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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.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: NEW TUTORIAL: Shi No Numa
bustajonesgavin
General Member
Since: Mar 31, 2009
Posts: 16
Last: Aug 26, 2009
[view latest posts]
Level 1
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 21, 2009 01:48 am
Seems like Treyarch busted out with another indepth tutorial! :D

http://www.callofduty.com/board/viewtopic.php?f=61&t=181334

I'm fuckin excited.
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{UST}grimreaper
General Member
Since: Dec 30, 2004
Posts: 32
Last: Aug 8, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 21, 2009 11:46 am
dont get to excited it dont work now there is a surpise
followed it to the letter and i still keep getting errors relating to the animscripts dog_combat.gsc death pain move scripted stop flashed and wall_hop_zombie
they are all there but the game cant find them
ther fitst erro i had was server script compile error could,not find dog_init.gsc
solved this problem by putting in rawfile _zombiemode_dogs.gsc in kyassuru zonesource csv
which then brought up the errors about the dog animscripts
these are located in the kyassuru patch csv but for some reason are not being called still working on it if any one has a solution to this i would be greatful in the mean time if i get it fixed will update this post
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 21, 2009 04:18 pm
This is getting ridiculous. [ohwell]
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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 Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 21, 2009 06:52 pm
The reason for the animscript errors:

- You don't have the correct files
- Files are in wrong folder
- Zone source doesn't have them included

FIX 1

1) Extract files from zone\english\nazi_zombie_sumpf_patch.ff.
2) Copy all files and folders into your CoDWaW directory (the Program Files one)
3) Add these lines to your zone source (if not already added):

Code:
rawfile,animtrees/generic_human.atr
rawfile,animtrees/dog.atr


4) Make sure your zone source (or zombiemode zone source) has these lines:

Code:
rawfile,animscripts/dog_combat.gsc
rawfile,animscripts/dog_death.gsc
rawfile,animscripts/dog_init.gsc
rawfile,animscripts/dog_pain.gsc
rawfile,animscripts/dog_move.gsc
rawfile,animscripts/dog_scripted.gsc
rawfile,animscripts/dog_stop.gsc
rawfile,animscripts/dog_flashed.gsc


Here is an example zone source for zombiemode.csv and the map zone source:

nazi_zombie_yourmap.csv
Code:
ignore,code_post_gfx
ignore,common

// for zombie specific assets,
include,zombiemode
include,zombiemode_dogs

// for coop players,
mptype,nazi_zombie_heroes

// for puddle effects,
include,water

//impactfx,nazi_zombie_yourmap

//rawfile,clientscripts/nazi_zombie_yourmap.csc
//rawfile,clientscripts/nazi_zombie_yourmap_amb.csc
//rawfile,clientscripts/nazi_zombie_yourmap_fx.csc
//rawfile,clientscripts/createfx/nazi_zombie_yourmap_fx.csc,,
//rawfile,maps/createfx/nazi_zombie_yourmap_fx.gsc,,

rawfile,maps/nazi_zombie_yourmap_fx.gsc
rawfile,maps/nazi_zombie_yourmap.gsc
rawfile,maps/nazi_zombie_sumpf_blockers.gsc,,
rawfile,maps/nazi_zombie_sumpf_trap_pendulum.gsc,,
rawfile,maps/nazi_zombie_sumpf_zone_management.gsc,,
rawfile,maps/nazi_zombie_sumpf_perks.gsc,,
rawfile,maps/nazi_zombie_sumpf_bouncing_betties.gsc,,
rawfile,maps/nazi_zombie_sumpf_zipline.gsc,,
rawfile,maps/nazi_zombie_sumpf_bridge.gsc,,
rawfile,maps/nazi_zombie_sumpf_blockers.gsc,,
//rawfile,maps/createart/nazi_zombie_yourmap_art.gsc,,
rawfile,maps/_zombiemode_weapons_sumpf.gsc
rawfile,vision/zombie_sumpf.vision,,
rawfile,vision/zombie_sumpf_dogs.vision,,
rawfile,rumble/explosion_generic,,
rawfile,rumble/explosion_generic_l.rmb,,
rawfile,rumble/explosion_generic_h.rmb,,
col_map_sp,maps/nazi_zombie_yourmap.d3dbsp,,

sound,common,nazi_zombie_yourmap,all_sp
sound,generic,nazi_zombie_yourmap,all_sp
sound,voiceovers,nazi_zombie_yourmap,all_sp
sound,requests,nazi_zombie_yourmap,all_sp
sound,character,nazi_zombie_yourmap,all_sp
sound,projectiles,nazi_zombie_yourmap,all_sp
sound,nazi_zombie_yourmap,nazi_zombie_yourmap,all_sp
sound,physics,nazi_zombie_yourmap,all_sp
sound,destructibles,nazi_zombie_yourmap,all_sp

sound,dlc2_vox,nazi_zombie_yourmap,all_sp
sound,dlc2_share,nazi_zombie_yourmap,all_sp

sound,weapons,audio_test_tuey,all_sp

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,maps/zombie/fx_zombie_debris_removal
//fx,maps/mak/fx_fire_fuel_spill
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail
//fx,maps/zombie/fx_zombie_chopper_trp_blur

