• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Release] Zombie Dogs Mod [BETA/Unfinished]
#1
You may remember reading or coming across this mod around 2 years ago when I first joined ItsMods. Well I present to you, the actual source/GSCs for it. I had lost the files for this almost a year ago after I formatted one of my hard drives but after browsing through my MediaFire account, I found it just lying there. Note that this was made long before mod tools came out.

Here's a video if you've forgotten:


Also an "update" video I made later:


Go crazy, the code is extremely messy and looking at it now makes me want to puke, this was back before I got into programming. It has been left untouched since December 2010 (well I modified 1 line just for the sake of it today). I don't even know if it loads anymore on Black Ops.

The level handling (and initial money value at onPlayerSpawned) is in _rank.gsc, the pack-a-punch, machines and wall weapons can be found in _serverfaceanim_mp.gsc. Vision FX and HUD elems can be found in _healthoverlay.gsc. Damage overrides, max ammo, insta-kill and "kaboom" are in _callbacksetup.gsc.


Attached Files
.rar   ZombieDogsBETA.rar (Size: 80.6 KB / Downloads: 111)
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
  Reply
#2
nice one master, thanks for releasing
  Reply
#3
(08-17-2012, 11:24)d0h! Wrote: nice one master, thanks for releasing

No problem, also, just fired up Black Ops for the first time in nearly a year and the mod works fine, just make sure to rename it with "mp_" at the start when placing in the mods folder. Also, I realised I left some origin/angle code left, open _rank.gsc and remove these lines:
Code:
/** For testing sounds and getting positions only, will be removed in final release **/

/*self.sounds = [];
self.sounds[0] = "mus_suspense_01";
self.sounds[1] = "mus_suspense_02";
self.sounds[2] = "mus_suspense_03";
self.sounds[3] = "mus_suspense_04";
self.sounds[4] = "mus_suspense_05";
self.sounds[5] = "mus_suspense_06";
self.sounds[6] = "mus_suspense_01";

currentSound = -1;*/

self endon("death");
self endon("disconnect");
while(1) {
    if(self UseButtonPressed()) {
        /*currentSound++;
        self playLocalSound(self.sounds[currentSound]);
        self iPrintLn(self.sounds[currentSound]);
        if(currentSound == self.sounds.size) {
            currentSound = -1;
        }*/
        self.originPos setText("^1Origin: ^7" + self.origin);
        self.anglePos setText("^2Angle: ^7" + self.angles[1]);
    }
    wait 0.1;
}
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
  Reply
#4
Wow, you released it after one year (preview) Big Grin
Nice mod
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
  Reply
#5
Cool, but kinda late :S
[Image: r212360a129ce9b84444093b6cd2699013a1fbn155.png]
  Reply
#6
I thought someone bumped the old thread o.O Good job!
  Reply
#7
Well done for pre-modtools.
Thanks for releasing
  Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  BF4 zombie 'mod' JariZ 4 5,770 08-17-2014, 14:23
Last Post: Yamato
  [Request] Modder/s for R2K Zombie MOD mr.apple 4 4,140 10-25-2013, 12:45
Last Post: mr.apple
  [Release] FXAA Injector Battlefield 3+Best Settings [Update danoc1 v1.3 Beta] iPaddie 31 62,828 08-30-2013, 00:51
Last Post: Squideh
  [Release] Semi hardcore 1.1 beta (Killcam on and ff off) atenziono 61 34,919 08-09-2013, 18:13
Last Post: OzonE
Tongue Zombie CE Table xtreme2010 5 5,100 08-01-2013, 18:15
Last Post: barata
  Zombie model imchasinyou 7 6,104 07-31-2013, 01:11
Last Post: rotceh_dnih
Star [Release] 8 new Zombie maps for ItsZombieMod mahafy00 31 31,704 07-20-2013, 07:28
Last Post: benm4a
  Help Modding Zombie Mode DarthKiller 3 4,482 07-09-2013, 21:08
Last Post: Nekochan
Information Preview 'KillMe' zombie mod Nekochan 115 51,775 07-03-2013, 14:56
Last Post: X-Track
  [Release] Black Ops Single Player/Zombie Trainer V3.6 Craig87 52 79,395 07-01-2013, 15:12
Last Post: explosivebanana55

Forum Jump:


Users browsing this thread: 1 Guest(s)