Call of Duty bo3: ZM Water Risers: Difference between revisions

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(Created page with "== 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...")
 
 
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  level.use_water_risers = true;
  level.use_water_risers = true;


That's all for the gsc part now we are doing the csc which is located in the same folder.
That's all for the gsc part now we are doing the <yourmapname>.csc which is located in the same folder.


Paste these lines above the main() function
Paste these lines above the main() function
Line 42: Line 42:
== Riser Struct ==
== Riser Struct ==


In radiant you need to add the following kvp to the riser locations that you have in the water.
In radiant you need to add the following kvp to the riser structs that you have in the water.


  "script_parameters" "in_water"
  "script_parameters" "in_water"
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And that's all you need for water risers!
And that's all you need for water risers!
--[[User:Ardivee|Ardivee]] ([[User talk:Ardivee|talk]]) 18:23, 4 February 2017 (UTC)

Latest revision as of 12:50, 5 February 2017

Prerequisites

You need to download this zip file and extract it into your Black Ops 3 root folder.

DOWNLOAD

Editing Map Scripts

First we going to edit the <yourmapname>.gsc file which is located in:

Black Ops 3 Root\usermaps\<yourmapname>\scripts\zm\

Paste the following line in the main() function above zm_usermap::main();

level.use_water_risers = true;

That's all for the gsc part now we are doing the <yourmapname>.csc which is located in the same folder.

Paste these lines above the main() function

#precache( "client_fx", "custom/water_riser/fx_zm_wtr_burst" );
#precache( "client_fx", "custom/water_riser/fx_zm_wtr_billowing" );
#precache( "client_fx", "custom/water_riser/fx_zm_wtr_falling" );

And these lines in the main function same as the gsc.

level.use_water_risers = true;

level._effect["rise_burst_water"] = "custom/water_riser/fx_zm_wtr_burst";
level._effect["rise_billow_water"] = "custom/water_riser/fx_zm_wtr_billowing";
level._effect["rise_dust_water"] = "custom/water_riser/fx_zm_wtr_falling";

Editing Zone

Paste these lines in your map .zone file.

//Water Riser
fx,custom/water_riser/fx_zm_wtr_burst
fx,custom/water_riser/fx_zm_wtr_billowing
fx,custom/water_riser/fx_zm_wtr_falling

Riser Struct

In radiant you need to add the following kvp to the riser structs that you have in the water.

"script_parameters" "in_water"

Adding Sounds

At last you need to add these lines into your soundalias. (Most people use user_aliases.csv)

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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
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,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

And that's all you need for water risers!

--Ardivee (talk) 18:23, 4 February 2017 (UTC)