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Harry Bo21 BO3 Perks
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Topic created on 1503397003
Reply #135 on 1524046905
Modme User
2 wins

Firstly, thanks for the massive amount of work you've put into these Harry Bo!

 

Couple of things I have found (some of which have been mentioned already)

 

(Only tested these on solo)

  • Getting downed with turret (minigun) gives infinite turret (minigun) when reviving self with whos who
  • Despite the vulture aid stink / mist fix, the vulture aid stink only repels zombies (as opposed to making them immobile) if I have DEFAULT(level.dog_rounds_allowed,1); in my usermaps.gsc. When I use DEFAULT(level.dog_rounds_allowed,0); I am retaining the dog model and spawners in the map like you mentioned, but still get stuck zombies rather than repelled ones!

 

I notice your always modding on Steam, so hope you get a chance to look into these, thanks!

Reply #136 on 1523193620
Modme User
134 wins

Mightyman

Firstly, thanks for the massive amount of work you've put into these Harry Bo!   Couple of things I have found (some of which have been mentioned already)   (Only tested these on solo) Getting downed with turret gives infinite turret when reviving self with whos who PAP doesn't seem to have any sound? tested this with two different maps, both of which I had only installed your perk stuff. also tried installing your bo3 guns after perks and PAP still not making sounds. Despite the vulture aid stink / mist fix, the vulture aid stink only repels zombies (as opposed to making them immobile) if I have DEFAULT(level.dog_rounds_allowed,1); in my usermaps.gsc. When I use DEFAULT(level.dog_rounds_allowed,0); I am retaining the dog model and spawners in the map like you mentioned, but still get stuck zombies rather than repelled ones!   I notice your always modding on Steam, so hope you get a chance to look into these, thanks!

 

 

1 - you mean "minigun" - yes im aware

 

2 - pack a punch is not a perk

 

3 - hopefully you mean "dog spawner and dog script structs - and they are set up with the proper kvps"

 

 

working on a update anyway


HarryBo21's BO3 Perks v2.2.1
LINK TO MODME POST
HarryBo21's WAW Perks v5.2.0
LINK TO MODME POST
Black Ops 3 Gun Pack v2.4.1
LINK TO MODME POST
Black Ops 3 Napalm Zombie v3.0.1
LINK TO MODME POST
Black Ops 3 Shrieker Zombie v3.0.1
LINK TO MODME POST
Reply #137 on 1523208032
Modme User
2 wins

Sorry for not using the correct terminology... Literally starting up modding / custom zombies again like last week... Just thought I would point out the issues I saw.

 

Yes dogs were set up with correct KVPs and working perfectly before I disabled them in usermap.gsc

Reply #138 on 1523208418
Modme User
134 wins

not really terminology, its two different names for two different objects - neither of which relate to modding really lol

 

anyway yes itll be fixed

 

 

the zombies, dunno, all i can guess is somethings up with my utility script, if so ill catch it in the update


HarryBo21's BO3 Perks v2.2.1
LINK TO MODME POST
HarryBo21's WAW Perks v5.2.0
LINK TO MODME POST
Black Ops 3 Gun Pack v2.4.1
LINK TO MODME POST
Black Ops 3 Napalm Zombie v3.0.1
LINK TO MODME POST
Black Ops 3 Shrieker Zombie v3.0.1
LINK TO MODME POST
Reply #139 on 1523917620
Modme User
0 wins

I have the latest lua v1.0.3 mod and i still get the ui error code 41437 when i run my map, i made sure i replaced the .dll file with the one provided into my bin. oh and this might have something to do with it but when i open my launcher i get this

 


HI <3
Reply #140 on 1523925043
Modme Founder
138 wins

Because you didn't read the installation instructions:

 


-- Wraith Initialized -- (I don't answer support PMs!)
Reply #141 on 1523998205
Modme User
134 wins

UPDATE

 

V2.2.0 released

 

- Also added instructions for including just my lua widgets into your own custom lua huds. And instructions on how to "move" the container for those of you who are very "specific" about where they want their icons to appear on screen

