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Featured Replies

Опубликовано:
*facepalm at me*

Nice. Is there a possibility to add download support for .iwi files and menu files etc? Then we can make mouse menu's and disable a lot more stuff and be far more creative.

That would be too prone to infective mods. (and coming from you...)

 

 

So modifying weapon files wont be possible in the future either?

 

 

BTW: Lets say you have a somewhat "advanced" mod which has to modify/override some of the stock functions in _gamelogic.gsc like PrematchPeriod() and startGame().

How would you keep compatibility with other mods which modify/override the same functions?

I doubt thats possible without merging... ;)

Опубликовано:
*facepalm at me*

Nice. Is there a possibility to add download support for .iwi files and menu files etc? Then we can make mouse menu's and disable a lot more stuff and be far more creative.

That would be too prone to infective mods. (and coming from you...)

 

 

So modifying weapon files wont be possible in the future either?

 

 

BTW: Lets say you have a somewhat "advanced" mod which has to modify/override some of the stock functions in _gamelogic.gsc like PrematchPeriod() and startGame().

How would you keep compatibility with other mods which modify/override the same functions?

I doubt thats possible without merging... ;)

Yea, you can't do such things without merging. Although, in the future, there is a possibility that these things can be replaced with events, so any script could just add its own function to it.

Опубликовано:
That would be too prone to infective mods. (and coming from you...)

 

I won't go down that route again, it was only for fun anyway :L It's still not patched either.. just sayin' I have no clue how to use menu files/etc anyway. The only reason I'm interested in them being added is so mods can be developed further like promod (mouse menu, disable cooking nades etc, etc..) People could also make some pretty interesting mods with textures. Ultimately it's up to you at the end of the day but I'm not infecting people regardless.. getClientDvar("", ""); would be useful at least.

Опубликовано:

I have quite a question here.... Is it POSSIBLE to port Multiplayer maps from black ops and mw3 to mw2, for instance, /devmap mp_nuketown ? I did it in WAW and played MW2 maps, but i think it was a mod... Still curious if we could ppossibly do this, you know, with all the custom maps being ported and made...

Опубликовано:
I have quite a question here.... Is it POSSIBLE to port Multiplayer maps from black ops and mw3 to mw2, for instance, /devmap mp_nuketown ? I did it in WAW and played MW2 maps, but i think it was a mod... Still curious if we could ppossibly do this, you know, with all the custom maps being ported and made...

 

no one "makes" maps, they're just ported from sp. WAW allows custom maps I believe so it was probably a replica. As for actually porting maps I have no clue, I assume it is "possible" but may be very hard to do. Maybe it is possible to port mw3 maps because the engine mw2 and mw3 run on are similar but then again, activi$ion might get in the way of that ;/

Опубликовано:
I have quite a question here.... Is it POSSIBLE to port Multiplayer maps from black ops and mw3 to mw2, for instance, /devmap mp_nuketown ? I did it in WAW and played MW2 maps, but i think it was a mod... Still curious if we could ppossibly do this, you know, with all the custom maps being ported and made...

 

no one "makes" maps, they're just ported from sp. WAW allows custom maps I believe so it was probably a replica. As for actually porting maps I have no clue, I assume it is "possible" but may be very hard to do. Maybe it is possible to port mw3 maps because the engine mw2 and mw3 run on are similar but then again, activi$ion might get in the way of that ;/

I highly doubt activision will care about porting maps from BlackOPS, MW3 maybe, but not BlackOPS. And yes when i was typing that post i thought of "made" as Ported. (thus, saying ported twice) . I wonder if Piggy or Apadayo might have anything to say... They're quite the modders when it comes to this... (I had an idea, i used .ff viewer and edited to code to make the version the right one for MW2, but i cant tell if it works because STUPID .ff viewer was only made for "patch.ff" not and other .ff files like the maps... I did however see another .ff editor that WAS made for editing maps .ff files... But it seems the download link is broken and no one seems to have it or upload it...)

Опубликовано:

Hi I'm trying to merge the map rotation mod with the RSEv10 mod and I come up with this error.Any idea what the case may be? All help would be appreciated. :)

 

File Handles:

handle 1: console_mp.log

----------------------

63712 files in iwd files

------- Game Initialization -------

gamename: IW4

gamedate: Jan 14 2010

Error: Could not load weapon "none".

Loading script scripts/rotate.gsc...

Script scripts/rotate.gsc loaded successfully.

Loading script handle scripts/rotate::init()...

Script handle scripts/rotate::init() loaded successfully.

Loading script scripts/_rank.gsc...

Error: Could not load rawfile "rotate.gsc".

 

******* script compile error *******

Howdy there, fella' - it seems you made a mistake!

Error: Could not find script 'rotate' at file scripts/_rank.gsc, line 83:

level thread rotate::initConnect();

*

Опубликовано:
Hi I'm trying to merge the map rotation mod with the RSEv10 mod and I come up with this error.Any idea what the case may be? All help would be appreciated. :)

 

File Handles:

handle 1: console_mp.log

----------------------

63712 files in iwd files

------- Game Initialization -------

gamename: IW4

gamedate: Jan 14 2010

Error: Could not load weapon "none".

