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/<scriptname>.gsc
</scriptname>
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"