Game Asset Reversing | Releases
Abnormal202:
Thread By: Abnormal202
<h2>ABNORMAL202'S SNAIL'S PACE SLURPEE (v2.2.4) [A BO3 Custom Perk]</h2>
<h3>Pictures</h3>
<h3>Videos</h3>
<h3>What Is Snail's Pace Slurpee?</h3>
Snail's Pace Slurpee will slow down any zombie's movement by 38% (adjusted for v1.1) when it enters within a radius of a player who has it. When the zombie reaches another smaller, inner radius, or if it gets too far away from the player, it is sped back up.
Sounds complicated? Basically it just slows zombies when they get too close, but won't slow them down when they start hitting you. This gives players extra time before zombies can hit them, and can really save the player in some sticky situations, but not all.
Snail's Pace Slurpee comes with a re-textured speed-cola machine model (Though an actual original model is in the works right now!), as well as it's own shader, bottle, FX, Vulture Aid Waypoint, and even perk jingle.
<h3>How Do I Install It In My Map?</h3>
The download includes instructions for installation within the instructions.txt file.
IMPORTANT: MAKE SURE YOU HAVE HARRYBO21'S PERKS (v2.1 or higher) INSTALLED FIRST!!!
<h3>Shaders</h3>
Lethal Peelz and Erthrock have both made shader sets that include Snail's Pace. If you are interested in trying out some new shaders for Snail's Pace I recommend checking them out.
Lethal Peelz Shaders: http://aviacreations.com/modme/index.php?view=topic&tid=1838
Erthrock Shaders: http://aviacreations.com/modme/index.php?view=topic&tid=2296
In order to change the shader, you'll have to edit the customperkicons.lua (located in Root/usermaps/yourmapname/ui/uieditor/widgets/hud/zm_perks). You must change this line:
so it is set equal to whatever IMAGE (not material anymore) asset you want to be the shader.
<h3>NOTES</h3>
If you happen to make custom perks too, Snail's pace uses the specialty: "specialty_gpsjammer", so I recommend not using that, if you want it to be compatible with Snail's Pace.
A new model for Snail's Pace is currently in the works, so it can have an original model instead of just retextured Speed Cola
You can change many of the settings of Snail's Pace within the _zm_perk_snails_pace_slurpee.gsh including a new feature that slows down zombies exceptionally when a player with Snail's Pace goes down.
Maps that I made (you betcha they got Snail's Pace in 'em): http://steamcommunity.com/sharedfiles/filedetails/?id=1220856535
THERE IS SUCH A THING AS THE SNAIL'S PACE SLURPEE MOD! It adds Snail's Pace to Treyarch maps and has the capability to add it to other custom maps too! check it out: http://steamcommunity.com/sharedfiles/filedetails/?id=1242962197
<h3>Credits</h3>
PLEASE CREDIT THESE PEOPLE IF YOU AREN'T ALREADY!
-Abnormal202
-NSZ
-Harrybo21
-Frost Iceforge
<h3>Download</h3>
Read everything? Or just scroll down to get to the download? Well fine, here it is.
V(2.2.4) WITH HARRY'S PERKS (RECOMMENDED)
Download
V(2.2.5) WITHOUT HARRY'S PERKS
Download
If you are really in love with Snail's Pace. Like really.
ModmeBot:
Reply By: WARDOGSK93
Nice perk and release, happy to see people actually using my 'Addon' system for what its meant to be used for :D
But yeah about my 'Addon' System that won't be returning to ModMe, it has been replaced with my new 'Compat' System, pretty exactly the same thing but rescripted and no longer needs edits to MAPNAME::main, now to include it you just add a 2 lines of code to MAPNAME
I would recommend updating to my latest version, if you do update please not that none of my old addons will work with this system as of now, Click here
If you want to know how to set up and use this system, Click here
Also when you release anything that uses my core scripts (or anything for that matter), could you release them without my scripts in your download and tell people to goto my forum post and install from there, I know when you made this my Core Scripts were down but could you do this in the future, thanks :D
ModmeBot:
Reply By: itznvy
Thank you! Ive been waiting so long for people to make custom perks and release them! +1 win for you good sir! :)
Abnormal202:
Reply By: Abnormal202
WARDOGSK93
Nice perk and release, happy to see people actually using my 'Addon' system for what its meant to be used for :DBut yeah about my 'Addon' System that won't be returning to ModMe, it has been replaced with my new 'Compat' System, pretty exactly the same thing but rescripted and no longer needs edits to MAPNAME::main, now to include it you just add a 2 lines of code to MAPNAME I would recommend updating to my latest version, if you do update please not that none of my old addons will work with this system as of now, Click here If you want to know how to set up and use this system, Click here Also when you release anything that uses my core scripts (or anything for that matter), could you release them without my scripts in your download and tell people to goto my forum post and install from there, I know when you made this my Core Scripts were down but could you do this in the future, thanks :D
ModmeBot:
Reply By: easyskanka
One thing you left out in the instructions, you need to add this line to your mapname CSC as well as the GSC to get this to work,
If you dont you will end up getting a client mismatch error and you wont be able to load your map, apart from that it works brilliant in game - good job sir!
ModmeBot:
Reply By: FiveSeven
What a cool perk idea. Thanks for sharing man, this is amazing. Can't wait to see what else you come out with in the future.
Abnormal202:
Reply By: Abnormal202
easyskanka
One thing you left out in the instructions, you need to add this line to your mapname CSC as well as the GSC to get this to work, #using scripts\zm\_zm_perk_snails_pace_slurpee; If you dont you will end up getting a client mismatch error and you wont be able to load your map, apart from that it works brilliant in game - good job sir!
ModmeBot:
Reply By: Mindmirror
Hey, awesome job man! Gonna use it in my next map and give you credit! ;)
ModmeBot:
Reply By: XxRaPiDK3LLERxX
Nice job, although you should edit the max distance and the volume :P
Hope to see more perks like this for my upcoming Bar map!
Abnormal202:
Reply By: Abnormal202
Snail's Pace Slurpee has been Nerfed! Would recommend you get the 1.1 version if you already have it.
Also I made a Youtube Video of the jingle if you want to check it out: https://www.youtube.com/watch?v=f0zLNjNAI1w
ModmeBot:
Reply By: Scorpiolo
Abnormal202
Snail's Pace Slurpee has been Nerfed! Would recommend you get the 1.1 version if you already have it. Also I made a Youtube Video of the jingle if you want to check it out: https://www.youtube.com/edit?o=U&video_id=f0zLNjNAI1w
ModmeBot:
Reply By: itznvy
Hey abnormal i dont use wardogs addons anymore i have harrybo21's perks is there anyway you can make it where you don't need wardogs addons for this perk?
Abnormal202:
Reply By: Abnormal202
itznvy
Hey abnormal i dont use wardogs addons anymore i have harrybo21's perks is there anyway you can make it where you don't need wardogs addons for this perk?
ModmeBot:
Reply By: itznvy
Abnormal202
itznvy Hey abnormal i dont use wardogs addons anymore i have harrybo21's perks is there anyway you can make it where you don't need wardogs addons for this perk? I will look into making it compatible with Harry's perks. I've been meaning to for awhile. The only reason Snail's Pace can't stand alone is because of the different way they do shaders.
ModmeBot:
Reply By: Mindmirror
There is a bug w/ your Perk: You can buy it as often as you want, even if you got it already.
ModmeBot:
Reply By: huevosduros
Thnks works perfect, but how put a limit? you can get infinite times if u have money.
ModmeBot:
Reply By: huevosduros
huevosduros
Thnks works perfect, but how put a limit? you can get infinite times if u have money.
fix?
ModmeBot:
Reply By: huevosduros
huevosduros
huevosduros Thnks works perfect, but how put a limit? you can get infinite times if u have money. fix?
ModmeBot:
Reply By: Akrime
PLEASE make a tutorial about making a custom perk
ModmeBot:
Reply By: Scorpiolo
Akrime
PLEASE make a tutorial about making a custom perk
ModmeBot:
Reply By: Akrime
Scorpiolo
Akrime PLEASE make a tutorial about making a custom perk It's not really as simple as that, you kinda need to really learn to script in gsc
ModmeBot:
Reply By: Scorpiolo
<hr>Akrime
Scorpiolo Akrime PLEASE make a tutorial about making a custom perk It's not really as simple as that, you kinda need to really learn to script in gsc I know. I meant it like, how to correctly bind the script with the model etc.
