THREAD: Zombieland By CoolJay [Black Ops II][Gamemode][Update 7]
  1. 08-25-2016, 05:44 AM
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    Welcome to my gamemode fellow modders. This gamemode is a take off "Shark's Original Zombieland" which is known by many, this project is my envisionment on that gamemode having recoded the entirety of it. Different from the original this consist of gameplay mechanic changes, new features, and stability in terms of no freezes and elimination of all bugs and glitches. This gamemode was designed to mimick Treyarch's Original Zombies so it has alot of similarities which for players who are familiar with will be able to get use to quite easily. This project took me a year to develop so i hope a vast majority of the community can come to appreciate this gamemode, and make value of the source code that i tried to keep clean as possible for coders to read.


    Updates Log:
    Spoiler:
    11/25/2017: Update 7
    Spoiler:
    Added:

    - Supplies Helicopter
    - A.G.R
    - Player Stats (Only Works For Public Matches)
    - Drop Current Weapon
    - Custom Reticles For Sights everytime you purchase a new attachment and Pack-a-Punch
    - Max Ammo now supplies ammo for Grenade Launcher Attachment
    - Mystery Box active fx's
    - Can now purchase dual wield attachment for pistols when you already have the maximum amount of attachments on that weapon
    - Instant Lobby Start
    - Auto Restart now changes map randomly
    - Gametype now changes when incorrect on startup
    - Freeze All Players
    - Everyone Hears Everyone sticks for all games
    - SMAW, RPG, Ballistic Knife can now be obtained via mystery box, and drop weapons options
    - Rewards now have a notify message
    - Players Menu for all players now
    - Host Name to options submenu
    - Menu now creates new pages for when page options exceed character limit (stops options from disapearing)
    - Menu Option names that don't return anything no longer cause all options to disappear, instead they show up as an error

    Changed:

    - Zombies Health Multiplier for first 6 zombies decreasing as more players become infected
    - Zombies Speed Multiplier for first 6 zombies decreasing as more players become infected
    - Electric Zombie now has teleport ability
    - Napalm Zombie explosive damage amount range based
    - Cyborg Zombie health increased
    - Juggernaut Zombie health increased
    - Juggernaut Zombie speed decreased
    - Goliath Zombie weapon changed to SMR
    - Purchasing Equipment will cause it to be given to second equipment slot
    - Perks now display a center screen notifier when obtained
    - Mystery Box weapon randomization corrected
    - Blood Sky works for all players now
    - After Match Message works for all players now
    - Zombies no longer can see power-up icons
    - Zombie Spawning is alot more fast
    - Developer Mode gives Godmode after death
    - Death Machine Power-Up doesn't cause you to switch weapons if you already have it
    - Kamikaze Bomber location is now always near center of map
    - Melee Range incresed
    - Bolt Action Sniper damage increased
    - Guard Dog health increased
    - Guard Dog health no longer regenerates
    - Guard Dog option moved to Support menu
    - Over Head Names are now much larger
    - Pack-a-Punch Bullet FX
    - Double Tap II/Deadshot Daiquri/Pack-a-Punch bullets all come from muzzle more accurately
    - Deadshot Daiquri FX corrected
    - Deadshot Daiquri aim more smoother
    - Power-Up drop chance decreased
    - Nuke Power-Up kills zombies in single file order now
    - Teleport Players To You now determines the best location for whether you are indoors or outdoors
    - Portals now teleport players to center of portal and players will need to leave the portal before reentry
    - Player Status cannot be changed while the game is picking the infected
    - Player Menu now sorts players by status
    - Auto Spawn Bots spawns bots slower now to prevent lag
    - Item Prices
    - Renamed functions to more appropriate names
    - Organised Code

    Fixed:

    - Nuketown Map Edit exploits
    - Hydro Map now works but will not use any fx's
    - Rewards are awarded directly after reaching a goal now
    - Executioner, R870 MCS, KSG with fastmags reload correctly now
    - Executioner, R870 MCS, KSG pack-a-punched reload correctly now
    - Launcher Weapons no longer damage Napalm Zombies
    - Napalm Zombie explosion fx's work correctly now
    - Survivor Points can no longer be exploited by leaving and rejoining the game
    - Defenses no longer cause the game to freeze upon owner death
    - Ballistic Knifes are now purchasable
    - Purchasing War Machine no longer allows for free purchasing
    - SCAR-H damage during insta-kill works correctly now
    - SCAR-H Pack-a-Punched damage works correctly now
    - FAL OSW damage during insta-kill works correctly now
    - FAL OSW Pack-a-Punched damage works correctly now
    - Weapons no longer lose pack-a-punch bullet fx when equiping dual wield attachment
    - When purchasing the same gun you have currently in the pack-a-punch it no longer comes with the previous weapons pack-a-punch effects
    - Pack-a-Punch weapon animation corrected
    - PhD Flopper explosion fx's work correctly now
    - Deadshot Daiquri no longer continues to auto fire when reloading
    - Deadshot Daiquri no longer continues to auto fire when switching weapons
    - Deadshot Daiquri no longer conflicts with forge mode
    - Grenade Launcher Attachment no longer gives incorrect low ammo indicator
    - Cannot Pickup Weapons while using death machine now
    - Change To A Human no longer causes you to spawn at a zombie spawn
    - Zombie Spawns are randomized more efficiently
    - Zombie Suicide from explosion no longer count towards their death count
    - Incorrect Spelling

    Removed:

    - Etheric Zombie
    - Force Host option, it is enabled by default
    - Object Control controls text for ps3 only
    - Ranks based on rewards
    - Introduction Screen Start Button except for host
    - Insta-Kill no longer shows weapons in killfeed
    - Deadshot Daiquri no longer supports FAL OSW
    - Deadshot Daiquri no longer supports SMR
    - Bots Automatic Spawn via gsc preset variable
    - Summoner Zombie Swarm notifier
    - Assault Shield can no longer be deployed to allow for new drop weapon feature
    9/3/2017: Update 6
    Spoiler:
    Added:

    - Nuketown Map Edit
    - Custom HUD
    - Custom Weapon Names
    - Custom Weapon Ammo for SMAW, RPG, Ballistic Knife, Crossbow
    - Custom Spawns (Add and Remove Spawns)
    - Pack-a-Punch Weapon Extra Clip/Stock Ammo
    - Thunderwall
    - Buzz Saw
    - Crawler Zombie
    - Summoner Zombie new look
    - Juggernaught Zombie new look
    - Fluent Zombie Spawning System (Based off picking a random Human selecting the 2nd, 3rd, 4th, 5th closet spawns near them)
    - Deadshot Daiquri now makes single shot weapons fully automatic
    - Gersh Device
    - Guard Dog
    - Kill Rewards Humans
    - Death Rewards Zombies
    - Human Death Announcement
    - Introduction Screen Idle Kick
    - Random Spawn on start
    - Power-Up Drop Icons now flash when expiring
    - Bots difficulty set to veteran
    - Bots as Zombie have their speed increased
    - Bots now receive random Zombie types based off time survived
    - 2x Frag Grenade on start
    - Player Models for both Humans and Zombies
    - Dual Wield Weapon Model when Pack-A-Punching
    - Visions
    - Spawn Cycle
    - Show FPS
    - Auto Spawn Bots
    - Auto Restart Toggle sticks for all games
    - Blood Sky Toggle sticks for all games

    Changed:

    - Melee Range decreased
    - Melee Lunge decreased
    - Ladder Jump distance increased
    - Zombie Types now scale health according to difficulty
    - Napalm Zombie explosion damage radius increased
    - Mist Zombie now has 2 claymores
    - Etheric Zombie teleport interval increased
    - Juggernaught Zombie throw object damage increased
    - Goliath Zombie Mk 48 Attachments
    - Ammo-Ficiency now gives dual wield weapons ammo
    - Ammo-Ficiency now gives only 5% of your max stock ammo per kill
    - Ammo-Ficiency no longer gives clip ammo and only adds to stock
    - Ammo-Ficiency no longer effects explosive weapons
    - Launchers now deal 5x damage (SMAW, RPG, War Machine, Grenade Launcher Attachment)
    - Starting Weapon Attachments And Camo
    - Killfeed team colors
    - Objective Text
    - Location Selection for forge editor now has origin from bullet trace
    - Kamikaze Bomber now comes in from random location
    - Menu Selections reset after death now
    - Unlimited Shock Charge placement
    - Turrets no longer give points to Human per hit
    - Can Purchase Mystery Box and Wall Weapons while using Death Machine
    - Zombie suicides no longer count towards deaths
    - UFO Mode no longer lets you go left/right/up/down while menu is open
    - Item Prices

    Fixed:

    - Aftermath doors repositioned so they can no longer be knifed from underneath rooms
    - Hijacked doors repositioned so they can no longer be knifed from underneath rooms
    - CreateWall can now create from top to bottom
    - CreateGrid can now create from top to bottom and now creates at any angle you set
    - Pack-a-Punch Weapons no longer inflict damage to Humans after the user dies
    - Teleport Humans/Zombie To You teleports player to correct height now
    - Can no longer get a extra weapon while having the Death Machine
    - Thunderwall no longer causes the game to freeze
    - PhD Flopper now protects against explosive damage
    - Ammo-Ficiency no longer miscalculates ammo to be given
    - Napalm Zombie now immune to explosive damage
    - Mist Zombie FX origins corrected
    - Pack-a-Punch Bullets were not inflicting the correct amount of damage
    - Pack-a-Punched Tac-45 explosive bullets now work all the time
    - Double Tap II Bullets now work in close range firing and are accurate
    - Double Tap II Bullets now come from correct gun when using Dual Wield weapons
    - Attachment Conflicts
    - Players Menu updates correctly now
    - Kamikaze Bomber can no longer be purchased while using other support
    - FX attached to players end when the game ends now
    - Menu closes when purchasing support
    - Invisibility no longer conflicts with Zombie Blood
    - Bots no longer see Humans while they are using Zombie Blood
    - Switching back to a Human while having a Zombie type then switching back to a Zombie no longer causes an error message when trying to purchase Zombie types

    Removed:

    - Minimap (Due to Custom HUD, UAV can still be seen in pause menu)
    - Pack-a-Punch Bullets (replaced with damage check)
    - Spawns on some map edits to stop Zombies from spawning in a hold off area
    - Dragonfire
    - Lodestar
    - Slow Down after jumping
    - Team Icons
    - Team Names
    - Victory/Defeat Message
    - Useless Code
    1/8/2017: Update 5
    Spoiler:
    Added:

    - Express Map Edit
    - Mist Zombie
    - Summoner Zombie
    - Portals now have random model angles
    - Stealth Aid now doesn't show you on radar
    - End game to stop powerups
    - End game to stop introduction
    - Etheric Zombie no longer can explore far outside the map

    Changed:

    - Assault Shield Price Increased
    - Give all player points increments
    - Blast Furnace damage increased
    - Blast Furnace range increased
    - Blast Furnace damage interval increased
    - Deadwire damage increased
    - Deadwire range increased
    - Deadwire damage interval increased
    - Scorching Inferno now has a new fx
    - Scorching Inferno damage decreased
    - Scorching Inferno duration increased
    - Nuke Power-Up flash effect time
    - Pack-a-Punch ablities no longer give points per hitmarker
    - Electric Zombie stun range increased
    - Teleport Players To You now telports players in front of you
    - Item Prices

    Fixed:

    - Wall Weapons messages update correctly now
    - Power-Ups shaders stop when game ends now
    - Players no longer have collision during loading screen
    - Attachments no longer give you incorrect ammo when purchasing them
    - Juggernaught Zombie no longer can pick up entities that don't have a model
    - Zombie Type fxs stop when the game ends now

    Removed:

    - Included GSC files
    - Door damage overtime damage increase for Zombies
    - Ballistic Knifes for Etheric Zombie
    10/20/2016: Update 4
    Spoiler:
    Added:

    - Drone Map Edit
    - Ammo-Ficiency (makes it so the "Human's" ammo is only deducted from their current weapons (non duel wielded weapons) clip every 2nd bullet, as well as give them 10% (20% for duel wield weapons) ammo of their current weapons max stock size perk kill).
    - Free Perk Power-Up now gives points instead of a Perk once you have obtained all Perks
    - Fireworks now has heat seeking effect, the duration of it increases per kill, as well as does extra damage if the user has Double Tap II
    - Thunderwall now has ragdoll effect on Zombies, and has a cylinder shaped range
    - Launcher Attachment
    - Select Fire Attachment
    - Goliath Zombie
    - Etheric Zombie now has a Ballistic Knife
    - Change All Players To Human
    - Change All Players To Zombie
    - Kill Points HUD
    - Axis visual for Forge Mode
    - Starting points are increased as the game progresses

    Changed:

    - Blast Furnace fx now plays on Zombies head
    - Dead Wire fx now plays on Zombies head
    - PhD Flopper damage decreased
    - PhD Flopper doesn't activate unless the user dives from a significant enough height
    - Electric Cherry damage decreased
    - Electric Cherry range is now determined by how much ammo you have in your current weapons clip
    - Electric Cherry stuns Zombies
    - Thunderwall recharge delay increased
    - Fireworks damage increased
    - Fireworks duration increased
    - Scorching Inferno damage decreased
    - Pack-a-Punch weapon ablities activate on enemy hit correctly
    - Can now be seen by other Humans while using Zombie Blood Power-Up
    - Power-Up drop chance decreases as the game progresses
    - Power-Up drop limit added to prevent shaders from dissapearing
    - Repairing Doors is now done by holding the Melee Button, allowing Humans to use their weapons while repairing a Door
    - Riot Zombie health increased
    - Cyborg Zombie health increased
    - Etheric Zombie health increased
    - Item Prices
    - Error Messages diplay in better order

    Fixed:

    - Deadshot Daquri is now avalible via Free Perk Power-Up
    - Cannot purchase a second Warthog while one is currently in progress
    - Can now purchase ammo for duel wielded weapons from wall weapons
    - Cannot replace the Death Machine to increases weapon inventory space
    - Hybrid Optic Attachment issues resolved
    - Picking up a weapon from the Pack-a-Punch will replace your current weapon if your weapon inventory space is full
    - Pack-a-Punch doesn't display purchase message while holding a unsupported weapon
    - Multiple Pack-a-Punch abilites don't stack for your weapon next bullet anymore
    - Napalm Zombie fx positioned better
    - Zombies can't pickup weapons now (was supposed to be fixed previous update my apologizes)
    - Insta-Kill code redesigned to keep memory of Zombies health
    - Purchasing a Zombie Type while effected by Poseidons Wrath no longer resets your speed
    - Zombie Difficulty doesn't change until Zombiefication is completed
    - Starting points is given when players are completely spawned in now (preventing them from receiving Survior Bonus Points)
    - PhD Flopper, Electric Cherry, and Juggernaught Zombie no longer freeze the game in some rare cases
    - Anti Join now works correctly
    - Players game score stats now reset on death correctly
    - Players Interactive Messages now dissapear on death
    - Interactive Messages now dissapear when the game ends
    - Variables in code optimized to prevent Script Variable Errors from happening as often

    Removed:

    - 60K XP Bonus
    - Killcam per player death
    9/8/2016: Update 3
    Spoiler:
    Added:

    - Doomsday Devastation
    - Electric Zombie
    - Napalm Zombie is now immune to PhD Flopper
    - Napalm Zombie is now immune to Blast Furnace
    - Napalm Zombie is now resistant to explosive damage
    - Juggernaught Zombie now has a characteristic fx
    - Can give players money in more different intervals
    - Redesigned Scorching Inferno completely
    - Human starting money now increases overtime so that when players spawn in late they have a better chance at survival
    - In game map Brushs can now be moved and deleted within map edits
    - Forge Mode is now compatible with Brushs in the map
    - Alignment for huds now goes off players safe area
    - Weapons are now disabled while repairing door because you couldn't use regardless
    - CreateDoor() function now doesn't use any custom angle arguments, the angles for them are calculated automatically now

    Changed:

    - Turret health has been decreased
    - Zombies damage against turrets no longer increases over time
    - PhD Flopper no longer gives immunity to shock charges, instead Electric Cherry will
    - Riot Zombie health increased
    - Door message range increased
    - Door repair range increased
    - Players Menu doesn't display the clan tags of players now
    - Players Menu scroller position doesn't reset everytime you go into it now
    - Thunderwall damage increased
    - Blast Furnace range increased
    - Power-Ups pick up shaders sizes increased
    - Removed Stealth Chopper as it could be exploited to get alot of points

    Fixed:

    - PhD Flopper doesn't accidentally explode multiple times now
    - Poseidons Wrath slowing effect on Zombies not resetting after finished is now fixed
    9/1/2016: Update 2
    Spoiler:
    Added:

    - Aftermath Map Edit
    - Map Edit Maker Name

    Changed:

    - Modified model placement in multiple maps

    Fixed:

    - Zombie Blood and Teleporter Zombie no longer cause players to sometimes be invisible upon respawn
    - You can now change the map in game and still have players be able to join your game
    - When changing map in game it now display the correct map name, map image, and information to go with that map during the loading screen
    8/28/2016: Update 1
    Spoiler:
    Added:

    - Deadshot Daquiri
    - Addtional code for CreateWaypoint() function to free up shader space
    - Remade Standoff map edit
    - Extra barricade on Turbine
    - Ablity for Zombies to damage turrets (I intiatlly thought this was already implemented but was wrong)
    - Turrets die when the Human owner for them dies
    - You now get your money back if the mysterybox times out after you purchased it
    - Max Ammo spawns twice as frequently now
    - Zombies no longer die attempting to use a turret they just can't use it now
    - Radar for Zombies
    - Random Zombie is not selected until atleast 2 or more players have proceeded past the introduction screen
    - Having PhD Flopper will make you immune to Napalm Zombie's explosive and radius damage

    Changed:

    - Napalm Zombie no longer gets points from doing radius damage, was causing them to obtain large sums of points
    - Napalm Zombie radius damage range decreased
    - Napalm Zombie damage reworked
    - Juggernaught Zombie damage decreased dealing random amounts of damage to Humans now
    - Juggernaught Zombie price increased
    - Electric Cherry time interval between each usage increased to 3 seconds, being that players could spam it
    - Electric Cherry damages deals random amounts of damage to Zombies now
    - PhD Flopper damages deals random amounts of damage to Zombies now

    Fixed:

    - Door doesn't glitch out when being opened/closed while a Zombie damages it now
    - Mysterybox minimap hud no longer disapears after using a Loadstar
    - Game freezing sometimes after the game ends has been fixed
    - CreateGrid now faces the correct way
    - Fixed some grammar issues within some text
    8/25/2016: Release
    Downloads:
    Spoiler:
    MEGA:
    Spoiler:
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    Screenshots:
    Spoiler:
    Coming Soon
    Videos:
    Spoiler:
    Coming Soon
    Gamemode Objective:
    Spoiler:
    The gamemode consist of two teams, Humans and Zombies. When the game starts each player starts as a Human and then after a short period of time a random players are selected to be Zombies, their objective then is to eliminate all Humans. When ever a Zombie kills a Human that Human becomes infected and converts to a Zombie and will continue to be a Zombie for the entirety of the game. The Humans objective is to survive as long as they possibly can. Both teams players can earn points by killing the players on the opposite team. During the game both teams will have the ability to interact with objects and purchase numerous items in order to give them a survival and hunting advantage.
    Injection:
    Spoiler:
    Black Ops 2 - GSC Studio:
    Spoiler:
    1. Open Black Ops 2 - GSC Studio and go to the "Connect" tab and connect to either your PS3, Xbox 360 or PC.

    2. Run Black Ops II on your Console or PC and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match".

    3. Go to where you downloaded "Zombieland By CoolJay.rar" and extract the rar file (you will need a unzip program to do this i suggest WinRar).

    4. Open up the extracted folder and go into "Compiled" then "Console"/"PC" (whether you are using a console or a pc).

    5. In Black Ops 2 - GSC Studio go to the "Editor" tab and click the option "Inject compiled script file...".

    6. Click and drag the "maps" folder into the window dialog on Black Ops 2 - GSC Studio and click "Inject list..." it should a few moments later pop up in the bottom left corner "Project injected successfully".

    Alternatively you can inject by using "Open a project" and opening the root folder of rar file you downloaded and then use "Inject to targert..." (however it is not optimal being that you will not be able to take advantage of string optimization scripts so this method should only be used for testing purposes).
    Gamemode Setup:
    Spoiler:
    1. Get host position.

    2. Set the gametype to "Team Deathmatch".

    3. Start game.
    Creating Map Edits:
    Spoiler:
    You can use the Forge Editor feature in the menu to build map edits, use Developer Mode to enable information to pop up on screen when creating stuff. Once you place something down you will need to write down the coordinates and angles on screen into the gsc code in "maps.gsc" in the corresponding map function for the map you are working on

    Here are the arguments for the forge functions used within this gamemode:

    CreateWall(model, start, end, lengthspace, heightspace, invisible)
    CreateRamp(model, start, end, lengthspace, invisible)
    CreateGrid(model, start, end, angles, lengthspace, widthspace, heightspace, invisible)
    CreateModel(model, origin, angles, invisible)
    CreateSpawn(origin, angles)
    CreateSupplyDropLocation(origin)
    CreatePortal(start, end, twoway, invisible)
    CreateZipline(start, end, duration, twoway)
    CreateElevator(model, start, end, angles, duration, waitduration)
    CreateDoor(model, open, close, width, height, lengthspace, heightspace, duration, health)
    CreateTurret(origin, angles)
    CreateWallWeapon(weapon, origin, angles)
    CreateMysteryBox(origin, angles)
    CreatePackaPunch(origin, angles)
    DeleteSpawn(spawnnumber)
    DeleteModel(scriptmodelnumber)
    DeleteBrush(scriptbrushmodelnumber)
    MoveModel(scriptmodelnumber, origin, angles)
    MoveBrush(scriptbrushmodelnumber, origin, angles)

    Here are some examples of those functions filled out:

    CreateWall("t6_wpn_supply_drop_trap", (-381, -844, -6Cool Man (aka Tustin), (95, -660, 132), 72, 33, false);
    CreateRamp("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), 33, false);
    CreateGrid("t6_wpn_supply_drop_trap", (-387, -1124, -67), (340, -1947, -67), (0, -90, 0), 41, 72, 33, false);
    CreateModel("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), false);
    CreateSpawn((300, -53, 60), (0, 90, 0));
    CreateSupplyDropLocation((537, 765, 60));
    CreatePortal((137, -865, -67), (157, -570, -67), false, false);
    CreateZipline((-600, -1380, -67), (353, -883, 66), 3, true);
    CreateElevator("t6_wpn_supply_drop_axis", (-635, -590, -67), (-635, -590, 300), (0, 90, 0), 3, 1);
    CreateDoor("t6_wpn_supply_drop_axis", (-495, -812, -67), (-41, -819, -67), 5, 2, 72, 33, 2, 30);
    CreateTurret((0, 0, 0), (0, 0, 0));
    CreateWallWeapon("scar_mp", (-148, -642, -67), (0, 180, 0));
    CreateMysteryBox((-41, -819, -67), (0, 0, 0));
    CreatePackaPunch((-616, 56, -67), (0, 90, 0));
    DeleteSpawn(5);
    DeleteModel(1);
    DeleteBrush(15);
    MoveModel(27, (-500, -456, 0), (0, 90, 0));
    MoveBrush(14, (-600, -876, 0), (0, 0, 0));

    When you are creating a CreateGrid in game, the angles for them are determined by which way you face when you select "Location 2" origin during creation.

