Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 18 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: [Tutorial] Zombies Game Mode - EASY -
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 12:14 pm
Adding Zombie Game-Mode to your Map

Hello and welcome to the Zombie game-mode tutorial, You may have seen the Tutorial on zombie game-mode over at Treyarch, but this tutorial is aimed at more of the newer mappers! By the way Sparks great tutorial and thx for all the help!!

Step 1: (Naming your map)

So im guessing you have made your Geo/Map and are ready to implement Zombies to your map! Sweet!
The first thing we need to do to make sure there are no errors when compiling or when ever later.. We all hate errors !! ;P

Save your map name with the prefix nazi_zombie_ then your map name so obviously it will be nazi_zombie_yourmapname! Great lets go to step 2.

Step 2: (Making spawn points)

Next we need to add your Spawn points for you and your buddys!

Right click in the 2D Grid and go to Info>>>Player>>>Start You will only need one of these due to the fact that the other spawn points will be Script_structs

Right, now add (4) script_structs, you add these by right clicking in the 2D Grid and go down to Script>>>Struct

Then give all 4 of the Script_structs the key and values as shown here... *Press N to bring up the entity window*

Key: "targetname"
Value: "initial_spawn_points"


Step 3: (Placing zombies in your map)

Now we will have to place the zombie spawn points, So right click in the 2D Grid view and go to Actor>>Axis>> and Select zombie_ger_ber_sshonor now give him

some Keys & Values. *Press N to bring up the entity window*

"script_noteworthy" "zombie_spawner"
"count" "9999"
"script_forcespawn" "1"
"targetname" "zombie_spawner_init"
"spawnflags" "3"


Once you have given the zombie the Keys and Values,

Place about 2 or 3 at each spawn location!

Step 4: (Placing nodes/Walkways for your zombies)

Now once you have placed your zombies in the map, We are going to have to make a walkway for the zombie to walk along or they will be just stood there

So Right click in the 2D View and goto Node then click on pathnode, now you should see a pink box, Great! now you have to set a trail from where your zombie

spawns to a window or door so the zombie can attack etc. Place pathnodes at regular intervals (128 units) throughout the map and ensure they do not overlap

with any other nodes. (I advise you to make 2 or 3 different paths for the zombie to walk on, because they will all be following 1 path!

Step 5: (Placing boards on your windows)

To simply add boards to your windows Right click in the 2D View and goto Misc>>>Prefab and then go into the folder ZombieMode and select Window_Med.map and

place it over your window.. You will see arrows pointing out from the 2 red boxes.. This means the direction the arrows are pointing, thats the way the

zombies come through the windows! Now that is done we need to add the animation for when the zombie reaches the window and then he climbs through! This is

done with traversals, Dont worry there is a prefab already done for you! Just right click in the 2D Grid View and goto Misc>>>Prefab select Traverse, Find and select the prefab Wall_Hop.map, Now place it on your windows, (You will see a brush with the texture traverse on it) this allows us to correctly line up our window for a perfect wall_hop animation.

Step 6: (Placing Blockers & buy triggers)

So you want to block a place off and use it later on if you get into trouble with zombies? Ok its simple..

I assume you have your place made that you want blocked off? ok good!

Now make a script_model and assign any model you want to block off the path to your other room! Now lets give it some keys & Values
*Press N to bring up the entity window*

"script_linkTo" "1" (this needs to be 1 to make it unique, Read below)
"spawnflags" "1"
"targetname" "couch1" << Im using couch1 because its easier for me and you to understand (you can use anyname you want)
"script_firefx" "poltergeist"
"script_fxid" "large_ceiling_dust"
"script_noteworthy" "jiggle"


Now thats done we need to make a script_struct so when you buy the blocker it has a place to move to..

so right click in the 2D grid view and goto script_struct and place it where you want the blocker to move to, once you placed it we need to give it some keys

and values so *Press N to bring up the entity window*

"script_linkName" "1"


as you notice here its "1" the same as script_linkto why these are both "1" that means they are linked to each other, but if you want more than one blocker

you need to change this to "2" and so on and so forth *obviously*

Right once you done both of them you should see a Red Line connected to the Script_struct and the Blocker you made if you see this then GREAT!! if not, re-read carefully, i know its abit confusing! Now we need create the trigger so you can actually buy the blocker..

