CoD WW: Verruckt Players

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Players

In Verruckt players are split into two pairs. You can do this following the extra steps below, or can choose to spawn your players together like in Prototype by following the first instruction outline.


Spawn Point Set Up

Add in an info_player_start found in the right click menu under the info sub menu. You'll need just one, but you'll have to add in four (4) script_structs to support four players. Place these anywhere you wish in your map and give them the KVP:

"targetname" "initial_spawn_points"
Image:Note.pngNote: Normally you would then have to script a function to move the players around to each but the zombie mode utility already takes care of that for you if you use the above targetname.


Paired Players

If you want to split players into pairs, you'll need to set a flag in your level script shortly after maps/_zomebiemode::main(); is called.


#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

#using_animtree("generic_human");

main()
{
	// Snippet
	maps\_zombiemode::main();
	// Snippet
	flag_set( "spawn_point_override" );
}
Image:Note.pngNote: This will tell _zombiemode.gsc to not automatically move your players around. So you will need to create a function in your level script to do this. You can use the example below taken from Verruckt.


Spawn Points

You'll need to add an extra KVP to your player spawn script_structs in Radiant. For two (2) of them you'll need to add:

"script_noteworthy" "north_spawn"

And for the other two (2):

"script_noteworthy" "south_spawn"


Script

You'll want to make create an override function in your level script and make a call to the function shortly after maps/_zomebiemode::main(); is called.

#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

#using_animtree("generic_human");

main()
{
	// Snippet
	maps\_zombiemode::main();
	// Snippet
	level thread spawn_point_override();
}


The actual override function would look like:

spawn_point_override()
{
	flag_wait( "all_players_connected" );
	
	players = get_players(); 

	//spawn points are split, so grab them both seperately
	north_structs = getstructarray("north_spawn","script_noteworthy");
	south_structs = getstructarray("south_spawn","script_noteworthy");

	side1 = north_structs;
	side2 = south_structs;
	if(randomint(100)>50)
	{
		side1 = south_structs;
		side2 = north_structs;
	}
		
	//spawn players on a specific side, but randomize it up a bit
	for( i = 0; i < players.size; i++ )
	{
		
		//track zombies for sounds
		players[i] thread player_zombie_awareness();
		players[i] thread player_killstreak_timer();

			
		if(i<2)
		{
			players[i] setorigin( side1[i].origin ); 
			players[i] setplayerangles( side1[i].angles );
			players[i].respawn_point = side1[i];
			players[i].spawn_side = side1[i].script_noteworthy;
		}
		else
		{
			players[i] setorigin( side2[i].origin);
			players[i] setplayerangles( side2[i].angles);
			players[i].respawn_point = side2[i];
			players[i].spawn_side = side2[i].script_noteworthy;
		}	
	}	
}


Voice Overs

To get player dialogue working in your map such as lines like "Great, power's out.", "Low on ammo.", or "Need another clip!", you'll need to just add the player sound alias entries to your map sound alias. Please see the SoundAlias section under the Compiling & Distribution section for more information.

Image:Note.pngNote: We have provided some of the new sounds from Verruckt. We encourage you to record your own sounds to enhance your mod.

Source Treyarch Wiki

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