    Another thing regarding map edits these forge functions use different placement/addtional arguments from the original so if you want to use map edits from the Original Zombieland you will need convert them all.
    Known Issues:
    Spoiler:
    - (Fixed In Next Update) SCAR-H, FAL OSW with attachments not killing players
    - (Fixed In Next Update) RPG switching to another weapon when stock is empty and is only 1 rocket left in clip
    - (Fixed In Next Update) Thunderwall hitting players behind person firing the projectile
    - (Fixed In Next Update) Pack-a-Punch abilities allowing the game to freeze when players effected disconnect
    - (Fixed In Next Update) Clips receiving incorrect ammo when ammo stock is 1
    - (Fixed In Next Update) Fastmags bullet feeding incorrect ammo into weapons from stock
    - (Fixed In Next Update) Weapon not reloading correctly when receiving Max Ammo
    - (Fixed In Next Update) War Machine not feeding ammo into barrel
    - (Fixed In Next Update) Guard Dog causing game to crash sometimes
    - (Fixed In Next Update) A.G.R unable to be killed
    - (Fixed In Next Update) Nuketown map edit portals positioned poorly
    - (Fixed In Next Update) Changing to the map Detour crashes the game
    - (Fixed In Next Update) Power-ups limited to just 8 spawns per game
    - (Fixed In Next Update) Develope Mode console displaying incorrect weapon names
    - (Fixed In Next Update) HUDs not positioned off from screen safe area
    - (Fixed In Next Update) HUDs breaking after being damaged by shock charges, flash bangs, concussion grenades
    - (Fixed In Next Update) Menu huds not being destroyed after closing menu
    - (Fixed In Next Update) Menu opening while using object control

    - (Unsure How To Fix) Zombies able to spawn beyond set spawns on nuketown
    Disclaimers:
    Spoiler:
    - I did not create the original idea of this gamemode, so don't hold me as the original creator of Zombieland.

    - This gamemode was designed for multiplayer so it will not work on Zombies mode.
    Credits:
    Spoiler:
    - CoolJay
    - Shark
    - Extinct
    - Loz
    - DF_AUS
    - iAmCrystal
    - Skonafid
    - TheHiddenHour
    - TheNiceUb3r
    - xTurntUpLobbies
    - Im_YouViolateMe
    - anthonything
    - jwm614
    - MCabCon
    - ItsLollo1000
    - CraigChrist8239
    - Zeroy
    - iMCSx
    - dtx12
    - FacedVictor
    - Slayer
    - LSD
    Last edited by OfficialCoolJay ; 11-12-2018 at 08:08 AM. Reason: Update 7

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  3. 08-25-2016, 05:58 AM
    DF_AUS's Avatar
    DF_AUS
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    DF_AUS
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    Jul 2014
    NextGenUpdate
    Outstanding work bro,was hell fun jamming this gamemode,now people can stop harassing me for a download link Winky Winky
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  5. 08-25-2016, 06:45 AM
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    The man, Good work.
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  7. 08-25-2016, 11:09 AM
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    Originally Posted by OfficialCoolJay View Post
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    Welcome to my gamemode fellow modders. This gamemode is a take off "Shark's Original Zombieland" which is known by many, this project is my envisionment on that gamemode having recoded the entirety of it. Different from the original this consist of gameplay mechanic changes, new features, and stability in terms of no freezes and elimination of all bugs and glitches. This gamemode was designed to mimick Treyarch's Original Zombies so it has alot of similarities which for players who are familiar with will be able to get use to quite easily. This project took me a year to develop so i hope a vast majority of the community can come to appreciate this gamemode, and make value of the source code that i tried to keep clean as possible for coders to read.


    Preview Videos:


    Video Credits: DF_AUS

    Screenshots:

    Spoiler:
    You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.


    Gamemode Objective:

    The gamemode consist of two teams, "Humans" and "Zombies". When the game starts each player will be "Human" and then there is a short period of time before a random player is selected to be the first "Zombie", then their objective is to eliminate all "Humans". Each time a "Zombie" kills a "Human" that "Human" becomes infected and converts to a "Zombie" and will continue to be until the game is over. The "Humans" objective is to survive as long as they possibly can. Both teams players can earn points by killing the players on the opposite team. During the game both teams will have the ability to interact with objects and purchase numerous items in order to give them an advantage over other players.

    Gamemode Features:

    Game

    Spoiler:
    - The game times how long you can survive and display "Humans" survival time at the end of the game.

    - As time goes by in the game so does the amount of points earned for "Humans" and "Zombies" for the following: "Human" Survivor Bonus, "Human" Door Repair, "Zombie" Kills, "Zombie" Non Lethal Kills, "Zombie" Deaths, "Zombie" Turret Kills, "Zombie" Door Damages.

    - "Zombies" who leave the game and rejoin regardless of changing their clan tag will still be assigned as a "Zombie" when they rejoin until the current game is finished.

    - If a "Zombie" leaves while being the only "Zombie" another random player will be selected to be a "Zombie".

    - Within the code of the gamemode all configurable/tweakable settings are list at the top in the main.gsc for players who want to fine tune the gamemode to there liking, although i wouldn't recommend personally as i have already setup the gamemode to be as balanced as possible.


    Humans

    Spoiler:
    - "Humans" will be able to purchase items via their menu such as: Perks, Equipment, Weapons, Attachments, Defenses, Support.

    - "Humans" can use Doors as a temporary defense to protect themselves from "Zombies" that are trying to get to them, these Doors can be destroyed by "Zombies" but can be later repaired by "Human" players which grants that "Human" whom repaired it additional points.

    - "Humans" can purchase Wall Weapons which will give them the corresponding weapon as well as allow them to come back at any point and purchase ammo for that gun while currently in their inventory.

    - "Humans" can purchase uses for Mystery Box's to obtain random weapons.

    - "Humans can use the Pack-a-Punch to upgrade there weapons to be twice as strong, as well as can be upgraded multiple times to acquire additional elemental effects for the weapon such as Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, and Poseidon's Wrath to help kill "Zombies" faster with more style.

    - "Humans" can interact with Power-Ups that randomly drop after killing a "Zombie" which can either grant the player or all players special abilities such as: Max Ammo, Insta-Kill, Double Points, Nuke, Fire Sale, Free Perk, Zombie Blood, Death Machine.

    - "Humans" will earn different amounts of points per shot depending on the type of damage they do, the following being: melee, headshot, projectile, explosive, non lethal damage.

    - "Humans" will obtain Survivor Bonus points every time a "Human" on their team dies.


    Zombies

    Spoiler:
    - "Zombies" will be able to purchase items via their menu such as: Equipment, Zombies Types.

    - "Zombies" progressively get stronger as the time goes by gaining more health, points, and damage for certain things.

    - "Zombies" can use their weapons in order to damage doors, which will gain them points in doing so aswell as open the door to them once destroyed.


    In Depth Log of Features

    Spoiler:
    - Perk hud removed for hud element space

    - Scorestreaks Disabled in a way that allows you to use grenade launcher attachment, and select fire attachment.

    - Tac-45 starting weapon

    - Random camo for knifes

    - Random character model for "Humans"

    - Create Wall, Create Ramp, Create Grid, Create Model, Create Elevator, Create Door functions rewritten with more arguments for more advanced alignment and positioning, as well as being compatible with any model of choice.

    - Create Door alignment during creation is better.

    - Opening/Closing a Door by "Humans" is done by knifing the actual Door models now.

    - Door damage by "Zombies" is done by actually damaging the Door models now.

    - Interactive Door message is now aligned perfectly centered with the Door so it can be seen from each edge of the Door.

    - Doors can be repaired by "Humans" once destroyed by holding the corresponding button displayed on there screen when near them.

    - Create Turret faces a different angle

    - Create Wall Weapon will allow you to purchase the corresponding weapon on the wall as well as buy ammo for it while you have the weapon in your inventory, if you weapon is pack-a-punched it will cost more for ammo.

    - Mystery Box has timing very similar to the original Mystery Box from Treyarch Zombies.

    - Mystery Box will not give or scroll past a weapon that you already have in your inventory while you are using it.

    - Mystery Box times out just like the teddy bear from Treyarch Zombies, after 7 definite rolls then the rest being 50% chance to time out, the Mystery Box will switch to a random location out of all locations possible, this will only happen if there are more then 1 locations defined.

    - Mystery Box gives "Human" their points back if the Mystery Box times out.

    - Create Pack-a-Punch will allow you to upgrade your current weapon to make it twice as strong, as well as double pack-a-punch in order to get a random elemental effect for your gun those being: Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, Poseidon's Wrath as well as a corresponding camo depending on which elemental effect you have.

    - Weapon and equipment now have correct display names

    - GivePlayerWeaponAttachment will allow you to give up to 3 attachments for a players current weapon checking whether or not they already have it or it conflicts with another attachment, as well as keeping the current camo for that gun also.

    - New introduction design that waits for a player to press the corresponding button on screen before spawning in, this does not stop the game from finshing.

    - Blood Sky

    - After Match Lobby Message Host Only

    - Disabled Team Change

    - Power-Ups based off Treyarchs Zombies Power-Ups which have proper models, fxs, and shaders. These Power-Ups only have 26 seconds to be picked up by "Humans" before disappearing forever.

    - Picking up a Power-Up while there is already one currently in use will just overwrite the previous Power-Up that was in progression.

    - Max Ammo gives maximum amount of stock ammo for every "Humans" guns in a their inventory.

    - Insta-Kill makes all "Zombies" 1 shot to die for 30 seconds this applies to equipment and defenses aswell.

    - Double Points gives all "Humans" double the amount of points per shot, kill, nuke, and door repair for 30 seconds.

    - Nuke kills all "Zombies" on the map as well as gives all "Humans" 400 addtional points.

    - Fire Sale makes all Mystery Box locations on the map available as well as the price be deducted to only 10 points for 30 seconds.

    - Free perk will give the "Human" who obtained the Power-Up a random perk that they do not currently have.

    - Zombie Blood makes "Human" who obtained the Power-Up 30 seconds of invisibility.

    - Death Machine gives the "Human" who obtained the Power-Up a Death Machine for 30 seconds.

    - Knife Flip allows player to flip their knifing while holding out their knife and holding the reload button.

    - Advanced UFO Mode which allows you to not only move forward but up, down, left, right.

    - Paintbrush lets you paint a trail of fxs at your crosshairs.

