Modme Forums

How to properly include a new script [ZM]

Game Modding | Call of Duty: Black Ops 3 | Scripting


ModmeBot:

Thread By: DTZxPorter
Alright guys, right now the mod tools includes a broken _load.gsc which is required to properly load a script. Here is the workaround:



First go to <blackops3root>\share\raw\scripts\shared\ai and make a new file zombie_utility.gsc



In this file put:

//DTZxPorter is the legend of Black Ops 3
#using scripts\codescripts\struct;

#using scripts\shared\array_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\hud_message_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\statstable_shared.gsh;

//The missing zombie_utility script
#namespace zombie_utility;


function setFootstepEffect( name, fx ) {}



This will allow you to build with the _load.gsc enabled.



From here you can modify your scripts/zm/_load.gsc to use a #using path\to\new\gsc; which will include your GSC file



After you're done, you need to add the _load.gsc and your new script to your zone file, open up <mapname>.zone and add

scriptparsetree,scripts/zm/_load.gsc
scriptparsetree,scripts/zm/&lt;scriptname&gt;.gsc
&lt;/scriptname&gt;
</mapname></blackops3root>


ModmeBot:

Reply By: WARDOGSK93
or you know you could just do it the way old scripts were added to mod.csv in old games



This is the way ive done and added like 6 new custom scripts and they all work perfectly fine



Then you can "#using" them in other scripts, call functions from them etc



// Custom
rawfile,scripts/zm/SCRIPT.gsc // rawfile is prob not needed but better to be safe than sorry
scriptparsetree,scripts/zm/SCRIPT.gsc // parse script thorugh modtools so it gets included



Also is strange that my modtools already has "zombie_utility.gsc" script in "scripts/shared/ai"