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  • ...pretty much finished the majority of the guide I will provide several new scripts using several advanced functions. ...ing, so programs such as Word are not to be used. The file format used for scripts within the Call of Duty series is 'GSC' (.gsc). It is recommended you use a ...
    21 KB (3,524 words) - 14:25, 10 November 2008
  • [[Image:Warning.png]] <font color="red">NOTE: These scripts are only adding functionality into game. They do not add things such as min ...
    3 KB (343 words) - 15:53, 23 February 2012
  • ...s will not download them when connecting to your server. This is ideal for scripts.<br> ...
    3 KB (443 words) - 17:43, 29 June 2011
  • ...that the arrays defined in createfx aren't built and so have no effect on scripts to trigger FX. So, we have to build our own array's using the code IW gave ...
    3 KB (449 words) - 15:42, 7 February 2012
  • ==Scripts Files== ...only really need two GSC script for Zombie mode to work. The following GSC scripts should go in your in '''raw/maps'''. ...
    17 KB (2,742 words) - 15:02, 27 December 2023
  • ...it of time to integrate and requires proficient scripting knowledge as the scripts are tailored specifically for Nazi_Zombie_Factory. ...d appropriate changes have been made to them as well as ZombieMode utility scripts to remove Nazi_Zombie_Factory specific lines and modulate them to work with ...
    15 KB (2,529 words) - 01:58, 23 August 2013
  • ...alternative method to spawn FXs and Sound in a map using Radiant and a few scripts. It is similar to the old struct method as done by zeroy. // Specify the server and client side scripts ...
    10 KB (1,475 words) - 16:47, 9 October 2014
  • =Map Source & Scripts= ...
    6 KB (956 words) - 11:36, 22 November 2008
  • = More Scripts = ...
    5 KB (727 words) - 21:41, 20 March 2011
  • To start with I will make a new folder to contain the scripts I am going to write. In this case I will call it “rocketarena.” Due to the ...ts, and other methods of modding. In this example I have used a call to my scripts in the main() method of the file called _load.gsc. This file is executed wh ...
    16 KB (2,861 words) - 17:36, 7 February 2012
  • ...pretty much finished the majority of the guide I will provide several new scripts using several advanced functions. ...ing, so programs such as Word are not to be used. The file format used for scripts within the Call of Duty series is 'GSC' (.gsc). It is recommended you use a ...
    22 KB (3,596 words) - 23:22, 28 June 2011
  • ...loaded in zm_levelcommon Fastfile meaning that they can be used in Zombie Scripts without needing the assets''' ...
    12 KB (2,272 words) - 13:45, 7 August 2017
  • ...of preparing and building your vehicle for use with the vehicle system and scripts. It only requires one line of code per vehicle. ...
    8 KB (1,493 words) - 06:32, 25 January 2009
  • ...ither weapon textures to the .zip file or make everything including weapon scripts and weapon textures/skins the game automatically takes and uses your .zip f ...
    5 KB (815 words) - 03:25, 10 January 2011
  • ...mp_fire_medium"]) the name "mp_fire_medium" will be referenced by all your scripts, this can be ...
    5 KB (873 words) - 14:31, 16 December 2010
  • <i>C:\Documents and Settings\<username>\My Documents\maya\<maya version>\scripts\</i> ...
    9 KB (1,497 words) - 18:58, 17 July 2009
  • ...emost, for your custom Nazi Zombies maps to work properly with the utility scripts, you will have to name your map with the prefix '''nazi_zombie_''', For exa ...only really need two GSC script for Zombie mode to work. The following GSC scripts should go in your in '''raw/maps'''. ...
    21 KB (3,355 words) - 19:36, 31 December 2008
  • projects, edit & create your scripts, and the best of all, it include syntax highlighting. in tons of scripts. Here are some examples of operators in use: ...
    24 KB (4,262 words) - 12:41, 26 January 2012
  • *Updated menus and scripts. Mods should be rebuilt with latest scripts merged in for compatibility with Patch 1.13 ...
    12 KB (1,801 words) - 21:27, 7 November 2011
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