Abnormal202:
Reply By: Abnormal202
huevosduros
huevosduros huevosduros Thnks works perfect, but how put a limit? you can get infinite times if u have money. fix? HELLO?INACTIVE?
ModmeBot:
Reply By: huevosduros
Abnormal202
huevosduros huevosduros huevosduros Thnks works perfect, but how put a limit? you can get infinite times if u have money. fix? HELLO?INACTIVE? Hey, sorry I was on vacation the last week. I did know about that glitch but I thought I had fixed it... I'll have to look at it again. It's not a particularly game breaking glitch though, cause you'd have to choose to buy another copy of the perk, and the effects don't stack at all so it would only be a waste of money and a perk slot. As for how to make your own custom perk, I'd love to give a tutorial on it but pretty much all I know came from this tutorial and I don't want to steal what they did. It is kind of a shame to have one on Modme though. If you need any help following that tutorial you can ask me questions here or on Discord.
Abnormal202:
Reply By: Abnormal202
UPDATE: I fixed the problem with being able to buy more than one copy of the perk, and updated the link.
ModmeBot:
Reply By: huevosduros
Abnormal202
UPDATE: I fixed the problem with being able to buy more than one copy of the perk, and updated the link.
ModmeBot:
Reply By: Abnormal202
Lethal Peelz just made a new pack of shaders, that also features the snail's pace shader:
http://aviacreations.com/modme/index.php?view=topic&tid=1838&page=1#lastpost
ModmeBot:
Reply By: mathfag
If i use this perk, I can't set flags via script
the line just doesn't doesn't do anything
Abnormal202:
Reply By: Abnormal202
mathfag
If i use this perk, I can't set flags via script level flag::set("enter_xxx_zone"); the line just doesn't doesn't do anything
ModmeBot:
Reply By: mathfag
Abnormal202
mathfag If i use this perk, I can't set flags via script level flag::set("enter_xxx_zone"); the line just doesn't doesn't do anything that's really weird. Chances are that doesn't have to do with the perk. Did you initialize the flag first using: level flag::init("enter_xxx_zone"); ?
Abnormal202:
Reply By: Abnormal202
The Perk script contains no flags whatsoever.
Abnormal202:
Reply By: Abnormal202
v1.3 UPDATE:
I have made big changes to the instructions and installation. Snail's Pace now works with HarryBo21's Perks instead of WARDOGS.
I have also made little changes such as:
ModmeBot:
Reply By: XxRaPiDK3LLERxX
Abnormal202
v1.3 UPDATE: I have made big changes to the instructions and installation. Snail's Pace now works with HarryBo21's Perks instead of WARDOGS. I have also made little changes such as: different Fx/lighting much quieter jingle and sting Make sure to let me know if the download and installation works correctly, I want to make sure I included everything necessary.
ModmeBot:
Reply By: Harry Bo21
Abnormal202
v1.3 UPDATE: I have made big changes to the instructions and installation. Snail's Pace now works with HarryBo21's Perks instead of WARDOGS. I have also made little changes such as: different Fx/lighting much quieter jingle and sting Make sure to let me know if the download and installation works correctly, I want to make sure I included everything necessary.
Abnormal202:
Reply By: Abnormal202
Harry Bo21
Abnormal202 v1.3 UPDATE: I have made big changes to the instructions and installation. Snail's Pace now works with HarryBo21's Perks instead of WARDOGS. I have also made little changes such as: different Fx/lighting much quieter jingle and sting Make sure to let me know if the download and installation works correctly, I want to make sure I included everything necessary. just to clarify for people its not really "my" system, its treyarchs, i just set the light fx back up to work and cleaned their script mess up a little. When he states that this perk now works with it, he now means its set up the same way as the stock perks - therefore will work with things like perkaholic and stuff as expected - no offset shaders or any of that business Oh well that of note too i suppose, my copy of the perks - use my utility to show the perk icons - rather than the default one, as its limited to only 11 of the original perks :)
Abnormal202:
Reply By: Abnormal202
ATTENTION!
I have updated Snail's Pace Slurpee to work with Harry's new perk system that uses LUA.
You'll need to use this new version if you want the snail's pace shader to display with the rest of Harry's new perks.
It also contains a new feature which you can edit in the .gsh that activates when a player with snail's pace goes down.
Let me know if I'm missing anything in the download.
ModmeBot:
Reply By: TCM
The prefabs folder is empty..
ModmeBot:
Reply By: TCM
It also doesn't seem to show up in the random perk machine by him.
Abnormal202:
Reply By: Abnormal202
TCM
The prefabs folder is empty..
TCM
It also doesn't seem to show up in the random perk machine by him.
ModmeBot:
Reply By: TCM
Yes, Sorry I was not clear lol I am not entirely good at explaining, I am meaning the wunderfizz yes as the perk machine did not work because it was not there I tried that and it never showed up in the wunderfizz machine.
ModmeBot:
Reply By: TCM
Just let me know when its fixed please so I can try it out it seems cool.
Abnormal202:
Reply By: Abnormal202
TCM
Yes, Sorry I was not clear lol I am not entirely good at explaining, I am meaning the wunderfizz yes as the perk machine did not work because it was not there I tried that and it never showed up in the wunderfizz machine.
ModmeBot:
Reply By: Harry Bo21
its a normal standard old array... that you add perks specialty names to... which i did "not" create, it was already there... which is also identical the way it was in bo2s scripts - which you also have... which is also covered on the wiki
theres nothing special about my function, and one already exists in the fizz script, and as i just said, you merely need to add to the existing array...
^ directly from treyarchs script, which you obviously didnt read
^ From the wiki - which you obviously didnt read
^ my function - only difference is mine prevents a perk being added "more than once" which again you obviously didnt read...
if youd actually looked into it you would have worked this out :
Also people i didnt make a perk "system" i just added to treyarchs and cleaned the code on the existing 8 ( 9 for cherry ) perks
I didnt make the lua stuff either, porter patched it to allow more, all i did was make the array for it easier to get to - so this isnt to "make it work with harrys" its to "make it work with the stock perk setup by treyarch which harry also uses"
...and i didnt make the wunderfizz, its in your mod tools. My modification just reenables code treyarch commented out, adds a couple of the missing fx and missing sounds
Abnormal202:
Reply By: Abnormal202
Harry Bo21
"obviously didnt read","obviously didnt read","obviously didnt read"...
ModmeBot:
Reply By: Harry Bo21
i "assumed" nothing, ive explained this entire thing to you on several occasions only to stumble back here to see you still hadnt managed it
and i "know" you hadnt read the treyarch script or you wouldnt have been referencing how it depended on a function "I" made - ( i told you before, i wrote that "before" we were given the proper script in the update, and only kept it as mine prevents duplicates in the queue )
I havent been "conditioned" to anything, i "expect" it from someone who has asked me the same questions over and over
ModmeBot:
Reply By: TCM
I didn't mean to cause all of the fuss, I apologize, did you ever add the prefab to it?
ModmeBot:
Reply By: TCM
Guess that answered it for myself as the prefab still isn't in the download.
ModmeBot:
Reply By: Harry Bo21
TCM
Guess that answered it for myself as the prefab still isn't in the download.
