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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Voxes&amp;diff=17146</id>
		<title>Call of Duty bo3: ZM Voxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Voxes&amp;diff=17146"/>
		<updated>2017-07-10T08:25:11Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Setting up the Sound Zone Config */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Call of Duty Black Ops III DLC1&lt;br /&gt;
* Wraith&lt;br /&gt;
&lt;br /&gt;
Wraith link: http://aviacreations.com/modme/forum/topic.php?tid=69&lt;br /&gt;
&lt;br /&gt;
You can skip the following part if you are already familiar with Wraith.&lt;br /&gt;
&lt;br /&gt;
== Exporting the sounds with Wraith ==&lt;br /&gt;
&lt;br /&gt;
Before you going to export the sounds with Wraith go into Settings and make sure u have these settings as the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:wraith_snd_settings.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you are ready to export the sounds, click on Load File and open: &lt;br /&gt;
&lt;br /&gt;
 zm_castle.en.sabs&lt;br /&gt;
&lt;br /&gt;
Which is located in: &lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\zone\snd\en \&lt;br /&gt;
&lt;br /&gt;
Hit the Export All button and wait for all the sounds to be extracted.&lt;br /&gt;
&lt;br /&gt;
Once that’s done the sounds are located in your:&lt;br /&gt;
&lt;br /&gt;
 Wraith Root\exported_files\black_ops_3\sounds\en\&lt;br /&gt;
&lt;br /&gt;
Now you’ll see a folder called “vox”&lt;br /&gt;
&lt;br /&gt;
You have to copy this folder into your: &lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\sound_assets\zombie\&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &#039;&#039;If the zombie folder doesn’t exist yet in your sound_assets folder you have to create it manually.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting up the Sound Zone Config ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First you will have to download this zip and extract it in your Black Ops 3 Root&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1azwdp0yfti7zbp/bo3_zm_vox_updated.zip DOWNLOAD] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open your map’s Sound Zone Config which is located here:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\sounds\zoneconfig\&amp;lt;yourmapname&amp;gt;.szc&lt;br /&gt;
&lt;br /&gt;
The stock file looks like this:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;&amp;lt;yourmapname&amp;gt;&amp;quot;,&lt;br /&gt;
  &amp;quot;GameMode&amp;quot; : &amp;quot;mpl&amp;quot;,&lt;br /&gt;
  &amp;quot;IsCommon&amp;quot; : false,&lt;br /&gt;
  &amp;quot;Parent&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Overlay&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;IsStandalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;IsProduction&amp;quot; : false,&lt;br /&gt;
  &amp;quot;IsShipped&amp;quot; : false,&lt;br /&gt;
  &amp;quot;DontDeploy&amp;quot; : false,&lt;br /&gt;
  &amp;quot;NoStreamBank&amp;quot; : false,&lt;br /&gt;
  &amp;quot;MapFile&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Standalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;Builds&amp;quot; : [ &amp;quot;T7&amp;quot; ],&lt;br /&gt;
  &amp;quot;Sources&amp;quot; : [&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;user_aliases&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;user_aliases.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;AMBIENT&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;ambient_mod&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;ambient_mod.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [&lt;br /&gt;
   &amp;quot;mpl_mod&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
   },&lt;br /&gt;
  ]&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You have to add this part:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;zm_vox&amp;quot;,&lt;br /&gt;
  &amp;quot;Filename&amp;quot; : &amp;quot;zm_vox.csv&amp;quot;,&lt;br /&gt;
  &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
 },&lt;br /&gt;
&lt;br /&gt;
So it looks like this:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;&amp;lt;yourmapname&amp;gt;&amp;quot;,&lt;br /&gt;
  &amp;quot;GameMode&amp;quot; : &amp;quot;mpl&amp;quot;,&lt;br /&gt;
  &amp;quot;IsCommon&amp;quot; : false,&lt;br /&gt;
  &amp;quot;Parent&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Overlay&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;IsStandalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;IsProduction&amp;quot; : false,&lt;br /&gt;
  &amp;quot;IsShipped&amp;quot; : false,&lt;br /&gt;
  &amp;quot;DontDeploy&amp;quot; : false,&lt;br /&gt;
  &amp;quot;NoStreamBank&amp;quot; : false,&lt;br /&gt;
  &amp;quot;MapFile&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Standalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;Builds&amp;quot; : [ &amp;quot;T7&amp;quot; ],&lt;br /&gt;
  &amp;quot;Sources&amp;quot; : [&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;user_aliases&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;user_aliases.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;AMBIENT&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;ambient_mod&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;ambient_mod.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [&lt;br /&gt;
   &amp;quot;mpl_mod&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
   },&lt;br /&gt;
   {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;zm_vox&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;zm_vox.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  ]&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Modifying your map&#039;s GSC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open your map’s gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt; \scripts\zm\&amp;lt;yourmapname&amp;gt;.gsc&lt;br /&gt;
&lt;br /&gt;
Add this line:&lt;br /&gt;
&lt;br /&gt;
 level thread add_zm_vox();&lt;br /&gt;
&lt;br /&gt;
Below this line:&lt;br /&gt;
&lt;br /&gt;
 level thread zm_zonemgr::manage_zones( init_zones );&lt;br /&gt;
&lt;br /&gt;
Add these lines at the bottom of the script (Make sure it&#039;s not inside another function)&lt;br /&gt;
&lt;br /&gt;
 function add_zm_vox()&lt;br /&gt;
 {&lt;br /&gt;
  zm_audio::loadPlayerVoiceCategories(&amp;quot;gamedata/audio/zm/zm_vox.csv&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Modifying your map&#039;s Zone ==&lt;br /&gt;
&lt;br /&gt;
Open your maps’s zone file and add this line at the bottom:&lt;br /&gt;
&lt;br /&gt;
 stringtable,gamedata/audio/zm/zm_vox.csv&lt;br /&gt;
&lt;br /&gt;
Compile the map again and you should have working voxes&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Not all the sounds are working yet, since those are handled in the scripts and not all functionality is added yet.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
*[https://twitter.com/dtzxporter DTZxPorter]&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:12, 19 October 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17137</id>
		<title>Call of Duty bo3: ZM Slowdown Trigger</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17137"/>
		<updated>2017-03-05T13:32:04Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This will slowdown a player when he is in a certain trigger (When the player walks in mud for example)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract the script into:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/1303h5u8afbijta/_zm_slowdown_trigger.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line under: #using scripts\zm\zm_usermap;&lt;br /&gt;
&lt;br /&gt;
 #using scripts\zm\_zm_slowdown_trigger;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste this line in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 scriptparsetree,scripts/zm/_zm_slowdown_trigger.gsc&lt;br /&gt;
&lt;br /&gt;
== Adding Trigger ==&lt;br /&gt;
&lt;br /&gt;
In radiant add a trigger_multiple and make it cover the area you want to slowdown the player. &lt;br /&gt;
Make it approximately the same height as a player.&lt;br /&gt;
&lt;br /&gt;
Change the targetname into:&lt;br /&gt;
&lt;br /&gt;
 slowdown_trigger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add the following kvp to change the desired slowdown speed (Stock value = 0.5):&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_float&amp;quot; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need to slowdown a player. U can add as many triggers as you want. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; U can freely modify the script if u want, there are a few vars setup so u can change the slowdown time etc.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:24, 5 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17126</id>
		<title>Call of Duty bo3: ZM Slowdown Trigger</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17126"/>
