• Item Image
    •  Downloads offline

    •  Downloads: 154

    •  File Size: 59917438

    •  Version: 1.0
    •  Author: SoundLizard

We are proud to announce the official release of The Rising Mod!
After months and months of intense scripting and testing while in Beta, the mod has finally turned Gold for release.

The Rising' is a Mod based on Tryarch's built-in Zombie Co-Op / Survival Mode for the game Call of Duty - World at War, released in November, 2008.

However, instead of having a maximum of only 4 players as seen in the Co-Op Modes of the game, 'The Rising' Mod was constructed around the Multiplayer aspect of the game, allowing up to 20 players at one time, fending off hordes of zombies.

Includes a total new class system , that balances the teamplay for sure. Repair vending machines and supply your mates with ammo while they defend you and your team mates from incoming waves of zombies.

Play as a Support , Commander, Medic or any of the other eight classes and try to forfill your duty in the zombie massscre!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R E L E A S E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Call of Duty - The Rising ©
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R E L E A S E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We are proud to announce the official release of The Rising Mod!
After months and months of intense scripting and testing while in Beta,
the mod has finally turned Gold for release.

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~ T A B L E O F C O N T E N T ~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I. Quick Start Guide
II. About
III. History
IV. Credits
V. Website
VI. Developer tool tutorial


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~ Q U I C K S T A R T G U I D E ~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1. Download & Unzip the package
2. Place the folder , therising_modv1 , in your mods folder.
Not sure what the correct folder is? Try to open COD5-Path.exe ,
it will open the correct folder for you ;)!.

3. Before starting a server run the rising.cfg by
typing in console : exec rising.cfg
4. Make sure you check if the gametype cooperative is on by opening console and
typing g_gametype , if the value is cooperative, then its correct.
5. Make sure you check the maprotation , because some maps aren't supported due
limits or haven't been made compatible for the mod.
6. Now open console and type map mp_mapname to start the game.


Check http://www.therising-mod.com forum and then The Rising Discussions for a list
of Compatible maps.


For extended installation instructions, consult the install.txt file!


* NOTE - DON"T CHANGE FOLDER NAME OR RANKS ARE GETTING RESETTED!!! *
-------------------------------------------------------



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A B O U T ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Rising is a Mod based on Tryarchs built-in Zombie Co-Op / Survival Mode for the game Call of Duty - World at War, released in November, 2008.

However, instead of having a maximum of only 4 players as seen in the Co-Op Modes of the game, The Risings Mod was constructed around the Multiplayer aspect of the game, allowing up to 20 players at one time, fending off hordes of zombies.

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H I S T O R Y ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ZCT: The Rising began in April 2009 as a Call of Duty World at War modification.

It was created with the intention to bring a whole new cooperative multiplayer game experience based on the popular singleplayer version of the Nazi Zombie coop gameplay. ZCT: TR takes the fun, zombie slaughtering experience of Multiplayer Zombie Co-Op Mode to the extremes!

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C R E D I T S ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We would like to give credit and thanks to:

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

Treyarch / Activision
- For making Call of duty World at war and releasing the mod tools.

Xylozi
- Developer / Scripting / Mapping
h0ly
- Founder / Developer / Scripting
Dio
- Mod Manager / Sound artist
Slunigo
- Site manager
xChaosx
- Mapper
Codmapper
- Mapper
Surfer
- Mapper
|OMG|Sterbehilfe
- Server support and help plus sponsoring. http://www.omg-team.com/
|OMG|Leard
- Server support and monitoring. http://www.omg-team.com/
|OMG| - Clan
- Server monitoring and supporting. http://www.omg-team.com/
CODnerd , www.customcod.com
- Mod support , Server hosting , Site support
Codmax
- 2d Artist
$chilli
- Video Maker - Idea Guru
ADD5555
- Community Manager
Red_Beret
- Modeller / Animator
Wizzard of Ozz
- Mod support
Ottawolf
- Mod support and mapping help
Corey
- Mod support
Ubermouse
- Site addons / Glitch reports
MeNotYou
- Server support USA
Moochie
- Server support USA
Kill3r
- As Technical support helping from start
and Main-Starter of Cooperative gametypes in COD series . www.kill3r-creations.com
Novemberdobby
- As Technical support helping from start www.novemberdobby.com
Abneypark
- Developer tool code from Before the dawn. www.abney-park.co.uk