ModmeBot:
Reply By: TCM
Harry Bo21
TCM Guess that answered it for myself as the prefab still isn't in the download. hes fucked it up anyway local array = { quick_revive = "i_t7_specialty_quickrevive", doubletap2 = "i_t7_specialty_doubletap2", juggernaut = "i_t7_specialty_armorvest", sleight_of_hand = "i_t7_specialty_fastreload", dead_shot = "i_t7_specialty_deadshot", phdflopper = "i_t7_specialty_phdflopper", marathon = "i_t7_specialty_staminup", additional_primary_weapon = "i_t7_specialty_additionalprimaryweapon", tombstone = "i_t7_specialty_tombstone", whoswho = "i_t7_specialty_whoswho", electric_cherry = "i_t7_specialty_electriccherry", vultureaid = "i_t7_specialty_vultureaid", widows_wine = "i_t7_specialty_widowswine" snails_pace = "i_snails_pace_shader" } missing "," also over half the download is duplicate models or textures when you could have just used the original speed cola ones as they are no different, and in the models case - material override and theres also a complete duplicate of the textures as theres a rar inside a rar
Abnormal202:
Reply By: Abnormal202
oops yeah I had fixed those things in updates but I'd made the mistake of assuming Mega.nz would update it without changing the link since I clicked "replace" in the upload. So I've updated the link so hopefully you have the updated link.
Harry Bo21
also over half the download is duplicate models or textures when you could have just used the original speed cola ones as they are no different, and in the models case - material override and theres also a complete duplicate of the textures as theres a rar inside a rar
ModmeBot:
Reply By: Harry Bo21
should also fix the at least 10 different developer mode errors too
first example - zombie gets slowed - zombie is then killed during the 3 second cooldown
"unable to set entity moverate on undefined"
coz you didnt kill the thread, and when the zombie died, he becomes "undefined" - and you dont kill the thread if they walk to the "inner circle" either meaning your double setting the same moverate
another is your "explode" function on players that straight up "died" like fell off a building and get kicked straight to spectator. Coz your not using the "on last stand callback" - or checking if the player is still alive but downed - your just using "when perk is lost" ( which also means if people use the power that can be turned off, or any other reason a/all perks could be lost ( like astroman on moon ) - they are going to explode )
This entire thing would also conflict with widows wine, and the paralyser - or infact any examples of anything else adjusting asm moverate ( example, zombie walks close, gets slowed by this, zombie hits you, another zombie hits you, your widows explodes, this first zombie gets webbed, but whenever your cooldown finishes - prob like a second later - that "webbed zombie" is just suddenly gonna take off at full speed despite still being "webbed by widows" - nullifying BOTH perks and creating a potential unexpected and lethal event )
any indication this perk has done anything at all would be good too, like a sound, an fx, anything. As people who only play, therefore havent seen this post - will have absolutely no idea what this perk is doing, they will just be wondering why sometimes zombies seem to randomly be going all slow sometimes
ModmeBot:
Reply By: TCM
Abnormal202
oops yeah I had fixed those things in updates but I'd made the mistake of assuming Mega.nz would update it without changing the link since I clicked "replace" in the upload. So I've updated the link so hopefully you have the updated link. Harry Bo21 also over half the download is duplicate models or textures when you could have just used the original speed cola ones as they are no different, and in the models case - material override and theres also a complete duplicate of the textures as theres a rar inside a rar also yeah I need to clean that up, I realize I've just been dragging that dumb texture assets folder over & over and it's got a lot of redundancies. And while I was anticipating the new model, I suppose I don't need another copy of the speed cola model since it's not changed at all.
ModmeBot:
Reply By: Harry Bo21
you havent added it to your mapname gsc / csc
ModmeBot:
Reply By: TCM
Harry Bo21
you havent added it to your mapname gsc / csc
ModmeBot:
Reply By: Harry Bo21
does it actually look like the right machine, or just like speed cola ( exactly - like speed cola i mean )
ModmeBot:
Reply By: TCM
Harry Bo21
does it actually look like the right machine, or just like speed cola ( exactly - like speed cola i mean )
ModmeBot:
Reply By: Harry Bo21
i thought you were not using the machine anyway
Abnormal202:
Reply By: Abnormal202
Harry Bo21
should also fix the at least 10 different developer mode errors too first example - zombie gets slowed - zombie is then killed during the 3 second cooldown "unable to set entity moverate on undefined" coz you didnt kill the thread, and when the zombie died, he becomes "undefined" - and you dont kill the thread if they walk to the "inner circle" either meaning your double setting the same moverate another is your "explode" function on players that straight up "died" like fell off a building and get kicked straight to spectator. Coz your not using the "on last stand callback" - or checking if the player is still alive but downed - your just using "when perk is lost" ( which also means if people use the power that can be turned off, or any other reason a/all perks could be lost ( like astroman on moon ) - they are going to explode ) This entire thing would also conflict with widows wine, and the paralyser - or infact any examples of anything else adjusting asm moverate ( example, zombie walks close, gets slowed by this, zombie hits you, another zombie hits you, your widows explodes, this first zombie gets webbed, but whenever your cooldown finishes - prob like a second later - that "webbed zombie" is just suddenly gonna take off at full speed despite still being "webbed by widows" ) any indication this perk has done anything at all would be good too, like a sound, an fx, anything. As people who only play, therefore havent seen this post - will have absolutely no idea what this perk is doing, they will just be wondering why sometimes zombies seem to randomly be going all slow sometimes
ModmeBot:
Reply By: TCM
Harry Bo21
i thought you were not using the machine anyway
ModmeBot:
Reply By: Harry Bo21
Abnormal202
Harry Bo21 should also fix the at least 10 different developer mode errors too first example - zombie gets slowed - zombie is then killed during the 3 second cooldown "unable to set entity moverate on undefined" coz you didnt kill the thread, and when the zombie died, he becomes "undefined" - and you dont kill the thread if they walk to the "inner circle" either meaning your double setting the same moverate another is your "explode" function on players that straight up "died" like fell off a building and get kicked straight to spectator. Coz your not using the "on last stand callback" - or checking if the player is still alive but downed - your just using "when perk is lost" ( which also means if people use the power that can be turned off, or any other reason a/all perks could be lost ( like astroman on moon ) - they are going to explode ) This entire thing would also conflict with widows wine, and the paralyser - or infact any examples of anything else adjusting asm moverate ( example, zombie walks close, gets slowed by this, zombie hits you, another zombie hits you, your widows explodes, this first zombie gets webbed, but whenever your cooldown finishes - prob like a second later - that "webbed zombie" is just suddenly gonna take off at full speed despite still being "webbed by widows" ) any indication this perk has done anything at all would be good too, like a sound, an fx, anything. As people who only play, therefore havent seen this post - will have absolutely no idea what this perk is doing, they will just be wondering why sometimes zombies seem to randomly be going all slow sometimes yeah the code is also years old and I was planning on updating it (maybe using zm_spawner::add_custom_zombie_spawn_logic() instead of GetAiSpeciesArray( "axis", "all" ); since that seems to be more reliable). This post really hasn't been a priority of mine for a long time, I just gave it an update cause someone reminded me of it, so I wanted to make sure it was at least compatible with the latest version of the Harrybo21 perks. I have tinkered around with sounds and FX for the perk too for a while but I haven't really made anything great for it yet. As for developer errors I'll fix all of them once you fix all of yours for your weapons
Abnormal202:
Reply By: Abnormal202
Harry Bo21