//xmodel,skybox_zombie
xmodel,zombie_teddybear

// ESM - added for sumpf vending machines,
xmodel,zombie_vending_jugg_on_price
xmodel,zombie_vending_doubletap_price
xmodel,zombie_vending_revive_on_price
xmodel,zombie_vending_sleight_on_price

// ESM - trap cagelights
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green
fx,env/electrical/fx_elec_wire_spark_burst

// WEAPONS,
// cut weapons,
//weapon,sp/colt_dirty_harry
//weapon,sp/doublebarrel
//weapon,sp/fg42_bipod
//weapon,sp/mg42_bipod
//weapon,sp/m1garand_gl
//weapon,sp/mk2_frag
//weapon,sp/walther
//weapon,sp/30cal_bipod
//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

// grenades
weapon,sp/stielhandgranate
//weapon,sp/fraggrenade

// weapons
weapon,sp/zombie_30cal
weapon,sp/zombie_bar
weapon,sp/colt				// default weaponn
weapon,sp/zombie_colt	// last stand weapon
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_sawed
weapon,sp/zombie_fg42
weapon,sp/zombie_gewehr43
//weapon,sp/kar98k
//weapon,sp/kar98k_scoped_zombie
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1garand
weapon,sp/m2_flamethrower_zombie
weapon,sp/m1garand_gl_zombie
weapon,sp/m7_launcher_zombie
weapon,sp/zombie_mg42
weapon,sp/molotov
weapon,sp/zombie_mp40
weapon,sp/napalmblob				// default weapon
weapon,sp/napalmbloblight		// default weapon
weapon,sp/panzerschrek_zombie
weapon,sp/zombie_ppsh
weapon,sp/ptrs41_zombie
weapon,sp/ray_gun
weapon,sp/zombie_shotgun
//weapon,sp/springfield
weapon,sp/zombie_stg44
weapon,sp/sw_357
weapon,sp/tesla_gun
weapon,sp/zombie_thompson
weapon,sp/zombie_type99_rifle
//weapon,sp/type99_rifle_scoped_zombie
weapon,sp/zombie_type100_smg

// footstep
fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud

// ambient effects	
fx,maps/zombie/fx_meteor_ambient
fx,maps/zombie/fx_meteor_flash
fx,maps/zombie/fx_meteor_flash_spawn 
fx,maps/zombie/fx_meteor_hotspot

// electric trap fx
fx,env/electrical/fx_elec_wire_spark_burst
fx,misc/fx_zombie_electric_trap_loc
fx,misc/fx_zombie_electric_trap
fx,misc/fx_zombie_zapper_light_green
fx,misc/fx_zombie_zapper_light_red

// hanging light fx
fx,env/light/fx_glow_hanginglamp


// dogs
fx,maps/zombie/fx_zombie_dog_eyes
fx,maps/zombie/fx_zombie_dog_explosion
fx,maps/zombie/fx_zombie_dog_fire_trail
fx,maps/zombie/fx_zombie_dog_ash_trail
fx,maps/zombie/fx_zombie_dog_breath
//fx,maps/zombie/fx_zombie_chopper_trp
//fx,maps/zombie/fx_zombie_fire_trp
fx,maps/zombie/fx_zombie_log_trp
fx,maps/zombie/fx_zombie_dog_gate_start
fx,maps/zombie/fx_zombie_dog_gate_looping
fx,maps/zombie/fx_zombie_dog_gate_end

// magic box
fx,maps/zombie/fx_zombie_lght_marker
fx,maps/zombie/fx_zombie_lght_marker_flare

// Perks-a-cola effects
fx,misc/fx_zombie_perk_lottery
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on
fx,misc/fx_zombie_perk_lottery_4

// electrical trap
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso


zombiemode.csv
Code:
include,flamethrower

// strings - PC moved this one to a localized_nazi_zombie_*.csv files
//localize,zombie