RaidersMerciless Wiki ,http://wiki.modsrepository.com
- Modding help and resources.
Modsonline.com
- Modding help and resources.


the Beta testers for all hours and late nights you guys spended on digging bugs
without losing a smile on the face.
Names : LearD
Sterbehilfe
Ubermouse
Wisky
ADD5555
SgtWilcher
CrazyJay
Switchview
Freaxx
Bartek1470
PYROMANTIATIC
Def Dafe
xNickx
Batking
D34thBR1NG3r
Kekao666
Takkrala
Arkyfox
Crazydave
Codmax
UnHoLy SnIper
camacazi
Rockstar72
Odiin
MisterDbro



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

Without them, 'The Rising' Mod would not have been possible! :-)

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W E B S I T E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

http://therising-mod.com

Xfire community :
http://www.xfire.com/communities/trmf/

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~ Developer tool Tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------ Advanced users only! ---------------------------------
-------------------------------------------------------


Using the Developer Tools


--------------------------------------------------------------
Step 1: Setting the mod up

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

Download the latest version of the mod on this site.

After downloading the mod files, make a folder called "mp_rising_dev" in your Mods folder in these two directories:

This is your regular Mods folder.
C:Program FilesActivisionCall of Duty - World at Warmodsmp_rising_dev

This is your Windows Account directory.
C:UsersNameAppDataLocalActivisionCoDWaWmodsmp_rising_dev

Now, if you want to save time, setup a few shortcuts. Make a new shortcut, click in the Properties, change the Target so it is:

"C:Program FilesActivisionCall of Duty - World at WarCoDWaWmp.exe" "C:Program FilesActivisionCall of Duty - World at WarCoDWaWmp.exe"" +set developer_script 1 +set fs_game mods/mp_rising_dev +set devmode 1 +set developer 2

+set devmode can be any number from 1 to 5. So you should make five shortcuts, each with a different number for devmode.

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

Step 2: Launching your map

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

Launch CoD:WW Multiplayer using your custom shortcut

- Click the "Mods" button
- Launch the "mp_rising_dev" mod

- Once the mod has loaded, type these commands in the console on the main menu:

/set devmode 2 (1 = Buyable Blocks | 2 = Blockers | 3 = Zombie spawns | 4 = TDM Spawns | 5 = Vending Machines)
/set developer 1
/set developer_script 1
/set logfile 1
/set g_gametype cooperative (Only if the map lacks DM spawns.)

- Then load the map:

/devmap mp_mapname (mapname being your map.)

- Your map will load in Development mode.


--------------------------------------------------------------
Step 3: Blockers

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


- Once in Devmode 1, you will be able to place blockers. These are the commands:

- Left Click = Place Blocker
- Right Click = Changes type, between: True/False (True = Model of hedgehog appears | False = invisible clip)

- Use Button (Hold) = Will remove previous blocker and keeps going back the longer you hold it (Can go below 0, don't do it though).
- Knife Button (Hold) = Will save the blocker data.

- Note: If you need to save again after one try, you will need to open the console and type /set logfile 1 and then save.

--------------------------------------------------------------
Step 4: Buyable Blockers

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

- Once in Devmode 2, you will be able to place buyable blockers. These are the commands:

- Left Click = Place Buyable Blocker
- Right Click = Raises price of blocker (Starts at 1000, goes up to 11000 then loops back round.)

- Use Button (Hold) = Will remove previous buyable blocker and keeps going back the longer you hold it (Can go below 0, don't do it though.)
- Knife Button (Hold) = Will save the buyable blocker data

- Note: If you need to save again after one try, you will need to open the console and type /set logfile 1 and then save.


--------------------------------------------------------------
Step 5: Zombie Spawns

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


- Once you are in Devmode 3, you can place Zombie spawns.

- Left Click = Place Zombie Spawn
- Knife Button (Hold) = Will save the Zombie spawn data.