Abnormal202 Harry Bo21 should also fix the at least 10 different developer mode errors too first example - zombie gets slowed - zombie is then killed during the 3 second cooldown "unable to set entity moverate on undefined" coz you didnt kill the thread, and when the zombie died, he becomes "undefined" - and you dont kill the thread if they walk to the "inner circle" either meaning your double setting the same moverate another is your "explode" function on players that straight up "died" like fell off a building and get kicked straight to spectator. Coz your not using the "on last stand callback" - or checking if the player is still alive but downed - your just using "when perk is lost" ( which also means if people use the power that can be turned off, or any other reason a/all perks could be lost ( like astroman on moon ) - they are going to explode ) This entire thing would also conflict with widows wine, and the paralyser - or infact any examples of anything else adjusting asm moverate ( example, zombie walks close, gets slowed by this, zombie hits you, another zombie hits you, your widows explodes, this first zombie gets webbed, but whenever your cooldown finishes - prob like a second later - that "webbed zombie" is just suddenly gonna take off at full speed despite still being "webbed by widows" ) any indication this perk has done anything at all would be good too, like a sound, an fx, anything. As people who only play, therefore havent seen this post - will have absolutely no idea what this perk is doing, they will just be wondering why sometimes zombies seem to randomly be going all slow sometimes yeah the code is also years old and I was planning on updating it (maybe using zm_spawner::add_custom_zombie_spawn_logic() instead of GetAiSpeciesArray( "axis", "all" ); since that seems to be more reliable). This post really hasn't been a priority of mine for a long time, I just gave it an update cause someone reminded me of it, so I wanted to make sure it was at least compatible with the latest version of the Harrybo21 perks. I have tinkered around with sounds and FX for the perk too for a while but I haven't really made anything great for it yet. As for developer errors I'll fix all of them once you fix all of yours for your weapons "The" perks not "harry perks" THE perks the ones treyarch made - that my copy merely "improves" and "adds to"
ModmeBot:
Reply By: TCM
Harry Bo21
Abnormal202 Harry Bo21 should also fix the at least 10 different developer mode errors too first example - zombie gets slowed - zombie is then killed during the 3 second cooldown "unable to set entity moverate on undefined" coz you didnt kill the thread, and when the zombie died, he becomes "undefined" - and you dont kill the thread if they walk to the "inner circle" either meaning your double setting the same moverate another is your "explode" function on players that straight up "died" like fell off a building and get kicked straight to spectator. Coz your not using the "on last stand callback" - or checking if the player is still alive but downed - your just using "when perk is lost" ( which also means if people use the power that can be turned off, or any other reason a/all perks could be lost ( like astroman on moon ) - they are going to explode ) This entire thing would also conflict with widows wine, and the paralyser - or infact any examples of anything else adjusting asm moverate ( example, zombie walks close, gets slowed by this, zombie hits you, another zombie hits you, your widows explodes, this first zombie gets webbed, but whenever your cooldown finishes - prob like a second later - that "webbed zombie" is just suddenly gonna take off at full speed despite still being "webbed by widows" ) any indication this perk has done anything at all would be good too, like a sound, an fx, anything. As people who only play, therefore havent seen this post - will have absolutely no idea what this perk is doing, they will just be wondering why sometimes zombies seem to randomly be going all slow sometimes yeah the code is also years old and I was planning on updating it (maybe using zm_spawner::add_custom_zombie_spawn_logic() instead of GetAiSpeciesArray( "axis", "all" ); since that seems to be more reliable). This post really hasn't been a priority of mine for a long time, I just gave it an update cause someone reminded me of it, so I wanted to make sure it was at least compatible with the latest version of the Harrybo21 perks. I have tinkered around with sounds and FX for the perk too for a while but I haven't really made anything great for it yet. As for developer errors I'll fix all of them once you fix all of yours for your weapons "The" perks not "harry perks" THE perks the ones treyarch made - that my copy merely "modifys" and "adds to"
Abnormal202:
Reply By: Abnormal202
TCM
Yeah I just spent a good amount of time using the wonderfizz set my perks to 50 max etc and never got it.
ModmeBot:
Reply By: Harry Bo21
Abnormal202
Harry Bo21 Abnormal202 Harry Bo21 should also fix the at least 10 different developer mode errors too first example - zombie gets slowed - zombie is then killed during the 3 second cooldown "unable to set entity moverate on undefined" coz you didnt kill the thread, and when the zombie died, he becomes "undefined" - and you dont kill the thread if they walk to the "inner circle" either meaning your double setting the same moverate another is your "explode" function on players that straight up "died" like fell off a building and get kicked straight to spectator. Coz your not using the "on last stand callback" - or checking if the player is still alive but downed - your just using "when perk is lost" ( which also means if people use the power that can be turned off, or any other reason a/all perks could be lost ( like astroman on moon ) - they are going to explode ) This entire thing would also conflict with widows wine, and the paralyser - or infact any examples of anything else adjusting asm moverate ( example, zombie walks close, gets slowed by this, zombie hits you, another zombie hits you, your widows explodes, this first zombie gets webbed, but whenever your cooldown finishes - prob like a second later - that "webbed zombie" is just suddenly gonna take off at full speed despite still being "webbed by widows" ) any indication this perk has done anything at all would be good too, like a sound, an fx, anything. As people who only play, therefore havent seen this post - will have absolutely no idea what this perk is doing, they will just be wondering why sometimes zombies seem to randomly be going all slow sometimes yeah the code is also years old and I was planning on updating it (maybe using zm_spawner::add_custom_zombie_spawn_logic() instead of GetAiSpeciesArray( "axis", "all" ); since that seems to be more reliable). This post really hasn't been a priority of mine for a long time, I just gave it an update cause someone reminded me of it, so I wanted to make sure it was at least compatible with the latest version of the Harrybo21 perks. I have tinkered around with sounds and FX for the perk too for a while but I haven't really made anything great for it yet. As for developer errors I'll fix all of them once you fix all of yours for your weapons "The" perks not "harry perks" THE perks the ones treyarch made - that my copy merely "improves" and "adds to" lol I knew you were going to say that. you do see how titling the post "Harry Bo21 BO3 Perks" can be confusing though?
ModmeBot:
Reply By: TCM
Abnormal202
TCM Yeah I just spent a good amount of time using the wonderfizz set my perks to 50 max etc and never got it. So to sum it up: the perk machine appears in-game perk machine always says "power's off" even when it's on Snail's Pace aren't being added to Wunderfizz Is that right? btw just to make sure you have downloaded the right version, in the _zm_perk_snails_pace_slurpee.gsh, does this appear?: #define INCLUDE_SNAILS_PACE_IN_WUNDERFIZZ true
Abnormal202:
Reply By: Abnormal202
Harry Bo21
i did not write the perk code in the various gscs / cscs and i did not write _zm_perks.gsc/csc/gsh - but i appreciate that you think i did ;)
ModmeBot:
Reply By: Harry Bo21
the other 4 perks, modified the other 9s code to properly support paused perks both player specific and globally, cleaned up the code, changed the fx set up so it actually works and changed where possible anything that can be modified to be seperated into the GSHs
all of which is noted in the change logs
so to answer your question
of RELEVANCE - nothing regarding the original 9 perks - coz they were already in the game!
ModmeBot:
Reply By: TCM
Abnormal202
TCM Yeah I just spent a good amount of time using the wonderfizz set my perks to 50 max etc and never got it. So to sum it up: the perk machine appears in-game perk machine always says "power's off" even when it's on Snail's Pace aren't being added to Wunderfizz Is that right? btw just to make sure you have downloaded the right version, in the _zm_perk_snails_pace_slurpee.gsh, does this appear?: #define INCLUDE_SNAILS_PACE_IN_WUNDERFIZZ true
Abnormal202:
Reply By: Abnormal202
Harry Bo21
the other 4 perks, modified the other 9s code to properly support paused perks both player specific and globally, cleaned up the code, changed the fx set up so it actually works and changed where possible anything that can be modified to be seperated into the GSHs all of which is noted in the change logs
ModmeBot:
Reply By: Harry Bo21
whos who, vulture aid, tombstone and phd flopper...
you know, the ones that were "not" already in the game
Abnormal202:
Reply By: Abnormal202
TCM
Abnormal202 TCM Yeah I just spent a good amount of time using the wonderfizz set my perks to 50 max etc and never got it. So to sum it up: the perk machine appears in-game perk machine always says "power's off" even when it's on Snail's Pace aren't being added to Wunderfizz Is that right? btw just to make sure you have downloaded the right version, in the _zm_perk_snails_pace_slurpee.gsh, does this appear?: #define INCLUDE_SNAILS_PACE_IN_WUNDERFIZZ true Now when I get to the end of using the wonderfizz (Get all perks) it still lets me purchase ONE last one but shows a green bottle for speed I already have, Then I cannot aim down my sights,run, or do anything really but move.
