Modme Forums

Harry Bo21’s Dig Sites 3.0.0

Game Asset Reversing | Releases


ModmeBot:

Thread By: Harry Bo21
Harry Bo21's Dig Sites 3.0.0





Download Here! :

Download



Screenshots:











Instructions



Included the edited versions of the stock scripts so you can use them, but if you need to apply the changes they are below. But everyone needs step one of course!



Rename and copy the localized_YOURMAPNAME.ff ( or MAPNAME_patch.ff, but NOT both ) to your root/mods/MODNAME



Before anything, open the mods folder in this download, and rename the folder inside to your mods name. Then back out to the root directory, and drag the contents of the download in, and

overwrite any files it asks about



Rename the "localized_nazi_zombie_YOURMAPNAME" ( or, if you are already using one, instead rename the patch file included in the download and use that ) file that is now in your root/mods/YOURMAPNAME to your maps name



eg if your map is called nazi_zombie_test, you would call it localized_nazi_zombie_test ( "nazi_zombie_test" "nazi_zombie_test_patch" )



and NO! you CANNOT combine FFs, so if you download another localized_ FF for something else, you CANNOT use them both - sick of answering that question



# 1. Changes to zombiemode.gsc



# in zombiemode.gsc

# add :

maps\_zombiemode_dig_sites::init();

# under :

maps\_zombiemode_bowie::bowie_init();









# 2. Changes to zombiemode_dig_sites.gsc









# change this :

dig_get_rare_powerups( player )
{
	a_rare_powerups = [];
	a_possible_powerups = [];
	a_possible_powerups[ a_possible_powerups.size ] = "nuke";
	a_possible_powerups[ a_possible_powerups.size ] = "double_points";
	if ( level.zombie_powerups[ "fire_sale" ] && isDefined( level.box_moved ) && level.box_moved )
		a_possible_powerups[ a_possible_powerups.size ] = "fire_sale";
	
	if ( player.has_upgraded_shovel )
	{
		a_possible_powerups[ a_possible_powerups.size] = "insta_kill";
		a_possible_powerups[ a_possible_powerups.size] = "full_ammo";
	}
	for ( i = 0; i < a_possible_powerups.size; i++ )
	{
		if ( !dig_has_powerup_spawned( a_possible_powerups[ i ] ) )
			a_rare_powerups[ a_rare_powerups.size ] = a_possible_powerups[ i ]; 
		
	}
	return a_rare_powerups;
}

# to this :

dig_get_rare_powerups( player )
{
	a_rare_powerups = [];
	a_possible_powerups = [];
	a_possible_powerups[ a_possible_powerups.size ] = "nuke";
	a_possible_powerups[ a_possible_powerups.size ] = "double_points";
	// if ( level.zombie_powerups[ "fire_sale" ] && isDefined( level.box_moved ) && level.box_moved )
	// 	a_possible_powerups[ a_possible_powerups.size ] = "fire_sale";
	
	if ( player.has_upgraded_shovel )
	{
		a_possible_powerups[ a_possible_powerups.size] = "insta_kill";
		a_possible_powerups[ a_possible_powerups.size] = "full_ammo";
	}
	for ( i = 0; i < a_possible_powerups.size; i++ )
	{
		if ( !dig_has_powerup_spawned( a_possible_powerups[ i ] ) )
			a_rare_powerups[ a_rare_powerups.size ] = a_possible_powerups[ i ]; 
		
	}
	return a_rare_powerups;
}

# change this :

harrybo21_dig_sites_spawn_weapon( org )
{
	a_common_weapons = [];
	a_common_weapons[ a_common_weapons.size ] = "zombie_kar98k"; // "bo2_zm_ballista";
	a_common_weapons[ a_common_weapons.size ] = "zombie_colt"; // "bo2_zm_mc96";
	a_common_weapons[ a_common_weapons.size ] = "zombie_doublebarrel"; // "bo2_zm_870mcs";
	a_rare_weapons = [];
	a_rare_weapons[ a_rare_weapons.size ] = "zombie_30cal"; // "bo2_zm_dsr50";
	a_rare_weapons[ a_rare_weapons.size ] = "zombie_shotgun"; // "bo2_zm_srm1216";
	if ( self.has_upgraded_shovel )
	{
		a_rare_weapons[ a_rare_weapons.size ] = "zombie_thompson"; // "bo2_zm_ak74u";
		a_rare_weapons[ a_rare_weapons.size ] = "zombie_mp40"; // "bo2_zm_mp40"; 
		a_rare_weapons[ a_rare_weapons.size ] = "zombie_stg44"; // "bo2_zm_stg44";
		a_rare_weapons[ a_rare_weapons.size ] = "zombie_doublebarrel_sawed"; // "bo2_zm_ksg";
		a_rare_weapons[ a_rare_weapons.size ] = "mine_bouncing_betty"; // "bo2_zm_claymore";
	}
	str_weapon = undefined;
	if ( randomint( 100 ) < 90 )
		str_weapon = a_common_weapons[ getarraykeys( a_common_weapons )[ randomint( getarraykeys( a_common_weapons ).size ) ] ];
	else
		str_weapon = a_rare_weapons[ getarraykeys( a_rare_weapons )[ randomint( getarraykeys( a_rare_weapons ).size ) ] ];
	