		<updated>2017-02-06T09:17:30Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Adding Trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This will slowdown a player when he is in a certain trigger (When the player walks in mud for example)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract the script into:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/198y3irfemyccpv/_zm_slowdown_trigger.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line under: #using scripts\zm\zm_usermap;&lt;br /&gt;
&lt;br /&gt;
 #using scripts\zm\_zm_slowdown_trigger;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste this line in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 scriptparsetree,scripts/zm/_zm_slowdown_trigger.gsc&lt;br /&gt;
&lt;br /&gt;
== Adding Trigger ==&lt;br /&gt;
&lt;br /&gt;
In radiant add a trigger_multiple and make it cover the area you want to slowdown the player. &lt;br /&gt;
Make it approximately the same height as a player.&lt;br /&gt;
&lt;br /&gt;
Change the targetname into:&lt;br /&gt;
&lt;br /&gt;
 slowdown_trigger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add the following kvp to change the desired slowdown speed (Stock value = 0.5):&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_float&amp;quot; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need to slowdown a player. U can add as many triggers as you want. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; U can freely modify the script if u want, there are a few vars setup so u can change the slowdown time etc.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:24, 5 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17125</id>
		<title>Call of Duty bo3: ZM Slowdown Trigger</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17125"/>
		<updated>2017-02-06T08:57:50Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Adding Trigger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This will slowdown a player when he is in a certain trigger (When the player walks in mud for example)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract the script into:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/198y3irfemyccpv/_zm_slowdown_trigger.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line under: #using scripts\zm\zm_usermap;&lt;br /&gt;
&lt;br /&gt;
 #using scripts\zm\_zm_slowdown_trigger;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste this line in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 scriptparsetree,scripts/zm/_zm_slowdown_trigger.gsc&lt;br /&gt;
&lt;br /&gt;
== Adding Trigger ==&lt;br /&gt;
&lt;br /&gt;
In radiant add a trigger_multiple and make it cover the area you want to slowdown the player. &lt;br /&gt;
Make it approximately the same height as a player.&lt;br /&gt;
&lt;br /&gt;
Change the targetname into:&lt;br /&gt;
&lt;br /&gt;
 slowdown_trigger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add the following kvp to change the desired slowdown speed (Stock value = 0.5):&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_float&amp;quot; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need to slowdown a player. U can add as many triggers as you want. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; U can freely modify the script u want, there are a few vars setup so u can change the slowdown time etc.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:24, 5 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17124</id>
		<title>Call of Duty bo3: ZM Slowdown Trigger</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17124"/>
		<updated>2017-02-05T17:15:39Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This will slowdown a player when he is in a certain trigger (When the player walks in mud for example)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract the script into:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/198y3irfemyccpv/_zm_slowdown_trigger.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line under: #using scripts\zm\zm_usermap;&lt;br /&gt;
&lt;br /&gt;
 #using scripts\zm\_zm_slowdown_trigger;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste this line in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 scriptparsetree,scripts/zm/_zm_slowdown_trigger.gsc&lt;br /&gt;
&lt;br /&gt;
== Adding Trigger ==&lt;br /&gt;
&lt;br /&gt;
In radiant add a trigger_multiple and make it cover the area you want to slowdown the player. &lt;br /&gt;
Make it approximately the same height as a player.&lt;br /&gt;
&lt;br /&gt;
Change the targetname into:&lt;br /&gt;
&lt;br /&gt;
 slowdown_trigger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add the following kvp to change the desired slowdown speed (Stock value = 0.5):&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_float&amp;quot; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need to slowdown a player. U can add as many triggers as you want. &lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:24, 5 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17123</id>
		<title>Call of Duty bo3: ZM Slowdown Trigger</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17123"/>
		<updated>2017-02-05T16:26:36Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This will slowdown a player when he is in a certain trigger (When the player walks in mud for example)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract the script into:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/zde84es17w8w7we/_zm_slowdown_trigger.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line under: #using scripts\zm\zm_usermap;&lt;br /&gt;
&lt;br /&gt;
 #using scripts\zm\_zm_slowdown_trigger;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste this line in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 scriptparsetree,scripts/zm/_zm_slowdown_trigger.gsc&lt;br /&gt;
&lt;br /&gt;
== Adding Trigger ==&lt;br /&gt;
&lt;br /&gt;
In radiant add a trigger_multiple and make it cover the area you want to slowdown the player. &lt;br /&gt;
Make it approximately the same height as a player.&lt;br /&gt;
&lt;br /&gt;
Change the targetname into:&lt;br /&gt;
&lt;br /&gt;
 slowdown_trigger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add the following kvp to change the desired slowdown speed (Stock value = 0.5):&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_float&amp;quot; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need to slowdown a player. U can add as many triggers as you want. &lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:24, 5 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17122</id>
		<title>Call of Duty bo3: Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17122"/>
		<updated>2017-02-05T16:25:44Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Zombie Modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Zombie Modding ===&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty bo3: ZM Models|Adding new Zombies AI Models]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=sUJyYrHIKaQ Converting Blackops 2 Zombies to Blackops 3]&lt;br /&gt;
*[[Call of Duty bo3: ZM Player Models|Changing Zombies Player Models Tut #1 (SOE Characters)]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Player Models 2|Changing Zombies Player Models Tut #2 (Advanced)]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Voxes|Adding Player Voxes]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Water Risers|Adding Water Risers]]&lt;br /&gt;
*[[Call of Duty bo3: ZM LILArny|Fixing Lil&#039;Arny]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Slowdown Trigger|Slowdown Trigger]]&lt;br /&gt;
&lt;br /&gt;
===Scripting:===&lt;br /&gt;
*[http://ehdgaming.co.uk/blops3api/ BO3 API] Thanks to EHD Gaming!&lt;br /&gt;
*[[Call of Duty bo3: Make custom Gametype|Make a custom Gametype MP]]&lt;br /&gt;
*[[Call of Duty bo3: Damage types and MeansOfDeath|Damage types and MeansOfDeath]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio Stuff===&lt;br /&gt;
&lt;br /&gt;
*[http://harveyconnor.com/wiki/using-sound-alias-files-templates Using Sound Alias Files &amp;amp; Templates]&lt;br /&gt;
&lt;br /&gt;
===Fxs===&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty bo3: FX Collisions|Make FXs collide with geo]]&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17121</id>
		<title>Call of Duty bo3: ZM Slowdown Trigger</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Slowdown_Trigger&amp;diff=17121"/>
		<updated>2017-02-05T16:24:27Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: Created page with &amp;quot;== Prerequisites ==  You need to download this zip file and extract the script into:   Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\  [http://www.mediafire.com/file/zde8...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract the script into:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/zde84es17w8w7we/_zm_slowdown_trigger.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line under: #using scripts\zm\zm_usermap;&lt;br /&gt;
&lt;br /&gt;
 #using scripts\zm\_zm_slowdown_trigger;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste this line in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 scriptparsetree,scripts/zm/_zm_slowdown_trigger.gsc&lt;br /&gt;
&lt;br /&gt;
== Adding Trigger ==&lt;br /&gt;
&lt;br /&gt;
In radiant add a trigger_multiple and make it cover the area you want to slowdown the player. &lt;br /&gt;