Abnormal202:
Reply By: Abnormal202
Harry Bo21
whos who, vulture aid, tombstone and phd flopper... you know, the ones that were "not" already in the game
ModmeBot:
Reply By: TCM
Abnormal202
TCM Abnormal202 TCM Yeah I just spent a good amount of time using the wonderfizz set my perks to 50 max etc and never got it. So to sum it up: the perk machine appears in-game perk machine always says "power's off" even when it's on Snail's Pace aren't being added to Wunderfizz Is that right? btw just to make sure you have downloaded the right version, in the _zm_perk_snails_pace_slurpee.gsh, does this appear?: #define INCLUDE_SNAILS_PACE_IN_WUNDERFIZZ true Now when I get to the end of using the wonderfizz (Get all perks) it still lets me purchase ONE last one but shows a green bottle for speed I already have, Then I cannot aim down my sights,run, or do anything really but move. yeah it should show speed cola bottle for now, (though I'm finishing up the Snail's Pace bottle and will upload it in a bit, the last one looked bad)
Abnormal202:
Reply By: Abnormal202
TCM
Well it shows, Then gives me nothing.. Then doesn't let me move or do anything.
ModmeBot:
Reply By: Harry Bo21
Abnormal202
Harry Bo21 whos who, vulture aid, tombstone and phd flopper... you know, the ones that were "not" already in the game so all that code is original Harry stuff? or did you use t6 code somehow
ModmeBot:
Reply By: Harry Bo21
Abnormal202
TCM Well it shows, Then gives me nothing.. Then doesn't let me move or do anything. Well that ain't what's happening when I test... Are you absolutely positive you installed THE PERKS HARRY HAS ADDED MODIFICATIONS TO and Snail's Pace correctly?
Abnormal202:
Reply By: Abnormal202
The amount of edited posts in the last 30 minutes is hilarious. This conversation definitely feels like it should be taking place on discord...
ModmeBot:
Reply By: TCM
Abnormal202
TCM Well it shows, Then gives me nothing.. Then doesn't let me move or do anything. Well that ain't what's happening when I test... Are you absolutely positive you installed THE PERKS HARRY HAS ADDED MODIFICATIONS TO and Snail's Pace correctly?
ModmeBot:
Reply By: TCM
TCM
Abnormal202 TCM Well it shows, Then gives me nothing.. Then doesn't let me move or do anything. Well that ain't what's happening when I test... Are you absolutely positive you installed THE PERKS HARRY HAS ADDED MODIFICATIONS TO and Snail's Pace correctly? Yes I am sure all of the ones from his pack work fine for me its when i get to that one I have made a video to show you.
Abnormal202:
Reply By: Abnormal202
I've got an idea, hold on a moment while I test it
ModmeBot:
Reply By: Harry Bo21
in b4 its either "my fault" or "something he already fixed but uploaded the wrong thing"
ModmeBot:
Reply By: TCM
Abnormal202
I've got an idea, hold on a moment while I test it
Abnormal202:
Reply By: Abnormal202
Harry Bo21
in b4 its either "my fault" or "something he already fixed but uploaded the wrong thing"
Abnormal202:
Reply By: Abnormal202
TCM
Abnormal202 I've got an idea, hold on a moment while I test it Thank you, Not entirely sure what is going on.
ModmeBot:
Reply By: TCM
Abnormal202
TCM Abnormal202 I've got an idea, hold on a moment while I test it Thank you, Not entirely sure what is going on. Found the problem... uploading now this is what confused me in Mega.nz by the way... had assumed clicking "Upload and Update" would mean updating the link
Abnormal202:
Reply By: Abnormal202
TCM
Abnormal202 TCM Abnormal202 I've got an idea, hold on a moment while I test it Thank you, Not entirely sure what is going on. Found the problem... uploading now this is what confused me in Mega.nz by the way... had assumed clicking "Upload and Update" would mean updating the link File size a lot smaller now?
ModmeBot:
Reply By: TCM
Abnormal202
TCM Abnormal202 TCM Abnormal202 I've got an idea, hold on a moment while I test it Thank you, Not entirely sure what is going on. Found the problem... uploading now this is what confused me in Mega.nz by the way... had assumed clicking "Upload and Update" would mean updating the link File size a lot smaller now? upload is in. I also removed the model from the download and cleaned up texture assets a bit so yeah download should be smaller.
ModmeBot:
Reply By: TCM
Abnormal202
TCM Abnormal202 TCM Abnormal202 I've got an idea, hold on a moment while I test it Thank you, Not entirely sure what is going on. Found the problem... uploading now this is what confused me in Mega.nz by the way... had assumed clicking "Upload and Update" would mean updating the link File size a lot smaller now? upload is in. I also removed the model from the download and cleaned up texture assets a bit so yeah download should be smaller.
Abnormal202:
Reply By: Abnormal202
TCM
Abnormal202 TCM Abnormal202 TCM Abnormal202 I've got an idea, hold on a moment while I test it Thank you, Not entirely sure what is going on. Found the problem... uploading now this is what confused me in Mega.nz by the way... had assumed clicking "Upload and Update" would mean updating the link File size a lot smaller now? upload is in. I also removed the model from the download and cleaned up texture assets a bit so yeah download should be smaller. Seemed to fix it sorry for all of the hassle I like custom perks I try to find as many as I can so far this one and his.
ModmeBot:
Reply By: TCM
Abnormal202
TCM Abnormal202 TCM Abnormal202 TCM Abnormal202 I've got an idea, hold on a moment while I test it Thank you, Not entirely sure what is going on. Found the problem... uploading now this is what confused me in Mega.nz by the way... had assumed clicking "Upload and Update" would mean updating the link File size a lot smaller now? upload is in. I also removed the model from the download and cleaned up texture assets a bit so yeah download should be smaller. Seemed to fix it sorry for all of the hassle I like custom perks I try to find as many as I can so far this one and his. it's fine man, was my fault anyway. I might be releasing more custom perks soon by the way
ModmeBot:
Reply By: Harry Bo21
the only noteable ones are madgaz ones and he doesnt release them
the rest are always frankly - dumb. Like "a double points perk" or "a max ammo perk" or - insert any powerup and append with the word "perk"
Abnormal202:
Reply By: Abnormal202
Okay I made the bottle look nicer, and made it a proper weapon so now Snail's pace will use it's own bottle when you buy it and when it appears in the wunderfizz. You can also place the perk bottle in radiant as a decoration if you want.
With all these alterations since v2.0 I'm just calling it v2.1 now.
Abnormal202:
Reply By: Abnormal202
Also yeah making a good custom perk isn't easy and that's why there aren't as many as you might think. There's a reason Treyarch stopped making them after Widow's Wine, after all. A lot of ideas have already been explored and you don't want to make something redundant.
That being said I've made some in my time and have some ideas for the future. Currently I have 3 working custom perks (though only two have been released in maps so far). I'm thinking of releasing Cryo-Slide Soda from my map Frostbite soon, but I've got some issues to sort with it first.
idk I could probably get a lot more of my custom perk ideas working and released to the public if I focused my time on that. Not that many people seem interested in them though, so I usually find myself scripting an easter egg than making a custom perk.
ModmeBot:
Reply By: TCM
Abnormal202
Also yeah making a good custom perk isn't easy and that's why there aren't as many as you might think. There's a reason Treyarch stopped making them after Widow's Wine, after all. A lot of ideas have already been explored and you don't want to make something redundant. That being said I've made some in my time and have some ideas for the future. Currently I have 3 working custom perks (though only two have been released in maps so far). I'm thinking of releasing Cryo-Slide Soda from my map Frostbite soon, but I've got some issues to sort with it first. idk I could probably get a lot more of my custom perk ideas working and released to the public if I focused my time on that. Not that many people seem interested in them though, so I usually find myself scripting an easter egg than making a custom perk.
Abnormal202:
Reply By: Abnormal202
Okay hopefully the last update for this for awhile (who knows anymore though). I cleaned up the code so it should be more reliable and doesn't use any sort of 3 second delay nonsense.
More importantly, I decided to add an eye fx that zombies who are slowed will show. I based this off of Frost Iceforge's custom eyes so that's why I added Frost Iceforge to the credits. I was skeptical at first, but I think changing the zombies' eyes actually works pretty well for it, though I left an option in the .gsh to turn it off if you want.
Abnormal202:
Reply By: Abnormal202
OKAY OKAY OKAY. THIS IS THE LAST UPDATE TODAY I SWEAR. BECAUSE I SERIOUSLY NEED TO GET SOME SLEEP AT THIS POINT.