    - Force Host

    - Anti End Game

    - Auto Restart

    - Advanced Forgemode which moves of the point you aimed at rather then centers to your crosshair allowing for more precision whilst trying to close gaps between the model. you can also well rotate the model on the x, y, z axis, and copy/delete the model. It also shows the map model number, model name, model origin, model angles if you have developer mode enabled.

    - Forge Editor lets you create a map edit while in game by defining the origins for placement using your controller/keyboard, if developer mode is enabled it will also display the coordinates of these forge functions.

    - Developer Mode gives all player godmode and infinite points, it stops the game from ending and adds a button bind for displaying your current origin. It will display information for all models picked up or forge functions created at the top of the screen until disabled.

    - Give Host Privileges will give a player access to all features in the Host and Players menu but won't be able to kick or freeze the host.

    - Change To Human

    - Change To Zombie

    - New Money Hud Design

    - Removal of purchasing health in the game, "Zombies" obtain health as the game progress and "Humans" can purchase Juggernog to increase there health to 5 knife hits before dying.

    - Custom Create Hud functions which align to the players safe area.

    - Around 38 different changeable settings within the gsc.

    - Clear Strings

    - Overflow Fix By CoolJay

    - Game checks if its team deathmatch and if it isn't the game will back out to the lobby.

    - "Humans" get different amount of points per type of damage they deal for the following: melee, headshot, projectile, explosive, non lethal damage.

    - Add Menu arguments are changed so that the title of a menu is the same as string name for that menu.

    - Add Menu Option arguments changed to allow for shaders and personal preference.

    - Menu Base Engine recoded, removing unnecessary arrays/variables used in previous menus created before.

    - Custom Menu Base with animated custom lightning background, menu header for each submenu, submenu text transitions.

    - Infinite Menu Option Pageing displaying 12 menu options at a time before turning the page.

    - Menu Option Shaders for equipment, weapons, and attachments.

    - Juggernog gives "Human" 750 health (5 knife hits until death)

    - Double Tap II makes all weapons fired by 'Human" shot 2 bullets at once (doesn't consume extra ammo) giving twice the damage.

    - Speed Cola speeds up "Human" reload speed time and alot of other speed times for other things.

    - Stamin-Up increases "Human" movement speed.

    - Mule Kick allows "Human" to hold up to 3 maximum primary weapons (from 2).

    - Electric Cherry electrocutes all "Zombies" within radius of the "Human" who is reloading.

    - PhDFlopper gives "Human" immunity to explosives as well as when they dolphin dive creates a explosion around them damaging any "Zombies" within radius.

    - Stealth Aid gives "Human" toggleable infrared vision and lets them see all zombies on minimap, as well as see equipment through walls, and walk quieter.

    - Manuel Turret can only be operated "Humans".

    - Auto Turret is an automatic turret that fires at "Zombies" when nearby, and cannot not be manually used.

    - Kamikaze Bomber damages all "Zombies" within impact radius.

    - Scorestreaks that stop correctly on death.

    - Riot Zombie gives "Zombie" a bunch of equipped shield to there body protecting them from damage.

    - Cyborg Zombie gives "Zombie" super speed and a cyborg look.

    - Napalm Zombie will make it so when "Zombie" is near other "Humans" they will take slow burn damage while in range as well as can explode on command, and if not will explode when killed.

    - Etheric Zombie can teleport to their crosshairs at anypoint and will go invisible for that short period of time, this is useful when "Humans" are up on a high ledge for example.

    - Juggernaut Zombie is a tank who gets a very large considerable amount of health as well as can throw objects at players from a distance such as cars, crates etc. It also slows their speed down for that cost.

    - A bunch of mathematical and cool gsc utilities within the gsc that can be used for alot of multi purpose things.


    Updates Log:
    Spoiler:
    8/25/2016: Release


    Downloads:

    Mediafire:
    Spoiler:
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    Injection and Setup:

    Black Ops II GSC Studio:
    Spoiler:
    Open Black Ops II GSC Studio and go to the "Connect" tab and connect to either your PS3 or Xbox 360 or PC, once you are connected, run Black Ops II on your console or pc and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match". In Black Ops II GSC Studio go to the "Editor" tab and click the option "Inject compiled script file..." then you will need to go to where you downloaded "Zombieland By CoolJay.rar" and extract the rar file, you will need a unzip program to do this i suggest downloading WinRar to do this. Once extracted, open up the extracted folder and go in "Compiled" then "Console" if you're using a console or "PC" if you're using a PC, then you will see a folder called "maps". Click and drag "maps" into the window dialog on Black Ops II GSC Studio and click "Inject list..." it should a few moments later pop up in the bottom left corner "Project injected successfully". You are now ready to start the game.


    Creating Map Edits:
    Spoiler:
    You can use the Forge Editor feature in the menu to build map edits, use Developer Mode to enable information to pop up on screen when creating stuff. Once you place something down you will need to write down the coordinates and angles on screen into the gsc code in "maps.gsc" in the corresponding map function for the map you are working on.

    Here are the arguments for the forge functions used within this gamemode:

    CreateWall(model, start, end, lengthspace, heightspace, invisible)
    CreateRamp(model, start, end, lengthspace, invisible)
    CreateGrid(model, start, end, angles, lengthspace, widthspace, heightspace, invisible)
    CreateModel(model, origin, angles, invisible)
    CreatePortal(start, end, twoway, invisible)
    CreateZipline(start, end, duration, twoway)
    CreateElevator(model, start, end, angles, duration, waitduration)
    CreateDoor(model, open, close, angles, modelangles, width, height, lengthspace, heightspace, duration, health)
    CreateTurret(origin, angles)
    CreateWallWeapon(weapon, origin, angles)
    CreateMysteryBox(origin, angles)
    CreatePackaPunch(origin, angles)
    DeleteModel(modelnumber)
    MoveModel(modelnumber)

    Here are some examples of those functions filled out:

    CreateWall("t6_wpn_supply_drop_trap", (-381, -844, -6Cool Man (aka Tustin), (95, -660, 132), 72, 33, false);
    CreateRamp("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), 33, false);
    CreateGrid("t6_wpn_supply_drop_trap", (-387, -1124, -67), (340, -1947, -67), (0, -90, 0), 41, 72, 33, false);
    CreateModel("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), false);
    CreatePortal((137, -865, -67), (157, -570, -67), false, false);
    CreateZipline((-600, -1380, -67), (353, -883, 66), 3, true);
    CreateElevator("t6_wpn_supply_drop_axis", (-635, -590, -67), (-635, -590, 300), (0, 90, 0), 3, 1);
    CreateDoor("t6_wpn_supply_drop_axis", (-495, -812, -67), (-41, -819, -67), (0, 90, 0), (90, 0, 0), 5, 2, 72, 33, 2, 30);
    CreateTurret((0, 0, 0), (0, 0, 0));
    CreateWallWeapon("scar_mp", (-148, -642, -67), (0, 180, 0));
    CreateMysteryBox((-41, -819, -67), (0, 0, 0));
    CreatePackaPunch((-616, 56, -67), (0, 90, 0));
    DeleteModel(50);
    MoveModel(32);

    Also regarding map edits these forge functions use different placement/addtional arguments from the original so if you want to use map edits from the Original Zombieland you will need convert them all.


    Known Bugs and Glitches:
    Spoiler:
    - Players who don't use a HDMI cord sometimes can't see some of the huds.


    Disclaimers:
    Spoiler:
    - I did not create the original idea of this gamemode Shark did, and since i made all the code from scratch as well as change alot of game play mechanical components i did not name this to be a "Edit" of his gamemode. So don't withhold me as the original creator of Zombieland.

    - This project only comes with 3 map edits Cargo, Standoff, Turbine which are all made by myself, everyday i will try and update this with new map edits as i get through all of them.


    Credits:
    Spoiler:
    - CoolJay
    - Shark
    - Extinct
    - Loz
    - DF_AUS
    - iAmCrystal
    - Skonafid
    - TheHiddenHour
    - xTurntUpLobbies
    - Im_YouViolateMe
    - anthonything
    - jwm614
    - MCabCon
    - ItsLollo1000
    - CraigChrist8239
    - Zeroy
    - iMCSx
    - dtx12
    - GrabIt_2
    If you believe i have missed you and you're not on the list let me know!


    Nice gamemode remake Smile
  8. 08-25-2016, 02:12 PM
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    GamminModzV17
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    NextGenUpdate
    Originally Posted by OfficialCoolJay View Post
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    Welcome to my gamemode fellow modders. This gamemode is a take off "Shark's Original Zombieland" which is known by many, this project is my envisionment on that gamemode having recoded the entirety of it. Different from the original this consist of gameplay mechanic changes, new features, and stability in terms of no freezes and elimination of all bugs and glitches. This gamemode was designed to mimick Treyarch's Original Zombies so it has alot of similarities which for players who are familiar with will be able to get use to quite easily. This project took me a year to develop so i hope a vast majority of the community can come to appreciate this gamemode, and make value of the source code that i tried to keep clean as possible for coders to read.




    Preview Videos:


    Video Credits: DF_AUS

    Screenshots:

    Spoiler:
    You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.


    Gamemode Objective:

    The gamemode consist of two teams, "Humans" and "Zombies". When the game starts each player will be "Human" and then there is a short period of time before a random player is selected to be the first "Zombie", then their objective is to eliminate all "Humans". Each time a "Zombie" kills a "Human" that "Human" becomes infected and converts to a "Zombie" and will continue to be until the game is over. The "Humans" objective is to survive as long as they possibly can. Both teams players can earn points by killing the players on the opposite team. During the game both teams will have the ability to interact with objects and purchase numerous items in order to give them an advantage over other players.

    Gamemode Features:

    Game

    Spoiler:
    - The game times how long you can survive and display "Humans" survival time at the end of the game.

    - As time goes by in the game so does the amount of points earned for "Humans" and "Zombies" for the following: "Human" Survivor Bonus, "Human" Door Repair, "Zombie" Kills, "Zombie" Non Lethal Kills, "Zombie" Deaths, "Zombie" Turret Kills, "Zombie" Door Damages.

    - "Zombies" who leave the game and rejoin regardless of changing their clan tag will still be assigned as a "Zombie" when they rejoin until the current game is finished.

    - If a "Zombie" leaves while being the only "Zombie" another random player will be selected to be a "Zombie".

    - Within the code of the gamemode all configurable/tweakable settings are list at the top in the main.gsc for players who want to fine tune the gamemode to there liking, although i wouldn't recommend personally as i have already setup the gamemode to be as balanced as possible.


    Humans

    Spoiler:
    - "Humans" will be able to purchase items via their menu such as: Perks, Equipment, Weapons, Attachments, Defenses, Support.

    - "Humans" can use Doors as a temporary defense to protect themselves from "Zombies" that are trying to get to them, these Doors can be destroyed by "Zombies" but can be later repaired by "Human" players which grants that "Human" whom repaired it additional points.

    - "Humans" can purchase Wall Weapons which will give them the corresponding weapon as well as allow them to come back at any point and purchase ammo for that gun while currently in their inventory.

    - "Humans" can purchase uses for Mystery Box's to obtain random weapons.

    - "Humans can use the Pack-a-Punch to upgrade there weapons to be twice as strong, as well as can be upgraded multiple times to acquire additional elemental effects for the weapon such as Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, and Poseidon's Wrath to help kill "Zombies" faster with more style.

    - "Humans" can interact with Power-Ups that randomly drop after killing a "Zombie" which can either grant the player or all players special abilities such as: Max Ammo, Insta-Kill, Double Points, Nuke, Fire Sale, Free Perk, Zombie Blood, Death Machine.