	return self thread harrybo21_spawn_gun( str_weapon, org );
}

# to werapon names you want to be ablke to get from dig sites. Its set to waw ones for now

# and change this :

harrybo21_dig_sites_spawn_powerup( org )
{
	a_rare_powerups = dig_get_rare_powerups( self );
	powerup_item = undefined;
	if ( ( level.dig_n_powerups_spawned + level.powerup_drop_count ) > 4 || a_rare_powerups.size == 0 )
	{
		if ( level.dig_n_zombie_bloods_spawned < 1 && randomint( 100 ) > 70 )
		{
			powerup_item = "zombie_blood";
			level.dig_n_zombie_bloods_spawned++;
			level.dig_n_powerups_spawned++;
			self thread harrybo21_dig_sites_play_quote( "dig_powerup" );
		} 
		else
		{ 
			powerup_item = "zombie_cash";
			self thread harrybo21_dig_sites_play_quote( "dig_cash" );
		}
	}
	else
	{
		powerup_item = a_rare_powerups[ randomint( a_rare_powerups.size ) ];
		level.dig_n_powerups_spawned++;
		level.dig_powerups_tracking[ level.dig_powerups_tracking.size ] = powerup_item;
		self thread harrybo21_dig_sites_play_quote( "dig_powerup" );
	}	
	level.powerup_drop_count++;
	
	powerup_model = spawn( "script_model", org );
	powerup_model setModel( level.zombie_powerups[ powerup_item ].powerup_model );
	powerup_model.powerup_name = level.zombie_powerups[ powerup_item ].powerup_name;
	powerup_model PlayLoopSound( "spawn_powerup_loop" );
	powerup_model thread maps\_zombiemode_powerups::harrybo21_powerup_wobble();
	powerup_model thread maps\_zombiemode_powerups::harrybo21_powerup_timeout();
	powerup_model.targetname = "powerup";
	powerup_model moveZ( 40, .5, .25, .25 );
	powerup_model waittill( "movedone" );
	powerup_model thread maps\_zombiemode_powerups::harrybo21_grab_powerup();
	level.active_powerups[ level.active_powerups.size ] = powerup_model;
}

# to this :

harrybo21_dig_sites_spawn_powerup( org )
{
	a_rare_powerups = dig_get_rare_powerups( self );
	powerup_item = undefined;
	// if ( ( level.dig_n_powerups_spawned + level.powerup_drop_count ) > 4 || a_rare_powerups.size == 0 )
	// {
	// 	if ( level.dig_n_zombie_bloods_spawned < 1 && randomint( 100 ) > 70 )
	/ 	{
	// 		powerup_item = "zombie_blood";
	// 		level.dig_n_zombie_bloods_spawned++;
	// 		level.dig_n_powerups_spawned++;
	// 		self thread harrybo21_dig_sites_play_quote( "dig_powerup" );
	// 	} 
	// 	else
	// 	{ 
	// 		powerup_item = "zombie_cash";
	// 		self thread harrybo21_dig_sites_play_quote( "dig_cash" );
	// 	}
	// }
	// else
	// {
		powerup_item = a_rare_powerups[ randomint( a_rare_powerups.size ) ];
		level.dig_n_powerups_spawned++;
		level.dig_powerups_tracking[ level.dig_powerups_tracking.size ] = powerup_item;
		self thread harrybo21_dig_sites_play_quote( "dig_powerup" );
	// }	
	level.powerup_drop_count++;
	
	powerup_model = spawn( "script_model", org );
	powerup_model setModel( level.zombie_powerups[ powerup_item ].powerup_model );
	powerup_model.powerup_name = level.zombie_powerups[ powerup_item ].powerup_name;
	powerup_model PlayLoopSound( "spawn_powerup_loop" );
	powerup_model thread maps\_zombiemode_powerups::harrybo21_powerup_wobble();
	powerup_model thread maps\_zombiemode_powerups::harrybo21_powerup_timeout();
	powerup_model.targetname = "powerup";
	powerup_model moveZ( 40, .5, .25, .25 );
	powerup_model waittill( "movedone" );
	powerup_model thread maps\_zombiemode_powerups::harrybo21_grab_powerup();
	level.active_powerups[ level.active_powerups.size ] = powerup_model;
}







# Tick the scripts in launcher, recompile map, build mod ( do this TWICE ) and run



THATS IT! ENJOY!!!!



Download Here! :

Download


ModmeBot:

Reply By: Jerri13hdez
That's pretty sexy


ModmeBot:

Reply By: Hero115
Again Harry, Stunning Work , Hopefully this gets added to the Combined ff's .


ModmeBot:

Reply By: Harry Bo21

Hero115Again Harry, Stunning Work , Hopefully this gets added to the Combined ff's .


It will be

But I'll be releasing the power ups first

In the instructions I just have you comment out the zombie blood and zombie cash and fire sale power ups

With my power ups you'll be able to keep them

Plus found some issues with my old stuff via fixing encampment so need to update anyway


ModmeBot:

Reply By: Hero115

Harrybo21
Hero115Again Harry, Stunning Work , Hopefully this gets added to the Combined ff's .


It will be

But I'll be releasing the power ups first

In the instructions I just have you comment out the zombie blood and zombie cash and fire sale power ups

With my power ups you'll be able to keep them

Plus found some issues with my old stuff via fixing encampment so need to update anyway


Oh, Cool. I can Wait . Keep it up.


ModmeBot:

Reply By: CaptainHT
Anyone know how to script this in Black ops 3?