I realized Snail's Pace didn't have a Vulture Aid waypoint fx, So I made one. Hence --v2.21--
If there's anything else separating this perk from a Treyarch one, let me know.
ModmeBot:
Reply By: Harry Bo21
^ Still not allowing for zombies dying inbetween
also this will still conflict with widows, but worse yet, will conflict with "itself" if more than one person has the perk
if the players next to you dies, and thus explodes, its gonna un"snail" zombies effected by you - and vice versa as your globally checking every 0.05 seconds against players that have the perk.
^ This means
Also this will break completely if a zombie gets slowed by this perk, then that player goes down and loses the perk ( or the perk is paused by power being turned off ) - and no one else has it either. The zombie will remain permanently slowed OR if another player with the perk is there and runs away - they will again become instantly unslowed - AND not kill the old thread
Your still not checking if the player still exists before executing your explode code either, so instant death triggers of any kind will cause a random explosion "somewhere" ( prob at 0, 0, 0 ) and the "self.origin" check in the explode code will default on to level.origin so likely effect "every single zombie on the map"
your eye code is also going to forcefully add back eye fx to boss zombies who explicitly have their standard eye fx disabled, which will also cause a issue with the fx appearing on their feet in the case of t6 or t5 bosses
^ every instance of this is a developer error ( cannot cast "undefined" to bool )
^ No need to do this at all
basically, on co-op - this perk is 100% busted
you could easily test the co-op bugs by either plugging in a controller or spawning test bots
Abnormal202:
Reply By: Abnormal202
that code was VERY broken for co-op. I've changed the code and tested it on co-op and I think it works fine now. Let me know if I missed one of things you were talking about but I think it should:
Abnormal202:
Reply By: Abnormal202
okay fixed all the Dev 2 errors with Snail's Pace.
ModmeBot:
Reply By: Harry Bo21
good work
now, not needed, but the only thing you could modify, if you really do want this to be "set to work with harrys perks" - is the changes to support perks being paused
first is in the give perk function, need to check if it is "level paused" already to prevent it actually getting turned on ( still gets added to your perks queue so will be given when the perk / perks are "unpaused )
and with that, need to also set the lua to immediatly pause the icon, if given while paused ( something treyarch didnt consider at all but SHOULD have coz of the gobble gums )
Abnormal202:
Reply By: Abnormal202
okay I think I've made it work with perk pausing now.
ModmeBot:
Reply By: TCM
It messes with NSZ Time Warp, When they get close with ur perk they slow for a second then get fast again even though this perk is on.
Abnormal202:
Reply By: Abnormal202
TCM
It messes with NSZ Time Warp, When they get close with ur perk they slow for a second then get fast again even though this perk is on.
ModmeBot:
Reply By: TCM
Abnormal202
TCM It messes with NSZ Time Warp, When they get close with ur perk they slow for a second then get fast again even though this perk is on. hmm. I guess I'll just make a timewarp override, since Timewarp slows them down greater than Snails Pace should. Give me a little bit.
Abnormal202:
Reply By: Abnormal202
TCM
Abnormal202 TCM It messes with NSZ Time Warp, When they get close with ur perk they slow for a second then get fast again even though this perk is on. hmm. I guess I'll just make a timewarp override, since Timewarp slows them down greater than Snails Pace should. Give me a little bit. Yeah, Maybe just make it so yours disables for the time its turned on then enable yours again after.
ModmeBot:
Reply By: Harry Bo21
why dont you be smart and just check if their anim rate isnt "1"
ive been highlighting this repeatadly to see if youd guess that on your own...
note - for a "complete" timewarp fix, youd also need to modify nates script, to pass a notify to the zombie that kills your threads, and unset the snailed variable thing or whatevs
his script will already be looping the zombies, just add a notify in that loop
this is prob gonna mess up with a number of gobble gums too
Abnormal202:
Reply By: Abnormal202
Harry Bo21
why dont you be smart and just check if their anim rate isnt "1"ive been highlighting this repeatadly to see if youd guess that on your own... void GetEntityAnimRate() CATEGORY: CLIENT/SERVER: Server SUMMARY: get the entity animation rate - ZOMBIES ONLY EXAMPLE: rate = self GetEntityAnimRate() note - for a "complete" timewarp fix, youd also need to modify nates script, to pass a notify to the zombie that kills your threads, and unset the snailed variable thing or whatevs his script will already be looping the zombies, just add a notify in that loop this is prob gonna mess up with a number of gobble gums too
ModmeBot:
Reply By: Harry Bo21
Abnormal202
Harry Bo21 why dont you be smart and just check if their anim rate isnt "1"ive been highlighting this repeatadly to see if youd guess that on your own... void GetEntityAnimRate() CATEGORY: CLIENT/SERVER: Server SUMMARY: get the entity animation rate - ZOMBIES ONLY EXAMPLE: rate = self GetEntityAnimRate() note - for a "complete" timewarp fix, youd also need to modify nates script, to pass a notify to the zombie that kills your threads, and unset the snailed variable thing or whatevs his script will already be looping the zombies, just add a notify in that loop this is prob gonna mess up with a number of gobble gums too Yeah I thought about just checking if their anim rate isn't default but I kinda want Snail's Pace to override their anim rate even if it isn't 1 sometimes. I'm not exactly sure of every instance the zombie's animation rate is set to something different, so I've just been working on a case by case basis where I decide if Snail's Pace overrides or gets overridden, which I know isn't the best. I'm working on that Cryo-Slide Soda perk of mine right now too, which believe it or not also uses the ASMSetAnimationRate() so I've gotta think about that as well with Snail's Pace. maybe that's dumb, but if these circumstances are literally all that ASMSetAnimationRate() is used for, then I guess it makes sense just to check if it's 1 before snailing
Abnormal202:
Reply By: Abnormal202
Harry Bo21
you cant do "case by case" coz you cant allow for any other random script the user may grab that also changes it eg - the paralyser
ModmeBot:
Reply By: Harry Bo21
the problem is other scripts "unsetting" the rate, not just yours changing theirs
"the proper way" to fix this, would be to write a bridge function for setEntityAnimRate
and have the users find and replace references to it, then handle whatever within your bridge version
^ example, then they can find and replace one with the other
ModmeBot:
Reply By: GCPeinhardt
I am having issues, I had issues with the shader, but I fixed that, I don't having any lighting and when I do the Compile+Light+Link it mentions something about Vulture Aid Waypoint
Abnormal202:
Reply By: Abnormal202
GCPeinhardt
I am having issues, I had issues with the shader, but I fixed that, I don't having any lighting and when I do the Compile+Light+Link it mentions something about Vulture Aid Waypoint
ModmeBot:
Reply By: GCPeinhardt
Abnormal202
GCPeinhardt I am having issues, I had issues with the shader, but I fixed that, I don't having any lighting and when I do the Compile+Light+Link it mentions something about Vulture Aid Waypoint can you show you launcher log here?
ModmeBot:
Reply By: Abnormal202
GCPeinhardt
Abnormal202 GCPeinhardt I am having issues, I had issues with the shader, but I fixed that, I don't having any lighting and when I do the Compile+Light+Link it mentions something about Vulture Aid Waypoint can you show you launcher log here? ^1Effect 'fx/snails_pace/fx_vulture_aid_waypoint_snails_pace.efx' not found fx:snails_pace/fx_vulture_aid_waypoint_snails_pace.efx csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_white_house.zone
ModmeBot:
Reply By: GCPeinhardt
Abnormal202
GCPeinhardt Abnormal202 GCPeinhardt I am having issues, I had issues with the shader, but I fixed that, I don't having any lighting and when I do the Compile+Light+Link it mentions something about Vulture Aid Waypoint can you show you launcher log here? ^1Effect 'fx/snails_pace/fx_vulture_aid_waypoint_snails_pace.efx' not found fx:snails_pace/fx_vulture_aid_waypoint_snails_pace.efx csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_white_house.zone looks like you just don't have the .efx file installed right. Make sure the file fx_vulture_aid_waypoint_snails_pace.efx is located in Root/share/raw/fx/snails_pace
ModmeBot:
Reply By: Harry Bo21
hes correct
Abnormal202:
Reply By: Abnormal202
GCPeinhardt
Dude its not even included I have downloaded it for the second time and its not there
ModmeBot:
Reply By: Ezzocorbi
Hi, I'm the guy who messaged you on Steam,
thankyou for replying!