    - "Humans" will earn different amounts of points per shot depending on the type of damage they do, the following being: melee, headshot, projectile, explosive, non lethal damage.

    - "Humans" will obtain Survivor Bonus points every time a "Human" on their team dies.


    Zombies

    Spoiler:
    - "Zombies" will be able to purchase items via their menu such as: Equipment, Zombies Types.

    - "Zombies" progressively get stronger as the time goes by gaining more health, points, and damage for certain things.

    - "Zombies" can use their weapons in order to damage doors, which will gain them points in doing so aswell as open the door to them once destroyed.


    In Depth Log of Features

    Spoiler:
    - Perk hud removed for hud element space

    - Scorestreaks Disabled in a way that allows you to use grenade launcher attachment, and select fire attachment.

    - Tac-45 starting weapon

    - Random camo for knifes

    - Random character model for "Humans"

    - Create Wall, Create Ramp, Create Grid, Create Model, Create Elevator, Create Door functions rewritten with more arguments for more advanced alignment and positioning, as well as being compatible with any model of choice.

    - Create Door alignment during creation is better.

    - Opening/Closing a Door by "Humans" is done by knifing the actual Door models now.

    - Door damage by "Zombies" is done by actually damaging the Door models now.

    - Interactive Door message is now aligned perfectly centered with the Door so it can be seen from each edge of the Door.

    - Doors can be repaired by "Humans" once destroyed by holding the corresponding button displayed on there screen when near them.

    - Create Turret faces a different angle

    - Create Wall Weapon will allow you to purchase the corresponding weapon on the wall as well as buy ammo for it while you have the weapon in your inventory, if you weapon is pack-a-punched it will cost more for ammo.

    - Mystery Box has timing very similar to the original Mystery Box from Treyarch Zombies.

    - Mystery Box will not give or scroll past a weapon that you already have in your inventory while you are using it.

    - Mystery Box times out just like the teddy bear from Treyarch Zombies, after 7 definite rolls then the rest being 50% chance to time out, the Mystery Box will switch to a random location out of all locations possible, this will only happen if there are more then 1 locations defined.

    - Mystery Box gives "Human" their points back if the Mystery Box times out.

    - Create Pack-a-Punch will allow you to upgrade your current weapon to make it twice as strong, as well as double pack-a-punch in order to get a random elemental effect for your gun those being: Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, Poseidon's Wrath as well as a corresponding camo depending on which elemental effect you have.

    - Weapon and equipment now have correct display names

    - GivePlayerWeaponAttachment will allow you to give up to 3 attachments for a players current weapon checking whether or not they already have it or it conflicts with another attachment, as well as keeping the current camo for that gun also.

    - New introduction design that waits for a player to press the corresponding button on screen before spawning in, this does not stop the game from finshing.

    - Blood Sky

    - After Match Lobby Message Host Only

    - Disabled Team Change

    - Power-Ups based off Treyarchs Zombies Power-Ups which have proper models, fxs, and shaders. These Power-Ups only have 26 seconds to be picked up by "Humans" before disappearing forever.

    - Picking up a Power-Up while there is already one currently in use will just overwrite the previous Power-Up that was in progression.

    - Max Ammo gives maximum amount of stock ammo for every "Humans" guns in a their inventory.

    - Insta-Kill makes all "Zombies" 1 shot to die for 30 seconds this applies to equipment and defenses aswell.

    - Double Points gives all "Humans" double the amount of points per shot, kill, nuke, and door repair for 30 seconds.

    - Nuke kills all "Zombies" on the map as well as gives all "Humans" 400 addtional points.

    - Fire Sale makes all Mystery Box locations on the map available as well as the price be deducted to only 10 points for 30 seconds.

    - Free perk will give the "Human" who obtained the Power-Up a random perk that they do not currently have.

    - Zombie Blood makes "Human" who obtained the Power-Up 30 seconds of invisibility.

    - Death Machine gives the "Human" who obtained the Power-Up a Death Machine for 30 seconds.

    - Knife Flip allows player to flip their knifing while holding out their knife and holding the reload button.

    - Advanced UFO Mode which allows you to not only move forward but up, down, left, right.

    - Paintbrush lets you paint a trail of fxs at your crosshairs.

    - Force Host

    - Anti End Game

    - Auto Restart

    - Advanced Forgemode which moves of the point you aimed at rather then centers to your crosshair allowing for more precision whilst trying to close gaps between the model. you can also well rotate the model on the x, y, z axis, and copy/delete the model. It also shows the map model number, model name, model origin, model angles if you have developer mode enabled.

    - Forge Editor lets you create a map edit while in game by defining the origins for placement using your controller/keyboard, if developer mode is enabled it will also display the coordinates of these forge functions.

    - Developer Mode gives all player godmode and infinite points, it stops the game from ending and adds a button bind for displaying your current origin. It will display information for all models picked up or forge functions created at the top of the screen until disabled.

    - Give Host Privileges will give a player access to all features in the Host and Players menu but won't be able to kick or freeze the host.

    - Change To Human

    - Change To Zombie

    - New Money Hud Design

    - Removal of purchasing health in the game, "Zombies" obtain health as the game progress and "Humans" can purchase Juggernog to increase there health to 5 knife hits before dying.

    - Custom Create Hud functions which align to the players safe area.

    - Around 38 different changeable settings within the gsc.

    - Clear Strings

    - Overflow Fix By CoolJay

    - Game checks if its team deathmatch and if it isn't the game will back out to the lobby.

    - "Humans" get different amount of points per type of damage they deal for the following: melee, headshot, projectile, explosive, non lethal damage.

    - Add Menu arguments are changed so that the title of a menu is the same as string name for that menu.

    - Add Menu Option arguments changed to allow for shaders and personal preference.

    - Menu Base Engine recoded, removing unnecessary arrays/variables used in previous menus created before.

    - Custom Menu Base with animated custom lightning background, menu header for each submenu, submenu text transitions.

    - Infinite Menu Option Pageing displaying 12 menu options at a time before turning the page.

    - Menu Option Shaders for equipment, weapons, and attachments.

    - Juggernog gives "Human" 750 health (5 knife hits until death)

    - Double Tap II makes all weapons fired by 'Human" shot 2 bullets at once (doesn't consume extra ammo) giving twice the damage.

    - Speed Cola speeds up "Human" reload speed time and alot of other speed times for other things.

    - Stamin-Up increases "Human" movement speed.

    - Mule Kick allows "Human" to hold up to 3 maximum primary weapons (from 2).

    - Electric Cherry electrocutes all "Zombies" within radius of the "Human" who is reloading.

    - PhDFlopper gives "Human" immunity to explosives as well as when they dolphin dive creates a explosion around them damaging any "Zombies" within radius.

    - Stealth Aid gives "Human" toggleable infrared vision and lets them see all zombies on minimap, as well as see equipment through walls, and walk quieter.

    - Manuel Turret can only be operated "Humans".

    - Auto Turret is an automatic turret that fires at "Zombies" when nearby, and cannot not be manually used.

    - Kamikaze Bomber damages all "Zombies" within impact radius.

    - Scorestreaks that stop correctly on death.

    - Riot Zombie gives "Zombie" a bunch of equipped shield to there body protecting them from damage.

    - Cyborg Zombie gives "Zombie" super speed and a cyborg look.

    - Napalm Zombie will make it so when "Zombie" is near other "Humans" they will take slow burn damage while in range as well as can explode on command, and if not will explode when killed.

    - Etheric Zombie can teleport to their crosshairs at anypoint and will go invisible for that short period of time, this is useful when "Humans" are up on a high ledge for example.

    - Juggernaut Zombie is a tank who gets a very large considerable amount of health as well as can throw objects at players from a distance such as cars, crates etc. It also slows their speed down for that cost.

    - A bunch of mathematical and cool gsc utilities within the gsc that can be used for alot of multi purpose things.


    Updates Log:
    Spoiler:
    8/25/2016: Release


    Downloads:

    Mediafire:
    Spoiler:
    You must login or register to view this content.



    Injection and Setup:

    Black Ops II GSC Studio:
    Spoiler:
    Open Black Ops II GSC Studio and go to the "Connect" tab and connect to either your PS3 or Xbox 360 or PC, once you are connected, run Black Ops II on your console or pc and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match". In Black Ops II GSC Studio go to the "Editor" tab and click the option "Inject compiled script file..." then you will need to go to where you downloaded "Zombieland By CoolJay.rar" and extract the rar file, you will need a unzip program to do this i suggest downloading WinRar to do this. Once extracted, open up the extracted folder and go in "Compiled" then "Console" if you're using a console or "PC" if you're using a PC, then you will see a folder called "maps". Click and drag "maps" into the window dialog on Black Ops II GSC Studio and click "Inject list..." it should a few moments later pop up in the bottom left corner "Project injected successfully". You are now ready to start the game.


    Creating Map Edits:
    Spoiler:
    You can use the Forge Editor feature in the menu to build map edits, use Developer Mode to enable information to pop up on screen when creating stuff. Once you place something down you will need to write down the coordinates and angles on screen into the gsc code in "maps.gsc" in the corresponding map function for the map you are working on.

    Here are the arguments for the forge functions used within this gamemode:

    CreateWall(model, start, end, lengthspace, heightspace, invisible)
    CreateRamp(model, start, end, lengthspace, invisible)
    CreateGrid(model, start, end, angles, lengthspace, widthspace, heightspace, invisible)
    CreateModel(model, origin, angles, invisible)
    CreatePortal(start, end, twoway, invisible)
    CreateZipline(start, end, duration, twoway)
    CreateElevator(model, start, end, angles, duration, waitduration)
    CreateDoor(model, open, close, angles, modelangles, width, height, lengthspace, heightspace, duration, health)
    CreateTurret(origin, angles)
    CreateWallWeapon(weapon, origin, angles)
    CreateMysteryBox(origin, angles)
    CreatePackaPunch(origin, angles)
    DeleteModel(modelnumber)
    MoveModel(modelnumber)

    Here are some examples of those functions filled out:

    CreateWall("t6_wpn_supply_drop_trap", (-381, -844, -6Cool Man (aka Tustin), (95, -660, 132), 72, 33, false);
    CreateRamp("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), 33, false);
    CreateGrid("t6_wpn_supply_drop_trap", (-387, -1124, -67), (340, -1947, -67), (0, -90, 0), 41, 72, 33, false);
    CreateModel("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), false);
    CreatePortal((137, -865, -67), (157, -570, -67), false, false);
    CreateZipline((-600, -1380, -67), (353, -883, 66), 3, true);
    CreateElevator("t6_wpn_supply_drop_axis", (-635, -590, -67), (-635, -590, 300), (0, 90, 0), 3, 1);
    CreateDoor("t6_wpn_supply_drop_axis", (-495, -812, -67), (-41, -819, -67), (0, 90, 0), (90, 0, 0), 5, 2, 72, 33, 2, 30);
    CreateTurret((0, 0, 0), (0, 0, 0));
    CreateWallWeapon("scar_mp", (-148, -642, -67), (0, 180, 0));
    CreateMysteryBox((-41, -819, -67), (0, 0, 0));
    CreatePackaPunch((-616, 56, -67), (0, 90, 0));
    DeleteModel(50);
    MoveModel(32);

    Also regarding map edits these forge functions use different placement/addtional arguments from the original so if you want to use map edits from the Original Zombieland you will need convert them all.


