Call of Duty bo3: ZM Water Risers

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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)