Post: TUTORIAL How to edit a Zombieland Patch
01-24-2011, 04:42 PM #1
Hawkin
Lord of the Undead
(adsbygoogle = window.adsbygoogle || []).push({}); OK everyone has been asking me how they can edit their own Zombie patch. So I decided to make this post to help people out with that. Zombieland is made up of basically 3 key gsc files. There are other files but these are the only ones you need to edit.
_missions.gsc
_humanzombiesetup.gsc
_custommapedits.gsc

This is not a thread for total nubes . You need to know how to decompress and recompress a patch. There are many threads telling you how to do this. You must login or register to view this content.

You can start with my Zombieland Patch, or most patches based off of the original Zombieland. Here is my Zombieland Patch 3.1.1
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You need these files Most are available at the Tutorial link on Decompressing above, the others can be googled and downloaded for free.
packzip.exe and offzip.exe files
notepad++
hex editor
windows xp, vista, or 7

1. Install hex editor, and notepad++ then restart your pc.
2. Create a fold on your desktop called patch put the packzip.exe and offzip.exe files in there as well as the patch_mp.ff file
3. Open the command prompt and type: cd desktop/patch
4. Then type: offzip -a -z -15 patch_mp.ff ./ 0
This will decompress the patch file into many files with weird numbers and letters (these are the file offsets) you only need the files 0000b4a0.dat, 00014f51.dat, and 24ef6.dat. so delete the rest. (do not delete the patch_mp.ff or packzip or offzip)
5. Follow the tutorial link above to decompress the missions.gsc file.
6. You can use the same method to decompress the other 2 files. Just change the offsets and the dat files used as follows. Here is the offset information to get the 2 gsc files decompressed and ready to edit.
7. custommapedits.gsc is in 14f51.dat and 24ef6.dat between the offsets fd18 - 11f45
Humanzombiesetup.gsc can be found in 14f51.dat between the offsets ba78 - ec67
Missions.gsc can be found in b4a0.dat & 14f51.dat between the offsets d7d2 - 1061c
8. You can edit the uncompressed gsc files with notepad++ Use the link below to learn more about gsc coding.

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9. You have to recompress the gsc files back into the patch_mp.ff file as described in the decompressing/recompress tutorial.

10. An example of a simple edit is to change the cost of items in the shop. In notepad++ open missions.gsc
11. hit control +f (find) and type: costinit hit enter until you get to something like this.---------------
CostInit()
{
level.itemCost = [];
level.itemCost["ammo"] = 100;
level.itemCost["LMG"] = 100;
level.itemCost["Assault Rifle"] = 75;
level.itemCost["Machine Pistol"] = 25;
level.itemCost["Sniper Rifle"] = 50;
level.itemCost["Explosive Bullets"] = 1450;
level.itemCost["Sentry"] = 250;
level.itemCost["Unlimited"] = 800;
level.itemCost["Nuke"] = 1990;
level.itemCost["Riot"] = 100;
level.itemCost["Teleport"] = 750;
level.itemCost["TeleportZ"] = 600;
level.itemCost["Akimbo"] = 50;
level.itemCost["Eotech"] = 50;
level.itemCost["Mine"] = 75;
level.itemCost["FMJ"] = 50;
level.itemCost["Silencer"] = 10;
level.itemCost["XMags"] = 25;
level.itemCost["ROF"] = 10;
level.itemCost["Invisibility"] = 700;
level.itemCost["Poltergeist"] = 900;
level.itemCost["Flash"] = 600;
level.itemCost["Turtle"] = 300;
level.itemCost["HTurtle"] = 150;
level.itemCost["Hare"] = 300;
level.itemCost["humanhp"] = 250;
level.itemCost["health"] = 50;
level.itemCost["Thermal"] = 50;
level.itemCost["ThrowingKnife"] = 260;
level.itemCost["SteadyAim"] = 25;
level.itemCost["SteadyAimPro"] = 5;
level.itemCost["SleightOfHand"] = 25;
level.itemCost["SleightOfHandPro"] = 5;
level.itemCost["SitRep"] = 5;
level.itemCost["SitRepPro"] = 20;
level.itemCost["StoppingPower"] = 195;
level.itemCost["StoppingPowerPro"] = 5;
level.itemCost["ColdBlooded"] = 190;
level.itemCost["ColdBloodedPro"] = 10;
level.itemCost["Ninja"] = 200;
level.itemCost["NinjaPro"] = 100;
level.itemCost["Lightweight"] = 95;
level.itemCost["LightweightPro"] = 5;

12. Changing any of these numbers will change the cost of the item in the shop.

13. In CustomMapEdit.gsc you can make map changes to many of the maps. However some maps are found in humanzombieedits.gsc

Here is an example of what the code for Underpass looks like:

Underpass()
{
CreateWalls((-1201, 617, 435), (-1089, 823, 465));
CreateElevator((618, 255, 380), (-1100, 2666, 494));
CreateElevator((-3253, 552, 423), (1178, 2280, 253));
CreateElevator((3631, 347, 299), (3825, 1111, 395));
CreateElevator((4608, 671, 656), (540, 1479, 552));
CreateHiddenFlag((3389, 3394, 395), (531, -1536, 1500));
CreateElevator((-2886, -392, 2195), (-464, 2078, 369));
CreateAsc((636, 2529, 507), (621, 2529, 699), 0, 5);
CreateAsc((-1281, 2000, 415), (-1281, 2000, 675), 0, 5);
CreateTurret((-1281, 2100, 620), (0, -90, 0));
CreateBlocks((-1110, 708, 430), (0, 0, 0));
CreateBlocks((-510, 571, 565), (0, 90, 0));
CreateRamps((4388, 1903, 62Cool Man (aka Tustin), (4508, 2528, 450));
CreateWalls((-326, 1229, 363), (-524, 1229, 419));
CreateElevator((-1616, 2660, 616), (-1685, 1692, 2009));
}
Example:
CreateElevator is the command to create a teleport flag
CreateElevator((x1, y1, z1), (x2, y2, z2));
the first set of xyz numbers is the location of the flag that teleports you the 2nd set of xyz number is the location you will land. You can get these numbers from a standard infection from most CL patches, or from my zombieland 3.1.1 patch. (three numbers in white that look like this on your screen (-1616, 2660, 616)
x and y are your position on the ground where z is elevation (how high of low you are) remember that the Z reading on your screen is the position of your head not you feet.