 

v2.2.0
----------------------------

* Added a debug print that can be enabled that will iPrint the version number of the installed scripts so i can tell if you are using out of date ones...
* Removed a shit stain off my credits list ( had never contributed to this anyway but left included out of my kindness - kindness expired due to his shit )
* Fixed localized file stopping other languages compiling
* Ditched treyarchs perk icon container widget completely and made my own
* Changed the glow to run on gsc to csc then setuimodelvalue code instead of client fields - needs co-op test
* Added a new actor damage callback queue that is executed before treyarchs to allow proper control of damage modifications
* Changed shaders to use bridge function from the perk utility - need to code in gsc hud support again
* Had to write my own logic to better handle trigger interactions. I thought i found some treyarch code for the purpose but nope
* Adjusted and hopefully improved all sound aliases
* Wrote a function that will handle linking additional perk specialties to a zombie perk, and properly handle conflicts with gobble gums if required
* Fixed the offset problems with the MOTD "Death arms" animation weaponfile
* Completely scripted my own indepth loadout functions that are able to "fully" store and return a players equipment - far more efficient than 3arcs code
* MULE KICK: Added support for returning the guns that you lost when you buy the perk again - optional
* MULE KICK: Added option to reset the stored weapons if you die before rebuying mule kick - optional
* MULE KICK: Handled retaining perks through downs not returning mule kick weapons
* MULE KICK: Handled conflicts with mule kick being returned with loadouts like tombstone or whos who
* DEADSHOT: Added a damage multiplier for headshots - optional
* DEADSHOT: Added a point bonus for kills with headshots - optional
* DEADSHOT: If either the damage multiplier or bonus points conditions are triggered, the deadshot icon will glow for a moment - optional
* DEADSHOT: Added a variable you can set to disable the multiplier or extra points on a particular ai, like a boss or something
* DEADSHOT: Improved hipfire accuracy - optional and can be modified
* DEADSHOT: Enables increased swtich to ads speed and move in ads speed - optional
* DEADSHOT: Added a optional override callback for the damage modification - optional on each ai
* DOUBLE TAP 2.0: Added support for double tap to effect projectile damage( impact only, not splash damage ) - optional and modifier can be changed
* DOUBLE TAP 2.0: Added support for double tap to effect impact damage ( direct hits from grenade weapons and stuff ) - optional and modifier can be changed
* DOUBLE TAP 2.0: Added support for double tap to effect splash damage ( projectile and grenade splash, currently not "explosive" coz im not sure when that damage mod ever actually happens ) - optional and modifier can be changed
* DOUBLE TAP 2.0: Added support for double tap to effect melee damage - optional and modifier can be changed
* DOUBLE TAP 2.0: Added support to cap the increased damage - optional and can be modified
* DOUBLE TAP 2.0: Added support to exclude certain weapons from the modifiers - optional
* DOUBLE TAP 2.0: Added variable checks that can be set to exlude particular AI from any of the modifiers, like a boss or something
* DOUBLE TAP 2.0: Added a optional override callbacks for the damage modifications - optional on each ai
* ELECTRIC CHERRY: Fixed the entire script, the one included in the mod tools - that everyone has been using - is a incomplete version that actually breaks the perk in a plethora of way ( thanks a bunch treyarch )
* ELECTRIC CHERRY: Added variables to exclude certain ai like a boss or something from the various effects cherry can try to apply,
* ELECTRIC CHERRY: Removed the completely wasted clientfield BITs that were all doing the same thing ( in bo3 the fx that plays on the player, is the same regardless of the strength )
* ELECTRIC CHERRY: Commented out the unused code from the CSC
* ELECTRIC CHERRY: Moved more options to GSH so they can be easily modified
* ELECTRIC CHERRY: Added the vehicle clientfield / csc callbacks back in
* ELECTRIC CHERRY: Moved cherrys laststand code to the callbacks system
* ELECTRIC CHERRY: Added callback overrides - optional for certain ai
* JUGGERNOG: Now nullifies electric and fire damage completely - optional
* JUGGERNOG: Increase the bleedout time of players who had quick revive when they get downed - optional
* PHD FLOPPER: Moved all its FX to clientside
* PHD FLOPPER: Made every aspect of the multi-grenade possible to modify, from amount of grenades to the values used for how far and high they get thrown
* PHD FLOPPER: Added "dud" checks for the multi-grenade code
* PHD FLOPPER: Rescripted the slide explode feature to more closely match the old PHD D2P explode behaviour and values, all values can be changed
* PHD FLOPPER: Added ability to exclude certain AI from the slide explode damage
* PHD FLOPPER: Added option to exclude certain grenade weapons from being included in the multi-grenade feature
* PHD FLOPPER: Moved zombie "fling" code to the utility and made it more dynamic
* PHD FLOPPER: Set up overrides and callbacks - optional for particular ai
* QUICK REVIVE: Create a shield that will surround a player who is downed - but had quick revive. It will cause zombies to ignore other players that enter it, and if they "are able" to go around it, they will - optional
* QUICK REVIVE: Decrease the time it takes to revive a downed player, if that player had quick revive before they downed
* SPEED COLA: Added option to add further perk buffs with the increased reload, default settings include increased weapon switch, use equipment, melee recovery and grenade toss speeds - optional
* STAMINUP: Added option to add further buffs such as fire, throw lethal/tactical/equipment while sprinting and increased sprint, movement / mantling speed and sprint fire recovery - optional
* TOMBSTONE: Fixed the issue with the use time and progress bar not showing for the "suicide trigger" when you are downed and have tombstone. It would just be instant on pressing USE basically
* TOMBSTONE: The time you need to hold use the suicide trigger can now be adjusted
* TOMBSTONE: When using the suicide trigger, the "Death arms" animation from Mob of the Dead will be seen
* TOMBSTONE: Remade the solo tombstone version from my old waw pack - you drop a tombstone and respawn instantly - optional
* TOMBSTONE: The audio beeps are now optional
* TOMBSTONE: Can choose what gun you get with the solo tombstone respawn
* TOMBSTONE: Downs counter now increases with solo versions respawn
* TOMBSTONE: Completely revamped the store / return loadout functionality, will no longer bug out with exceptions like the death machine
* TOMBSTONE: Removed about 500 lines of pointless bulk code
* TOMBSTONE: Fixed disconnect and host migration issues
* TOMBSTONE: Timeout on the tombstone is now optional
* VULTURE AID: Can choose to have perks that you already own to not display a waypoint - optional
* VULTURE AID: Keyline now shows on ammo/point packets, perk models, wonderfizz, gobblegums, packapunch and mysterybox - optional
* VULTURE AID: Massive code optimization
* VULTURE AID: Points and ammo drop reward values and timeout lengths are now customizable
* VULTURE AID: Green mist screen blur amount can now be modified
* WHOS WHO: Now uses the proper "laststand" keyline on your downed clone, previously just used the default one in error
* WHOS WHO: Updated the loadout code to use the new code i made for tombstone - no more bugs with ammo or retaining powerup guns etc in error
* WHOS WHO: Updated clone code to use the improved code from util_shared
* WHOS WHO: Changed respawn code to use the shared code for tombstone
* WHOS WHO: Removed about 500 lines of pointless bulk code
* WHOS WHO: Fixed misalignment of the death hands first person anim
* WHOS WHO: Can respawn with velocity set so you are moving - optional