- If you mess up, you'll have to use /fast_restart to reset the co-ordinates.


--------------------------------------------------------------
Step 6: TDM Spawns

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

- Once you are in Devmode 4, you can place TDM spawns.

- Left Click = Place TDM Spawn
- Knife Button (Hold) = Will save the TDM spawn data.

- If you mess up, you'll have to use /fast_restart to reset the co-ordinates.


--------------------------------------------------------------
Step 7: Vending Machines

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

- Left Click = Place Machine
- Right Click = Chnages machine type, between 1 - 4 (1 - Double Tap | 2 - Extreme Conditioning | 3 - Juggernaut | 4 - Revive)

- Use Button (Hold) = Will remove previously placed machines and keeps going back the longer you hold it (Can go below 0, don't do it though.)
- Knife Button (Hold) = Will save the vending machines data

- Note: If you need to save again after one try, you will need to open the console and type /set logfile 1 and then save.


--------------------------------------------------------------
Step 8: Working with the code

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



- This is the hardest part of using the tool, and that is getting the data from the console.log file and getting it ready for its respective GSC.

- This is only an excerpt from the console.log, but remember the code will always be near the bottom of it.

[code]
case mp_dome :
dvar set tr_buildmode ammobox
dvar set tr_building off

dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot = [];
dvar set tr_buildmode ammobox
dvar set tr_building off

dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[0] = spawnstruct();
level.campsspot[0].origin = (-557.896,1334.83,226.125);
level.campsspot[0].angles = (14.079,-178.566,0);
level.campsspot[0].type = 64no;
level.campsspot[0].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[1] = spawnstruct();
level.campsspot[1].origin = (-606.411,1334.74,226.125);
level.campsspot[1].angles = (16.8036,179.654,0);
level.campsspot[1].type = 64no;
level.campsspot[1].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[2] = spawnstruct();
level.campsspot[2].origin = (-663.388,1337.42,226.125);
level.campsspot[2].angles = (31.0309,177.896,0);
level.campsspot[2].type = 64no;
level.campsspot[2].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[3] = spawnstruct();
level.campsspot[3].origin = (-951.528,965.778,226.125);
level.campsspot[3].angles = (23.3899,89.6704,0);
level.campsspot[3].type = 64no;
level.campsspot[3].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[4] = spawnstruct();
level.campsspot[4].origin = (-951.499,1006.79,226.125);
level.campsspot[4].angles = (23.3734,89.6704,0);
level.campsspot[4].type = 64no;
level.campsspot[4].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[5] = spawnstruct();
level.campsspot[5].origin = (-951.477,1051.25,226.125);
level.campsspot[5].angles = (22.9065,89.6704,0);
level.campsspot[5].type = 64no;
level.campsspot[5].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[6] = spawnstruct();
level.campsspot[6].origin = (-951.434,1102.93,226.125);
level.campsspot[6].angles = (23.1097,89.7418,-0.0109863);
level.campsspot[6].type = 64no;
level.campsspot[6].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[7] = spawnstruct();
level.campsspot[7].origin = (-959.068,1145.15,262.125);
level.campsspot[7].angles = (44.1705,176.984,0);
level.campsspot[7].type = 64no;
level.campsspot[7].model = 0;
level.campsspot[8] = spawnstruct();
level.campsspot[8].origin = (-1009.79,1138.31,262.125);
level.campsspot[8].angles = (44.1266,176.984,0);
level.campsspot[8].type = 64no;
level.campsspot[8].model = 0;
level.campsspot[9] = spawnstruct();
level.campsspot[9].origin = (-1047.77,1179.8,262.125);
level.campsspot[9].angles = (63.0176,90.7965,0);
level.campsspot[9].type = 64no;
level.campsspot[9].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[10] = spawnstruct();
level.campsspot[10].origin = (-1047.81,1206.88,262.125);
level.campsspot[10].angles = (63.0176,90.7965,0);
level.campsspot[10].type = 64no;
level.campsspot[10].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[11] = spawnstruct();
level.campsspot[11].origin = (-958.623,907.336,262.125);
level.campsspot[11].angles = (58.5077,-92.796,0);
level.campsspot[11].type = 64no;
level.campsspot[11].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[12] = spawnstruct();
level.campsspot[12].origin = (-958.662,842.756,286.125);
level.campsspot[12].angles = (47.7136,-90.5438,0);
level.campsspot[12].type = 64no;
level.campsspot[12].model = 0;

