![how to use custom zombie maps waw how to use custom zombie maps waw](https://www.ugx-mods.com/forum/proxy.php?request=http:%2F%2Fi.imgur.com%2Fdvkuqab.jpg)
You’ll notice the already-existing door has this too. Notice that I’ve put two path nodes directly in the doorway. I will just select a row of pathnodes and press Space to copy them, and move them to my new room, then repeat until the room is filled. Without the path nodes, or if the path nodes are too far apart, the zombies will stand still and confused, before eventually dying. These allow the zombies to find a path to the players. These are the big pink cubes scattered around your map. Remember to save! Use Ctrl+S as a shortcut. You should also see a line pointing from the trigger to the door. You should also see a new KVP appear on the trigger - targetĪutoX where X is whatever number it chooses, and a corresponding KVP on the door itself, targetnameĪutoX. With both selected, press W on the keyboard - this will connect the trigger with the door. Once those KVPs are entered, deselect everything, then select the trigger, then the door. However, you do need to add a KVP to the already existing door’s trigger - script_flag I will explain the script_flagĮnter_zone_two later, in [[YourMapName.gsc You can make custom values but I won’t get into that here. These are the only valid values for doors/debris. To create the trigger, right-click on the 2D grid and go to trigger| use, then move it in front of the door - remember to put it on the correct side of the door so the players can get to it! Bring up the Entity window with N and give it the following KVPs: When the player touches the trigger, they will be promted with the hintstring with the door’s cost, and when the player presses F (or whatever their Use button is) the door will be purchased. If I wanted it to move vertically, the values would be 0 0 100 for example.) (If I wanted it to move in the opposite direction, it would be a value of 100. I want mine to move -100 units on the x-axis, so I’ll make the KVP script_vector X y z, replacing the x/y/z with the number of units you want it to move along the respective axis. If you want your door to move when it’s purchased, you will also need to add script_vector Open the Entity window with N and add a new KVP, with key/value spawnflagsġ. It should look something like this:įor now I’ll only explain these few icons. Locate you map - in the tutorial’s case, tutorialmap.map. Click Open, and Radiant will open the root\map_source folder. You will be prompted to ask for a project file - locate codwaw.prj in the \bin\ folder. Click the button on the left that says “Radiant”. This is a program that manages the process of creating and compiling a map. Open the Modtools Launcher which can be found at root\bin\Launcher.exe. Radiant is the level editor used by all Call of Duty games.
#How to use custom zombie maps waw registration#
NOTE: Modme may create a script placer that does not need registration in the future if we feel like it. You can add these manually, but it’s not recommended. It will create a small map that contains most things you need such as zones, spawners, barricades, mystery box, teleporters, etc.
![how to use custom zombie maps waw how to use custom zombie maps waw](https://i.ytimg.com/vi/6oxFgBrM2f4/maxresdefault.jpg)
For the sake of the tutorial, I’ll refer to the map name as tutorialmap, obviously you can call your map whatever you want, and choose whichever features you like. In early days of zombie modding, setup files would have to be placed manually, but now most of that is done for you in the several script placers available. If you have a disc install, it will be in C:\Program Files (x86)\Activision\Call of Duty World at War\. If you got it from Steam, it will be in C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\, or if you installed Steam elsewhere, go there. NOTE: root refers to your World at War installation path. See the relevant tutorial for installing them [[here
#How to use custom zombie maps waw mod#
Creating a Basic Zombie Map This requires you to have a working Mod Tools installation.