CreateAsc is the command to make a floating care package
CreateAsc((x1, y1, z1), (x2, y2, z2)), a, b);
xyz is almost always the same in each command locations. the first set is where the care package starts, and the second is where it stops. It travels in a loop going from 1 to 2 to and so on.
a=angle Just always leave as 0
b=time the amount of time it take to get from point 1 to point 2 5 is good.

The are many more commands you will have to figure out on your own, but here are a few more.
Create walls, turrets, and blocks should be self explanatory.
HiddenFlag is a flag that will not show up on radar.
Grid is a flat surface of Care Packages xyz1 is one corner xyz2 is the diagonal corner, same goes for walls.
Doors are the hardest to figure because of dealing with the angels, and for me it still trail and error. A poor explaination of each command for the maps can be found in humanzomiesetup.gsc from line 124 to line 588 (approx)

Example:
CreateDoors(open, close, angle, size, height, hp, range)
this is what the header of a build command thread looks like.
you can see from this when comparing to an actual door line command (below) that open is the XYZ position of the door when open. close is the XYZ position of the door when closed. You also see that open, close, and angle all require 3 numbers. Where as size, height, hp, and range, require just 1 number. (I am still unsure what Range is.)
CreateDoors((1386, 7960, 235), (1386, 7845, 235 ), (90,90, 90), 3, 2, 50, 75);

Well, I hope this will give you a basic understanding of the Zombie patch format. Good luck and watch your syntax errors.

-Hawkin
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The following 26 users say thank you to Hawkin for this useful post:

.DeadlyMoDz25, |ManiaC|, 890popbox, A_lugie, anddrew, Bigbadpaul2, bigboybobby14, Blackstorm, DrDoomBringer, GodDrinksPepsi, hydro_122499, Jannis96, keithfin, littlecarlos, Mr__Shalemari, mrkhlgt, Mw2-, Plurals, skillz369, soebred, tjhash, uhChad, woofdawg233, ww2gamer3, xd366, ZzXr3V0LuTi0NzZ
02-05-2011, 06:37 AM #47
Hawkin
Lord of the Undead
Originally posted by emsp View Post
could u help me with geting doors to open when not in a zombie patch


need more details
02-05-2011, 11:54 PM #48
How do I recompress the custom map files back into the patch if to get the custom map files in the beginning i merged e24 and f14????
02-06-2011, 05:00 PM #49
Hawkin
Lord of the Undead
Originally posted by emsp View Post
could u help me with geting doors to open when not in a zombie patch


I have a new code I finished, this make Doors that which ever team gets to them first controls them for the game. And the other team must break them down in order to get in.
02-06-2011, 05:09 PM #50
anddrew
League Champion
Originally posted by Hawkin View Post
I have a new code I finished, this make Doors that which ever team gets to them first controls them for the game. And the other team must break them down in order to get in.


Cool idea!
Hey hawkin i need help with recompressing missions back into the patch.ff
EVERY time i try, the loader in mw2 gets to around 3/4 then i get syntax error. I am sure there are no errors :/
I was told to put a semi colon on a line that already had one?! And other errors like that which i ignored.
What is wrong?


Originally posted by Hawkin View Post

Missions.gsc can be found in b4a0.dat & 14f51.dat between the offsets d7d2 - 1061c


when is that offset used? I only see d7d2 - ffff being used.
02-10-2011, 12:19 PM #51
Hey hawkin, I have no problem opening the patch and geting the 3 main gsc“s but I cant seem to inject CustomMapedits and humanzombiebsetup back into the patch. I finish editing them and make the recomp file but i cant find the file size which i need to change, for missions its D7AA but what is it for these two files??

---------- Post added at 01:19 PM ---------- Previous post was at 01:15 PM ----------

Originally posted by anddrew View Post

when is that offset used? I only see d7d2 - ffff being used.


The D7D2 to FFFF is just in the B4 file, you need to use some of the 14F51 file to complete the Missions Gsc file, so paste D7D2 to FFFF in a new file in HxD and copy 0 to 61D (length is 61D) from 14F51 on the end of that and save it as _missions_comp.gsc then offzip it and you have 00000002.dat which you can edit with notepad++
02-10-2011, 01:18 PM #52
xFkN
Haxor!
Nice Toturial Hawkin.! I Love your Zombie Patch's
02-10-2011, 05:03 PM #53
Nikola'
Are you high?
Nice tutorial very helpful
02-10-2011, 05:32 PM #54
xd366
find me on twitter now
to help everyone. skip the recompressing part. just convert the patch to xbox format. it will show all gsc except missions, custom maps, and zombie setup. just copy them over Smile. or look @ my thread
02-10-2011, 08:57 PM #55
Originally posted by xd366 View Post
to help everyone. skip the recompressing part. just convert the patch to xbox format. it will show all gsc except missions, custom maps, and zombie setup. just copy them over Smile. or look @ my thread


xd it also misses utility and some others... I have tried copying over the main 3 and i get a script compile error, i have tried copying over all the missing gsc files and i still get a script compile error... any advice?

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