level.campsspot[13] = spawnstruct();
level.campsspot[13].origin = (-457.792,2124.33,257.955);
level.campsspot[13].angles = (83.8696,84.6771,0);
level.campsspot[13].type = 64no;
level.campsspot[13].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[14] = spawnstruct();
level.campsspot[14].origin = (-502.939,2128.08,287.865);
level.campsspot[14].angles = (83.8696,84.6771,0);
level.campsspot[14].type = 64no;
level.campsspot[14].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[15] = spawnstruct();
level.campsspot[15].origin = (-318.91,2283.35,250.835);
level.campsspot[15].angles = (67.1704,85.6384,0);
level.campsspot[15].type = 64no;
level.campsspot[15].model = 0;

level.campsspot[16] = spawnstruct();
level.campsspot[16].origin = (-316.025,2315.88,264.085);
level.campsspot[16].angles = (67.7582,85.6439,0);
level.campsspot[16].type = 64no;
level.campsspot[16].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[17] = spawnstruct();
level.campsspot[17].origin = (-213.205,2322.13,253.125);
level.campsspot[17].angles = (66.308,0.582275,0);
level.campsspot[17].type = 64no;
level.campsspot[17].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[18] = spawnstruct();
level.campsspot[18].origin = (-120.857,2326.74,252.518);
level.campsspot[18].angles = (63.8965,-3.28491,0);
level.campsspot[18].type = 64no;
level.campsspot[18].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[19] = spawnstruct();
level.campsspot[19].origin = (297.532,2311.2,228.125);
level.campsspot[19].angles = (81.134,-6.50391,0);
level.campsspot[19].type = 64no;
level.campsspot[19].model = 0;

dvar set tr_building off
level.campsspot[20] = spawnstruct();
level.campsspot[20].origin = (218.066,2324.34,228.125);
level.campsspot[20].angles = (76.6571,-0.142822,-0.115356);
level.campsspot[20].type = 64no;
level.campsspot[20].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[21] = spawnstruct();
level.campsspot[21].origin = (361.437,2209.92,254.625);
level.campsspot[21].angles = (69.3732,73.8226,0);
level.campsspot[21].type = 64no;
level.campsspot[21].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
PunkBuster Client: Receiving from PB Server (w v1.723 | A1409 C2.201)
level.campsspot[22] = spawnstruct();
level.campsspot[22].origin = (-136.636,1590.66,233.162);
level.campsspot[22].angles = (28.1525,-173.721,0);
level.campsspot[22].type = 64no;
level.campsspot[22].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[23] = spawnstruct();
level.campsspot[23].origin = (-183.113,1585.98,229.284);
level.campsspot[23].angles = (30.7068,-174.216,0);
level.campsspot[23].type = 64no;
level.campsspot[23].model = 1;
level.campsspot[24] = spawnstruct();
level.campsspot[24].origin = (-222.875,1581.89,226.125);
level.campsspot[24].angles = (30.7068,-174.216,0);
level.campsspot[24].type = 64no;
level.campsspot[24].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[25] = spawnstruct();
level.campsspot[25].origin = (-253.374,1559.45,226.125);
level.campsspot[25].angles = (16.2103,-103.008,0);
level.campsspot[25].type = 64no;
level.campsspot[25].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[26] = spawnstruct();
level.campsspot[26].origin = (-256.43,1526.66,226.125);
level.campsspot[26].angles = (16.5289,-95.1141,0);
level.campsspot[26].type = 64no;
level.campsspot[26].model = 1;
level.campsspot[27] = spawnstruct();
level.campsspot[27].origin = (-261.439,1481.76,226.224);
level.campsspot[27].angles = (16.2268,-98.8879,0.137329);
level.campsspot[27].type = 64no;
level.campsspot[27].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[28] = spawnstruct();
level.campsspot[28].origin = (-266.9,1441.14,230.082);
level.campsspot[28].angles = (16.3806,-98.877,0);
level.campsspot[28].type = 64no;
level.campsspot[28].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[29] = spawnstruct();
level.campsspot[29].origin = (-271.17,1408.84,235.631);
level.campsspot[29].angles = (19.1107,-96.0809,0);
level.campsspot[29].type = 64no;
level.campsspot[29].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[30] = spawnstruct();
level.campsspot[30].origin = (-276.063,1384.83,277.439);
level.campsspot[30].angles = (67.6538,166.08,0);
level.campsspot[30].type = 64no;
level.campsspot[30].model = 0;
PunkBuster Client: PnkBstrB service installed and started successfully
dvar set tr_buildmode ammobox
dvar set tr_building off
level.blockerSpawnCount = level.campsspot.size;
dvar set tr_buildmode ammobox
dvar set tr_building off
break;
[/code]

