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- 2 KB (266 words) - 01:55, 16 October 2008
- ...prefix of an underscore, (i.e. _anim.gsc). These are known as the _utility scripts.}} |Loads up scripts needed for the game/missions to work properly. ...2 KB (311 words) - 16:55, 18 April 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
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- .... Various scripts are used throughout the game for a variety of tasks. The scripts files can be broken down into a few categories. ==Level Scripts== ...3 KB (450 words) - 15:06, 10 November 2008
- Black Ops 3 Root\usermaps\<yourmapname>\scripts\zm\ == Editing Map Scripts == ...1 KB (214 words) - 16:32, 5 March 2017
- == Various Scripts == ...589 bytes (93 words) - 03:10, 29 June 2020
- ...prefix of an underscore, (i.e. _anim.gsc). These are known as the _utility scripts.}} |Loads up scripts needed for the game/missions to work properly. ...2 KB (311 words) - 16:55, 18 April 2009
- * [[Call of Duty 4: Using GSCs scripts|Using GSCs scripts - Not so good]] ...431 bytes (58 words) - 15:35, 7 February 2012
- == In Scripts == * open your main Level GSC (in usermaps/zm_yourmap/scripts/zm/zm_yourmap.gsc) ...2 KB (297 words) - 00:23, 15 October 2016
- ...time to create the folder structure in here. Make the structure like this: scripts>mp>gametypes ...scripts>mp>gametypes. We need “tdm.gsc” & “tdm.csc” copy those in your mod>scripts>mp>gametypes folder. ...2 KB (381 words) - 17:45, 17 October 2016
- ...\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw\scripts\zm\ ...eamLibrary\steamapps\common\Call of Duty Black Ops III\usermaps\zm_yourmap\scripts\zm\ ...2 KB (261 words) - 23:18, 30 December 2016
- ==Level Scripts== ...2 KB (403 words) - 02:27, 3 August 2009
- #using scripts\zm\zm_giant_cleanup_mgr; scriptparsetree,scripts/zm/zm_giant_cleanup_mgr.gsc ...3 KB (358 words) - 01:11, 24 February 2018
- == Editing Map Scripts == Black Ops 3 Root\usermaps\<yourmapname>\scripts\zm\ ...3 KB (375 words) - 12:50, 5 February 2017
- * Locate zm_usermap.gsc in '''\Call of Duty Black Ops III\share\raw\scripts\zm\''' mods: \Call of Duty Black Ops III\mods\zm_yourmod\scripts\zm ...3 KB (371 words) - 05:05, 18 October 2016
- ...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 ...3 KB (561 words) - 21:34, 28 July 2009
- *545 GSC scripts (mainly MP) *get extra scripts [[Call of Duty 7: Rawfiles Rips|HERE]] ...2 KB (278 words) - 22:30, 23 June 2011
- ...shell.png]] A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass ...1 KB (207 words) - 20:23, 12 November 2008
- ...ntire Radiant map into Maya all at once. Maya has trouble running the mel scripts that gets generated in Radiant when it's too large.}} ...2 KB (273 words) - 22:08, 10 May 2009
- ...an animation reference name. The reference name is tied into the _anim.gsc scripts handling the animation. ...nimation files (ie. mak_anim.gsc) to keep a clean file structure with your scripts, but you can also define them in your main level script. ...4 KB (651 words) - 15:24, 10 November 2008
- [[Category:Scripts]] ...911 bytes (121 words) - 01:52, 28 December 2023
- * Open your Map GSC located in ''Call of Duty Black Ops III\usermaps\zm_test\scripts\zm\'' If you are familiar with scripts and want to switch the light on after a certain scripted event that you kno ...2 KB (390 words) - 21:28, 25 April 2018
- ...e necessary components for this map are included in the archive, including scripts, map_source, prefabs and zone_source files! ...1 KB (223 words) - 22:45, 23 August 2009