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Game Modding | Call of Duty: Black Ops 3 | General Discussion


ModmeBot:

Thread By: Fil he Modder
can anybody help me with making the tempest from mp a buildable weapon and make it usable like a wonderwaffe (normally) and not like a specialist weapon.


ModmeBot:

Reply By: Exofile
This is more of a creation request than a help post, FYI.


ModmeBot:

Reply By: Fil he Modder

Exofile
This is more of a creation request than a help post, FYI.

should i just repost this in the request section then?


ModmeBot:

Reply By: mathfag
I did some testing and basically all you need to do is copy the wunderwaffe scripts (_zm_weap_tesla.gsc/csc) to your mapname/scripts/zm folder and in the beginning of the scripts you will see 2 lines where the gun and the upgraded version are defined. Change the gun names to your gun.

function init()
{
	level.weaponZMTeslaGun = GetWeapon( "pistol_standard" );
	level.weaponZMTeslaGunUpgraded = GetWeapon( "pistol_standard_upgraded" );
also add the scripts to the zone file

PS. This will only work on projectile guns not bulletweapons. If you have dual weapons, only the right one will work.


ModmeBot:

Reply By: Harry Bo21

mathfag
I did some testing and basically all you need to do is copy the wunderwaffe scripts (_zm_weap_tesla.gsc/csc) to your mapname/scripts/zm folder and in the beginning of the scripts you will see 2 lines where the gun and the upgraded version are defined. Change the gun names to your gun. function init() { level.weaponZMTeslaGun = GetWeapon( "pistol_standard" ); level.weaponZMTeslaGunUpgraded = GetWeapon( "pistol_standard_upgraded" ); also add the scripts to the zone file PS. This will only work on projectile guns not bulletweapons. If you have dual weapons, only the right one will work.

dont need to do anything with the scripts, just set those variables after "usermap::main()" in mapname gsc

( in other words - after - the DG2 scripts have initialised )


ModmeBot:

Reply By: mathfag

Harry Bo21
mathfag I did some testing and basically all you need to do is copy the wunderwaffe scripts (_zm_weap_tesla.gsc/csc) to your mapname/scripts/zm folder and in the beginning of the scripts you will see 2 lines where the gun and the upgraded version are defined. Change the gun names to your gun. function init() { level.weaponZMTeslaGun = GetWeapon( "pistol_standard" ); level.weaponZMTeslaGunUpgraded = GetWeapon( "pistol_standard_upgraded" ); also add the scripts to the zone file PS. This will only work on projectile guns not bulletweapons. If you have dual weapons, only the right one will work. dont need to do anything with the scripts, just set those variables after "usermap::main()" in mapname gsc( in other words - after - the DG2 scripts have initialised )

You're right, I forgot to add the variables in the csc so it didn't work the first time


ModmeBot:

Reply By: Harry Bo21

mathfag
Harry Bo21 mathfag I did some testing and basically all you need to do is copy the wunderwaffe scripts (_zm_weap_tesla.gsc/csc) to your mapname/scripts/zm folder and in the beginning of the scripts you will see 2 lines where the gun and the upgraded version are defined. Change the gun names to your gun. function init() { level.weaponZMTeslaGun = GetWeapon( "pistol_standard" ); level.weaponZMTeslaGunUpgraded = GetWeapon( "pistol_standard_upgraded" ); also add the scripts to the zone file PS. This will only work on projectile guns not bulletweapons. If you have dual weapons, only the right one will work. dont need to do anything with the scripts, just set those variables after "usermap::main()" in mapname gsc( in other words - after - the DG2 scripts have initialised ) You're right, I forgot to add the variables in the csc so it didn't work the first time

that would only effect the "fx" on the viewmodel

and those fx depend on the note tracks anyway

and "some" aspects of its viewmodel is "mapShaderConstant" stuff