    Known Bugs and Glitches:
    Spoiler:
    - Players who don't use a HDMI cord sometimes can't see some of the huds.


    Disclaimers:
    Spoiler:
    - I did not create the original idea of this gamemode Shark did, and since i made all the code from scratch as well as change alot of game play mechanical components i did not name this to be a "Edit" of his gamemode. So don't withhold me as the original creator of Zombieland.

    - This project only comes with 3 map edits Cargo, Standoff, Turbine which are all made by myself, everyday i will try and update this with new map edits as i get through all of them.

    - This gamemode was designed for multiplayer so it will not work on zombies mode.


    Credits:
    Spoiler:
    - CoolJay
    - Shark
    - Extinct
    - Loz
    - DF_AUS
    - iAmCrystal
    - Skonafid
    - TheHiddenHour
    - SneakerStreet
    - xTurntUpLobbies
    - Im_YouViolateMe
    - anthonything
    - jwm614
    - MCabCon
    - ItsLollo1000
    - CraigChrist8239
    - Zeroy
    - iMCSx
    - dtx12
    - GrabIt_2
    If you believe i have missed you and you're not on the list let me know!


    This Edit is F**king Sick Bro!!! I've never seen this kind of style before! Keep up the good work bro!! Can't wait to use it tonight when i get home!
  9. 08-25-2016, 02:31 PM
    59
    Posts
    585
    Reputation
    Apr 2016
    NextGenUpdate
    Originally Posted by OfficialCoolJay View Post
    You must login or register to view this content.

    Welcome to my gamemode fellow modders. This gamemode is a take off "Shark's Original Zombieland" which is known by many, this project is my envisionment on that gamemode having recoded the entirety of it. Different from the original this consist of gameplay mechanic changes, new features, and stability in terms of no freezes and elimination of all bugs and glitches. This gamemode was designed to mimick Treyarch's Original Zombies so it has alot of similarities which for players who are familiar with will be able to get use to quite easily. This project took me a year to develop so i hope a vast majority of the community can come to appreciate this gamemode, and make value of the source code that i tried to keep clean as possible for coders to read.


    Preview Videos:


    Video Credits: DF_AUS

    Screenshots:

    Spoiler:
    You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.


    Gamemode Objective:

    The gamemode consist of two teams, "Humans" and "Zombies". When the game starts each player will be "Human" and then there is a short period of time before a random player is selected to be the first "Zombie", then their objective is to eliminate all "Humans". Each time a "Zombie" kills a "Human" that "Human" becomes infected and converts to a "Zombie" and will continue to be until the game is over. The "Humans" objective is to survive as long as they possibly can. Both teams players can earn points by killing the players on the opposite team. During the game both teams will have the ability to interact with objects and purchase numerous items in order to give them an advantage over other players.

    Gamemode Features:

    Game

    Spoiler:
    - The game times how long you can survive and display "Humans" survival time at the end of the game.

    - As time goes by in the game so does the amount of points earned for "Humans" and "Zombies" for the following: "Human" Survivor Bonus, "Human" Door Repair, "Zombie" Kills, "Zombie" Non Lethal Kills, "Zombie" Deaths, "Zombie" Turret Kills, "Zombie" Door Damages.

    - "Zombies" who leave the game and rejoin regardless of changing their clan tag will still be assigned as a "Zombie" when they rejoin until the current game is finished.

    - If a "Zombie" leaves while being the only "Zombie" another random player will be selected to be a "Zombie".

    - Within the code of the gamemode all configurable/tweakable settings are list at the top in the main.gsc for players who want to fine tune the gamemode to there liking, although i wouldn't recommend personally as i have already setup the gamemode to be as balanced as possible.


    Humans

    Spoiler:
    - "Humans" will be able to purchase items via their menu such as: Perks, Equipment, Weapons, Attachments, Defenses, Support.

    - "Humans" can use Doors as a temporary defense to protect themselves from "Zombies" that are trying to get to them, these Doors can be destroyed by "Zombies" but can be later repaired by "Human" players which grants that "Human" whom repaired it additional points.

    - "Humans" can purchase Wall Weapons which will give them the corresponding weapon as well as allow them to come back at any point and purchase ammo for that gun while currently in their inventory.

    - "Humans" can purchase uses for Mystery Box's to obtain random weapons.

    - "Humans can use the Pack-a-Punch to upgrade there weapons to be twice as strong, as well as can be upgraded multiple times to acquire additional elemental effects for the weapon such as Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, and Poseidon's Wrath to help kill "Zombies" faster with more style.

    - "Humans" can interact with Power-Ups that randomly drop after killing a "Zombie" which can either grant the player or all players special abilities such as: Max Ammo, Insta-Kill, Double Points, Nuke, Fire Sale, Free Perk, Zombie Blood, Death Machine.

    - "Humans" will earn different amounts of points per shot depending on the type of damage they do, the following being: melee, headshot, projectile, explosive, non lethal damage.

    - "Humans" will obtain Survivor Bonus points every time a "Human" on their team dies.


    Zombies

    Spoiler:
    - "Zombies" will be able to purchase items via their menu such as: Equipment, Zombies Types.

    - "Zombies" progressively get stronger as the time goes by gaining more health, points, and damage for certain things.

    - "Zombies" can use their weapons in order to damage doors, which will gain them points in doing so aswell as open the door to them once destroyed.


    In Depth Log of Features

    Spoiler:
    - Perk hud removed for hud element space

    - Scorestreaks Disabled in a way that allows you to use grenade launcher attachment, and select fire attachment.

    - Tac-45 starting weapon

    - Random camo for knifes

    - Random character model for "Humans"

    - Create Wall, Create Ramp, Create Grid, Create Model, Create Elevator, Create Door functions rewritten with more arguments for more advanced alignment and positioning, as well as being compatible with any model of choice.

    - Create Door alignment during creation is better.

    - Opening/Closing a Door by "Humans" is done by knifing the actual Door models now.

    - Door damage by "Zombies" is done by actually damaging the Door models now.

    - Interactive Door message is now aligned perfectly centered with the Door so it can be seen from each edge of the Door.

    - Doors can be repaired by "Humans" once destroyed by holding the corresponding button displayed on there screen when near them.

    - Create Turret faces a different angle

    - Create Wall Weapon will allow you to purchase the corresponding weapon on the wall as well as buy ammo for it while you have the weapon in your inventory, if you weapon is pack-a-punched it will cost more for ammo.

    - Mystery Box has timing very similar to the original Mystery Box from Treyarch Zombies.

    - Mystery Box will not give or scroll past a weapon that you already have in your inventory while you are using it.

    - Mystery Box times out just like the teddy bear from Treyarch Zombies, after 7 definite rolls then the rest being 50% chance to time out, the Mystery Box will switch to a random location out of all locations possible, this will only happen if there are more then 1 locations defined.

    - Mystery Box gives "Human" their points back if the Mystery Box times out.

    - Create Pack-a-Punch will allow you to upgrade your current weapon to make it twice as strong, as well as double pack-a-punch in order to get a random elemental effect for your gun those being: Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, Poseidon's Wrath as well as a corresponding camo depending on which elemental effect you have.

    - Weapon and equipment now have correct display names

    - GivePlayerWeaponAttachment will allow you to give up to 3 attachments for a players current weapon checking whether or not they already have it or it conflicts with another attachment, as well as keeping the current camo for that gun also.

    - New introduction design that waits for a player to press the corresponding button on screen before spawning in, this does not stop the game from finshing.

    - Blood Sky

    - After Match Lobby Message Host Only

    - Disabled Team Change

    - Power-Ups based off Treyarchs Zombies Power-Ups which have proper models, fxs, and shaders. These Power-Ups only have 26 seconds to be picked up by "Humans" before disappearing forever.

    - Picking up a Power-Up while there is already one currently in use will just overwrite the previous Power-Up that was in progression.

    - Max Ammo gives maximum amount of stock ammo for every "Humans" guns in a their inventory.

    - Insta-Kill makes all "Zombies" 1 shot to die for 30 seconds this applies to equipment and defenses aswell.

    - Double Points gives all "Humans" double the amount of points per shot, kill, nuke, and door repair for 30 seconds.

    - Nuke kills all "Zombies" on the map as well as gives all "Humans" 400 addtional points.

    - Fire Sale makes all Mystery Box locations on the map available as well as the price be deducted to only 10 points for 30 seconds.

    - Free perk will give the "Human" who obtained the Power-Up a random perk that they do not currently have.

    - Zombie Blood makes "Human" who obtained the Power-Up 30 seconds of invisibility.

    - Death Machine gives the "Human" who obtained the Power-Up a Death Machine for 30 seconds.

    - Knife Flip allows player to flip their knifing while holding out their knife and holding the reload button.

    - Advanced UFO Mode which allows you to not only move forward but up, down, left, right.

    - Paintbrush lets you paint a trail of fxs at your crosshairs.

    - Force Host

    - Anti End Game

    - Auto Restart

    - Advanced Forgemode which moves of the point you aimed at rather then centers to your crosshair allowing for more precision whilst trying to close gaps between the model. you can also well rotate the model on the x, y, z axis, and copy/delete the model. It also shows the map model number, model name, model origin, model angles if you have developer mode enabled.

    - Forge Editor lets you create a map edit while in game by defining the origins for placement using your controller/keyboard, if developer mode is enabled it will also display the coordinates of these forge functions.

    - Developer Mode gives all player godmode and infinite points, it stops the game from ending and adds a button bind for displaying your current origin. It will display information for all models picked up or forge functions created at the top of the screen until disabled.

    - Give Host Privileges will give a player access to all features in the Host and Players menu but won't be able to kick or freeze the host.

    - Change To Human

    - Change To Zombie

    - New Money Hud Design

    - Removal of purchasing health in the game, "Zombies" obtain health as the game progress and "Humans" can purchase Juggernog to increase there health to 5 knife hits before dying.

    - Custom Create Hud functions which align to the players safe area.

    - Around 38 different changeable settings within the gsc.

    - Clear Strings

    - Overflow Fix By CoolJay

    - Game checks if its team deathmatch and if it isn't the game will back out to the lobby.

    - "Humans" get different amount of points per type of damage they deal for the following: melee, headshot, projectile, explosive, non lethal damage.

    - Add Menu arguments are changed so that the title of a menu is the same as string name for that menu.

    - Add Menu Option arguments changed to allow for shaders and personal preference.

    - Menu Base Engine recoded, removing unnecessary arrays/variables used in previous menus created before.

    - Custom Menu Base with animated custom lightning background, menu header for each submenu, submenu text transitions.

    - Infinite Menu Option Pageing displaying 12 menu options at a time before turning the page.

    - Menu Option Shaders for equipment, weapons, and attachments.

    - Juggernog gives "Human" 750 health (5 knife hits until death)

    - Double Tap II makes all weapons fired by 'Human" shot 2 bullets at once (doesn't consume extra ammo) giving twice the damage.

    - Speed Cola speeds up "Human" reload speed time and alot of other speed times for other things.

    - Stamin-Up increases "Human" movement speed.

    - Mule Kick allows "Human" to hold up to 3 maximum primary weapons (from 2).

    - Electric Cherry electrocutes all "Zombies" within radius of the "Human" who is reloading.

    - PhDFlopper gives "Human" immunity to explosives as well as when they dolphin dive creates a explosion around them damaging any "Zombies" within radius.

    - Stealth Aid gives "Human" toggleable infrared vision and lets them see all zombies on minimap, as well as see equipment through walls, and walk quieter.