 

Sign-in required

 


HarryBo21's BO3 Perks v2.2.1
LINK TO MODME POST
HarryBo21's WAW Perks v5.2.0
LINK TO MODME POST
Black Ops 3 Gun Pack v2.4.1
LINK TO MODME POST
Black Ops 3 Napalm Zombie v3.0.1
LINK TO MODME POST
Black Ops 3 Shrieker Zombie v3.0.1
LINK TO MODME POST
Reply #142 on 1523997084
Modme User
18 wins
* VULTURE AID: Can choose to have perks that you already own to not display a waypoint - optional

 

You figured out how to do it and making it optional is a great idea thanks dude much appreciated 

cant w8 to test it when will it be back up for download 

Reply #143 on 1523998274
Modme User
134 wins

D-2-K

* VULTURE AID: Can choose to have perks that you already own to not display a waypoint - optional   You figured out how to do it and making it optional is a great idea thanks dude much appreciated  cant w8 to test it when will it be back up for download 

indeed i did

 

and its back up now, symbo just pointed out a few things for me so i reuploaded


HarryBo21's BO3 Perks v2.2.1
LINK TO MODME POST
HarryBo21's WAW Perks v5.2.0
LINK TO MODME POST
Black Ops 3 Gun Pack v2.4.1
LINK TO MODME POST
Black Ops 3 Napalm Zombie v3.0.1
LINK TO MODME POST
Black Ops 3 Shrieker Zombie v3.0.1
LINK TO MODME POST
Reply #144 on 1523998936
Modme User
18 wins

Harry Bo21

D-2-K * VULTURE AID: Can choose to have perks that you already own to not display a waypoint - optional   You figured out how to do it and making it optional is a great idea thanks dude much appreciated  cant w8 to test it when will it be back up for download  indeed i did   and its back up now, symbo just pointed out a few things for me so i reuploaded

 

 

 