Make it approximately the same height as a player.&lt;br /&gt;
&lt;br /&gt;
Change the targetname into:&lt;br /&gt;
&lt;br /&gt;
 slowdown_trigger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add the following kvp to change the desired slowdown speed (Stock value = 0.5):&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_float&amp;quot; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need to slowdown a player. U can add as many triggers as you want. &lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:24, 5 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17120</id>
		<title>Call of Duty bo3: ZM Water Risers</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17120"/>
		<updated>2017-02-05T09:50:56Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Editing Map Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract it into your Black Ops 3 root folder.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/bqzyyqrwdmk5z25/water_riser.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line in the main() function above zm_usermap::main();&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all for the gsc part now we are doing the &amp;lt;yourmapname&amp;gt;.csc which is located in the same folder.&lt;br /&gt;
&lt;br /&gt;
Paste these lines above the main() function&lt;br /&gt;
&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
And these lines in the main function same as the gsc.&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
 &lt;br /&gt;
 level._effect[&amp;quot;rise_burst_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_billow_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_dust_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste these lines in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 //Water Riser&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_burst&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_billowing&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_falling&lt;br /&gt;
&lt;br /&gt;
== Riser Struct ==&lt;br /&gt;
&lt;br /&gt;
In radiant you need to add the following kvp to the riser structs that you have in the water.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_parameters&amp;quot; &amp;quot;in_water&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds ==&lt;br /&gt;
&lt;br /&gt;
At last you need to add these lines into your soundalias. (Most people use user_aliases.csv)&lt;br /&gt;
&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need for water risers!&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 18:23, 4 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17119</id>
		<title>Call of Duty bo3: ZM Water Risers</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17119"/>
		<updated>2017-02-05T09:50:30Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Editing Map Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract it into your Black Ops 3 root folder.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/bqzyyqrwdmk5z25/water_riser.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line in the main() function above zm_usermap::main();&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all for the gsc part now we are doing the &amp;lt;yourmapname&amp;gt;.csc which is located in the same folder.&lt;br /&gt;
&lt;br /&gt;
Paste these lines above the main() function&lt;br /&gt;
&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
And these lines in the main function same as the gsc.&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
&lt;br /&gt;
 level._effect[&amp;quot;rise_burst_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_billow_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_dust_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste these lines in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 //Water Riser&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_burst&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_billowing&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_falling&lt;br /&gt;
&lt;br /&gt;
== Riser Struct ==&lt;br /&gt;
&lt;br /&gt;
In radiant you need to add the following kvp to the riser structs that you have in the water.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_parameters&amp;quot; &amp;quot;in_water&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds ==&lt;br /&gt;
&lt;br /&gt;
At last you need to add these lines into your soundalias. (Most people use user_aliases.csv)&lt;br /&gt;
&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need for water risers!&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 18:23, 4 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17117</id>
		<title>Call of Duty bo3: ZM Water Risers</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17117"/>
		<updated>2017-02-04T18:29:35Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Editing Map Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract it into your Black Ops 3 root folder.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/bqzyyqrwdmk5z25/water_riser.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line in the main() function above zm_usermap::main();&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all for the gsc part now we are doing the &amp;lt;yourmapname&amp;gt;.csc which is located in the same folder.&lt;br /&gt;
&lt;br /&gt;
Paste these lines above the main() function&lt;br /&gt;
&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
And these lines in the main function same as the gsc.&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
 &lt;br /&gt;
 level._effect[&amp;quot;rise_burst_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_billow_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_dust_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste these lines in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 //Water Riser&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_burst&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_billowing&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_falling&lt;br /&gt;
&lt;br /&gt;
== Riser Struct ==&lt;br /&gt;
&lt;br /&gt;
In radiant you need to add the following kvp to the riser structs that you have in the water.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_parameters&amp;quot; &amp;quot;in_water&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds ==&lt;br /&gt;
&lt;br /&gt;
At last you need to add these lines into your soundalias. (Most people use user_aliases.csv)&lt;br /&gt;
&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need for water risers!&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 18:23, 4 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17116</id>
		<title>Call of Duty bo3: ZM Water Risers</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17116"/>
		<updated>2017-02-04T18:23:32Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract it into your Black Ops 3 root folder.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/bqzyyqrwdmk5z25/water_riser.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line in the main() function above zm_usermap::main();&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all for the gsc part now we are doing the csc which is located in the same folder.&lt;br /&gt;
&lt;br /&gt;
Paste these lines above the main() function&lt;br /&gt;
&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
And these lines in the main function same as the gsc.&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
 &lt;br /&gt;
 level._effect[&amp;quot;rise_burst_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_billow_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_dust_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste these lines in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 //Water Riser&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_burst&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_billowing&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_falling&lt;br /&gt;
&lt;br /&gt;
== Riser Struct ==&lt;br /&gt;
&lt;br /&gt;
In radiant you need to add the following kvp to the riser structs that you have in the water.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_parameters&amp;quot; &amp;quot;in_water&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds ==&lt;br /&gt;
&lt;br /&gt;
At last you need to add these lines into your soundalias. (Most people use user_aliases.csv)&lt;br /&gt;
&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need for water risers!&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 18:23, 4 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17115</id>
		<title>Call of Duty bo3: ZM Water Risers</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17115"/>
		<updated>2017-02-04T16:19:35Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Riser Struct */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract it into your Black Ops 3 root folder.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/bqzyyqrwdmk5z25/water_riser.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line in the main() function above zm_usermap::main();&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all for the gsc part now we are doing the csc which is located in the same folder.&lt;br /&gt;