    - Manuel Turret can only be operated "Humans".

    - Auto Turret is an automatic turret that fires at "Zombies" when nearby, and cannot not be manually used.

    - Kamikaze Bomber damages all "Zombies" within impact radius.

    - Scorestreaks that stop correctly on death.

    - Riot Zombie gives "Zombie" a bunch of equipped shield to there body protecting them from damage.

    - Cyborg Zombie gives "Zombie" super speed and a cyborg look.

    - Napalm Zombie will make it so when "Zombie" is near other "Humans" they will take slow burn damage while in range as well as can explode on command, and if not will explode when killed.

    - Etheric Zombie can teleport to their crosshairs at anypoint and will go invisible for that short period of time, this is useful when "Humans" are up on a high ledge for example.

    - Juggernaut Zombie is a tank who gets a very large considerable amount of health as well as can throw objects at players from a distance such as cars, crates etc. It also slows their speed down for that cost.

    - A bunch of mathematical and cool gsc utilities within the gsc that can be used for alot of multi purpose things.


    Updates Log:
    Spoiler:
    8/25/2016: Release


    Downloads:

    Mediafire:
    Spoiler:
    You must login or register to view this content.



    Injection and Setup:

    Black Ops II GSC Studio:
    Spoiler:
    Open Black Ops II GSC Studio and go to the "Connect" tab and connect to either your PS3 or Xbox 360 or PC, once you are connected, run Black Ops II on your console or pc and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match". In Black Ops II GSC Studio go to the "Editor" tab and click the option "Inject compiled script file..." then you will need to go to where you downloaded "Zombieland By CoolJay.rar" and extract the rar file, you will need a unzip program to do this i suggest downloading WinRar to do this. Once extracted, open up the extracted folder and go in "Compiled" then "Console" if you're using a console or "PC" if you're using a PC, then you will see a folder called "maps". Click and drag "maps" into the window dialog on Black Ops II GSC Studio and click "Inject list..." it should a few moments later pop up in the bottom left corner "Project injected successfully". You are now ready to start the game.


    Creating Map Edits:
    Spoiler:
    You can use the Forge Editor feature in the menu to build map edits, use Developer Mode to enable information to pop up on screen when creating stuff. Once you place something down you will need to write down the coordinates and angles on screen into the gsc code in "maps.gsc" in the corresponding map function for the map you are working on.

    Here are the arguments for the forge functions used within this gamemode:

    CreateWall(model, start, end, lengthspace, heightspace, invisible)
    CreateRamp(model, start, end, lengthspace, invisible)
    CreateGrid(model, start, end, angles, lengthspace, widthspace, heightspace, invisible)
    CreateModel(model, origin, angles, invisible)
    CreatePortal(start, end, twoway, invisible)
    CreateZipline(start, end, duration, twoway)
    CreateElevator(model, start, end, angles, duration, waitduration)
    CreateDoor(model, open, close, angles, modelangles, width, height, lengthspace, heightspace, duration, health)
    CreateTurret(origin, angles)
    CreateWallWeapon(weapon, origin, angles)
    CreateMysteryBox(origin, angles)
    CreatePackaPunch(origin, angles)
    DeleteModel(modelnumber)
    MoveModel(modelnumber)

    Here are some examples of those functions filled out:

    CreateWall("t6_wpn_supply_drop_trap", (-381, -844, -6Cool Man (aka Tustin), (95, -660, 132), 72, 33, false);
    CreateRamp("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), 33, false);
    CreateGrid("t6_wpn_supply_drop_trap", (-387, -1124, -67), (340, -1947, -67), (0, -90, 0), 41, 72, 33, false);
    CreateModel("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), false);
    CreatePortal((137, -865, -67), (157, -570, -67), false, false);
    CreateZipline((-600, -1380, -67), (353, -883, 66), 3, true);
    CreateElevator("t6_wpn_supply_drop_axis", (-635, -590, -67), (-635, -590, 300), (0, 90, 0), 3, 1);
    CreateDoor("t6_wpn_supply_drop_axis", (-495, -812, -67), (-41, -819, -67), (0, 90, 0), (90, 0, 0), 5, 2, 72, 33, 2, 30);
    CreateTurret((0, 0, 0), (0, 0, 0));
    CreateWallWeapon("scar_mp", (-148, -642, -67), (0, 180, 0));
    CreateMysteryBox((-41, -819, -67), (0, 0, 0));
    CreatePackaPunch((-616, 56, -67), (0, 90, 0));
    DeleteModel(50);
    MoveModel(32);

    Also regarding map edits these forge functions use different placement/addtional arguments from the original so if you want to use map edits from the Original Zombieland you will need convert them all.


    Known Bugs and Glitches:
    Spoiler:
    - Players who don't use a HDMI cord sometimes can't see some of the huds.


    Disclaimers:
    Spoiler:
    - I did not create the original idea of this gamemode Shark did, and since i made all the code from scratch as well as change alot of game play mechanical components i did not name this to be a "Edit" of his gamemode. So don't withhold me as the original creator of Zombieland.

    - This project only comes with 3 map edits Cargo, Standoff, Turbine which are all made by myself, everyday i will try and update this with new map edits as i get through all of them.

    - This gamemode was designed for multiplayer so it will not work on zombies mode.


    Credits:
    Spoiler:
    - CoolJay
    - Shark
    - Extinct
    - Loz
    - DF_AUS
    - iAmCrystal
    - Skonafid
    - TheHiddenHour
    - SneakerStreet
    - xTurntUpLobbies
    - Im_YouViolateMe
    - anthonything
    - jwm614
    - MCabCon
    - ItsLollo1000
    - CraigChrist8239
    - Zeroy
    - iMCSx
    - dtx12
    - GrabIt_2
    If you believe i have missed you and you're not on the list let me know!


    Oh shit, very nice! Great job mate! Look forward to using this.
  10. 08-25-2016, 02:52 PM
    OfficialJesseP's Avatar
    OfficialJesseP
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    OfficialJesseP
    Proud Canadian
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    Jun 2015
    NextGenUpdate
    Originally Posted by OfficialCoolJay View Post
    You must login or register to view this content.

    Welcome to my gamemode fellow modders. This gamemode is a take off "Shark's Original Zombieland" which is known by many, this project is my envisionment on that gamemode having recoded the entirety of it. Different from the original this consist of gameplay mechanic changes, new features, and stability in terms of no freezes and elimination of all bugs and glitches. This gamemode was designed to mimick Treyarch's Original Zombies so it has alot of similarities which for players who are familiar with will be able to get use to quite easily. This project took me a year to develop so i hope a vast majority of the community can come to appreciate this gamemode, and make value of the source code that i tried to keep clean as possible for coders to read.


    Preview Videos:


    Version: Release
    Video Credits: DF_AUS

    Screenshots:

    Spoiler:
    You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.You must login or register to view this content.


    Gamemode Objective:

    The gamemode consist of two teams, "Humans" and "Zombies". When the game starts each player will be "Human" and then there is a short period of time before a random player is selected to be the first "Zombie", then their objective is to eliminate all "Humans". Each time a "Zombie" kills a "Human" that "Human" becomes infected and converts to a "Zombie" and will continue to be until the game is over. The "Humans" objective is to survive as long as they possibly can. Both teams players can earn points by killing the players on the opposite team. During the game both teams will have the ability to interact with objects and purchase numerous items in order to give them an advantage over other players.

    Gamemode Features:

    Game

    Spoiler:
    - The game times how long you can survive and display "Humans" survival time at the end of the game.

    - As time goes by in the game so does the amount of points earned for "Humans" and "Zombies" for the following: "Human" Survivor Bonus, "Human" Door Repair, "Zombie" Kills, "Zombie" Non Lethal Kills, "Zombie" Deaths, "Zombie" Turret Kills, "Zombie" Door Damages.

    - "Zombies" who leave the game and rejoin regardless of changing their clan tag will still be assigned as a "Zombie" when they rejoin until the current game is finished.

    - If a "Zombie" leaves while being the only "Zombie" another random player will be selected to be a "Zombie".

    - Within the code of the gamemode all configurable/tweakable settings are list at the top in the main.gsc for players who want to fine tune the gamemode to there liking, although i wouldn't recommend personally as i have already setup the gamemode to be as balanced as possible.


    Humans

    Spoiler:
    - "Humans" will be able to purchase items via their menu such as: Perks, Equipment, Weapons, Attachments, Defenses, Support.

    - "Humans" can use Doors as a temporary defense to protect themselves from "Zombies" that are trying to get to them, these Doors can be destroyed by "Zombies" but can be later repaired by "Human" players which grants that "Human" whom repaired it additional points.

    - "Humans" can purchase Wall Weapons which will give them the corresponding weapon as well as allow them to come back at any point and purchase ammo for that gun while currently in their inventory.

    - "Humans" can purchase uses for Mystery Box's to obtain random weapons.

    - "Humans can use the Pack-a-Punch to upgrade there weapons to be twice as strong, as well as can be upgraded multiple times to acquire additional elemental effects for the weapon such as Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, and Poseidon's Wrath to help kill "Zombies" faster with more style.

    - "Humans" can interact with Power-Ups that randomly drop after killing a "Zombie" which can either grant the player or all players special abilities such as: Max Ammo, Insta-Kill, Double Points, Nuke, Fire Sale, Free Perk, Zombie Blood, Death Machine.

    - "Humans" will earn different amounts of points per shot depending on the type of damage they do, the following being: melee, headshot, projectile, explosive, non lethal damage.

    - "Humans" will obtain Survivor Bonus points every time a "Human" on their team dies.


    Zombies

    Spoiler:
    - "Zombies" will be able to purchase items via their menu such as: Equipment, Zombies Types.

    - "Zombies" progressively get stronger as the time goes by gaining more health, points, and damage for certain things.

    - "Zombies" can use their weapons in order to damage doors, which will gain them points in doing so aswell as open the door to them once destroyed.


    In Depth Log of Features

    Spoiler:
    - Perk hud removed for hud element space

    - Scorestreaks Disabled in a way that allows you to use grenade launcher attachment, and select fire attachment.

    - Tac-45 starting weapon

    - Random camo for knifes

    - Random character model for "Humans"

    - Create Wall, Create Ramp, Create Grid, Create Model, Create Elevator, Create Door functions rewritten with more arguments for more advanced alignment and positioning, as well as being compatible with any model of choice.

    - Create Door alignment during creation is better.

    - Opening/Closing a Door by "Humans" is done by knifing the actual Door models now.

    - Door damage by "Zombies" is done by actually damaging the Door models now.

    - Interactive Door message is now aligned perfectly centered with the Door so it can be seen from each edge of the Door.

    - Doors can be repaired by "Humans" once destroyed by holding the corresponding button displayed on there screen when near them.

    - Create Turret faces a different angle

    - Create Wall Weapon will allow you to purchase the corresponding weapon on the wall as well as buy ammo for it while you have the weapon in your inventory, if you weapon is pack-a-punched it will cost more for ammo.

    - Mystery Box has timing very similar to the original Mystery Box from Treyarch Zombies.

    - Mystery Box will not give or scroll past a weapon that you already have in your inventory while you are using it.

    - Mystery Box times out just like the teddy bear from Treyarch Zombies, after 7 definite rolls then the rest being 50% chance to time out, the Mystery Box will switch to a random location out of all locations possible, this will only happen if there are more then 1 locations defined.