So create a brush where you want to buy the blocker, then right click on the brush you made in the 2D View and go to Trigger>>>Use now lets give it some Keys and Values.. *Press N to bring up entity window*

"targetname" "zombie_debris"
"zombie_cost" ""
"target" "couch1" << This is the same as the targetname we gave our couch earlier


Zombie cost is left blank because you have to set the price yourself, Below are the prices available to use.

Zombie Costs
______________________________________________________
100, 200, 250, 500, 750, 1000, 1250, 1500, 1750, 2000 |
______________________________________________________|


Right, I think maybe some of you are wondering when your playing zombies and you go upstairs or open the room with the magic box in it, why zombies start to

go to them rooms, Well its simple You make another zombie spawn location and you have to target the couch TO the zombies, But if you want to do this then

when you make the NEW zombie you have to give him a DIFFERENT targetname than the rest of the zombies because when you select the couch then the zombie and

press W you will see all of the zombies connect, but we only want the NEW ZOMBIE to connect so you have to give the new zombie a different targetname than

the others it can be anything! So when you give him a new targetname, Select the couch, then the NEW zombie and press W, he should be connected, so when you

buy the blocker, he will start to spawn! Easy to follow? Yay!

Ohh almost forgot, When you make the new zombies target the blocker, you have to make the zombie target a script_strict to tell it to goto this window,
so you make a script_struct and place it near the window you want the zombie to goto, then select the script_struct THEN select the zombie and press W!

Step 7: (Buyable Guns)

Buyable guns are unique like blockers

Right so you have your zombies setup and your blockers now you want to add guns? Ok cool, So right click in the 2D View and make a Script_model. and assign the model of the gun you want and place it on the wall. Right now we need to make the Buy Trigger..

so make a brush where you want to buy the gun from, and then right click in the 2D View and go to Trigger>>Use Now Select the Trigger THEN the Gun model and

Press W, You should see a red line connect to it now Ok good, Now we need to give the TRIGGER some keys and values, So select the trigger enter these..

"targetname" "weapon_upgrade"
"zombie_weapon_upgrade" ""


The Zombie_weapon_upgrade needs the value of the WEAPON FILE, Below are the Weapon file names

Pistols
colt
colt_dirty_harry
walther
sw_357

Semi Auto
m1carbine
m1garand
gewehr43

Full Auto
stg44
thompson
mp40

Bolt Action
kar98k
springfield

Scoped
ptrs41_zombie
kar98k_scoped_zombie

Grenade
molotov
fraggrenade
stielhandgranate

Grenade Launcher
m1garand_gl
m7_launcher

Flamethrower
m2_flamethrower_zombie

Shotgun
doublebarrel
doublebarrel_sawed_grip
shotgun

Bipod
fg42_bipod
mg42_bipod
30cal_bipod

Heavy MG
bar

Rocket Launcher
panzerschrek

Special
ray_gun


Step 8: (Playable area)

Playable area is used to make sure power ups don't spawn outside the contained areas of map where players aren't able to reach the power up.

To make a playable area, make a trigger_multiple in your map and give it the keys and values

"targetname" "playable_area"

You can only have ONE playable area trigger in your map! You can split it up however, but you can only have one.

Step 9: (Treasure Chest and weapon cabinet)

Treasure Chest

The treasure chest is a prefab that you can easily through into your map, it is: _prefabs\zombiemode\treasure_chest.map

Weapon Cabinet

The weapon cabinet is a prefab that you can easily through into your map, it is: _prefabs\zombiemode\weapon_cabinet.map

Now we need to make the FX .gsc so make a new gsc in your /raw/maps folder and call it the name of your map with the extended _fx so it will be
nazi_zombie_yourmap_fx.gsc and copy and paste this script in it then SAVE.

Step 11: (Zone Source)

There are two important zone sources here: yourmapname.csv and zombiemode.csv, both go in [root]\zone_source

DONT FORGET TO CHANGE IN THIS SCRIPT YOURMAPNAME has to be your map name obviously!!

Okay, Were all done, Compile and have fun slaying zombies!! BELOW is the .map and the scripts for my zombie test map so if you get confused take alook in there..