&lt;br /&gt;
Paste these lines above the main() function&lt;br /&gt;
&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
And these lines in the main function same as the gsc.&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
 &lt;br /&gt;
 level._effect[&amp;quot;rise_burst_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_billow_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_dust_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste these lines in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 //Water Riser&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_burst&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_billowing&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_falling&lt;br /&gt;
&lt;br /&gt;
== Riser Struct ==&lt;br /&gt;
&lt;br /&gt;
In radiant you need to add the following kvp to the riser structs that you have in the water.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_parameters&amp;quot; &amp;quot;in_water&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds ==&lt;br /&gt;
&lt;br /&gt;
At last you need to add these lines into your soundalias. (Most people use user_aliases.csv)&lt;br /&gt;
&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need for water risers!&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17114</id>
		<title>Call of Duty bo3: Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17114"/>
		<updated>2017-02-04T16:18:50Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Zombie Modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Zombie Modding ===&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty bo3: ZM Models|Adding new Zombies AI Models]]&lt;br /&gt;
*[https://www.youtube.com/watch?v=sUJyYrHIKaQ Converting Blackops 2 Zombies to Blackops 3]&lt;br /&gt;
*[[Call of Duty bo3: ZM Player Models|Changing Zombies Player Models Tut #1 (SOE Characters)]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Player Models 2|Changing Zombies Player Models Tut #2 (Advanced)]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Voxes|Adding Player Voxes]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Water Risers|Adding Water Risers]]&lt;br /&gt;
*[[Call of Duty bo3: ZM LILArny|Fixing Lil&#039;Arny]]&lt;br /&gt;
&lt;br /&gt;
===Scripting:===&lt;br /&gt;
*[http://ehdgaming.co.uk/blops3api/ BO3 API] Thanks to EHD Gaming!&lt;br /&gt;
*[[Call of Duty bo3: Make custom Gametype|Make a custom Gametype MP]]&lt;br /&gt;
*[[Call of Duty bo3: Damage types and MeansOfDeath|Damage types and MeansOfDeath]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio Stuff===&lt;br /&gt;
&lt;br /&gt;
*[http://harveyconnor.com/wiki/using-sound-alias-files-templates Using Sound Alias Files &amp;amp; Templates]&lt;br /&gt;
&lt;br /&gt;
===Fxs===&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty bo3: FX Collisions|Make FXs collide with geo]]&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17113</id>
		<title>Call of Duty bo3: ZM Water Risers</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Water_Risers&amp;diff=17113"/>
		<updated>2017-02-04T16:18:42Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: Created page with &amp;quot;== Prerequisites ==  You need to download this zip file and extract it into your Black Ops 3 root folder.  [http://www.mediafire.com/file/bqzyyqrwdmk5z25/water_riser.zip DOWNL...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
You need to download this zip file and extract it into your Black Ops 3 root folder.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/bqzyyqrwdmk5z25/water_riser.zip DOWNLOAD]&lt;br /&gt;
&lt;br /&gt;
== Editing Map Scripts ==&lt;br /&gt;
&lt;br /&gt;
First we going to edit the &amp;lt;yourmapname&amp;gt;.gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\scripts\zm\&lt;br /&gt;
&lt;br /&gt;
Paste the following line in the main() function above zm_usermap::main();&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all for the gsc part now we are doing the csc which is located in the same folder.&lt;br /&gt;
&lt;br /&gt;
Paste these lines above the main() function&lt;br /&gt;
&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot; );&lt;br /&gt;
 #precache( &amp;quot;client_fx&amp;quot;, &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
And these lines in the main function same as the gsc.&lt;br /&gt;
&lt;br /&gt;
 level.use_water_risers = true;&lt;br /&gt;
 &lt;br /&gt;
 level._effect[&amp;quot;rise_burst_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_burst&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_billow_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_billowing&amp;quot;;&lt;br /&gt;
 level._effect[&amp;quot;rise_dust_water&amp;quot;] = &amp;quot;custom/water_riser/fx_zm_wtr_falling&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Editing Zone ==&lt;br /&gt;
&lt;br /&gt;
Paste these lines in your map .zone file.&lt;br /&gt;
&lt;br /&gt;
 //Water Riser&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_burst&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_billowing&lt;br /&gt;
 fx,custom/water_riser/fx_zm_wtr_falling&lt;br /&gt;
&lt;br /&gt;
== Riser Struct ==&lt;br /&gt;
&lt;br /&gt;
In radiant you need to add the following kvp to the riser locations that you have in the water.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;script_parameters&amp;quot; &amp;quot;in_water&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Adding Sounds ==&lt;br /&gt;
&lt;br /&gt;
At last you need to add these lines into your soundalias. (Most people use user_aliases.csv)&lt;br /&gt;
&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_burst,,,zombie\riser\water\water_burst_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,60,60,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_00.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
 zm_rise_water_churn,,,zombie\riser\water\water_churn_01.wav,,,UIN_MOD,,,,,BUS_FX,,,,,,50,50,50,750,750,rcurve3,rcurve3,rcurve3,rcurve3,3,priority,,,1,1,50,51,0.4,1,,3d,wpn_all,,NONLOOPING,,,,,,,,,,,8000,,no,,,,,,,,,,,,,,yes,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
And that&#039;s all you need for water risers!&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17084</id>
		<title>Call of Duty bo3: ZM efxconverter</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17084"/>
		<updated>2017-01-10T17:53:31Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* EFX Converter&lt;br /&gt;
* Photoshop (Or other image editing software)&lt;br /&gt;
&lt;br /&gt;
EFX Converter: http://www.mediafire.com/file/obolorjvrnok61o/EFX+CONVERTER.zip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*The converter is still being worked on, if you encounter any bugs please let us know&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Preparing EFX Converter ==&lt;br /&gt;
&lt;br /&gt;
First you have to edit folders.dat that is included with the download, in there you will setup the paths for the game you want to convert from.&lt;br /&gt;
&lt;br /&gt;
The contents of the file look like this:&lt;br /&gt;
&lt;br /&gt;
 cod4=&lt;br /&gt;
 cod5=&lt;br /&gt;
 bo1=&lt;br /&gt;
&lt;br /&gt;
This is a example how it could look like:&lt;br /&gt;
&lt;br /&gt;
 cod4=E:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare&lt;br /&gt;
 cod5=E:\SteamLibrary\steamapps\common\Call of Duty World at War&lt;br /&gt;
 bo1=E:\SteamLibrary\steamapps\common\Call of Duty Black Ops&lt;br /&gt;
&lt;br /&gt;
== Converting the FX ==&lt;br /&gt;
&lt;br /&gt;
Drag n drop one or more FX&#039;s you like to convert onto the efx_converter.exe&lt;br /&gt;
&lt;br /&gt;
[[File:efx_convert_main_screen.jpg]]&lt;br /&gt;
&lt;br /&gt;
Type the correct number from which game you convert the fx from and press Enter.&lt;br /&gt;
&lt;br /&gt;
After the conversion is done a folder &amp;quot;converted&amp;quot; is created with the converted files.&lt;br /&gt;
&lt;br /&gt;
== Converter Output ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted&amp;quot; there is a file called &#039;&#039;output.txt&#039;&#039; There you will find what materials are used in the fx.&lt;br /&gt;
&lt;br /&gt;
Example output.txt:&lt;br /&gt;
&lt;br /&gt;
 MATERIALS&lt;br /&gt;
 &lt;br /&gt;
 Material name: gfx_fxt_exp_fire	Image name: fxt_exp_fire.dds&lt;br /&gt;
 Material name: gfx_fxt_light_ray_ribbon_spread	Image name: fxt_light_ray_ribbon_spread.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_tendril	Image name: fxt_smk_tendril.dds&lt;br /&gt;
 Material name: gfx_fxt_light_flare_phosphorous	Image name: fxt_light_phosphorous.dds&lt;br /&gt;
 Material name: gfx_fxt_spark_anim_blink	Image name: fxt_spark_anim_blink.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_whisp_spiral	Image name: fxt_smk_whisp_spiral.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple_add	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_gen	Image name: fxt_smk_gen.dds&lt;br /&gt;
 Material name: gfx_fxt_flashback_1	Image name: fxt_flashback_1.dds&lt;br /&gt;