- First off, find the main part of the console log with the code in as I have done, and open your text editor and paste it into it.

- Now you will need to remove these lines:


--------------------------------------------------------------
dvar set tr_buildmode ammobox
dvar set tr_building off

--------------------------------------------------------------
- If you have a programmer's text editor, I recommend you use the Replace function and replace each of those lines with a space.

- After you have removed those lines, make sure you have removed the spaces inbetween the code, exculding the first two and the botton two lines.

- You also need to remove lines such as these, do it in the same way as above.


--------------------------------------------------------------
PunkBuster Client: PnkBstrB service installed and started successfully

setstat: developer_script must be false.setstat: developer_script must be false.setstat: developer_script must be false.

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


- Next, clean up the structure of the code so it looks like this:



--------------------------------------------------------------
case "mp_dome":

level.campsspot = [];

level.campsspot[0] = spawnstruct();
level.campsspot[0].origin = (-557.896,1334.83,226.125);
level.campsspot[0].angles = (14.079,-178.566,0);
level.campsspot[0].type = 64no;
level.campsspot[0].model = 1;
level.campsspot[1] = spawnstruct();
level.campsspot[1].origin = (-606.411,1334.74,226.125);
level.campsspot[1].angles = (16.8036,179.654,0);
level.campsspot[1].type = 64no;
level.campsspot[1].model = 1;
level.campsspot[2] = spawnstruct();
level.campsspot[2].origin = (-663.388,1337.42,226.125);
level.campsspot[2].angles = (31.0309,177.896,0);
level.campsspot[2].type = 64no;
level.campsspot[2].model = 1;
level.campsspot[3] = spawnstruct();
level.campsspot[3].origin = (-951.528,965.778,226.125);
level.campsspot[3].angles = (23.3899,89.6704,0);
level.campsspot[3].type = 64no;
level.campsspot[3].model = 1;
level.campsspot[4] = spawnstruct();
level.campsspot[4].origin = (-951.499,1006.79,226.125);
level.campsspot[4].angles = (23.3734,89.6704,0);
level.campsspot[4].type = 64no;
level.campsspot[4].model = 1;
level.campsspot[5] = spawnstruct();
level.campsspot[5].origin = (-951.477,1051.25,226.125);
level.campsspot[5].angles = (22.9065,89.6704,0);
level.campsspot[5].type = 64no;
level.campsspot[5].model = 1;
level.campsspot[6] = spawnstruct();
level.campsspot[6].origin = (-951.434,1102.93,226.125);
level.campsspot[6].angles = (23.1097,89.7418,-0.0109863);
level.campsspot[6].type = 64no;
level.campsspot[6].model = 1;
level.campsspot[7] = spawnstruct();
level.campsspot[7].origin = (-959.068,1145.15,262.125);
level.campsspot[7].angles = (44.1705,176.984,0);
level.campsspot[7].type = 64no;
level.campsspot[7].model = 0;
level.campsspot[8] = spawnstruct();
level.campsspot[8].origin = (-1009.79,1138.31,262.125);
level.campsspot[8].angles = (44.1266,176.984,0);
level.campsspot[8].type = 64no;
level.campsspot[8].model = 0;
level.campsspot[9] = spawnstruct();
level.campsspot[9].origin = (-1047.77,1179.8,262.125);
level.campsspot[9].angles = (63.0176,90.7965,0);
level.campsspot[9].type = 64no;
level.campsspot[9].model = 0;
level.campsspot[10] = spawnstruct();
level.campsspot[10].origin = (-1047.81,1206.88,262.125);
level.campsspot[10].angles = (63.0176,90.7965,0);
level.campsspot[10].type = 64no;
level.campsspot[10].model = 0;
level.campsspot[11] = spawnstruct();
level.campsspot[11].origin = (-958.623,907.336,262.125);
level.campsspot[11].angles = (58.5077,-92.796,0);
level.campsspot[11].type = 64no;
level.campsspot[11].model = 0;
level.campsspot[12] = spawnstruct();
level.campsspot[12].origin = (-958.662,842.756,286.125);
level.campsspot[12].angles = (47.7136,-90.5438,0);