    - Mystery Box gives "Human" their points back if the Mystery Box times out.

    - Create Pack-a-Punch will allow you to upgrade your current weapon to make it twice as strong, as well as double pack-a-punch in order to get a random elemental effect for your gun those being: Blast Furnace, Dead Wire, Thunder Wall, Fireworks, Scorching Inferno, Poseidon's Wrath as well as a corresponding camo depending on which elemental effect you have.

    - Weapon and equipment now have correct display names

    - GivePlayerWeaponAttachment will allow you to give up to 3 attachments for a players current weapon checking whether or not they already have it or it conflicts with another attachment, as well as keeping the current camo for that gun also.

    - New introduction design that waits for a player to press the corresponding button on screen before spawning in, this does not stop the game from finshing.

    - Blood Sky

    - After Match Lobby Message Host Only

    - Disabled Team Change

    - Power-Ups based off Treyarchs Zombies Power-Ups which have proper models, fxs, and shaders. These Power-Ups only have 26 seconds to be picked up by "Humans" before disappearing forever.

    - Picking up a Power-Up while there is already one currently in use will just overwrite the previous Power-Up that was in progression.

    - Max Ammo gives maximum amount of stock ammo for every "Humans" guns in a their inventory.

    - Insta-Kill makes all "Zombies" 1 shot to die for 30 seconds this applies to equipment and defenses aswell.

    - Double Points gives all "Humans" double the amount of points per shot, kill, nuke, and door repair for 30 seconds.

    - Nuke kills all "Zombies" on the map as well as gives all "Humans" 400 addtional points.

    - Fire Sale makes all Mystery Box locations on the map available as well as the price be deducted to only 10 points for 30 seconds.

    - Free perk will give the "Human" who obtained the Power-Up a random perk that they do not currently have.

    - Zombie Blood makes "Human" who obtained the Power-Up 30 seconds of invisibility.

    - Death Machine gives the "Human" who obtained the Power-Up a Death Machine for 30 seconds.

    - Knife Flip allows player to flip their knifing while holding out their knife and holding the reload button.

    - Advanced UFO Mode which allows you to not only move forward but up, down, left, right.

    - Paintbrush lets you paint a trail of fxs at your crosshairs.

    - Force Host

    - Anti End Game

    - Auto Restart

    - Advanced Forgemode which moves of the point you aimed at rather then centers to your crosshair allowing for more precision whilst trying to close gaps between the model. you can also well rotate the model on the x, y, z axis, and copy/delete the model. It also shows the map model number, model name, model origin, model angles if you have developer mode enabled.

    - Forge Editor lets you create a map edit while in game by defining the origins for placement using your controller/keyboard, if developer mode is enabled it will also display the coordinates of these forge functions.

    - Developer Mode gives all player godmode and infinite points, it stops the game from ending and adds a button bind for displaying your current origin. It will display information for all models picked up or forge functions created at the top of the screen until disabled.

    - Give Host Privileges will give a player access to all features in the Host and Players menu but won't be able to kick or freeze the host.

    - Change To Human

    - Change To Zombie

    - New Money Hud Design

    - Removal of purchasing health in the game, "Zombies" obtain health as the game progress and "Humans" can purchase Juggernog to increase there health to 5 knife hits before dying.

    - Custom Create Hud functions which align to the players safe area.

    - Around 38 different changeable settings within the gsc.

    - Clear Strings

    - Overflow Fix By CoolJay

    - Game checks if its team deathmatch and if it isn't the game will back out to the lobby.

    - "Humans" get different amount of points per type of damage they deal for the following: melee, headshot, projectile, explosive, non lethal damage.

    - Add Menu arguments are changed so that the title of a menu is the same as string name for that menu.

    - Add Menu Option arguments changed to allow for shaders and personal preference.

    - Menu Base Engine recoded, removing unnecessary arrays/variables used in previous menus created before.

    - Custom Menu Base with animated custom lightning background, menu header for each submenu, submenu text transitions.

    - Infinite Menu Option Pageing displaying 12 menu options at a time before turning the page.

    - Menu Option Shaders for equipment, weapons, and attachments.

    - Juggernog gives "Human" 750 health (5 knife hits until death)

    - Double Tap II makes all weapons fired by 'Human" shot 2 bullets at once (doesn't consume extra ammo) giving twice the damage.

    - Speed Cola speeds up "Human" reload speed time and alot of other speed times for other things.

    - Stamin-Up increases "Human" movement speed.

    - Mule Kick allows "Human" to hold up to 3 maximum primary weapons (from 2).

    - Electric Cherry electrocutes all "Zombies" within radius of the "Human" who is reloading.

    - PhDFlopper gives "Human" immunity to explosives as well as when they dolphin dive creates a explosion around them damaging any "Zombies" within radius.

    - Stealth Aid gives "Human" toggleable infrared vision and lets them see all zombies on minimap, as well as see equipment through walls, and walk quieter.

    - Manuel Turret can only be operated "Humans".

    - Auto Turret is an automatic turret that fires at "Zombies" when nearby, and cannot not be manually used.

    - Kamikaze Bomber damages all "Zombies" within impact radius.

    - Scorestreaks that stop correctly on death.

    - Riot Zombie gives "Zombie" a bunch of equipped shield to there body protecting them from damage.

    - Cyborg Zombie gives "Zombie" super speed and a cyborg look.

    - Napalm Zombie will make it so when "Zombie" is near other "Humans" they will take slow burn damage while in range as well as can explode on command, and if not will explode when killed.

    - Etheric Zombie can teleport to their crosshairs at anypoint and will go invisible for that short period of time, this is useful when "Humans" are up on a high ledge for example.

    - Juggernaut Zombie is a tank who gets a very large considerable amount of health as well as can throw objects at players from a distance such as cars, crates etc. It also slows their speed down for that cost.

    - A bunch of mathematical and cool gsc utilities within the gsc that can be used for alot of multi purpose things.


    Updates Log:
    Spoiler:
    8/25/2016: Release


    Downloads:

    Mediafire:
    Spoiler:
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    Injection and Setup:

    Black Ops 2 - GSC Studio:
    Spoiler:
    Open Black Ops 2 - GSC Studio and go to the "Connect" tab and connect to either your PS3, Xbox 360 or PC, once you are connected, run Black Ops II on your Console or PC and get into a "Pregame Lobby" whether you're at the "Main Menu" or in a "Custom Game Match" or "Public Game Match". In Black Ops 2 - GSC Studio go to the "Editor" tab and click the option "Inject compiled script file..." then you will need to go to where you downloaded "Zombieland By CoolJay.rar" and extract the rar file, you will need a unzip program to do this i suggest downloading WinRar to do this. Once extracted, open up the extracted folder and go in "Compiled" then "Console" if you're using a console or "PC" if you're using a PC, then you will see a folder called "maps". Click and drag "maps" into the window dialog on Black Ops 2 - GSC Studio and click "Inject list..." it should a few moments later pop up in the bottom left corner "Project injected successfully". Then on Black Ops II you will need to make sure the gamemode is set to "Team Deathmatch" before starting. You are now ready to start the game.


    Creating Map Edits:
    Spoiler:
    You can use the Forge Editor feature in the menu to build map edits, use Developer Mode to enable information to pop up on screen when creating stuff. Once you place something down you will need to write down the coordinates and angles on screen into the gsc code in "maps.gsc" in the corresponding map function for the map you are working on.

    Here are the arguments for the forge functions used within this gamemode:

    CreateWall(model, start, end, lengthspace, heightspace, invisible)
    CreateRamp(model, start, end, lengthspace, invisible)
    CreateGrid(model, start, end, angles, lengthspace, widthspace, heightspace, invisible)
    CreateModel(model, origin, angles, invisible)
    CreatePortal(start, end, twoway, invisible)
    CreateZipline(start, end, duration, twoway)
    CreateElevator(model, start, end, angles, duration, waitduration)
    CreateDoor(model, open, close, angles, modelangles, width, height, lengthspace, heightspace, duration, health)
    CreateTurret(origin, angles)
    CreateWallWeapon(weapon, origin, angles)
    CreateMysteryBox(origin, angles)
    CreatePackaPunch(origin, angles)
    DeleteModel(modelnumber)
    MoveModel(modelnumber)

    Here are some examples of those functions filled out:

    CreateWall("t6_wpn_supply_drop_trap", (-381, -844, -6Cool Man (aka Tustin), (95, -660, 132), 72, 33, false);
    CreateRamp("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), 33, false);
    CreateGrid("t6_wpn_supply_drop_trap", (-387, -1124, -67), (340, -1947, -67), (0, -90, 0), 41, 72, 33, false);
    CreateModel("t6_wpn_supply_drop_trap", (-613, -744, -67), (-602, -248, 81), false);
    CreatePortal((137, -865, -67), (157, -570, -67), false, false);
    CreateZipline((-600, -1380, -67), (353, -883, 66), 3, true);
    CreateElevator("t6_wpn_supply_drop_axis", (-635, -590, -67), (-635, -590, 300), (0, 90, 0), 3, 1);
    CreateDoor("t6_wpn_supply_drop_axis", (-495, -812, -67), (-41, -819, -67), (0, 90, 0), (90, 0, 0), 5, 2, 72, 33, 2, 30);
    CreateTurret((0, 0, 0), (0, 0, 0));
    CreateWallWeapon("scar_mp", (-148, -642, -67), (0, 180, 0));
    CreateMysteryBox((-41, -819, -67), (0, 0, 0));
    CreatePackaPunch((-616, 56, -67), (0, 90, 0));
    DeleteModel(50);
    MoveModel(32);

    Also regarding map edits these forge functions use different placement/addtional arguments from the original so if you want to use map edits from the Original Zombieland you will need convert them all.


    Known Bugs and Glitches:
    Spoiler:
    - Players who don't use a HDMI cord sometimes can't see some of the huds.


    Disclaimers:
    Spoiler:
    - I did not create the original idea of this gamemode Shark did, and since i made all the code from scratch as well as change alot of game play mechanical components i did not name this to be a "Edit" of his gamemode. So don't withhold me as the original creator of Zombieland.

    - This project only comes with 3 map edits Cargo, Standoff, Turbine which are all made by myself, everyday i will try and update this with new map edits as i get through all of them.

    - This gamemode was designed for multiplayer so it will not work on zombies mode.


    Credits:
    Spoiler:
    - CoolJay
    - Shark
    - Extinct
    - Loz
    - DF_AUS
    - iAmCrystal
    - Skonafid
    - TheHiddenHour
    - SneakerStreet
    - xTurntUpLobbies
    - Im_YouViolateMe
    - anthonything
    - jwm614
    - MCabCon
    - ItsLollo1000
    - CraigChrist8239
    - Zeroy
    - iMCSx
    - dtx12
    - GrabIt_2
    If you believe i have missed you and you're not on the list let me know!

    Very cool man, nicely done :yes:
  11. 08-25-2016, 03:52 PM
    Maiq's Avatar
    Maiq
    Haxor!
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    Maiq
    Haxor!
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    Apr 2015
    NextGenUpdate
    Fucking sick bro
  12. 08-25-2016, 05:38 PM
    DoraTheKiller97's Avatar
    DoraTheKiller97
    Treasure hunter
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    DoraTheKiller97
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    NextGenUpdate
    I love this!!! <3 Much love and great job!
  13. 08-25-2016, 05:41 PM
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    CokeHaan
    Gobble
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    NextGenUpdate
    This is soooo dope <3
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