Now I have anothe issue: when I run the map the perk machine isn't there and there's just a dark box on the ground.
Also when I buy the perk I can't interact with anything (I can't even run), the shader doesn't appear and the animation doesn't play.
P.S. I have both the latest version of this perk and of the perks made by Harrybo21 and I tried installing it by following the instructions about 5 times on 2 different maps.
https://gyazo.com/6055112fb0390279045a2bc8451a28d8 you can take a look at the issue that I'm having here.
Thanks in advance!
ModmeBot:
Reply By: mathfag
Ezzocorbi
Hi, I'm the guy who messaged you on Steam, thankyou for replying! Now I have anothe issue: when I run the map the perk machine isn't there and there's just a dark box on the ground. Also when I buy the perk I can't interact with anything (I can't even run), the shader doesn't appear and the animation doesn't play. P.S. I have both the latest version of this perk and of the perks made by Harrybo21 and I tried installing it by following the instructions about 5 times on 2 different maps. https://gyazo.com/6055112fb0390279045a2bc8451a28d8 you can take a look at the issue that I'm having here. Thanks in advance!
ModmeBot:
Reply By: Ezzocorbi
mathfag
Ezzocorbi Hi, I'm the guy who messaged you on Steam, thankyou for replying! Now I have anothe issue: when I run the map the perk machine isn't there and there's just a dark box on the ground. Also when I buy the perk I can't interact with anything (I can't even run), the shader doesn't appear and the animation doesn't play. P.S. I have both the latest version of this perk and of the perks made by Harrybo21 and I tried installing it by following the instructions about 5 times on 2 different maps. https://gyazo.com/6055112fb0390279045a2bc8451a28d8 you can take a look at the issue that I'm having here. Thanks in advance! Did you add to the .zone file?
Abnormal202:
Reply By: Abnormal202
Ezzocorbi
mathfag Ezzocorbi Hi, I'm the guy who messaged you on Steam, thankyou for replying! Now I have anothe issue: when I run the map the perk machine isn't there and there's just a dark box on the ground. Also when I buy the perk I can't interact with anything (I can't even run), the shader doesn't appear and the animation doesn't play. P.S. I have both the latest version of this perk and of the perks made by Harrybo21 and I tried installing it by following the instructions about 5 times on 2 different maps. https://gyazo.com/6055112fb0390279045a2bc8451a28d8 you can take a look at the issue that I'm having here. Thanks in advance! Did you add to the .zone file? Yes I did, this is how my .zone file looks like >class,zm_mod_level>group,modtoolsinclude,hb21_perks xmodel,skybox_default_daymaterial,luts_t7_default// BSPcol_map,maps/zm/zm_perktest.d3dbspgfx_map,maps/zm/zm_perktest.d3dbsp // Audiosound,zm_perktest scriptparsetree,scripts/zm/zm_perktest.gscscriptparsetree,scripts/zm/zm_perktest.cscinclude,abnormal202_snails_pace_slurpee
ModmeBot:
Reply By: Ezzocorbi
Abnormal202
Ezzocorbi mathfag Ezzocorbi Hi, I'm the guy who messaged you on Steam, thankyou for replying! Now I have anothe issue: when I run the map the perk machine isn't there and there's just a dark box on the ground. Also when I buy the perk I can't interact with anything (I can't even run), the shader doesn't appear and the animation doesn't play. P.S. I have both the latest version of this perk and of the perks made by Harrybo21 and I tried installing it by following the instructions about 5 times on 2 different maps. https://gyazo.com/6055112fb0390279045a2bc8451a28d8 you can take a look at the issue that I'm having here. Thanks in advance! Did you add to the .zone file? Yes I did, this is how my .zone file looks like >class,zm_mod_level>group,modtoolsinclude,hb21_perks xmodel,skybox_default_daymaterial,luts_t7_default// BSPcol_map,maps/zm/zm_perktest.d3dbspgfx_map,maps/zm/zm_perktest.d3dbsp // Audiosound,zm_perktest scriptparsetree,scripts/zm/zm_perktest.gscscriptparsetree,scripts/zm/zm_perktest.cscinclude,abnormal202_snails_pace_slurpee hmm that is bizarre. Do you have any errors or warnings in launcher?
Abnormal202:
Reply By: Abnormal202
Ezzocorbi
Abnormal202 Ezzocorbi mathfag Ezzocorbi Hi, I'm the guy who messaged you on Steam, thankyou for replying! Now I have anothe issue: when I run the map the perk machine isn't there and there's just a dark box on the ground. Also when I buy the perk I can't interact with anything (I can't even run), the shader doesn't appear and the animation doesn't play. P.S. I have both the latest version of this perk and of the perks made by Harrybo21 and I tried installing it by following the instructions about 5 times on 2 different maps. https://gyazo.com/6055112fb0390279045a2bc8451a28d8 you can take a look at the issue that I'm having here. Thanks in advance! Did you add to the .zone file? Yes I did, this is how my .zone file looks like >class,zm_mod_level>group,modtoolsinclude,hb21_perks xmodel,skybox_default_daymaterial,luts_t7_default// BSPcol_map,maps/zm/zm_perktest.d3dbspgfx_map,maps/zm/zm_perktest.d3dbsp // Audiosound,zm_perktest scriptparsetree,scripts/zm/zm_perktest.gscscriptparsetree,scripts/zm/zm_perktest.cscinclude,abnormal202_snails_pace_slurpee hmm that is bizarre. Do you have any errors or warnings in launcher? Yes, I get this error ^3GetFileAttributesEx(G:\Steam\steamapps\common\Call of Duty Black Ops III\model_export\t7_props_zombie\p7_zm_vending_sleight\p7_zm_vending_sleight_lod0.xmodel_bin) failed: Impossibile trovare il percorso specificato. (It says "unable to find specified path", it's in Italian) xmodel:p7_zm_vending_snail csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ERROR: Could not find xmodel file: t7_props_zombie\p7_zm_vending_sleight\p7_zm_vending_sleight_lod0.xmodel_bin ^1Could not load mesh 't7_props_zombie\p7_zm_vending_sleight\p7_zm_vending_sleight_lod0.xmodel_bin' for xmodel 'p7_zm_vending_snail' xmodel:p7_zm_vending_snail csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ^3GetFileAttributesEx(G:\Steam\steamapps\common\Call of Duty Black Ops III\model_export\t6_weapon\zmb_perk_bottle\t6_wpn_zmb_perk_bottle_lod0.xmodel_bin) failed: Impossibile trovare il percorso specificato. xmodel:t6_wpn_zmb_perk_bottle_snail_world weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ERROR: Could not find xmodel file: t6_weapon\zmb_perk_bottle\t6_wpn_zmb_perk_bottle_lod0.xmodel_bin ^1Could not load mesh 't6_weapon\zmb_perk_bottle\t6_wpn_zmb_perk_bottle_lod0.xmodel_bin' for xmodel 't6_wpn_zmb_perk_bottle_snail_world' xmodel:t6_wpn_zmb_perk_bottle_snail_world weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ^3BG_LoadWeaponVariantDefFile: ParseGdtDBQueryToStruct failed for 'zombie_perk_bottle_snailspace' weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ^1ERROR: Unable to load weapon 'zombie_perk_bottle_snailspace' weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone For the fulls launcher output I made a paste here https://pastebin.com/NSr9N22V Also the prefab looks like this in Radiant https://gyazo.com/8663844df6691b8f4f6dae293c0f3efa and I though that it's a bit unusual, idk if that's part of the problem though.