level.campsspot[12].type = 64no;
level.campsspot[12].model = 0;
level.campsspot[13] = spawnstruct();
level.campsspot[13].origin = (-457.792,2124.33,257.955);
level.campsspot[13].angles = (83.8696,84.6771,0);
level.campsspot[13].type = 64no;
level.campsspot[13].model = 0;
level.campsspot[14] = spawnstruct();
level.campsspot[14].origin = (-502.939,2128.08,287.865);
level.campsspot[14].angles = (83.8696,84.6771,0);
level.campsspot[14].type = 64no;
level.campsspot[14].model = 0;
level.campsspot[15] = spawnstruct();
level.campsspot[15].origin = (-318.91,2283.35,250.835);
level.campsspot[15].angles = (67.1704,85.6384,0);
level.campsspot[15].type = 64no;
level.campsspot[15].model = 0;
level.campsspot[16] = spawnstruct();
level.campsspot[16].origin = (-316.025,2315.88,264.085);
level.campsspot[16].angles = (67.7582,85.6439,0);
level.campsspot[16].type = 64no;
level.campsspot[16].model = 0;
level.campsspot[17] = spawnstruct();
level.campsspot[17].origin = (-213.205,2322.13,253.125);
level.campsspot[17].angles = (66.308,0.582275,0);
level.campsspot[17].type = 64no;
level.campsspot[17].model = 0;
level.campsspot[18] = spawnstruct();
level.campsspot[18].origin = (-120.857,2326.74,252.518);
level.campsspot[18].angles = (63.8965,-3.28491,0);
level.campsspot[18].type = 64no;
level.campsspot[18].model = 0;
level.campsspot[19] = spawnstruct();
level.campsspot[19].origin = (297.532,2311.2,228.125);
level.campsspot[19].angles = (81.134,-6.50391,0);
level.campsspot[19].type = 64no;
level.campsspot[19].model = 0;
level.campsspot[20] = spawnstruct();
level.campsspot[20].origin = (218.066,2324.34,228.125);
level.campsspot[20].angles = (76.6571,-0.142822,-0.115356);
level.campsspot[20].type = 64no;
level.campsspot[20].model = 0;
level.campsspot[21] = spawnstruct();
level.campsspot[21].origin = (361.437,2209.92,254.625);
level.campsspot[21].angles = (69.3732,73.8226,0);
level.campsspot[21].type = 64no;
level.campsspot[21].model = 0;
level.campsspot[22] = spawnstruct();
level.campsspot[22].origin = (-136.636,1590.66,233.162);
level.campsspot[22].angles = (28.1525,-173.721,0);
level.campsspot[22].type = 64no;
level.campsspot[22].model = 1;
level.campsspot[23] = spawnstruct();
level.campsspot[23].origin = (-183.113,1585.98,229.284);
level.campsspot[23].angles = (30.7068,-174.216,0);
level.campsspot[23].type = 64no;
level.campsspot[23].model = 1;
level.campsspot[24] = spawnstruct();
level.campsspot[24].origin = (-222.875,1581.89,226.125);
level.campsspot[24].angles = (30.7068,-174.216,0);
level.campsspot[24].type = 64no;
level.campsspot[24].model = 1;
level.campsspot[25] = spawnstruct();
level.campsspot[25].origin = (-253.374,1559.45,226.125);
level.campsspot[25].angles = (16.2103,-103.008,0);
level.campsspot[25].type = 64no;
level.campsspot[25].model = 1;
level.campsspot[26] = spawnstruct();
level.campsspot[26].origin = (-256.43,1526.66,226.125);
level.campsspot[26].angles = (16.5289,-95.1141,0);
level.campsspot[26].type = 64no;
level.campsspot[26].model = 1;
level.campsspot[27] = spawnstruct();
level.campsspot[27].origin = (-261.439,1481.76,226.224);
level.campsspot[27].angles = (16.2268,-98.8879,0.137329);
level.campsspot[27].type = 64no;
level.campsspot[27].model = 1;
level.campsspot[28] = spawnstruct();
level.campsspot[28].origin = (-266.9,1441.14,230.082);
level.campsspot[28].angles = (16.3806,-98.877,0);
level.campsspot[28].type = 64no;
level.campsspot[28].model = 1;
level.campsspot[29] = spawnstruct();
level.campsspot[29].origin = (-271.17,1408.84,235.631);
level.campsspot[29].angles = (19.1107,-96.0809,0);
level.campsspot[29].type = 64no;
level.campsspot[29].model = 1;
level.campsspot[30] = spawnstruct();
level.campsspot[30].origin = (-276.063,1384.83,277.439);
level.campsspot[30].angles = (67.6538,166.08,0);
level.campsspot[30].type = 64no;
level.campsspot[30].model = 0;