// coop model
mptype,nazi_zombie_heroes

// 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
weapon,sp/zombie_perk_bottle_doubletap
weapon,sp/zombie_perk_bottle_jugg
weapon,sp/zombie_perk_bottle_revive
weapon,sp/zombie_perk_bottle_sleight


// 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_attack_v3
xanim,ai_zombie_attack_v4
xanim,ai_zombie_attack_v6
xanim,ai_zombie_walk_attack_v1
xanim,ai_zombie_walk_attack_v2
xanim,ai_zombie_walk_attack_v3
xanim,ai_zombie_walk_attack_v4
xanim,ai_zombie_run_attack_v1
xanim,ai_zombie_run_attack_v2
xanim,ai_zombie_run_attack_v3
xanim,ai_zombie_run_attack_v4
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2
xanim,ai_zombie_death_v1
xanim,ai_zombie_death_v2
xanim,ai_zombie_tesla_death_a
xanim,ai_zombie_tesla_death_b
xanim,ai_zombie_tesla_death_c
xanim,ai_zombie_tesla_death_d
xanim,ai_zombie_tesla_death_e
xanim,ai_zombie_tesla_crawl_death_a
xanim,ai_zombie_tesla_crawl_death_b
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_sprint_v3 <-- removed
xanim,ai_zombie_sprint_v4
xanim,ai_zombie_sprint_v5
xanim,ai_zombie_run_v1
xanim,ai_zombie_run_v2
xanim,ai_zombie_run_v3
xanim,ai_zombie_run_v4
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_walk_v6
xanim,ai_zombie_walk_v7
xanim,ai_zombie_walk_v8
xanim,ai_zombie_walk_v9
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_v2
xanim,ai_zombie_crawl_v3
xanim,ai_zombie_crawl_v4
xanim,ai_zombie_crawl_v5
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2	
xanim,ai_zombie_crawl_sprint
xanim,ai_zombie_crawl_sprint_1
xanim,ai_zombie_crawl_sprint_2
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
xanim,ai_zombie_walk_on_hands_a
xanim,ai_zombie_walk_on_hands_b
xanim,ai_zombie_walk_on_hands_shot_a
xanim,ai_zombie_walk_on_hands_shot_b
xanim,ai_zombie_jap_attack_v1
xanim,ai_zombie_jap_attack_v2
xanim,ai_zombie_jap_attack_v3
xanim,ai_zombie_jap_attack_v4
xanim,ai_zombie_jap_attack_v5
xanim,ai_zombie_jap_attack_v6
xanim,ai_zombie_jap_run_attack_v1
xanim,ai_zombie_jap_run_attack_v2
xanim,ai_zombie_jap_run_v1
xanim,ai_zombie_jap_run_v2
xanim,ai_zombie_jap_run_v3
xanim,ai_zombie_jap_run_v4
xanim,ai_zombie_jap_run_v5
xanim,ai_zombie_jap_run_v6
xanim,ai_zombie_jap_walk_v1
xanim,ai_zombie_jap_walk_v2
xanim,ai_zombie_jap_walk_v3
xanim,ai_zombie_jap_walk_v4

// taunt anims
// xanim,ai_zombie_taunts_1
// xanim,ai_zombie_taunts_2
// xanim,ai_zombie_taunts_3
xanim,ai_zombie_taunts_4
// xanim,ai_zombie_taunts_5
xanim,ai_zombie_taunts_5b
xanim,ai_zombie_taunts_5c
xanim,ai_zombie_taunts_5d
xanim,ai_zombie_taunts_5e
xanim,ai_zombie_taunts_5f
// xanim,ai_zombie_taunts_6
xanim,ai_zombie_taunts_7
// xanim,ai_zombie_taunts_8
xanim,ai_zombie_taunts_9
// xanim,ai_zombie_taunts_v10
// xanim,ai_zombie_taunts_v11
// xanim,ai_zombie_taunts_v12
// xanim,ai_zombie_taunts_v13
// xanim,ai_zombie_taunts_v14


// window attacks
xanim,ai_zombie_window_attack_arm_L_out
xanim,ai_zombie_window_attack_arm_R_out

// window boar tear
xanim,ai_zombie_boardtear_l_1
xanim,ai_zombie_boardtear_l_2
xanim,ai_zombie_boardtear_l_3
xanim,ai_zombie_boardtear_l_4
xanim,ai_zombie_boardtear_l_5
xanim,ai_zombie_boardtear_l_6
xanim,ai_zombie_boardtear_m_1
xanim,ai_zombie_boardtear_m_2
xanim,ai_zombie_boardtear_m_3
xanim,ai_zombie_boardtear_m_4
xanim,ai_zombie_boardtear_m_5
xanim,ai_zombie_boardtear_m_6
xanim,ai_zombie_boardtear_r_1
xanim,ai_zombie_boardtear_r_2
xanim,ai_zombie_boardtear_r_3
xanim,ai_zombie_boardtear_r_4
xanim,ai_zombie_boardtear_r_5
xanim,ai_zombie_boardtear_r_6




