Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: Noah Gamerscore
Im making an old map that was in WaW custom zombies and it had the Nuketown style perks where they spawn in on a certain round.
Can anyone help me make that script. I will give 100% credit when i publish the map.
ModmeBot:
Reply By: soul-toktzt
Noah
Im making an old map that was in WaW custom zombies and it had the Nuketown style perks where they spawn in on a certain round.
Can anyone help me make that script. I will give 100% credit when i publish the map.
I know you can have models / brushes hidden and make them show up when you turn on the power, but i have no idea how to modify the script so it would be on a certain round.
Want me to give you the script to make something show up after power's on?
Maybe you can put a script_brushmodel with a texture in front of it so it's "not there". :p and delete / hide the brush after a certain round.
ModmeBot:
Reply By: CT8918
Noah Gamerscore Im making an old map that was in WaW custom zombies and it had the Nuketown style perks where they spawn in on a certain round.Can anyone help me make that script. I will give 100% credit when i publish the map.
Here you go.
Test Footage/Demonstration: (Note: I made it into one function since then for simplicity)
Instructions:
1. Open your map's gsc file. Go to: C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\usermaps\your_map\scripts\zm\your_map.gsc
2. Put this in your map gsc's main() function. Near the bottom should suffice. Calls the function. - Replace this with the round number you want everything to be shown at.
3. Add this function to your map's gsc file. It is filled with an example for a prefab, a model, and a brushmodel.
4. This is where things vary. I have examples above. Add as many as you need. a) If you want to to do this to a prefab: 1. Go into prefab within Radiant. 2. Make sure everything within the prefab is a script_model or script_brushmodel. 3. Have nothing selected and press I to select everything. 4. Give it a unique targetname. 5. Go into your gsc file. 6. In the Hiding Things section (I have provided an example): 1. Get all the entities with that targetname. 2. Use a for-loop to hide all of those entities.
7. In the Show Things section (I have provided an example): 1. Use a for-loop to show all of those entities. 8. Do this for all prefabs you have.
b) If you want to to do this to a model or brushmodel: 1. Select entity within Radiant. 2. Make sure it is a script_model or script_brushmodel.. 3. Give it a unique targetname. 4. Go into your gsc file. 5. In the Hiding Things section (I have provided an example): 1. Get the entity with that targetname. 2. Use hide function to hide the entity.
6. In the Show Things section (I have provided an example): 1. Use hide function to show the entity. 7. Do this for all entities you have.
If you need help, just ask. I have tried my best to provide a template.