Ive uploaded the files to here (modsonline) waiting for them to be approved!

edited on Nov. 25, 2008 07:31 am by Hercules
Share |
-DoT-Demon
General Member
Since: Nov 20, 2008
Posts: 130
Last: Jan 13, 2009
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 04:05 pm
could you explain or link me to a place that explains steps 9 and 11. I am new to radient and mapping and i'm not sure about zone, csv and gsc files or how to make them.

apart from that its awesome. i will try it after i make all the geo.

edited on Nov. 25, 2008 11:07 am by -DoT-Demon
Share |
Rainbowsix
General Member
Since: Jun 19, 2008
Posts: 56
Last: May 23, 2017
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 05:01 pm
Wen i tryed your test map i was under map. and wen i added same scripts to my map i got this + if i removed the script the load screan just frozze...

edited on Nov. 25, 2008 12:01 pm by Rainbowsix
Share |
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 05:12 pm
-DoT-Demon writes...
Quote:
could you explain or link me to a place that explains steps 9 and 11. I am new to radient and mapping and i'm not sure about zone, csv and gsc files or how to make them.

apart from that its awesome. i will try it after i make all the geo.

edited on Nov. 25, 2008 11:07 am by -DoT-Demon


Dot-Demon - you need to create your map .gsc and fx.gsc go to your raw/maps folder and create them both

they should be nazi_zombie_yourmapname.gsc and nazi_zombie_yourmapname_fx.gsc

and the zone source files go in root/zone_source just download my files and rename them to your map name, it would work perfect

Rainbowsix writes...
Quote:
Wen i tryed your test map i was under map. and wen i added same scripts to my map i got this + if i removed the script the load screan just frozze...

edited on Nov. 25, 2008 12:01 pm by Rainbowsix


I tested the map and i got no errors... but that was before i added the Buyable gun but the gun is correct im sure, Try deleting the buyable gun and its trigger then recompile and see if it works

HERE IS THE LINK TO SOURCE FILES

http://www.modsonline.com/Downloads-full-4765.html

and here is the link to the zombie tut that sparks made on treyarch wiki

http://wiki.treyarch.com/wiki/Custom_Nazi_Zombie_Maps

edited on Nov. 25, 2008 12:13 pm by Hercules

edited on Nov. 25, 2008 12:14 pm by Hercules
Share |
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 05:39 pm
here is an image showing it works,

http://img91.imageshack.us/my.php?image=shot0001ed4.jpg

There was an error with the .map file You need to select the buyable gun trigger and delete the zombie_cost keypair and it should work fine
Share |
Rainbowsix
General Member
Since: Jun 19, 2008
Posts: 56
Last: May 23, 2017
[view latest posts]
Level 3
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 05:40 pm
i renamed the map to zom1 and edited the scripts like this:

nazi_zombie_zom1.gsc

Code:
#include common_scripts\utility; 

#include maps\_utility;


main()
{
	level thread maps\_callbacksetup::SetupCallbacks();

	include_weapons();
	include_powerups();
	
	maps\nazi_zombie_zom1_fx::main();
	maps\_zombiemode::main();
	
	init_sounds();

	// If you want to modify/add to the weapons table, please copy over the _zombiemode_weapons init_weapons() and paste it here.
	// I recommend putting it in it's own function...
	// If not a MOD, you may need to provide new localized strings to reflect the proper cost.
}

init_sounds()
{
	maps\_zombiemode_utility::add_sound( "break_stone", "break_stone" );
}

// Include the weapons that are only inr your level so that the cost/hints are accurate
// Also adds these weapons to the random treasure chest.
include_weapons()
{
	// Pistols
	//include_weapon( "colt" );
	//include_weapon( "colt_dirty_harry" );
	//include_weapon( "walther" );
	include_weapon( "sw_357" );
	
	// Semi Auto
	include_weapon( "m1carbine" );
	include_weapon( "m1garand" );
	include_weapon( "gewehr43" );

	// Full Auto
	include_weapon( "stg44" );
	include_weapon( "thompson" );
	include_weapon( "mp40" );
	
	// Bolt Action

	include_weapon( "kar98k" );
	include_weapon( "springfield" );

	// Scoped
	include_weapon( "ptrs41_zombie" );
	include_weapon( "kar98k_scoped_zombie" );
		
	// Grenade
	include_weapon( "molotov" );
	// JESSE: lets go all german grenades for consistency and to reduce annoyance factor
	//	include_weapon( "fraggrenade" );
	include_weapon( "stielhandgranate" );

	// Grenade Launcher
	include_weapon( "m1garand_gl" );
	include_weapon( "m7_launcher" );
	
	// Flamethrower
	include_weapon( "m2_flamethrower_zombie" );
	