ModmeBot:
Reply By: Ezzocorbi
Abnormal202
Ezzocorbi Abnormal202 Ezzocorbi mathfag Ezzocorbi Hi, I'm the guy who messaged you on Steam, thankyou for replying! Now I have anothe issue: when I run the map the perk machine isn't there and there's just a dark box on the ground. Also when I buy the perk I can't interact with anything (I can't even run), the shader doesn't appear and the animation doesn't play. P.S. I have both the latest version of this perk and of the perks made by Harrybo21 and I tried installing it by following the instructions about 5 times on 2 different maps. https://gyazo.com/6055112fb0390279045a2bc8451a28d8 you can take a look at the issue that I'm having here. Thanks in advance! Did you add to the .zone file? Yes I did, this is how my .zone file looks like >class,zm_mod_level>group,modtoolsinclude,hb21_perks xmodel,skybox_default_daymaterial,luts_t7_default// BSPcol_map,maps/zm/zm_perktest.d3dbspgfx_map,maps/zm/zm_perktest.d3dbsp // Audiosound,zm_perktest scriptparsetree,scripts/zm/zm_perktest.gscscriptparsetree,scripts/zm/zm_perktest.cscinclude,abnormal202_snails_pace_slurpee hmm that is bizarre. Do you have any errors or warnings in launcher? Yes, I get this error ^3GetFileAttributesEx(G:\Steam\steamapps\common\Call of Duty Black Ops III\model_export\t7_props_zombie\p7_zm_vending_sleight\p7_zm_vending_sleight_lod0.xmodel_bin) failed: Impossibile trovare il percorso specificato. (It says "unable to find specified path", it's in Italian) xmodel:p7_zm_vending_snail csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ERROR: Could not find xmodel file: t7_props_zombie\p7_zm_vending_sleight\p7_zm_vending_sleight_lod0.xmodel_bin ^1Could not load mesh 't7_props_zombie\p7_zm_vending_sleight\p7_zm_vending_sleight_lod0.xmodel_bin' for xmodel 'p7_zm_vending_snail' xmodel:p7_zm_vending_snail csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ^3GetFileAttributesEx(G:\Steam\steamapps\common\Call of Duty Black Ops III\model_export\t6_weapon\zmb_perk_bottle\t6_wpn_zmb_perk_bottle_lod0.xmodel_bin) failed: Impossibile trovare il percorso specificato. xmodel:t6_wpn_zmb_perk_bottle_snail_world weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ERROR: Could not find xmodel file: t6_weapon\zmb_perk_bottle\t6_wpn_zmb_perk_bottle_lod0.xmodel_bin ^1Could not load mesh 't6_weapon\zmb_perk_bottle\t6_wpn_zmb_perk_bottle_lod0.xmodel_bin' for xmodel 't6_wpn_zmb_perk_bottle_snail_world' xmodel:t6_wpn_zmb_perk_bottle_snail_world weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ^3BG_LoadWeaponVariantDefFile: ParseGdtDBQueryToStruct failed for 'zombie_perk_bottle_snailspace' weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone ^1ERROR: Unable to load weapon 'zombie_perk_bottle_snailspace' weapon:zombie_perk_bottle_snailspace csv:abnormal202_snails_pace_slurpee.zpkg csv:zone_source/zm_perktest.zone For the fulls launcher output I made a paste here https://pastebin.com/NSr9N22V Also the prefab looks like this in Radiant https://gyazo.com/8663844df6691b8f4f6dae293c0f3efa and I though that it's a bit unusual, idk if that's part of the problem though. yeah it seems launcher cannot find the speed cola model or the snail's pace bottle weapon, which would explain why the model is showing up as a default black square in radiant and in-game, and why it doesn't play the drinking animation when you buy it. Are you missing some files? Because you should have the speed cola model file just by default. Perhaps those assets are in the additional assets and you haven't downloaded them yet? When you right click on the mod tools in steam and go to properties, does it look like this: Also just want to verify everything is good in APE. Does your APE look like this:
ModmeBot:
Reply By: kaizokuroof
Hey, I've used your perk in other custom maps! Very cool and unique idea. I'd like to use this perk in my map, however, it says in the instructions that you need Harry BO21 perks, which are sadly not available in his thread. Is there another location to get these files, or is there anyone willing to reupload them, as without them it seems I won't be able to include it in my map :(
Abnormal202:
Reply By: Abnormal202
kaizokuroof
Hey, I've used your perk in other custom maps! Very cool and unique idea. I'd like to use this perk in my map, however, it says in the instructions that you need Harry BO21 perks, which are sadly not available in his thread. Is there another location to get these files, or is there anyone willing to reupload them, as without them it seems I won't be able to include it in my map :(
ModmeBot:
Reply By: Riptide1106
Hi Abnormal,
First off, thanks for providing this great perk to the community! I have a question (problem) about this perk, I'm hoping you can help with. Whatever perks i get before snails, remain on the hud after going down and getting revived (i don't still have the perks just the shaders remain). The perks gotten after snails i lose as expected, just the perks gotten prior are affected. Any ideas as to what is causing this?
ps. im using the (no harrys perks 2.2.5 version)
Thanks for your help =)
BIGCountry77x:
Thread By: Abnormal202
<h2>ABNORMAL202'S SNAIL'S PACE SLURPEE (v2.2.4) [A BO3 Custom Perk]</h2>
<h3>Pictures</h3>
<h3>Videos</h3>
<h3>What Is Snail's Pace Slurpee?</h3>
Snail's Pace Slurpee will slow down any zombie's movement by 38% (adjusted for v1.1) when it enters within a radius of a player who has it. When the zombie reaches another smaller, inner radius, or if it gets too far away from the player, it is sped back up.
Sounds complicated? Basically it just slows zombies when they get too close, but won't slow them down when they start hitting you. This gives players extra time before zombies can hit them, and can really save the player in some sticky situations, but not all.
Snail's Pace Slurpee comes with a re-textured speed-cola machine model (Though an actual original model is in the works right now!), as well as it's own shader, bottle, FX, Vulture Aid Waypoint, and even perk jingle.
<h3>How Do I Install It In My Map?</h3>
The download includes instructions for installation within the instructions.txt file.
IMPORTANT: MAKE SURE YOU HAVE HARRYBO21'S PERKS (v2.1 or higher) INSTALLED FIRST!!!
<h3>Shaders</h3>
Lethal Peelz and Erthrock have both made shader sets that include Snail's Pace. If you are interested in trying out some new shaders for Snail's Pace I recommend checking them out.
Lethal Peelz Shaders: http://aviacreations.com/modme/index.php?view=topic&tid=1838
Erthrock Shaders: http://aviacreations.com/modme/index.php?view=topic&tid=2296
In order to change the shader, you'll have to edit the customperkicons.lua (located in Root/usermaps/yourmapname/ui/uieditor/widgets/hud/zm_perks). You must change this line:
so it is set equal to whatever IMAGE (not material anymore) asset you want to be the shader.
<h3>NOTES</h3>
If you happen to make custom perks too, Snail's pace uses the specialty: "specialty_gpsjammer", so I recommend not using that, if you want it to be compatible with Snail's Pace.
A new model for Snail's Pace is currently in the works, so it can have an original model instead of just retextured Speed Cola
You can change many of the settings of Snail's Pace within the _zm_perk_snails_pace_slurpee.gsh including a new feature that slows down zombies exceptionally when a player with Snail's Pace goes down.
Maps that I made (you betcha they got Snail's Pace in 'em): http://steamcommunity.com/sharedfiles/filedetails/?id=1220856535
THERE IS SUCH A THING AS THE SNAIL'S PACE SLURPEE MOD! It adds Snail's Pace to Treyarch maps and has the capability to add it to other custom maps too! check it out: http://steamcommunity.com/sharedfiles/filedetails/?id=1242962197
<h3>Credits</h3>
PLEASE CREDIT THESE PEOPLE IF YOU AREN'T ALREADY!
-Abnormal202
-NSZ
-Harrybo21
-Frost Iceforge
<h3>Download</h3>
Read everything? Or just scroll down to get to the download? Well fine, here it is.
V(2.2.4) WITH HARRY'S PERKS (RECOMMENDED)
Download
V(2.2.5) WITHOUT HARRY'S PERKS
Download
If you are really in love with Snail's Pace. Like really.
Cyrus:
I certainly like the custom perk in various custom maps. But I usually find the illustration quite lacking in terms of being refined like the Treyarch's perk and etc. So I thought I'd redraw it just for fun~ ^^