Game Asset Reversing | Releases
ModmeBot:
Thread By: Harry Bo21
Download
all required files in the download
can place the attackable in radiant, or spawn one using the code provided
ModmeBot:
Reply By: XxRaPiDK3LLERxX
Harry Bo21
all required files in the download can place the attackable in radiant, or spawn one using the code provided
ModmeBot:
Reply By: eDeK
Harry Bo21
all required files in the download can place the attackable in radiant, or spawn one using the code provided
ModmeBot:
Reply By: Harry Bo21
updated
Download
ModmeBot:
Reply By: Ping998
Is there some sort of attackable prefab that's meant to come with this or am I being stupid?
Anyways great work man! :D
We appreciate everything you do :)
- Ping
ModmeBot:
Reply By: Abnormal202
Ping998
Is there some sort of attackable prefab that's meant to come with this or am I being stupid? Anyways great work man! :D We appreciate everything you do :) - Ping
ModmeBot:
Reply By: Ping998
Abnormal202
Ping998 Is there some sort of attackable prefab that's meant to come with this or am I being stupid? Anyways great work man! :D We appreciate everything you do :) - Ping no prefab, You have to create your own "attackable" asset in APE. It's not very hard though.
ModmeBot:
Reply By: Harry Bo21
Downloadfixed missing assets
ModmeBot:
Reply By: Ping998
I've got all the scripts in place and I've spawned the model successfully, but zombies don't attack it?
Not sure where to link the name of the attackable created in APE to the script?
Any suggestions?
- Ping
ModmeBot:
Reply By: Harry Bo21
Replace your ai files or grab the missing code and add it to yours ( ai_bt, ai_asm, ai_ast )
create an "attackable" asset in APE and add to zone
scriptbundle,assetname
use the code provided to spawn / delete them
OR
place in radiant and control it that way
its not just a model, its a "attackable" asset type, which you create in ape
also need to turn it on / off
which is in treyarchs script _zm_attackables.gsc
ModmeBot:
Reply By: Ping998
Harry Bo21
Replace your ai files or grab the missing code and add it to yours ( ai_bt, ai_asm, ai_ast )create an "attackable" asset in APE and add to zonescriptbundle,assetnameuse the code provided to spawn / delete them OR place in radiant and control it that way its not just a model, its a "attackable" asset type, which you create in ape also need to turn it on / off which is in treyarchs script _zm_attackables.gsc
ModmeBot:
Reply By: Ping998
Ping998
Harry Bo21 Replace your ai files or grab the missing code and add it to yours ( ai_bt, ai_asm, ai_ast )create an "attackable" asset in APE and add to zonescriptbundle,assetnameuse the code provided to spawn / delete them OR place in radiant and control it that way its not just a model, its a "attackable" asset type, which you create in ape also need to turn it on / off which is in treyarchs script _zm_attackables.gsc I've done all of that. How do you turn it on/off?
ModmeBot:
Reply By: Harry Bo21
which is in treyarchs script _zm_attackables.gsc
like i said the functionality is all in there
the stuff in "my" gsc, is additional shit i wrote as theirs is limited ( cant spawn them on the fly )
ModmeBot:
Reply By: Ping998
This seems to have a lot of trouble working in co-op, the zombies rarely attack the object and instead attack the player. Is there a way to fix this?
Thanks,
- Ping
ModmeBot:
Reply By: Harry Bo21
theres nothing wrong with it
the behavior was ripped straight from bo3s BT files - this "is" exactly how they work in the 3 maps they were used for in bo3
and solo v co-op has absolutely no baring on how this works
ive also tested this on co-op on stevies map heavily - that definitely isnt the case
ModmeBot:
Reply By: Ping998
Harry Bo21
theres nothing wrong with it the behavior was ripped straight from bo3s BT files - this "is" exactly how they work in the 3 maps they were used for in bo3 and solo v co-op has absolutely no baring on how this works ive also tested this on co-op on stevies map heavily - that definitely isnt the case
ModmeBot:
Reply By: Harry Bo21
Ping998
Harry Bo21 theres nothing wrong with it the behavior was ripped straight from bo3s BT files - this "is" exactly how they work in the 3 maps they were used for in bo3 and solo v co-op has absolutely no baring on how this works ive also tested this on co-op on stevies map heavily - that definitely isnt the case Ok thanks but was wondering since in APE there is an "Ignore Player Override" checkbox so does that mean there is some sort of line of code I can include that makes that true?
bigdog765:
link dead