	// Shotgun
	include_weapon( "doublebarrel" );
	include_weapon( "doublebarrel_sawed_grip" );
	include_weapon( "shotgun" );
	
	// Bipod
	include_weapon( "fg42_bipod" );
	include_weapon( "mg42_bipod" );
	include_weapon( "30cal_bipod" );

	// Heavy MG
	include_weapon( "bar" );

	// Rocket Launcher
	include_weapon( "panzerschrek" );

	// Special
	include_weapon( "ray_gun" );
}

include_powerups()
{
	include_powerup( "nuke" );
	include_powerup( "insta_kill" );
	include_powerup( "double_points" );
	include_powerup( "full_ammo" );
}

include_weapon( weapon_name )
{
	maps\_zombiemode_weapons::include_zombie_weapon( weapon_name );
}

include_powerup( powerup_name )
{
	maps\_zombiemode_powerups::include_zombie_powerup( powerup_name );
}


nazi_zombie_zom1_fx

Code:
#include maps\_utility; 

#include common_scripts\utility;


main()
{
	scriptedFX();
	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" ) );
}

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



nazi_zombie_zom1.csv

Code:
ignore,code_post_gfx
ignore,common

// for zombie specific assets
include,zombiemode

// for coop players
include,common_player_us

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

rawfile,maps/nazi_zombie_zom1.gsc
rawfile,maps/nazi_zombie_zom1_fx.gsc
col_map_sp,maps/nazi_zombie_zom1.d3dbsp

xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player

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

fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown
fx,misc/fx_zombie_couch_effect

xmodel,skybox_zombie

// 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/springfield
weapon,sp/m1garand_gl
weapon,sp/panzerschrek
weapon,sp/mk2_frag
weapon,sp/m7_launcher
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/type99_lmg_bipod_crouch
weapon,sp/type99_lmg_bipod_stand
weapon,sp/type99_lmg_bipod_prone

fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone


Zombiemode.csv

Code:
include,flamethrower

// strings
localize,zombie

// viewmodel arms
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player

// player zombie melee arms - the "weapon"
weapon,sp/zombie_melee

// Needed for laststand
weapon,sp/fraggrenade
weapon,sp/colt

// zombie anims
xanim,ai_zombie_attack_forward_v1
xanim,ai_zombie_attack_forward_v2
xanim,ai_zombie_attack_v1
xanim,ai_zombie_attack_v2
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2
xanim,ai_zombie_crawl_v1
xanim,ai_zombie_death_v1
xanim,ai_zombie_death_v2
xanim,ai_zombie_door_pound_v1
xanim,ai_zombie_door_pound_v2
xanim,ai_zombie_door_tear_v1
xanim,ai_zombie_idle_v1
xanim,ai_zombie_idle_v1_delta
xanim,ai_zombie_shot_arm_left
xanim,ai_zombie_shot_arm_right
xanim,ai_zombie_shot_leg_left_2_crawl
xanim,ai_zombie_shot_leg_right_2_crawl
xanim,ai_zombie_sprint_v1
xanim,ai_zombie_sprint_v2
xanim,ai_zombie_walk_fast_v1
xanim,ai_zombie_walk_fast_v2
xanim,ai_zombie_walk_fast_v3
xanim,ai_zombie_walk_v1
xanim,ai_zombie_walk_v2
xanim,ai_zombie_walk_v3
xanim,ai_zombie_walk_v4
xanim,ai_zombie_door_tear_v2
xanim,ai_zombie_walk_fast_v1
xanim,ai_zombie_walk_fast_v2
xanim,ai_zombie_walk_fast_v3
xanim,ai_zombie_sprint_v1
xanim,ai_zombie_sprint_v2
xanim,ai_zombie_crawl
xanim,ai_zombie_crawl_v1
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2	
xanim,ai_zombie_crawl_sprint
xanim,ai_zombie_idle_crawl
xanim,ai_zombie_idle_crawl_base
xanim,ai_zombie_idle_crawl_delta
xanim,ai_zombie_attack_crawl
xanim,ai_zombie_attack_crawl_lunge

// tear anims
xanim,ai_zombie_door_tear_v1
xanim,ai_zombie_door_tear_v2
xanim,ai_zombie_door_tear_high
xanim,ai_zombie_door_tear_left
xanim,ai_zombie_door_tear_right
xanim,ai_zombie_door_tear_low

