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  • *Then this at end of the scripts: ...
    1 KB (174 words) - 01:45, 28 December 2023
  • ==GSC Scripts== ...
    4 KB (554 words) - 16:28, 23 February 2012
  • ...or specific events and then trigger those events in different parts of the scripts.}} ...
    2 KB (305 words) - 21:36, 28 July 2009
  • ...is in the function main() of your map GSC (located in /usermaps/mp_yourmap/scripts/mp/mp_yourmap.gsc): ...
    1 KB (154 words) - 14:53, 5 October 2016
  • {{note|Great tool for creating most required MP maps scripts by IFIS}} ...
    1 KB (187 words) - 14:58, 27 December 2023
  • = Breakables using GSC scripts = == GSC Scripts == ...
    6 KB (960 words) - 16:02, 9 September 2009
  • ...ide scripting used is indeed the same, the different is the use now of CSC scripts or ClientSide Script (as opposed to GSC). // load fx used by util scripts ...
    7 KB (1,085 words) - 13:38, 11 February 2009
  • * DLC3 Updated new scripts. *DLC2 Updated new scripts. ...
    6 KB (882 words) - 02:39, 18 February 2014
  • Black Ops 3 Root\usermaps\<yourmapname> \scripts\zm\<yourmapname>.gsc ...OTE:''' Not all the sounds are working yet, since those are handled in the scripts and not all functionality is added yet. ...
    4 KB (499 words) - 11:25, 10 July 2017
  • Just one last step, if you havent done so before you need to add some SP scripts to your "raw" folder wich were left out by the devs: Install by unzipping the SP scripts (all of them) into your "raw" folder. Build the fast file for your map agai ...
    6 KB (1,056 words) - 15:06, 23 February 2012
  • ...lt;root&gt;\bin\maya\tools\ to C:\Users\[USER_PROFILE]\Documents\maya\2009\scripts\<br> ...
    2 KB (253 words) - 14:40, 27 June 2011
  • *[[Call of Duty 5: SP Utility Scripts|SP Utility Scripts]] ...
    4 KB (595 words) - 12:27, 10 August 2012
  • Here is an example of how it is used. This is taken from the menu scripts, which handles the ingame menus, I have cut the code and also added the com ...
    3 KB (480 words) - 21:33, 28 July 2009
  • == Scripts & Mapping == ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • == Scripts in Levels == ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • == The Scripts == New commands that are added with these scripts are: ...
    16 KB (2,277 words) - 13:55, 23 February 2012
  • ...lt;root&gt;\bin\maya\tools\ to C:\Users\[USER_PROFILE]\Documents\maya\2009\scripts\<br>3) Extract either the 32bit or 64bit plugins depending on the applicati ...
    2 KB (340 words) - 17:43, 29 June 2011
  • ::Desc: '''This tells the spiderhole scripts which behavior to use.''' ...
    5 KB (793 words) - 22:45, 23 August 2009
  • // Main Scripts // Code below is originally from CoD:WaW scripts ...
    9 KB (1,195 words) - 13:15, 14 September 2010
  • ...it of time to integrate and requires proficient scripting knowledge as the scripts are tailored specifically for Nazi_Zombie_Sumpf. ...nd appropiate changes have been made to them as well as ZombieMode utility scripts to remove Nazi_Zombie_Sumpf specific lines and modulate them to work with a ...
    19 KB (3,196 words) - 02:01, 23 August 2013
  • ...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
  • ...loaded in mp_common Fastfile meaning that they can be used in Multiplayer Scripts without needing the assets''' ...
    16 KB (2,846 words) - 05:18, 8 February 2018
  • ...ples further familiarize the reader with the overall techniques of writing scripts. To lead into this examples we will first begin by looking at entities: wha ...
    13 KB (2,125 words) - 14:21, 10 November 2008
  • ...in/maya</code> '.<br>These will tell Maya to look here for our plugins and scripts. ...
    17 KB (3,141 words) - 16:12, 7 August 2011
  • *Only a couple maps will have fx scripts located in them in folders those maps will not work the usermap way I think ...
    10 KB (1,760 words) - 17:02, 7 January 2011
  • ...ic files for your mods so you don't lose your work as there are updates to scripts, zone source, sounds, etc... Once you've downloaded the 1.2 update and inst ...refix of '''nazi_zombie_''' in order to work correctly with the game. Your scripts/ zone source/ soundalias/ etc should follow the same naming convention too. ...
    32 KB (4,684 words) - 17:48, 7 February 2012
  • ...scribe an alternative method to add Sound in a map using Radiant and a few scripts. ...
    9 KB (1,351 words) - 17:40, 7 February 2012
  • ...for a given level. This allows the sound department to setup their ambient scripts without interfering with the level scripter, and vice versa. For example, t ...
    20 KB (3,277 words) - 14:20, 10 November 2008
  • ...file called usersetup.mel in C:\Documents and Settings\\My Documents\maya\\scripts\ ...caching it. However, if it's not stock, you need to add a line in your mod scripts: PrecacheItem("weaponfile_name"); ...
    19 KB (2,506 words) - 12:23, 21 March 2012
  • * Made mod scripts able to change stats ...
    14 KB (2,500 words) - 14:48, 16 April 2009
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