nazi_zombie_bod.csv
Code:
ignore,code_post_gfx
ignore,common
include,zombiemode
include,common_player_us
rawfile,maps/nazi_zombie_bod.gsc
rawfile,maps/nazi_zombie_bod_fx.gsc
col_map_sp,maps/nazi_zombie_bod.d3dbsp
// Sounds
sound,common,nazi_zombie_bod,all_sp
sound,generic,nazi_zombie_bod,all_sp
sound,voiceovers,nazi_zombie_bod,all_sp
sound,requests,nazi_zombie_bod,all_sp
sound,weapons,nazi_zombie_bod,all_sp
sound,projectiles,nazi_zombie_bod,all_sp
sound,nazi_zombie_bod,nazi_zombie_bod,all_sp
sound,weapons,,all_mp
sound,weapons,,all_sp
sound,common,mp_testmap,!all_mp
sound,generic,mp_testmap,!all_mp
sound,voiceovers,mp_testmap,!all_mp
sound,multiplayer,mp_testmap,!all_mp
sound,weapons,audio_test_tuey,all_sp
// Models
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
xmodel,skybox_oki2
// regular weapons
weapon,sp/zombie_colt
weapon,sp/zombie_melee
weapon,sp/bar
weapon,sp/bar_bipod
weapon,sp/bar_bipod_crouch
weapon,sp/bipod_prone
weapon,sp/bipod_stand
weapon,sp/colt
weapon,sp/colt_dirty_harry
weapon,sp/colt_wet
weapon,sp/m1garand
weapon,sp/kar98k_scoped_zombie
weapon,sp/kar98k
weapon,sp/kar98k_scoped
weapon,sp/kar98k_scoped_bayonet
weapon,sp/kar98k_scoped_bayonet_zombie
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/ppsh
weapon,sp/stg44
weapon,sp/thompson
weapon,sp/mp40
weapon,sp/mg42_bipod
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/stielhandgranate
weapon,sp/ray_gun
weapon,sp/type99_lmg
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
weapon,sp/30cal_bipod_crouch
weapon,sp/30cal_bipod_stand
weapon,sp/30cal_bipod_prone
// FX
fx,env/dirt/fx_dust_ceiling_impact_lg_mdbrown
fx,misc/fx_zombie_couch_effect
fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
fx,env/smoke/fx_fog_zombie_amb
fx,env/light/fx_ray_sun_sm_short
fx,env/smoke/fx_fog_rolling_thick_600x600
// Sounds
sound,character,,all_sp
sound,character,,all_mp
sound,weapons,,all_sp
sound,weapons,,all_mp
sound,common,,all_mp
sound,common,,all_sp
nazi_zombie_bod.gsc
Code:
#include common_scripts\utility;
#include maps\_utility;
main()
{
level thread maps\_callbacksetup::SetupCallbacks();
include_weapons();
include_powerups();
maps\nazi_zombie_bod_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" );
include_weapon( "ppsh" );
// 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_bod_fx.gsc
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" );
}
i believe my files are correct...i have no idea what to do...frustrating!!
edited on Feb. 19, 2009 12:56 am by nubby