 Material name: gfx_fxt_env_dust_mote_pcloud_add	Image name: fxt_env_dust_mote.dds&lt;br /&gt;
&lt;br /&gt;
On the left is the material name and on the right is the image that is used in  that material.&lt;br /&gt;
&lt;br /&gt;
== Preparing images ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted/images&amp;quot; are all the images being used by the fx&lt;br /&gt;
&lt;br /&gt;
Certain images don&#039;t have a alpha channel by default, in that case we have to make our own. (They have a black background)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;CBjEQkqrkTw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Materials Explained ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*This is mostly based on guessing, so not everything might be 100% correct. It also seems some material types don&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Type:&#039;&#039;&#039; effect_distortion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Distortion Settings:&#039;&#039; There is X &amp;amp; Y scale you can adjust, the higher the value the more the distortion is.&lt;br /&gt;
&lt;br /&gt;
[[File:fx_distortion_settings.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Type:&#039;&#039;&#039; effect_lit_blend&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tile Mode:&#039;&#039; Set this on no-tile since we don&#039;t need to repeat the image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ShadowTransparency:&#039;&#039; Controls how transparent the (in this case) smoke will be, if you have a fairly low value the smoke will be less clear/thicker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Image Processing:&#039;&#039; Untested (Currently leaving this at the default values)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Texture Atlas Settings:&#039;&#039; Here you have a Row/Column count, for normal images they both need a value of 1, but if there are multiple images in the image (Like a sequence) you need to count row &amp;amp; column and fill them in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Parameters:&#039;&#039; Untested (Currently leaving this at the default values)&lt;br /&gt;
&lt;br /&gt;
[[File:fx_smoke_setting.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Type:&#039;&#039;&#039; effect_lit_emissive_blend&lt;br /&gt;
&lt;br /&gt;
[[File:fx_emmisive.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating materials ==&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17083</id>
		<title>Call of Duty bo3: ZM efxconverter</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17083"/>
		<updated>2017-01-08T00:01:46Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* EFX Converter&lt;br /&gt;
* Photoshop (Or other image editing software)&lt;br /&gt;
&lt;br /&gt;
EFX Converter: http://www.mediafire.com/file/obolorjvrnok61o/EFX+CONVERTER.zip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*The converter is still being worked on, if you encounter any bugs please let us know&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Preparing EFX Converter ==&lt;br /&gt;
&lt;br /&gt;
First you have to edit folders.dat that is included with the download, in there you will setup the paths for the game you want to convert from.&lt;br /&gt;
&lt;br /&gt;
The contents of the file look like this:&lt;br /&gt;
&lt;br /&gt;
 cod4=&lt;br /&gt;
 cod5=&lt;br /&gt;
 bo1=&lt;br /&gt;
&lt;br /&gt;
This is a example how it could look like:&lt;br /&gt;
&lt;br /&gt;
 cod4=E:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare&lt;br /&gt;
 cod5=E:\SteamLibrary\steamapps\common\Call of Duty World at War&lt;br /&gt;
 bo1=E:\SteamLibrary\steamapps\common\Call of Duty Black Ops&lt;br /&gt;
&lt;br /&gt;
== Converting the FX ==&lt;br /&gt;
&lt;br /&gt;
Drag n drop one or more FX&#039;s you like to convert onto the efx_converter.exe&lt;br /&gt;
&lt;br /&gt;
[[File:efx_convert_main_screen.jpg]]&lt;br /&gt;
&lt;br /&gt;
Type the correct number from which game you convert the fx from and press Enter.&lt;br /&gt;
&lt;br /&gt;
After the conversion is done a folder &amp;quot;converted&amp;quot; is created with the converted files.&lt;br /&gt;
&lt;br /&gt;
== Converter Output ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted&amp;quot; there is a file called &#039;&#039;output.txt&#039;&#039; There you will find what materials are used in the fx.&lt;br /&gt;
&lt;br /&gt;
Example output.txt:&lt;br /&gt;
&lt;br /&gt;
 MATERIALS&lt;br /&gt;
 &lt;br /&gt;
 Material name: gfx_fxt_exp_fire	Image name: fxt_exp_fire.dds&lt;br /&gt;
 Material name: gfx_fxt_light_ray_ribbon_spread	Image name: fxt_light_ray_ribbon_spread.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_tendril	Image name: fxt_smk_tendril.dds&lt;br /&gt;
 Material name: gfx_fxt_light_flare_phosphorous	Image name: fxt_light_phosphorous.dds&lt;br /&gt;
 Material name: gfx_fxt_spark_anim_blink	Image name: fxt_spark_anim_blink.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_whisp_spiral	Image name: fxt_smk_whisp_spiral.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple_add	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_gen	Image name: fxt_smk_gen.dds&lt;br /&gt;
 Material name: gfx_fxt_flashback_1	Image name: fxt_flashback_1.dds&lt;br /&gt;
 Material name: gfx_fxt_env_dust_mote_pcloud_add	Image name: fxt_env_dust_mote.dds&lt;br /&gt;
&lt;br /&gt;
On the left is the material name and on the right is the image that is used in  that material.&lt;br /&gt;
&lt;br /&gt;
== Preparing images ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted/images&amp;quot; are all the images being used by the fx&lt;br /&gt;
&lt;br /&gt;
Certain images don&#039;t have a alpha channel by default, in that case we have to make our own. (They have a black background)&lt;br /&gt;
&lt;br /&gt;
Open the image in Photoshop or the image editing software you like (And can open .DDS)&lt;br /&gt;
&lt;br /&gt;
Duplicate the layer and make it Black &amp;amp; White (Using default preset)&lt;br /&gt;
&lt;br /&gt;
[[File:photoshop_bw.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Black &amp;amp; White layer and paste it in the alpha channel of the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:photoshop_alpha_channel.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can save the image as a .tif&lt;br /&gt;
&lt;br /&gt;
In this case the image will be emmisive so we have to create a &amp;quot;mask&amp;quot; image as well.&lt;br /&gt;
&lt;br /&gt;
Make the image Black &amp;amp; White and save it. (Save it with same name with &#039;&#039;_mask&#039;&#039; behind it)&lt;br /&gt;
&lt;br /&gt;
The rest of the images you can just save as .tif&lt;br /&gt;
&lt;br /&gt;
== Materials Explained ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*This is mostly based on guessing, so not everything might be 100% correct. It also seems some material types don&#039;t work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Type:&#039;&#039;&#039; effect_distortion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Distortion Settings:&#039;&#039; There is X &amp;amp; Y scale you can adjust, the higher the value the more the distortion is.&lt;br /&gt;
&lt;br /&gt;
[[File:fx_distortion_settings.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Type:&#039;&#039;&#039; effect_lit_blend&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tile Mode:&#039;&#039; Set this on no-tile since we don&#039;t need to repeat the image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ShadowTransparency:&#039;&#039; Controls how transparent the (in this case) smoke will be, if you have a fairly low value the smoke will be less clear/thicker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Image Processing:&#039;&#039; Untested (Currently leaving this at the default values)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Texture Atlas Settings:&#039;&#039; Here you have a Row/Column count, for normal images they both need a value of 1, but if there are multiple images in the image (Like a sequence) you need to count row &amp;amp; column and fill them in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Parameters:&#039;&#039; Untested (Currently leaving this at the default values)&lt;br /&gt;
&lt;br /&gt;
[[File:fx_smoke_setting.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Material Type:&#039;&#039;&#039; effect_lit_emissive_blend&lt;br /&gt;
&lt;br /&gt;
[[File:fx_emmisive.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating materials ==&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Fx_emmisive.jpg&amp;diff=17082</id>
		<title>File:Fx emmisive.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Fx_emmisive.jpg&amp;diff=17082"/>
		<updated>2017-01-07T23:55:50Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17081</id>
		<title>Call of Duty bo3: ZM efxconverter</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17081"/>
		<updated>2017-01-07T23:35:40Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* EFX Converter&lt;br /&gt;
* Photoshop (Or other image editing software)&lt;br /&gt;
&lt;br /&gt;
