes while loading, but this doesn't happen on modtool provided SP maps. So in other words it isn't my system. One thing though is that the wiki zombie tutorial didn't mention anything about GSC files. But after it didnt work; I started messing around with things and made a gsc, which I got from nazi_zombie_makin from [root]\raw\maps. Then I copied the content, and made a new GSC called "nazi_zombie_"mapname"

Thanks for reading!

I hope someone can find me a solution

Scorp
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MastaKwaa
General Member
Since: Mar 22, 2008
Posts: 63
Last: Mar 13, 2009
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 22, 2008 08:50 pm
I don't know if this will help or not, simply because I might be wrong, but it could be that you have too many "initial_spawn_points" script_structs... the wiki says to put in 4 for 4-player co-op. BUT there is also an "info_player_start", which might make it 5 for 4-player co-op... hence the failure. And like I said before, I could be totally wrong. Just put it out there in case it helps.

Will be working on this tomorrow, so hopefully we can all grind through this together and get some badass zombie maps out there.

MastaKwaa
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SparkyMcSparks
General Member
Since: Feb 27, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Saturday, Nov. 22, 2008 10:11 pm
payload.map has 1 info_player_spawn and 4 script_structs for co-op spawns. It works fine for 4 player co-op, so that isn't the error.
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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 02:58 am
Wierd then because its happening on both maps that I have tried.

I have added:

-Path Nodes (128) away from each other at maximum
-info_player_start
-(4) Script_structs (with the code in its properties)
-One med door
-One med window
-Traversal (For med window)
- One zombie spawn
- Random weapon crate
- The random rifle cupboard
- 3 basic non-dynamic lights
- 3 Reflection probes
-Camera (I made 2 script nodes with the stated code in its properties and selected them both and pressed "w" to make it "target" the second one.
-My geometry is ok and standard for now (I have been mapping for a year so there aren't any leaks)
-A gsc consisting of:

#include common_scripts\utility;
#include maps\_utility;
main()
{
maps\_zombiemode::main();
}

Oh. And since I added the GSC file it doesn't crash on loading anymore; it loads then there's just a black screen.

Scorp

edited on Nov. 23, 2008 05:03 am by Scorp
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:37 am
Happens to me too, I have to remove the FF file from any and ALL mod folders replace the FF in the zone/english and then load the game from the shorcut (not from the launcher), only way I can play my custom maps.

As for the zombies, it works ok, only they don't attack. They just stand in their spawn location (I do have pathnodes). I'm also missing the image for the round counter.

I think I need to add zombie_bomb/zombie_melee and zombie_skull/zombie_x2_icon to the zone for pick ups but have not done that yet. Still trying to get sounds to work properly, have the thompson,m1,shotgun,grenades,enemy deaths etc sounds working.
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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 MP Mapping
Posted: Sunday, Nov. 23, 2008 03:42 am
I have it nearly figured out...here is the part ofmy GSC which makes Zombies Mode work, except they don't attack my windows yet lol:

#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_music;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
main()
{
// Don't give the player the default loadout, we want to specify it for our custom made map
level.dodgeloadout = true;
// Sets up all of the FX in the level
maps\nazi_zombies_z_fx::main();
// _load, sets up all of the basic entity behaviors
maps\_load::main();
// Sets the player's weapon loadout... This line should be right after _load::main(), and no waits/delays before it.
set_loadout();
// Sets up ambient sounds
maps\nazi_zombies_z_amb::main();
// Sets up "canned" animations
maps\nazi_zombies_z_anim::main();
// Zombies Mode
maps\_zombiemode::main();
}

Hope this helps!
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 03:56 am
I test a simple path with no obstacles in the way and they still don't move.
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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 MP Mapping
Posted: Sunday, Nov. 23, 2008 04:00 am
What are your entity settings for the Zombie spawner? It should look like this:

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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Nov. 23, 2008 04:02 am
That is exactly what I have. My normal AI can run around just fine which is weird. I'll keep testing things, has anyone actually got this mode to work fully, with sounds?

edit/// except mine is Script_noteworthy

edited on Nov. 23, 2008 06:06 am by techno2sl
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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 MP Mapping
Posted: Sunday, Nov. 23, 2008 04:06 am
I have most of my sounds working, still working on some of the zombie sounds and stuff. My zombies also have guns lol, working on that too.
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