Call of duty bo3: ZM Exploders

From COD Modding & Mapping Wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Intro

Exploders are a way to switch on/off a Light or FX placed in a map via script

In Radiant

  • For a light or FX the method is the same, place the light or FX and set its values as you normally would
  • Open up the Exploder Manager in Radiant by Right clicking the main tool bar and selecting "Exploder Manager"

  • This will open this window

  • Select the light you created and in the Exploder Manager click on "New Exploder from Selected"
  • You will see a dialog to pick a name for the Exploder, this is IMPORTANT as its the name you will use in the scripting part; In this example we name it "light_test"

  • Now the light and Exploder Manager looks like this

Note 1: that the Default State is False = ON which means that the Exploder will start OFF and switch ON when called via script. 
Note 2: there are a number of other settings in the Exploder Manager such as delay, blend, etc. you may want to play with those to see how they work
Note 3: You can have more than one Exploder using the same Exploder name, these will all be switched on/off from script
  • You can test the exploder using the PLAY/STOP button after selecting it in the Exploder Manager
  • Save your map

In Script

  • Open your Map GSC located in Call of Duty Black Ops III\usermaps\zm_test\scripts\zm\
  • The next part will depend on what you want to achieve with the Exploder

Advanced

If you are familiar with scripts and want to switch the light on after a certain scripted event that you know how to locate then just use this command:

// Exploder ON
exploder::exploder( "light_test" );
  • If you need to turn it off then use this:
// Exploder OFF
exploder::kill_exploder( "light_test" );

Turn on Exploder after Power ON

If you want to turn on your exploder(s) after the Power is switched on:

  • Open your Map GSC and locate
zm_usermap::main();
  • After this add this new function
level thread exploder_watch();
  • on the end of your script add the new Function
function exploder_watch()
{
    level endon ("game_ended");
    
    level waittill("power_on");
    
    // Exploder ON
    exploder::exploder( "light_test" );
}