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steviewonder87

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Everything posted by steviewonder87

  1. The multiple gun glitch on WAW was patched years ago on PC I think, in any case it doesn't exist on custom maps unless the mapper screwed up something. Also I've been told that if a gun has it's own script (i.e. most wonder weapons) it's possible that it's precached before the weapons in the .gsc I showed you above, and as such would take priority (so less chance of losing it).
  2. Correct. Assuming BO3 is the same, which I presume it is since I know I have lost guns that were not in my '3rd slot' several times. My friend attempted to rescript it (in WAW) so that it only takes your '3rd' weapon and I think he managed to, but it wasn't that easy and I think he had to alter a lot of other things to get it working. IDK why 3arc haven't done something like this but I'd assume it's just laziness as that is the policy they seem to take on a lot of things..
  3. Lol I know what's in and not in WAW I've been modding it for nearly 2 years. I mean WAW but since the script is taken from BO1 it's the same thing basically. Mule Kick is hardly a difficult thing to port into WAW, it's just a 3rd inventory slot. Just like Staminup is 2 dvars, the engine in WAW and BO1 ZM is pretty much identical bar a couple missing functions and built in akimbo/D2P and slightly nicer lighting and whatnot. Anywho, the guns in a map are listed in a.gsc file and the order in which they are precached (read listed) defines their 'priority' when the engine decides which gun should be lost when downed with MK. For example, this is a snippet of my map's .gsc - add_zombie_weapon( "weevil_zm", &"ZOMBIE_WEEVIL_1000", 1000, "", 0 ); add_zombie_weapon( "weevil_zm_upgraded", &"ZOMBIE_WEEVIL_1000", 1000, "", 0 ); add_zombie_weapon( "drakon_zm", &"ZOMBIE_DRAKON_1000", 1000, "", 0 ); add_zombie_weapon( "drakon_zm_upgraded", &"ZOMBIE_DRAKON_1000", 1000, "", 0 ); add_zombie_weapon( "xr2_zm", &"ZOMBIE_XR2_1000", 1000, "", 0 ); add_zombie_weapon( "xr2_zm_upgraded", &"ZOMBIE_XR2_1000", 1000, "", 0 ); In this scenario, if I had these 3 guns with MK and I went down, the XR2 would be taken first, regardless of whether it was in my first, second, or third gun slot, as it is 'below' the other 2 in the script. The Weevil would be the last one to be taken. Normally the starting pistol is the very first gun in this list so it is always taken last. I'm almost positive that BO1/2/3 follow this same logic.
  4. In WAW at least, the guns that you lose are taken by the order they are 'precached' in the scripts. So guns that are placed 'higher' up take priority. So the effect is it often feels like you are losing the 'wrong' gun. Not sure if they changed this logic for BO1/2, but I know I've lost the 'wrong' gun in BO3 before so I'd guess not. As the starting pistol is usually precached first, you tend to keep hold of it when you lose your MK gun, this would also explain the scenario @83457 described above about the Wonder Weapon.
  5. 'Meatball' is not just the name coined by the community; that's the dev name for them (like the Apothican Servant's dev name is 'IDGUN'). R.A.P.S. are the multiplayer scorestreak that the meatballs are based off, but they are not supposed to be the same - why on Earth would the meatballs on Shadows of Evil go under the acronym 'Rolling Anti-Personnel Sentry'?? That makes no sense at all. The MP ones are robotic drones whilst the Shadows' ones are clearly supposed to be organic, semi-sentient beings. Edit: On the wiki it says their 'official' name is 'Insanity Elementals' which I don't think is going to catch on somehow lol. It also says that Jack Vincent refers to them as 'meatballs', so all credit for this supposed 'crude' name should go to Treyarch.
  6. It makes them invisible I think. Kinda like that buggy Winter's Howl on Bam's Baseball map lol, I think he called it the 'Summer Breeze'.
  7. The 'code' you are referring to was an fx called 'mech_flamethrower' or something similar I believe, which is one of the reasons why I think the Panzer is returning; as the Panzer's dev name is 'mech'. I'd love to see a next gen Panzer tbh, maybe throw in a few new moves and/or different weaponry (at one point in my map he had a minigun on his arm instead of a flamethrower for example) it would certainly suit the theme anyway.
  8. I have a feeling the Panzer Soldat is going to return in this map, along with some other familiar features from Origins...