level.blockerSpawnCount = level.campsspot.size;
break;

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

The above code is now clean and can be placed in its respective GSC.



--------------------------------------------------------------
Step 9: GSC's

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


Blockers = _xblocker.gsc
Buyable blocker = _xdebris.gsc
Zombie Spawns = _xzombiespawns.gsc
TDM Spawns = _xtdmspawns.gsc
Vending Machines = _xmachines.gsc

- In each of these files there is a structure, stock maps first and in the majority of the file, whilst custom ones will be near the bottom.

- Each map has a header similar to this "//****** Test *******", this is used to locate the map and section the code.
- If you are adding a new map, make sure it is at the bottom of the custom maps and has its own header.

- When adding to the gsc's, I recommend you extract the "maps" folder from the "z_svr_rising.iwd" and then open the .gsc from there and save them there.
- Then once you have done with them, you can just drag the "maps" folder into the IWD and it will update it.

After doing the above, you also need to add your map to the _xwavesystem.gsc and the _xvotemap.gsc. Here is how:

_xvotemap.gsc

- Find this line of code:


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

//*******************
//**** Custom Maps
//*******************

- Under that is the settings for custom maps, copy of of the ones in there and change it like this:


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

case "mp_tr_bloc":
mapname = "Bloc";
break;

To:


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


case "mp_examplemap":
mapname = "Examplemap";
break;

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

Case is your normal mapname, mapname is the name you want to appear on the Vote List.

Note: If it is a new map, add it to the bottom of the list, which is just above this part:


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

default:
mapname = map;
break;

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

_xwavesystem.gsc

- Find this piece of code:


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

//*******************
//**** Custom Maps
//*******************

- That is the start of the custom maps settings, which sets the fog, vision and skybox for the map.

- First, copy a normal one like this:


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

//****** Swamp ******

case "mp_swamp_ris":
SetExpFog( 360, 128 , 0 , 0 , 0, 0 );
visionSetNaked("zombie");
setDvar("scr_setvisionmap","zombie");
night = spawn("script_model",level.mapCenter);
night.origin = level.mapCenter;
night setModel("night_sphere");
break;

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

Change it to this and add it just under the last one:

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

//****** Yourmap ******

case "mp_mapname": //change to your mapname
SetExpFog( 360, 128 , 0 , 0 , 0, 0 ); //Change the first two values if you want, first = distance, second = height
visionSetNaked("zombie");
setDvar("scr_setvisionmap","zombie");
night = spawn("script_model",level.mapCenter);
night.origin = level.mapCenter;
night setModel("night_sphere");
break;


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

- After that, save it, add it to the z_svr_name.iwd in the maps folder of the rar file.
Just drag it from the folder where you saved it onto the window of winrar if you have it opened
and your map should be ready for the server.