EFX Converter: http://www.mediafire.com/file/obolorjvrnok61o/EFX+CONVERTER.zip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*The converter is still being worked on, if you encounter any bugs please let us know&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Preparing EFX Converter ==&lt;br /&gt;
&lt;br /&gt;
First you have to edit folders.dat that is included with the download, in there you will setup the paths for the game you want to convert from.&lt;br /&gt;
&lt;br /&gt;
The contents of the file look like this:&lt;br /&gt;
&lt;br /&gt;
 cod4=&lt;br /&gt;
 cod5=&lt;br /&gt;
 bo1=&lt;br /&gt;
&lt;br /&gt;
This is a example how it could look like:&lt;br /&gt;
&lt;br /&gt;
 cod4=E:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare&lt;br /&gt;
 cod5=E:\SteamLibrary\steamapps\common\Call of Duty World at War&lt;br /&gt;
 bo1=E:\SteamLibrary\steamapps\common\Call of Duty Black Ops&lt;br /&gt;
&lt;br /&gt;
== Converting the FX ==&lt;br /&gt;
&lt;br /&gt;
Drag n drop one or more FX&#039;s you like to convert onto the efx_converter.exe&lt;br /&gt;
&lt;br /&gt;
[[File:efx_convert_main_screen.jpg]]&lt;br /&gt;
&lt;br /&gt;
Type the correct number from which game you convert the fx from and press Enter.&lt;br /&gt;
&lt;br /&gt;
After the conversion is done a folder &amp;quot;converted&amp;quot; is created with the converted files.&lt;br /&gt;
&lt;br /&gt;
== Converter Output ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted&amp;quot; there is a file called &#039;&#039;output.txt&#039;&#039; There you will find what materials are used in the fx.&lt;br /&gt;
&lt;br /&gt;
Example output.txt:&lt;br /&gt;
&lt;br /&gt;
 MATERIALS&lt;br /&gt;
 &lt;br /&gt;
 Material name: gfx_fxt_exp_fire	Image name: fxt_exp_fire.dds&lt;br /&gt;
 Material name: gfx_fxt_light_ray_ribbon_spread	Image name: fxt_light_ray_ribbon_spread.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_tendril	Image name: fxt_smk_tendril.dds&lt;br /&gt;
 Material name: gfx_fxt_light_flare_phosphorous	Image name: fxt_light_phosphorous.dds&lt;br /&gt;
 Material name: gfx_fxt_spark_anim_blink	Image name: fxt_spark_anim_blink.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_whisp_spiral	Image name: fxt_smk_whisp_spiral.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple_add	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_gen	Image name: fxt_smk_gen.dds&lt;br /&gt;
 Material name: gfx_fxt_flashback_1	Image name: fxt_flashback_1.dds&lt;br /&gt;
 Material name: gfx_fxt_env_dust_mote_pcloud_add	Image name: fxt_env_dust_mote.dds&lt;br /&gt;
&lt;br /&gt;
On the left is the material name and on the right is the image that is used in  that material.&lt;br /&gt;
&lt;br /&gt;
== Preparing images ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted/images&amp;quot; are all the images being used by the fx&lt;br /&gt;
&lt;br /&gt;
Certain images don&#039;t have a alpha channel by default, in that case we have to make our own. (They have a black background)&lt;br /&gt;
&lt;br /&gt;
Open the image in Photoshop or the image editing software you like (And can open .DDS)&lt;br /&gt;
&lt;br /&gt;
Duplicate the layer and make it Black &amp;amp; White (Using default preset)&lt;br /&gt;
&lt;br /&gt;
[[File:photoshop_bw.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Black &amp;amp; White layer and paste it in the alpha channel of the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:photoshop_alpha_channel.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can save the image as a .tif&lt;br /&gt;
&lt;br /&gt;
In this case the image will be emmisive so we have to create a &amp;quot;mask&amp;quot; image as well.&lt;br /&gt;
&lt;br /&gt;
Make the image Black &amp;amp; White and save it. (Save it with same name with &#039;&#039;_mask&#039;&#039; behind it)&lt;br /&gt;
&lt;br /&gt;
The rest of the images you can just save as .tif&lt;br /&gt;
&lt;br /&gt;
== Materials Explained ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*This is mostly based on guessing, so not everything might be 100% correct&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distortion:&#039;&#039;&#039; Mostly a similar name is in the material name disortion/distort&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Material Type:&#039;&#039; effect_distortion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Distortion Settings:&#039;&#039; There is X &amp;amp; Y scale you can adjust, the higher the value the more the distortion is.&lt;br /&gt;
&lt;br /&gt;
[[File:fx_distortion_settings.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke:&#039;&#039;&#039; Mostly a similar name is in the material name smoke/smk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Material Type:&#039;&#039; effect_lit_blend&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tile Mode:&#039;&#039; Set this on no-tile since we don&#039;t need to repeat the image.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ShadowTransparency:&#039;&#039; Controls how transparent the (in this case) smoke will be, if you have a fairly low value the smoke will be less clear/thicker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Texture Atlas Settings:&#039;&#039; Here you have a Row/Column count, for normal images they both need a value of 1, but if there are multiple images in the image (Like a sequence) you need to count row &amp;amp; column and fill them in.&lt;br /&gt;
&lt;br /&gt;
[[File:fx_smoke_setting.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Creating materials ==&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Fx_smoke_setting.jpg&amp;diff=17079</id>
		<title>File:Fx smoke setting.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Fx_smoke_setting.jpg&amp;diff=17079"/>
		<updated>2017-01-07T23:27:11Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17078</id>
		<title>Call of Duty bo3: ZM efxconverter</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_efxconverter&amp;diff=17078"/>
		<updated>2017-01-07T23:15:41Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: Created page with &amp;quot;== Requirements ==   * EFX Converter * Photoshop (Or other image editing software)  EFX Converter: http://www.mediafire.com/file/obolorjvrnok61o/EFX+CONVERTER.zip  &amp;#039;&amp;#039;*The conv...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* EFX Converter&lt;br /&gt;
* Photoshop (Or other image editing software)&lt;br /&gt;
&lt;br /&gt;
EFX Converter: http://www.mediafire.com/file/obolorjvrnok61o/EFX+CONVERTER.zip&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*The converter is still being worked on, if you encounter any bugs please let us know&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Preparing EFX Converter ==&lt;br /&gt;
&lt;br /&gt;
First you have to edit folders.dat that is included with the download, in there you will setup the paths for the game you want to convert from.&lt;br /&gt;
&lt;br /&gt;
The contents of the file look like this:&lt;br /&gt;
&lt;br /&gt;
 cod4=&lt;br /&gt;
 cod5=&lt;br /&gt;
 bo1=&lt;br /&gt;
&lt;br /&gt;
This is a example how it could look like:&lt;br /&gt;
&lt;br /&gt;
 cod4=E:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare&lt;br /&gt;
 cod5=E:\SteamLibrary\steamapps\common\Call of Duty World at War&lt;br /&gt;
 bo1=E:\SteamLibrary\steamapps\common\Call of Duty Black Ops&lt;br /&gt;
&lt;br /&gt;
== Converting the FX ==&lt;br /&gt;
&lt;br /&gt;
Drag n drop one or more FX&#039;s you like to convert onto the efx_converter.exe&lt;br /&gt;
&lt;br /&gt;
[[File:efx_convert_main_screen.jpg]]&lt;br /&gt;
&lt;br /&gt;
Type the correct number from which game you convert the fx from and press Enter.&lt;br /&gt;
&lt;br /&gt;
After the conversion is done a folder &amp;quot;converted&amp;quot; is created with the converted files.&lt;br /&gt;
&lt;br /&gt;
== Converter Output ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted&amp;quot; there is a file called &#039;&#039;output.txt&#039;&#039; There you will find what materials are used in the fx.&lt;br /&gt;
&lt;br /&gt;
Example output.txt:&lt;br /&gt;
&lt;br /&gt;
 MATERIALS&lt;br /&gt;
 &lt;br /&gt;
 Material name: gfx_fxt_exp_fire	Image name: fxt_exp_fire.dds&lt;br /&gt;
 Material name: gfx_fxt_light_ray_ribbon_spread	Image name: fxt_light_ray_ribbon_spread.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_tendril	Image name: fxt_smk_tendril.dds&lt;br /&gt;
 Material name: gfx_fxt_light_flare_phosphorous	Image name: fxt_light_phosphorous.dds&lt;br /&gt;
 Material name: gfx_fxt_spark_anim_blink	Image name: fxt_spark_anim_blink.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_whisp_spiral	Image name: fxt_smk_whisp_spiral.dds&lt;br /&gt;
 Material name: gfx_fxt_env_water_ripple_add	Image name: fxt_env_water_ripple.dds&lt;br /&gt;
 Material name: gfx_fxt_smk_gen	Image name: fxt_smk_gen.dds&lt;br /&gt;
 Material name: gfx_fxt_flashback_1	Image name: fxt_flashback_1.dds&lt;br /&gt;
 Material name: gfx_fxt_env_dust_mote_pcloud_add	Image name: fxt_env_dust_mote.dds&lt;br /&gt;
&lt;br /&gt;
On the left is the material name and on the right is the image that is used in  that material.&lt;br /&gt;
&lt;br /&gt;
== Preparing images ==&lt;br /&gt;
&lt;br /&gt;
In the folder &amp;quot;converted/images&amp;quot; are all the images being used by the fx&lt;br /&gt;
