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  • 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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