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You can have as many of these as you wish, but you could have one that is a start_chest as outlined below that will ensure that chest is the first one enabled. Pandora Boxes are your weapon chests in the game that players try their luck at a weapon lottery. global_black material works well.ģ) Inside each box in the center, make a Script_Struct.Ĥ) Assign each Script_Struct a unique Targetname KVP from the list. You will need to make one in your map by following the steps outlined.ġ) Make four (4) hollow boxes in an area where player's can't see them.Ģ) Assign the boxes a black material. Give each one a unique Targetname KVP from the list.Ī teleport box is where players will be moved to during the teleport transition. The destination to which players are teleported to requires:ġ) Create four (4) Script_Structs. (2) and (3) are the barriers to Pack A Punch, and will move together as players link teleporters eventually granting access when all three teleporters are linked. "model" "zombie_teleporter_mainframe_door" // This is if you want to use the door from Der Rieseģ) Create a Script_Brushmodel. "model" "_prefabs/zombiemode/vending_weapon_upgrade.map"Ģ) Create a Script_Model (or Script_Brushmodel if you want custom built geo entity).
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The main frame is just a trigger in essence, but you can feel free to create snazzy geometry to represent an actual 'main frame'. The Script_Struct will play an electrical FX spark when the power turns on.

Position these entities to look like the Power Switch in-game or in the photo. Assign it KVPs:Ĥ) Create a Script_Struct.
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This mod.STR is added in your mod.FF through the mod zone source file if you use the mod zone source file in the tutorial supplements as a template.Ī power switch turns on the power in your map to enable Electric Traps, Perks, Dynamic Lights, and opens Electric Doors.Ģ) Create a Script_Model. You can change this for your map by creating/opening mod.STR in /raw/english/localizedstrings and adding:ĬONFIG "F:\cod5\cod\cod5\bin\StringEd.cfg"įILENOTES "Strings displayed in the menus go in this file."

Intro StringĪt the beginning of the map start is a line of information providing players a detail into where your map is taking place. "Nazi_Zombie_Death_Valley" would be too long since Death_Valley is 12 characters. Anything longer than 11 characters (excluding the required Nazi_Zombie_ prefix) may cause problems later for Coop load screens and map loading. Your scripts/ zone source/ soundalias/ etc should follow the same naming convention too.

You should now see the mod folder in Launcher to compile FastFiles as Mod Specific.Ĭustom Zombie maps will need to have a prefix of nazi_zombie_ in order to work correctly with the game. Be sure the folder name does not have any spaces in it, it may cause problems later on. You can create a mod folder by:ģ) Name the folder something unique like 'Zombies_On_A_Plane'. You will need to start by creating a Mod folder for your map which is essential to getting a Zombie map to work. Tutorial Supplement Download: Version 1.0 Source Files (Updated Septem) Alternate (thanks Raven)
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All of the Der Riese specific code has been stripped out from the Nazi_Zombie_Factory script into separate DLC3 scripts and appropriate changes have been made to them as well as ZombieMode utility scripts to remove Nazi_Zombie_Factory specific lines and modulate them to work with any map that wants to use the features from Der Riese. In an effort to make it easier, a tutorial map was created for this tutorial to modulate the integration of the new Der Riese features without requiring scripting knowledge. It contains many lines of code to implement the new features these new features will take quite a bit of time to integrate and requires proficient scripting knowledge as the scripts are tailored specifically for Nazi_Zombie_Factory.
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In Mod Tools Update 1.4, you will find Nazi_Zombie_Factory.GSC (Der Riese) script that contains code for DLC3 Zombies.