&lt;br /&gt;
Certain images don&#039;t have a alpha channel by default, in that case we have to make our own. (They have a black background)&lt;br /&gt;
&lt;br /&gt;
Open the image in Photoshop or the image editing software you like (And can open .DDS)&lt;br /&gt;
&lt;br /&gt;
Duplicate the layer and make it Black &amp;amp; White (Using default preset)&lt;br /&gt;
&lt;br /&gt;
[[File:photoshop_bw.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the Black &amp;amp; White layer and paste it in the alpha channel of the first layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:photoshop_alpha_channel.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can save the image as a .tif&lt;br /&gt;
&lt;br /&gt;
In this case the image will be emmisive so we have to create a &amp;quot;mask&amp;quot; image as well.&lt;br /&gt;
&lt;br /&gt;
Make the image Black &amp;amp; White and save it. (Save it with same name with &#039;&#039;_mask&#039;&#039; behind it)&lt;br /&gt;
&lt;br /&gt;
The rest of the images you can just save as .tif&lt;br /&gt;
&lt;br /&gt;
== Materials Explained ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*This is mostly based on guessing, so not everything might be 100% correct&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distortion:&#039;&#039;&#039; Mostly a similar name is in the material name disortion/distort&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Material Type:&#039;&#039; effect_distortion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Distortion Settings:&#039;&#039; There is X &amp;amp; Y scale you can adjust, the higher the value the more the distortion is.&lt;br /&gt;
&lt;br /&gt;
[[File:fx_distortion_settings.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Creating materials ==&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Fx_distortion_settings.jpg&amp;diff=17077</id>
		<title>File:Fx distortion settings.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Fx_distortion_settings.jpg&amp;diff=17077"/>
		<updated>2017-01-07T23:13:31Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Photoshop_alpha_channel.jpg&amp;diff=17076</id>
		<title>File:Photoshop alpha channel.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Photoshop_alpha_channel.jpg&amp;diff=17076"/>
		<updated>2017-01-07T22:39:46Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Photoshop_bw.jpg&amp;diff=17075</id>
		<title>File:Photoshop bw.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Photoshop_bw.jpg&amp;diff=17075"/>
		<updated>2017-01-07T22:31:17Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Efx_convert_main_screen.jpg&amp;diff=17074</id>
		<title>File:Efx convert main screen.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Efx_convert_main_screen.jpg&amp;diff=17074"/>
		<updated>2017-01-07T20:57:53Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Voxes&amp;diff=17043</id>
		<title>Call of Duty bo3: ZM Voxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Voxes&amp;diff=17043"/>
		<updated>2016-10-19T16:12:32Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Modifying your map&amp;#039;s Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Call of Duty Black Ops III DLC1&lt;br /&gt;
* Wraith&lt;br /&gt;
&lt;br /&gt;
Wraith link: http://aviacreations.com/modme/forum/topic.php?tid=69&lt;br /&gt;
&lt;br /&gt;
You can skip the following part if you are already familiar with Wraith.&lt;br /&gt;
&lt;br /&gt;
== Exporting the sounds with Wraith ==&lt;br /&gt;
&lt;br /&gt;
Before you going to export the sounds with Wraith go into Settings and make sure u have these settings as the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:wraith_snd_settings.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you are ready to export the sounds, click on Load File and open: &lt;br /&gt;
&lt;br /&gt;
 zm_castle.en.sabs&lt;br /&gt;
&lt;br /&gt;
Which is located in: &lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\zone\snd\en \&lt;br /&gt;
&lt;br /&gt;
Hit the Export All button and wait for all the sounds to be extracted.&lt;br /&gt;
&lt;br /&gt;
Once that’s done the sounds are located in your:&lt;br /&gt;
&lt;br /&gt;
 Wraith Root\exported_files\black_ops_3\sounds\en\&lt;br /&gt;
&lt;br /&gt;
Now you’ll see a folder called “vox”&lt;br /&gt;
&lt;br /&gt;
You have to copy this folder into your: &lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\sound_assets\zombie\&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &#039;&#039;If the zombie folder doesn’t exist yet in your sound_assets folder you have to create it manually.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting up the Sound Zone Config ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First you will have to download this zip and extract it in your Black Ops 3 Root&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/yzj84xf955j4dgw/bo3_zm_vox.zip DOWNLOAD #1] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://mega.nz/#!dFNHXBjL!2HYfBrYIuGZ21QGIqZZAUJwtNGcCmHQxW4G8cB4gFD4 DOWNLOAD #2 MIRROR]&lt;br /&gt;
&lt;br /&gt;
Open your map’s Sound Zone Config which is located here:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\sounds\zoneconfig\&amp;lt;yourmapname&amp;gt;.szc&lt;br /&gt;
&lt;br /&gt;
The stock file looks like this:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;&amp;lt;yourmapname&amp;gt;&amp;quot;,&lt;br /&gt;
  &amp;quot;GameMode&amp;quot; : &amp;quot;mpl&amp;quot;,&lt;br /&gt;
  &amp;quot;IsCommon&amp;quot; : false,&lt;br /&gt;
  &amp;quot;Parent&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Overlay&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;IsStandalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;IsProduction&amp;quot; : false,&lt;br /&gt;
  &amp;quot;IsShipped&amp;quot; : false,&lt;br /&gt;
  &amp;quot;DontDeploy&amp;quot; : false,&lt;br /&gt;
  &amp;quot;NoStreamBank&amp;quot; : false,&lt;br /&gt;
  &amp;quot;MapFile&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Standalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;Builds&amp;quot; : [ &amp;quot;T7&amp;quot; ],&lt;br /&gt;
  &amp;quot;Sources&amp;quot; : [&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;user_aliases&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;user_aliases.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;AMBIENT&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;ambient_mod&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;ambient_mod.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [&lt;br /&gt;
   &amp;quot;mpl_mod&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
   },&lt;br /&gt;
  ]&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You have to add this part:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;zm_vox&amp;quot;,&lt;br /&gt;
  &amp;quot;Filename&amp;quot; : &amp;quot;zm_vox.csv&amp;quot;,&lt;br /&gt;
  &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
 },&lt;br /&gt;
&lt;br /&gt;
So it looks like this:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;&amp;lt;yourmapname&amp;gt;&amp;quot;,&lt;br /&gt;
  &amp;quot;GameMode&amp;quot; : &amp;quot;mpl&amp;quot;,&lt;br /&gt;
  &amp;quot;IsCommon&amp;quot; : false,&lt;br /&gt;
  &amp;quot;Parent&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Overlay&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;IsStandalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;IsProduction&amp;quot; : false,&lt;br /&gt;
  &amp;quot;IsShipped&amp;quot; : false,&lt;br /&gt;
  &amp;quot;DontDeploy&amp;quot; : false,&lt;br /&gt;
  &amp;quot;NoStreamBank&amp;quot; : false,&lt;br /&gt;
  &amp;quot;MapFile&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Standalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;Builds&amp;quot; : [ &amp;quot;T7&amp;quot; ],&lt;br /&gt;
  &amp;quot;Sources&amp;quot; : [&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;user_aliases&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;user_aliases.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;AMBIENT&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;ambient_mod&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;ambient_mod.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [&lt;br /&gt;
   &amp;quot;mpl_mod&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
   },&lt;br /&gt;
   {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;zm_vox&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;zm_vox.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  ]&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Modifying your map&#039;s GSC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open your map’s gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt; \scripts\zm\&amp;lt;yourmapname&amp;gt;.gsc&lt;br /&gt;
&lt;br /&gt;
Add this line:&lt;br /&gt;
&lt;br /&gt;
 level thread add_zm_vox();&lt;br /&gt;
&lt;br /&gt;
Below this line:&lt;br /&gt;
&lt;br /&gt;
 level thread zm_zonemgr::manage_zones( init_zones );&lt;br /&gt;
&lt;br /&gt;
Add these lines at the bottom of the script (Make sure it&#039;s not inside another function)&lt;br /&gt;
&lt;br /&gt;
 function add_zm_vox()&lt;br /&gt;
