Call of Duty: Black Ops III

Call of Duty: Black Ops III

Zombie [Plus] Mod
 This topic has been pinned, so it's probably important
Deadshot.mp4  [developer] 11 Jul, 2022 @ 12:54pm
Custom Map Support (For Creators)
Supporting a map without being the Map Creator

If you want a custom map to be supported, I can always hardcode it into the mod (opposed to the map creator supporting it). To help me with this process, you can enter the map and use the following dvars to get locations for me to spawn the assets in:

There are 2 dvars which all players are given access to which can help with supporting the mod (check desc for more dvars)

  • /sv_zmPlusDisplay 1
    Used to display the features loaded into this map and display the map's dvarstring name.
    If you want to find out what Perma-Perks are loaded into a map, if it has WAW pack, if it has Rampage Inducer, etc. use this command
  • /p_zmPlusPrintOrigin 1
    Used to display a player's origin and rotation. If you want me to support a map by hardcoding, using this command to find locations for the assets (rampage inducer, ammo crates, and the exfil start/holdout locations) will help me greatly in the process of supporting a map!

Custom Map Support (For Map Makers)

This Mod uses structs to spawn in the various models & functions, and has a function that spawns these per map for Black Ops III. However, I've added support for custom maps with specific structs on them to spawn in the features for this map.

If you want this mod to support your map, do the following:
Use script_structs for the spawn locations
  • Create a struct with a targetname of "custom_map_crate" , you can create as many of these as you want and make it FLUSH with the ground (similar to zombies struct spawns)
  • For the Exfil create a struct with a targetname "custom_map_exfil_location" for the holdout location, and a struct with a targetname of "custom_map_exfil_start" for the interact to activate the Exfil. ONLY CREATE ONE OF EACH
  • For the Rampage Inducer create a script_struct with the targetname "custom_map_inducer", ONLY CREATE ONE OF THEM

If you want this mod to allow more Perma-Perks than just QR and the sniper Perma-Perk,
than add these before
usermap::main
  • level.zm_plus_use_stamin = true;
    for Perma-Stamin Up
  • level.zm_plus_use_phd = true;
    for Perma-PHD
  • level.zm_plus_use_timeslip = true;
    for Perma-Timeslip
  • level.zm_plus_use_jugg = true;
    for Perma-Jugg

I do not recommend using Perma-Timeslip on a non-standard box (if it's not the default mystery box/pack a punch, I can't confirm if the animations will mess with the perma perk). I also don't recommend using Perma-PHD on maps with PHD already on it, as it'll be redundant

Camos
The mod also overrides some camos, and I wanted to display the indexes so if the player wanted to use them, they can use the index for their map and when this mod is loaded it'll use the corresponding camo:
42 == waw camo redone 132== bo1 camo redone 133== origins camo redone 82 == moon space camo

You do not need to support all of these! If you only want Ammo Crates, than just place that struct. The Mod is set up to ignore scripts completely if they do not have a defined spawn location :)

That should be it! Contact me if you have any issues and I'd recommend testing the mod on the map before you release to make sure it works :)
Last edited by Deadshot.mp4; 18 Jul, 2022 @ 7:22am
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Showing 1-8 of 8 comments
Mr. Something 12 Jul, 2022 @ 8:16pm 
Ammo crates aren't spawning in my map. Is there a sulotion?
Deadshot.mp4  [developer] 12 Jul, 2022 @ 8:28pm 
Originally posted by Mr. Something:
Ammo crates aren't spawning in my map. Is there a sulotion?

Hey I think I found the fix. So I've kept this description and forgot to update it when I made the change of the names for the structs, and whatever I previously had for the ammo crate targetname was wrong. Use 'custom_map_crate' as the targetname, I got it to work on my test map. Also updated the description. Lmk if you have any issues afterwards. Apologies! There's so much stuff going on in this mod that sometimes I misplace a word or two. Wishing the best!
Last edited by Deadshot.mp4; 12 Jul, 2022 @ 8:40pm
Ben-Verder-Niks 15 Jul, 2022 @ 4:14am 
So I'm trying to add support for this mod to my map which works perfectly but the only issue is that it messes with the Perk Pack i'm using.
idk if its possible to maybe make it so Map Makers can choose to have the Mod overwrite Perk stuff or not.
basically so it doesn't mess with perk related things at all and will just use what's in the Map.

Also is it possible the things like the Exfil, Rampage Inducer and Ammo Crates could get an script release?
I don't mind using the mod of course but it would be cool to be able to use these things while using the Pegasus mod for example.
Deadshot.mp4  [developer] 15 Jul, 2022 @ 4:49am 
Originally posted by Ben-Verder-Niks:
So I'm trying to add support for this mod to my map which works perfectly but the only issue is that it messes with the Perk Pack i'm using.
idk if its possible to maybe make it so Map Makers can choose to have the Mod overwrite Perk stuff or not.
basically so it doesn't mess with perk related things at all and will just use what's in the Map.

Also is it possible the things like the Exfil, Rampage Inducer and Ammo Crates could get an script release?
I don't mind using the mod of course but it would be cool to be able to use these things while using the Pegasus mod for example.

I might open source it at some point, would be nice to have people be able to have it on their maps. Right now Im keeping it on the mod so if I ever need to update the scripts I just need to update the mod (opposed to reaching out to everyone individually and fixing it manually).

Is the perk that’s having an issue by chance Electric Cherry? This mod only overrides cherry and there is a fix in the works to repair it breaking the perk machine. (it reverts cherry to the Bo2 version with the cherry damage being based on mag capacity). If it effects other perks than I’m not too sure what it interferes with cause on the maps I’ve tested the mod on (Rainy Death, Great Leap, Town Reimagined) I didn’t see any sort of issue. Keep me posted!

P.S open sourcing the mod or releasing the assets would also conflict with the mod itself if its loaded on a map with the assets, and would require a lot of workaround and support for it by me. I don’t plan on doing it soon, but at some point I would like to at the least release the code I used for it so people can reference it
Last edited by Deadshot.mp4; 15 Jul, 2022 @ 4:54am
Ben-Verder-Niks 15 Jul, 2022 @ 6:51am 
Yeah it's just Electric Cherry that just breaks.
Deadshot.mp4  [developer] 15 Jul, 2022 @ 10:19am 
Originally posted by Ben-Verder-Niks:
Yeah it's just Electric Cherry that just breaks.
An update was just released, should fix the issue of the electric cherry not properly being set up
Ben-Verder-Niks 15 Jul, 2022 @ 10:41am 
Great, I'll update my map to include support for it this weekend probably.
PalTheTaur 16 Jul, 2022 @ 3:53pm 
GCN Yoshi Circuit doesn't work
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