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Call of Duty Classics
Call of Duty: Black Ops 2
Call of Duty: Black Ops 2 Mods and Scripts
Using FXS/Clips
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<blockquote data-quote="Arkinamez" data-source="post: 29041" data-attributes="member: 20306"><p>Disclaimer: Before you read this just know I'm new to modding and I thought what better way to learn than to do it through Black Ops 2 so if you expect me to be a professional and know everything, please don't. I'm just looking for some advice or a point in the right direction.</p><p></p><p>Anyways,,</p><p>How would I go about using an FX?</p><p>I'm trying to make a custom mystery box script but I was also wanting to mod wall buyables and I'm not sure how. I seen it done before and I want to learn how.</p><p>Or does FX's even have anything to do with modding wall buyables?</p><p></p><p>I was wanting to know how to use FX's because I was thinking it would help in modding it</p><p>Because I found this in some FX Dump "maps/zombie/fx_zmb_wall_buy_claymore"</p><p></p><p>Also would anyone tell me how would I go about setting a clip to a model? I've realized trying to set a model to a collision is dumb of me, but I need help setting a clip to a model or is that even possible? Been wanting this to try and make a SKY-Base in zombies and been looking forever on how to just spawn 1 simply model and setting a clip to it. But I'm too dumb. (Btw I'm self taught in coding) I never learned by watching some video or going to school for. So mainly I just read others codes and modify trey-archs provided code.</p><p></p><p>If you could change this code up to make it so it spawns a "test_sphere_silver" with a clip I'd love you forever. </p><p></p><p>doSpawnTest1()</p><p>{</p><p> solid = spawn("script_model", self getTagOrigin("j_head")+anglesToForward(self getPlayerAngles()) * 150);</p><p> solid setModel("test_sphere_silver");</p><p> solid = spawn("script_model", self getTagOrigin("j_head")+anglesToForward(self getPlayerAngles()) * 150);</p><p> solid setModel("collision_clip_sphere_64");</p><p>}</p></blockquote><p></p>
[QUOTE="Arkinamez, post: 29041, member: 20306"] Disclaimer: Before you read this just know I'm new to modding and I thought what better way to learn than to do it through Black Ops 2 so if you expect me to be a professional and know everything, please don't. I'm just looking for some advice or a point in the right direction. Anyways,, How would I go about using an FX? I'm trying to make a custom mystery box script but I was also wanting to mod wall buyables and I'm not sure how. I seen it done before and I want to learn how. Or does FX's even have anything to do with modding wall buyables? I was wanting to know how to use FX's because I was thinking it would help in modding it Because I found this in some FX Dump "maps/zombie/fx_zmb_wall_buy_claymore" Also would anyone tell me how would I go about setting a clip to a model? I've realized trying to set a model to a collision is dumb of me, but I need help setting a clip to a model or is that even possible? Been wanting this to try and make a SKY-Base in zombies and been looking forever on how to just spawn 1 simply model and setting a clip to it. But I'm too dumb. (Btw I'm self taught in coding) I never learned by watching some video or going to school for. So mainly I just read others codes and modify trey-archs provided code. If you could change this code up to make it so it spawns a "test_sphere_silver" with a clip I'd love you forever. doSpawnTest1() { solid = spawn("script_model", self getTagOrigin("j_head")+anglesToForward(self getPlayerAngles()) * 150); solid setModel("test_sphere_silver"); solid = spawn("script_model", self getTagOrigin("j_head")+anglesToForward(self getPlayerAngles()) * 150); solid setModel("collision_clip_sphere_64"); } [/QUOTE]
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Call of Duty: Black Ops 2 Mods and Scripts
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