Super hyped to try it out cheers again for all your hard work Harry grin.png

Reply #145 on 1524048540
Modme User
134 wins

Mightyman

Thanks for the update on these.   I had 2.1.3 installed previously, along with your BO3 weapon pack and Napalm zombies working all okay before hand, but after putting in the latest assets / scripts for 2.2.0 I got a couple of errors. I managed to fix the first but this one I can't quite seem to work out a fix for.   Linking "zm_testmap" (usermaps\zm_testmap stable 2823369 v593): processing...   ^1ERROR: 'zm_nuked_basic_01' is not a valid aitype asset   aitype:zm_nuked_basic_01 col_map:maps/zm/zm_testmap.d3dbsp   Any ideas?

 thats nothing to do with any downloads

 

you have a broken aitype placed in your map that looks like a white man

 

use the entity list in radiant, find it - and delete it

 

 

if you are still stuck, make a new topic or ask in the discord


HarryBo21's BO3 Perks v2.2.1
LINK TO MODME POST
HarryBo21's WAW Perks v5.2.0
LINK TO MODME POST
Black Ops 3 Gun Pack v2.4.1
LINK TO MODME POST
Black Ops 3 Napalm Zombie v3.0.1
LINK TO MODME POST
Black Ops 3 Shrieker Zombie v3.0.1
LINK TO MODME POST
Reply #146 on 1524073092
Modme User
0 wins

DTZxPorter

Because you didn't read the installation instructions:  

 Thank you for catching my mistake DTZxPorter :) it took me awhile to figure it out the first time around, i already had c++ 2017 so it wouldnt install 2015 so i uninstalled 2017 etc. and now were all good, thanks :D

 


HI <3
Reply #147 on 1524073201
Modme User
0 wins

Hi, i have this problem:

 

Linking "zm_streeting" (usermaps\zm_streeting stable 2823369 v593):
processing...
 
^1ERROR: Lua not supported
 
rawfile:ui/uieditor/widgets/hud/zm_perks/customperkicons.lua
csv:hb21_perks.zpkg
csv:zone_source/zm_streeting.zone
 
 
********************************************************************************
UNRECOVERABLE ERROR:
^1SCRIPT ERROR: No generated data for 'scripts/zm/_zm_perk_doubletap2.gscc'
 
 
 
Linker will now terminate.
********************************************************************************
 
==================================================
Linker summary:
 
There were 0 warnings and 1 error.
 
Errors:
^1ERROR: Lua not supported
 
Arguments passed to linker:
-language english -modsource zm_streeting
 
==================================================
 
^1
^1^
^1ERR(0) scripts/zm/_zm_perk_doubletap2.gscc (1,1) : Bad Token '�' : ^1
^1^
^1ERR(0) scripts/zm/_zm_perk_doubletap2.gscc (1,1) : syntax error, unexpected TOKEN_ERROR, expecting $end :
 
 
 
 
btw: i followed all the instructions that are in the .txt file.

A newbie
Reply #148 on 1524073376
Modme User
0 wins

Starisko

Hi, i have this problem:   Linking "zm_streeting" (usermaps\zm_streeting stable 2823369 v593): processing...   ^1ERROR: Lua not supported   rawfile:ui/uieditor/widgets/hud/zm_perks/customperkicons.lua csv:hb21_perks.zpkg csv:zone_source/zm_streeting.zone     ******************************************************************************** UNRECOVERABLE ERROR: ^1SCRIPT ERROR: No generated data for 'scripts/zm/_zm_perk_doubletap2.gscc'       Linker will now terminate. ********************************************************************************   ================================================== Linker summary:   There were 0 warnings and 1 error.   Errors: ^1ERROR: Lua not supported   Arguments passed to linker: -language english -modsource zm_streeting   ==================================================   ^1 ^1^ ^1ERR(0) scripts/zm/_zm_perk_doubletap2.gscc (1,1) : Bad Token '�' : ^1 ^1^ ^1ERR(0) scripts/zm/_zm_perk_doubletap2.gscc (1,1) : syntax error, unexpected TOKEN_ERROR, expecting $end :         btw: i followed all the instructions that are in the .txt file.

 

 

Nevermind, i droped the libtiff64.dll file without replacing lol my bad


A newbie
Reply #149 on 1524081782
Modme User
18 wins

UNRECOVERABLE ERROR:

^1SCRIPT ERROR: No generated data for 'scripts/zm/_hb21_zm_ai_napalm.gsc'

ERR(6E) scripts/zm/_hb21_zm_ai_napalm.gsc (1210,0) : Compiler Internal Error : Unresolved external 'hb21_zm_utility::disable_ai_pain'

 

so i got this error after installing the perks harry i followed the instructions to the letter as always 

the Napalm zombie was working fine