  9. He is a freelance mapper who currently maps for Treyarch, He mapped the Citadel Tunnels and some other areas in MOTD for BO2 (can be seen here if you are interested - https://www.youtube.com/watch?v=B3zY_tO0gFE) as well as some other MP/SP stuff, and they rehired him for BO3. He used to be a custom mapper for COD4 and WAW though (he actually mapped the spawn area in my map Oil Rig.) I spoke to him the other day and he told me he mapped the Waterfront district in Shadows of Evil, and there were 4 level designers (mappers) in total, and 22 members in the entire team who worked on the map overall.
  10. Those puddles look to me to be just random decals/models that they have spammed around the map for detail. I can ask the guy who mapped the Waterfront district if you like and he can clarify what exactly they are, but I'm 99% sure they are nothing.
  11. That would imply that there was not a way to upgrade it in the first place (or they removed it), which would be far worse. If they did add it in with a patch then I would be grateful that they made the right choice and obviously saw how desperately people were looking for it and decided to throw us a bone. If they didn't add it in with a patch and there isn't a way to upgrade it as is then that would piss me off a lot more. But I believe that there is, and has always been, a legit way to upgrade it from day 1.
  12. BO1 the worst COD ever and the death of COD? What are you smoking over there?
  13. I agree that they fuck up a lot of things, and some of their 'patching' is questionable at best, and utterly baffling and incompetent at worst. But they would never intentionally have a legitimate 'step' of any EE that required the player/s to go down, that is just utter lunacy.
  14. I cannot see any step of anything ever requiring the player to 'go down'.
  15. Even metaphorically, and taking into consideration the historical context, a dragon would be far more appropriate representation of a rocket than a kite, not to mention 'The Iron/Ice Dragon/s' sounds infinitely more badass than the 'Iron Kite' - which would be, by quite some distance, the shittest name for a Treyarch zombie map ever, in my opinion. Occam's razor people; the most obvious and logical answer is usually the correct one.
  16. Are people honestly thinking that the map could be called 'The Iron Kite'? Lol. Just to be clear, we are talking about the children's toy that you fly in the air with a bit of string and usually has some kind of colourful motif on it? Because that sounds totally logical, a kite made of iron; I couldn't think of a more perfect aerodynamic material to use for a kite than a heavy metal. And the name for a castle no less, I mean, when I think of castles that's the first thing that pops into my head, not something completely random and unrelated like a dragon, or maybe it should be called the 'Iron Frisbee' instead? Or are we just discussing Treyarch's grammatical error here rather than actually proposing that it might legitimately be called something so ludicrous?
  17. Umm, that's just the PAP camo on The Giant, that '935' is on all the guns if you look at the right part. It's nothing to do with the KN44. And the fact that gun is the one they chose for the cut-up image is probably not significant in any way - it was just a symbol used to express the fact that we are supposedly playing within different universes I believe. And I'm almost certain Richtofen's quote when PAPing can be heard on any gun and is just random.
  18. It's possible they know about but just left it in yeh, but the actual way it works is surely a glitch? Zombies are programmed to spawn from adjacent zones (would be original 'QR' zone in this method) and only spawning from one zone isn't ever supposed to happen unless it's the spawn and you haven't opened any doors yet. I don't think I could recreate that in a map if I tried, I have no idea how they've managed it, and I suspect they don't either lol.
  19. I think it's a glitch tbh, but I do think it's too specific for it to not be significant in some way. There must be some reason why Treyarch decided to add a check for the WW in particular during that part of the game, and it's obviously had an effect on the Shadowman/Margwa's functions too, so while I think it's a fuck up on Treyarch's part, I do think it's one of our best leads at this moment in time in regards to upgrading the WW. And personally I think this 'bug' is fair game to use, it's not like an out of map glitch spot where you take any element of challenge/fun out of the game; you're not really doing anything you're not 'supposed' to do at any point within the 'rules' of the game. As far as I'm concerned, if Treyarch decide to leave these weird, obscure 'are they/aren't they' glitches in the map, then it's on them to patch it and confirm whether or not it's actually intended. On a related note, if the PAP WW glitch still worked and hadn't been patched (obviously a glitch) is there actually anyone out there who wouldn't do it out of some sense of 'fair play'? I know I'd be upgrading it every game whether I knew it was unintended or not, and you all would be too lol.
  20. Whilst this is true, and you can't really hold out there any longer than the catwalk (and it's not any easier either), I'm not sure it's intentional. There's an out of map spot in the spawn that has also existed since WAW (and a few others I think), I'm pretty sure they just modified the original map and the original glitches just still exist as they just haven't bothered to fix them.
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