Call of Duty bo3: ZM Water Risers: Difference between revisions
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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 56: | Line 56: | ||
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.
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!