// pound door animations
xanim,ai_zombie_door_pound_v1
xanim,ai_zombie_door_pound_v2

// after gib shot anims
xanim,ai_zombie_shot_arm_left
xanim,ai_zombie_shot_arm_right
xanim,ai_zombie_shot_leg_left_2_crawl
xanim,ai_zombie_shot_leg_right_2_crawl

// melee anims
xanim,ai_zombie_attack_forward_v1
xanim,ai_zombie_attack_forward_v2
xanim,ai_zombie_attack_v1
xanim,ai_zombie_attack_v2

// idle
xanim,ai_zombie_idle_v1
xanim,ai_zombie_idle_base

// traverse
xanim,ai_zombie_traverse_v1
xanim,ai_zombie_traverse_v2
xanim,ai_zombie_traverse_crawl_v1
		
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_score.gsc
rawfile,maps/_zombiemode_blockers.gsc
rawfile,maps/_zombiemode_utility.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_powerups.gsc
rawfile,maps/_zombiemode_radio.gsc

rawfile,vision/zombie.vision

// materials 
material,zombie_intro
material,nazi_intro
material,hud_chalk_1
material,hud_chalk_2
material,hud_chalk_3
material,hud_chalk_4
material,hud_chalk_5

// leaderboard materials
material,scorebar_zom_1
material,scorebar_zom_2
material,scorebar_zom_3
material,scorebar_zom_4
material,scorebar_zom_long_1
material,scorebar_zom_long_2
material,scorebar_zom_long_3
material,scorebar_zom_long_4

// fog at edge of level
fx,env/smoke/fx_fog_zombie_amb
fx,env/light/fx_ray_sun_sm_short

// neckstump
xmodel,char_ger_honorgd_zomb_behead

// head gib stuff
fx,misc/fx_zombie_bloodsplat
fx,misc/fx_zombie_bloodspurt

// eye piece
xmodel,char_ger_zombieeye

// SRS 9/2/2008: for playing fx that we need to stop
xmodel,tag_origin

// FX for the eyes
fx,misc/fx_zombie_eye_single

// FX for player being a zombie
fx,misc/fx_zombie_grain_cloud

//zombie powerups
fx,misc/fx_zombie_powerup_on
fx,misc/fx_zombie_powerup_grab
fx,misc/fx_zombie_powerup_wave
fx,misc/fx_zombie_mini_nuke
fx,misc/fx_zombie_mini_nuke_hotness
xmodel,zombie_bomb
xmodel,zombie_skull
xmodel,zombie_x2_icon
xmodel,zombie_ammocan

// radio fx
fx,env/electrical/fx_elec_short_oneshot
xmodel,static_berlin_ger_radio


tell me if u can find anything wrong.

edited on Nov. 25, 2008 12:42 pm by Rainbowsix
Share |
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 06:06 pm
I Uploaded a v2 of the Source mapfile, it will be hosted when a admin can grant it
Share |
PsycoFalc
General Member
Since: Jan 27, 2008
Posts: 42
Last: Jan 15, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 06:24 pm
I downloaded your test map then set up the zone files, gsc files then compiled it, with the settings that the wiki tells me to tick. I then jumped in game form my desktop shortcut to test it, and then I got an error when trying to load the map. [confused]

Cannot find the bsp for this map please rebuild the fast files.

I have put where the b3dbsp file is in the Zone file

Code:

rawfile,maps/nazi_zombie_tester.gsc
rawfile,maps/nazi_zombie_tester_fx.gsc
col_map_sp,maps/nazi_zombie_tester.d3dbsp


This also happens on my zombie map as well. Any help will be appreciated
[cool]

edited on Nov. 25, 2008 01:24 pm by PsycoFalc
Share |
Hercules
General Member
Since: Jan 23, 2005
Posts: 775
Last: Apr 26, 2011
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 06:53 pm
you have to load the map when its compiled through the launcher you cant just jump in from the desktop shortcut..

go into your launcher.exe and then click on runmap select my map and press run it should work if you done everything correctly
Share |
4sakin
General Member
Since: Mar 10, 2008
Posts: 12
Last: Dec 6, 2008
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Tuesday, Nov. 25, 2008 07:03 pm
I have tried loading your new version 2 and I am getting "Script runtime error" "Undefined is not an array index"

All my other maps load without this error. I have replaced all the .csv files and .gsc files.

Any ideas on this?

Thanks
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»