Loading script scripts/rotate.gsc...

Script scripts/rotate.gsc loaded successfully.

Loading script handle scripts/rotate::init()...

Script handle scripts/rotate::init() loaded successfully.

Loading script scripts/_rank.gsc...

Error: Could not load rawfile "rotate.gsc".

 

******* script compile error *******

Howdy there, fella' - it seems you made a mistake!

Error: Could not find script 'rotate' at file scripts/_rank.gsc, line 83:

level thread rotate::initConnect();

*

Give me your _rank.gsc and your rotate.gsc, ill see what i can do.

Опубликовано:

Here you go.

 

This is the Map Rotation Mod (rotate.gsc + _rank.gsc + _gamelogic.gsc)

http://www.mediafire.com/?orzp9lbl31ecrdr

http://www.mediafire.com/?rycx4xequim592k

http://www.mediafire.com/?jer918q92tkyb34

 

This is the RSEv10 (_rank.gsc in case you need it)

http://www.mediafire.com/?mcmv1yj6fixcpoi

 

thanks for your help. :)

  • 1 month later...
  • 2 weeks later...
Опубликовано:

does this way even working? I've try to run a mod using this directory "modern warfare 2\mods\SurvivorsCo-opZombies\file.iwd" and inside it is the "script folder" and inside the "script folder is the "scz.gsc file" and inside "scz.gsc" are the include headers then the function init() > inside init I then called the functions for onplayersconnect() which of course awaits for the player to be connected before doing onplayerspawned() and all the stuff enside it. but it triggers the .dmp error. I tried to some of the mods made by the others with the same format and the results are the same.... Anyone have any ideas?

Опубликовано:

ok here my problem in the old version my dedicated server was loading the iwd from main i structured them my own the only file i overrode for the mods was _gameslogic.gsc and i only added a line after line 1480 (the line is corrected to actual server version 1041 the DBNetwork.Indigo.log says) the line was:

thread mods\_starter::init();

the structrure of the iwd was:

iw_99_0.iwd
+---maps
|   \---mp
|       \---gametypes
|               _gamelogic.gsc
\---mods
   |   _starter.gsc
   +---antinoob
   |       _antinoob.gsc
   |       _config.gsc
   |       _my.gsc
   \---forcebalance
           _forcebalance.gsc

so my problem is that the game dumps on start the dump says somthing like

the thread has tried to read or write to a virtual address he does not have the appropiate permissions for

the exception code is: 0xC0000005

 

also i flavored some server based files like gg.gsc to get it work like expected or the _teams.gsc to fix the balancing problem on team joining

with iwds loaded after the base iwd in style of if the base iwd was iw_25.iwd my file was named iw_26.iwd

 

and what is with the json files and the .dll plugin interface are they still available or not

  • 5 months later...
Опубликовано:

ok i havn't modded in a while ( yes its really me ) so this should be fairly eaast to convert my old mods to the new system ? are there aaaaaaaaaaaaaaaaaaaaaaaymajor changes to scripting from the way we used to write them?

Опубликовано:
ok i havn't modded in a while ( yes its really me ) so this should be fairly eaast to convert my old mods to the new system ? are there aaaaaaaaaaaaaaaaaaaaaaaymajor changes to scripting from the way we used to write them?

OMG a 5 month bump

ontopi : nope there arent any major changes

Опубликовано:
ok i havn't modded in a while ( yes its really me ) so this should be fairly eaast to convert my old mods to the new system ? are there aaaaaaaaaaaaaaaaaaaaaaaymajor changes to scripting from the way we used to write them?

OMG a 5 month bump

ontopi : nope there arent any major changes

It's called a 'bump' if you 'push' the thread where the new ones are. This isn't a bump as the thread is sticky. smart guy.

Опубликовано:

Hi,

 

I get an error when i start the server with a custom mod

So have tested with a :

main/file.iwd/scripts/myscript.gsc

raw/scripts/myscript.gsc

 

Windows always popup an error 0x000000005 error

 

here is my iwd file

https://www.virustotal.com/file/0d95a5a ... 355718706/

 

[attachment=0]_fhMod.iwd[/attachment]

 

screen of the error

869632error.jpg

Опубликовано:

no body have this problem ?

Опубликовано:

Try calling the mods init(); from one of the 'stock' .gsc files, e.g. from _load.gsc.

 

 

 

EDIT: take a look at the attachment, that should load fine. (BTW: i get random crashes when loading mods in private match too, but normally it works after restarting the game once)

 

Oh and another hint: you could probably make the scrolling 'smoother' by using the moveOverTime(); function (just look at _hud_util.gsc to see how it works).

 

https://www.virustotal.com/file/57d852b ... 355790758/

Опубликовано:

okay thanks i will look it

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