// 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_v4
xanim,ai_zombie_traverse_v5
xanim,ai_zombie_traverse_v6
xanim,ai_zombie_traverse_v7
xanim,ai_zombie_traverse_crawl_v1

// rise out of ground
xanim,ai_zombie_traverse_ground_v1_crawl
xanim,ai_zombie_traverse_ground_v1_crawlfast
xanim,ai_zombie_traverse_ground_v1_deathinside
xanim,ai_zombie_traverse_ground_v1_deathinside_alt
xanim,ai_zombie_traverse_ground_v1_deathoutside
xanim,ai_zombie_traverse_ground_v1_deathoutside_alt
//xanim,ai_zombie_traverse_ground_v1_idle // I don't think we need this
xanim,ai_zombie_traverse_ground_v1_run
xanim,ai_zombie_traverse_ground_v1_walk
xanim,ai_zombie_traverse_ground_v2_death_high
xanim,ai_zombie_traverse_ground_v2_death_high_alt
xanim,ai_zombie_traverse_ground_v2_death_low
xanim,ai_zombie_traverse_ground_v2_death_low_alt
xanim,ai_zombie_traverse_ground_v2_walk
xanim,ai_zombie_traverse_ground_v2_walk_altA
xanim,ai_zombie_traverse_ground_v2_walk_altB
xanim,ai_zombie_traverse_ground_climbout_fast

// player anims
xanim,p_zombie_perkacola_drink
	
// script		
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_dogs.gsc
rawfile,maps/_zombiemode_net.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,maps/_zombiemode_perks.gsc
rawfile,maps/_zombiemode_devgui.gsc
rawfile,maps/_zombiemode_tesla.gsc
rawfile,clientscripts/_zombiemode_tesla.csc
rawfile,maps/_zombiemode_achievement.gsc
rawfile,animscripts/traverse/wall_hop_zombie.gsc
rawfile,animscripts/traverse/zombie_jump_up.gsc
rawfile,animscripts/traverse/zombie_jump_up_2_climb.gsc

rawfile,vision/zombie.vision

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

material,specialty_juggernaut_zombies
material,specialty_fastreload_zombies
material,specialty_doubletap_zombies
material,specialty_quickrevive_zombies
material,specialty_doublepoints_zombies
material,specialty_instakill_zombies

// 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
fx,maps/zombie/fx_zombie_tesla_neck_spurt

// rise fx
fx,maps/mp_maps/fx_mp_zombie_hand_dirt_burst
fx,maps/mp_maps/fx_mp_zombie_body_dirt_billowing
fx,maps/mp_maps/fx_mp_zombie_body_dust_falling
fx,maps/zombie/fx_zombie_body_wtr_burst
fx,maps/zombie/fx_zombie_body_wtr_billowing
fx,maps/zombie/fx_zombie_body_wtr_falling


// 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

//Bouncing betty stuff
weapon,sp/mine_bouncing_betty
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail


fx,maps/zombie/fx_zombie_dog_lightning_buildup
fx,misc/fx_zombie_perk_lottery_start
fx,misc/fx_zombie_perk_lottery_end
fx,misc/fx_zombie_perk_lottery_flash

// Tesla Weapon
fx,maps/zombie/fx_zombie_tesla_bolt_secondary
fx,maps/zombie/fx_zombie_tesla_shock
fx,maps/zombie/fx_zombie_tesla_shock_secondary
fx,maps/zombie/fx_zombie_tesla_rail_view
fx,maps/zombie/fx_zombie_tesla_tube_view
fx,maps/zombie/fx_zombie_tesla_tube_view2
fx,maps/zombie/fx_zombie_tesla_tube_view3
fx,maps/zombie/fx_zombie_tesla_shock_eyes
rawfile,shock/electrocution.shock
material,ammo_counter_tesla