 {&lt;br /&gt;
  zm_audio::loadPlayerVoiceCategories(&amp;quot;gamedata/audio/zm/zm_vox.csv&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Modifying your map&#039;s Zone ==&lt;br /&gt;
&lt;br /&gt;
Open your maps’s zone file and add this line at the bottom:&lt;br /&gt;
&lt;br /&gt;
 stringtable,gamedata/audio/zm/zm_vox.csv&lt;br /&gt;
&lt;br /&gt;
Compile the map again and you should have working voxes&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Not all the sounds are working yet, since those are handled in the scripts and not all functionality is added yet.&lt;br /&gt;
&lt;br /&gt;
Credits:&lt;br /&gt;
*DTZxPorter&lt;br /&gt;
&lt;br /&gt;
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 16:12, 19 October 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17039</id>
		<title>Call of Duty bo3: Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17039"/>
		<updated>2016-10-19T15:57:12Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: /* Zombie Modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Zombie Modding ===&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty bo3: ZM Models|Adding new Zombies AI Models]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Player Models|Changing Zombies Player Models Tut #1]]&lt;br /&gt;
*[[Call of Duty bo3: ZM Voxes|Adding Player Voxes]]&lt;br /&gt;
&lt;br /&gt;
===Scripting:===&lt;br /&gt;
*[[Call of Duty bo3: Make custom Gametype|Make a custom Gametype MP]]&lt;br /&gt;
*[[Call of Duty bo3: Damage types and MeansOfDeath|Damage types and MeansOfDeath]]&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Voxes&amp;diff=17038</id>
		<title>Call of Duty bo3: ZM Voxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_ZM_Voxes&amp;diff=17038"/>
		<updated>2016-10-19T15:57:08Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: Created page with &amp;quot;== Requirements ==   * Call of Duty Black Ops III DLC1 * Wraith  Wraith link: http://aviacreations.com/modme/forum/topic.php?tid=69  You can skip the following part if you are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Call of Duty Black Ops III DLC1&lt;br /&gt;
* Wraith&lt;br /&gt;
&lt;br /&gt;
Wraith link: http://aviacreations.com/modme/forum/topic.php?tid=69&lt;br /&gt;
&lt;br /&gt;
You can skip the following part if you are already familiar with Wraith.&lt;br /&gt;
&lt;br /&gt;
== Exporting the sounds with Wraith ==&lt;br /&gt;
&lt;br /&gt;
Before you going to export the sounds with Wraith go into Settings and make sure u have these settings as the image below.&lt;br /&gt;
&lt;br /&gt;
[[File:wraith_snd_settings.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you are ready to export the sounds, click on Load File and open: &lt;br /&gt;
&lt;br /&gt;
 zm_castle.en.sabs&lt;br /&gt;
&lt;br /&gt;
Which is located in: &lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\zone\snd\en \&lt;br /&gt;
&lt;br /&gt;
Hit the Export All button and wait for all the sounds to be extracted.&lt;br /&gt;
&lt;br /&gt;
Once that’s done the sounds are located in your:&lt;br /&gt;
&lt;br /&gt;
 Wraith Root\exported_files\black_ops_3\sounds\en\&lt;br /&gt;
&lt;br /&gt;
Now you’ll see a folder called “vox”&lt;br /&gt;
&lt;br /&gt;
You have to copy this folder into your: &lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\sound_assets\zombie\&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &#039;&#039;If the zombie folder doesn’t exist yet in your sound_assets folder you have to create it manually.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting up the Sound Zone Config ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First you will have to download this zip and extract it in your Black Ops 3 Root&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/file/yzj84xf955j4dgw/bo3_zm_vox.zip DOWNLOAD HERE]&lt;br /&gt;
&lt;br /&gt;
Open your map’s Sound Zone Config which is located here:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt;\sounds\zoneconfig\&amp;lt;yourmapname&amp;gt;.szc&lt;br /&gt;
&lt;br /&gt;
The stock file looks like this:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;&amp;lt;yourmapname&amp;gt;&amp;quot;,&lt;br /&gt;
  &amp;quot;GameMode&amp;quot; : &amp;quot;mpl&amp;quot;,&lt;br /&gt;
  &amp;quot;IsCommon&amp;quot; : false,&lt;br /&gt;
  &amp;quot;Parent&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Overlay&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;IsStandalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;IsProduction&amp;quot; : false,&lt;br /&gt;
  &amp;quot;IsShipped&amp;quot; : false,&lt;br /&gt;
  &amp;quot;DontDeploy&amp;quot; : false,&lt;br /&gt;
  &amp;quot;NoStreamBank&amp;quot; : false,&lt;br /&gt;
  &amp;quot;MapFile&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Standalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;Builds&amp;quot; : [ &amp;quot;T7&amp;quot; ],&lt;br /&gt;
  &amp;quot;Sources&amp;quot; : [&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;user_aliases&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;user_aliases.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;AMBIENT&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;ambient_mod&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;ambient_mod.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [&lt;br /&gt;
   &amp;quot;mpl_mod&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
   },&lt;br /&gt;
  ]&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
You have to add this part:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;zm_vox&amp;quot;,&lt;br /&gt;
  &amp;quot;Filename&amp;quot; : &amp;quot;zm_vox.csv&amp;quot;,&lt;br /&gt;
  &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
 },&lt;br /&gt;
&lt;br /&gt;
So it looks like this:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
  &amp;quot;Name&amp;quot; : &amp;quot;&amp;lt;yourmapname&amp;gt;&amp;quot;,&lt;br /&gt;
  &amp;quot;GameMode&amp;quot; : &amp;quot;mpl&amp;quot;,&lt;br /&gt;
  &amp;quot;IsCommon&amp;quot; : false,&lt;br /&gt;
  &amp;quot;Parent&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Overlay&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;IsStandalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;IsProduction&amp;quot; : false,&lt;br /&gt;
  &amp;quot;IsShipped&amp;quot; : false,&lt;br /&gt;
  &amp;quot;DontDeploy&amp;quot; : false,&lt;br /&gt;
  &amp;quot;NoStreamBank&amp;quot; : false,&lt;br /&gt;
  &amp;quot;MapFile&amp;quot; : &amp;quot;&amp;quot;,&lt;br /&gt;
  &amp;quot;Standalone&amp;quot; : true,&lt;br /&gt;
  &amp;quot;Builds&amp;quot; : [ &amp;quot;T7&amp;quot; ],&lt;br /&gt;
  &amp;quot;Sources&amp;quot; : [&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;user_aliases&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;user_aliases.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;AMBIENT&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;ambient_mod&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;ambient_mod.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [&lt;br /&gt;
   &amp;quot;mpl_mod&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
   },&lt;br /&gt;
   {&lt;br /&gt;
   &amp;quot;Type&amp;quot; : &amp;quot;ALIAS&amp;quot;,&lt;br /&gt;
   &amp;quot;Name&amp;quot; : &amp;quot;zm_vox&amp;quot;,&lt;br /&gt;
   &amp;quot;Filename&amp;quot; : &amp;quot;zm_vox.csv&amp;quot;,&lt;br /&gt;
   &amp;quot;Specs&amp;quot; : [ ] &lt;br /&gt;
  },&lt;br /&gt;
  ]&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Modifying your map&#039;s GSC ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open your map’s gsc file which is located in:&lt;br /&gt;
&lt;br /&gt;
 Black Ops 3 Root\usermaps\&amp;lt;yourmapname&amp;gt; \scripts\zm\&amp;lt;yourmapname&amp;gt;.gsc&lt;br /&gt;
&lt;br /&gt;
Add this line:&lt;br /&gt;
&lt;br /&gt;
 level thread add_zm_vox();&lt;br /&gt;
&lt;br /&gt;
Below this line:&lt;br /&gt;
&lt;br /&gt;
 level thread zm_zonemgr::manage_zones( init_zones );&lt;br /&gt;
&lt;br /&gt;
Add these lines at the bottom of the script (Make sure it&#039;s not inside another function)&lt;br /&gt;
&lt;br /&gt;
 function add_zm_vox()&lt;br /&gt;
 {&lt;br /&gt;
  zm_audio::loadPlayerVoiceCategories(&amp;quot;gamedata/audio/zm/zm_vox.csv&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Modifying your map&#039;s Zone ==&lt;br /&gt;
&lt;br /&gt;
Open your maps’s zone file and add this line at the bottom:&lt;br /&gt;
&lt;br /&gt;
 stringtable,gamedata/audio/zm/zm_vox.csv&lt;br /&gt;
&lt;br /&gt;
Compile the map again and you should have working voxes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Not all the sounds are working yet, since those are handled in the scripts and not all functionality is added yet.&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Wraith_snd_settings.jpg&amp;diff=17037</id>
		<title>File:Wraith snd settings.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Wraith_snd_settings.jpg&amp;diff=17037"/>
		<updated>2016-10-19T15:56:46Z</updated>

		<summary type="html">&lt;p&gt;Ardivee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ardivee</name></author>
	</entry>
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