Call of Duty bo3: Make custom Gametype: Difference between revisions

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This will be the base for your new gametype. We are going to make a few changes to the base script to make sure it’s working when we launch  the mod for the first time.  
This will be the base for your new gametype. We are going to make a few changes to the base script to make sure it’s working when we launch  the mod for the first time.  
Open your newly renamed <gametype>.gsc and add this line:
Open your newly renamed <gametype>.gsc and add this line:
#using scripts\shared\callbacks_shared;
 
#using scripts\shared\callbacks_shared;


Under:
Under:
Line 43: Line 44:


* Add these lines:
* Add these lines:
<pre>
scriptparsetree,scripts/mp/gametypes/<gametype>.gsc
scriptparsetree,scripts/mp/gametypes/<gametype>.gsc
scriptparsetree,scripts/mp/gametypes/<gametype>.csc
scriptparsetree,scripts/mp/gametypes/<gametype>.csc
</pre>
Under:
Under:
#include "mp_mod.class"
 
#include "mp_mod.class"


Now you are good to launch your mod;
Now you are good to launch your mod;
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[[File:gt_tut5.jpg]]
[[File:gt_tut5.jpg]]


Here are a few maps with their right names:
'''Here are a few maps with their right names:'''


<pre>Aquarium: mp_biodome
<pre>Aquarium: mp_biodome

Revision as of 17:44, 17 October 2016

  • Open Launcher
  • Click on File>New and choose the Mod as template and name the mod whatever you want.

  • The mod will be created and you see it appear in the launcher, now right click on mp_mod and choose “Show Zone Folder”

  • This will open mod zone_source, you have to up one folder to get in your mod root, now it’s time to create the folder structure in here. Make the structure like this: scripts>mp>gametypes


  • Now we copy over the gametype tdm from our raw. This is located in our root>share>raw>scripts>mp>gametypes. We need “tdm.gsc” & “tdm.csc” copy those in your mod>scripts>mp>gametypes folder.
  • Now you can rename this to whatever gametype you like to make. For example “bootsonground”

This will be the base for your new gametype. We are going to make a few changes to the base script to make sure it’s working when we launch the mod for the first time. Open your newly renamed <gametype>.gsc and add this line:

#using scripts\shared\callbacks_shared;

Under:

#using scripts\mp\_util;
In your main(){

Add this line:

callback::on_spawned( &on_player_spawned );
Above:
globallogic::init();
At the bottom of the script add this:
function on_player_spawned()
{
           IPrintLnBold("Welcome: " + self.name);
}
  • Go back to your launcher and right click on mp_mod and choose “Edit Zone File” this will open your .zone in your default text editor.

  • Add these lines:
scriptparsetree,scripts/mp/gametypes/<gametype>.gsc
scriptparsetree,scripts/mp/gametypes/<gametype>.csc

Under:

#include "mp_mod.class"

Now you are good to launch your mod;

  • Make sure you checked mp_mod of your created mod. Also check “Link” & “Run”, add these commands in your commandline:

+devmap mp_sector +set_gametype <gametype>

Here are a few maps with their right names:

Aquarium: mp_biodome
Breach: mp_spire
Combine: mp_sector
Evac: mp_apartments
Exodus: mp_chinatown
Fringe: mp_veiled
Havoc: mp_havoc
Hunted: mp_ethiopia
Infection: mp_infection
Metro: mp_metro
Redwood: mp_redwood
Stronghold: mp_stronghold
Nuketown: mp_nuketown_x

By Ardivee