// material,
material,zombie_electric_shock_overlay

// SCRIPT,
rawfile,animscripts/death.gsc
rawfile,animscripts/melee.gsc
rawfile,animscripts/scripted.gsc
rawfile,animscripts/utility.gsc
rawfile,animscripts/shared.gsc
rawfile,animscripts/combat.gsc
rawfile,animscripts/traverse/jump_over_high_wall.gsc
rawfile,animscripts/traverse/jump_up_80.gsc
rawfile,animscripts/traverse/jump_up_96.gsc
rawfile,animscripts/traverse/wall_hop.gsc
rawfile,animscripts/traverse/shared.gsc
rawfile,animscripts/traverse/stepup_56.gsc
rawfile,maps/_arcademode.gsc
rawfile,maps/_audio.gsc
rawfile,maps/_callbackglobal.gsc
rawfile,maps/_challenges_coop.gsc
rawfile,maps/_collectibles_game.gsc
rawfile,maps/_friendlyfire.gsc
rawfile,maps/_gameskill.gsc
rawfile,maps/_laststand.gsc
rawfile,maps/_load.gsc
rawfile,maps/_loadout.gsc
rawfile,maps/_mgturret.gsc
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_blockers.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_tesla.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_dogs.gsc

// dog sounds clientsided,
rawfile,clientscripts/_callbacks.csc
rawfile,clientscripts/_footsteps.csc

// dog script,
rawfile,animscripts/dog_combat.gsc
rawfile,animscripts/dog_death.gsc
rawfile,animscripts/dog_init.gsc
rawfile,animscripts/dog_pain.gsc
rawfile,animscripts/dog_move.gsc
rawfile,animscripts/dog_scripted.gsc
rawfile,animscripts/dog_stop.gsc
rawfile,animscripts/dog_flashed.gsc

// character model,
rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc

// shellshock,
rawfile,shock/dog_bite.shock

// animtrees,
rawfile,animtrees/dog.atr
rawfile,animtrees/generic_human.atr

// string table,
stringtable,mp/zombiemode.csv

// menu,
menufile,ui/hud.txt


FIX 2

Use the files from this zip file:

http://www.filefront.com/14074165/1.3_Scripts.zip/

It contains all the animscripts, zone_source (fixed up quite a bit), GSCs, sound files, etc.

If you place all the files correctly, it should work.

Hope I helped at least a little!

Rampage
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 21, 2009 08:00 pm
You don't really need Fix 1 in terms of adding stuff to your zone source like the animtrees or dog anim scripts, that is kind of redundant. All that stuff is in the mapname_patch.FF; compile it as mod specific and you're good to go. It's mentioned in the tutorial.

And I would include the zombiemode.csv in your MOD.FF to fix the get_player_index problems and whatnot, unless you feel like having them in your Map.FF and doing extra work fiddling with the scripts.

Fix 2 you do need for any missing files you don't have. AintNoMeInTeam's decompiler works great for that, not sure if it's hosted on ModsOnline.

edited on Jul. 21, 2009 04:03 pm by SparkyMcSparks
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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 Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 21, 2009 09:52 pm
Yeah, I didn't want the extra zone source file so I took everything from the _patch.csv file and added it to my map's zone source.

And yes you do need to add this to the mod.csv in mod builder:

include,zombiemode

I forgot about that lol. Thanks Sparks.
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 21, 2009 11:42 pm
I tried out the 1 and 2 fix, and now I can't get past that spinning Activision video. I have to pull the plug on my pc because it completely locks up.
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jul. 22, 2009 05:10 pm
I copied over my test zombie map to a new file and went through the tut again. I didn't have the video lock up this time.

I am still missing a lot of sounds AND hint strings. My player makes no foot step sounds. The hint strings to rebuild barriers and move blockers aren't there anymore. I get sound alias names instead of the actual text string when I pick up extras like 2X and max ammo, etc... The countdown image (for instant kill) is that default checker pattern. It was OK before. Also, if I get wounded, I get a big default checker pattern with the red damage image on it.

These errors fill the console window:

ERROR: Sound file 'xxxxxx' not found
ERROR: alias xxxxxx in xxxxxx.csv had zero variants
...
...
...
...


The zombie dogs spawn but are transparent. They have a red color for their eyes, but no body. They do have fire and embers coming off of them though.
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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 Zombie/Co-Op Mapping
Posted: Wednesday, Jul. 22, 2009 05:23 pm
It sounds like you are missing a lot of files. I would reinstall the 1.3 mod tools and follow the tutorial again.
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{UST}grimreaper
General Member
Since: Dec 30, 2004
Posts: 32
Last: Aug 8, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jul. 22, 2009 07:32 pm
thanks for that Sgt rampage that seems to have done the trick for the anim scripts dog problem but has now brought up a new one it all seems to be just moving down a big list very frustrating
The new error is yet another server script compile error which is as follows
SERVER SCRIPT COMPILE ERROR
UNKNOWN FUNCTION
animscripts\utility::Set Env (env);
unkown function (file maps/_utility.gsc line 3066
once again any suggestion for this problem greatfully recived
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