Need any help? Does the server not seem to load the code? Got a bad syntax?
visit the forums at www.therising-mod.com
were glad to help any visitors


--------------------------------------------------------------
CREDITS FOR XYLOZI FOR THE TUTORIAL

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

Zombie Mod The Rising

Item Image

 Downloads offline


We are proud to announce the official release of The Rising Mod!
After months and months of intense scripting and testing while in Beta, the mod has finally turned Gold for release.

The Rising' is a Mod based on Tryarch's built-in Zombie Co-Op / Survival Mode for the game Call of Duty - World at War, released in November, 2008.

However, instead of having a maximum of only 4 players as seen in the Co-Op Modes of the game, 'The Rising' Mod was constructed around the Multiplayer aspect of the game, allowing up to 20 players at one time, fending off hordes of zombies.

Includes a total new class system , that balances the teamplay for sure. Repair vending machines and supply your mates with ammo while they defend you and your team mates from incoming waves of zombies.

Play as a Support , Commander, Medic or any of the other eight classes and try to forfill your duty in the zombie massscre!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R E L E A S E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Call of Duty - The Rising ©
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R E L E A S E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We are proud to announce the official release of The Rising Mod!
After months and months of intense scripting and testing while in Beta,
the mod has finally turned Gold for release.

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~ T A B L E O F C O N T E N T ~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I. Quick Start Guide
II. About
III. History
IV. Credits
V. Website
VI. Developer tool tutorial


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~ Q U I C K S T A R T G U I D E ~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1. Download & Unzip the package
2. Place the folder , therising_modv1 , in your mods folder.
Not sure what the correct folder is? Try to open COD5-Path.exe ,
it will open the correct folder for you ;)!.

3. Before starting a server run the rising.cfg by
typing in console : exec rising.cfg
4. Make sure you check if the gametype cooperative is on by opening console and
typing g_gametype , if the value is cooperative, then its correct.
5. Make sure you check the maprotation , because some maps aren't supported due
limits or haven't been made compatible for the mod.
6. Now open console and type map mp_mapname to start the game.


Check http://www.therising-mod.com forum and then The Rising Discussions for a list
of Compatible maps.


For extended installation instructions, consult the install.txt file!


* NOTE - DON"T CHANGE FOLDER NAME OR RANKS ARE GETTING RESETTED!!! *
-------------------------------------------------------



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A B O U T ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Rising is a Mod based on Tryarchs built-in Zombie Co-Op / Survival Mode for the game Call of Duty - World at War, released in November, 2008.

However, instead of having a maximum of only 4 players as seen in the Co-Op Modes of the game, The Risings Mod was constructed around the Multiplayer aspect of the game, allowing up to 20 players at one time, fending off hordes of zombies.

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H I S T O R Y ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ZCT: The Rising began in April 2009 as a Call of Duty World at War modification.

It was created with the intention to bring a whole new cooperative multiplayer game experience based on the popular singleplayer version of the Nazi Zombie coop gameplay. ZCT: TR takes the fun, zombie slaughtering experience of Multiplayer Zombie Co-Op Mode to the extremes!

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C R E D I T S ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

We would like to give credit and thanks to:

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

Treyarch / Activision
- For making Call of duty World at war and releasing the mod tools.

Xylozi
- Developer / Scripting / Mapping
h0ly
- Founder / Developer / Scripting
Dio
- Mod Manager / Sound artist
Slunigo
- Site manager
xChaosx
- Mapper
Codmapper
- Mapper
Surfer
- Mapper
|OMG|Sterbehilfe
- Server support and help plus sponsoring. http://www.omg-team.com/
|OMG|Leard
- Server support and monitoring. http://www.omg-team.com/
|OMG| - Clan
- Server monitoring and supporting. http://www.omg-team.com/
CODnerd , www.customcod.com
- Mod support , Server hosting , Site support
Codmax
- 2d Artist
$chilli
- Video Maker - Idea Guru
ADD5555
- Community Manager
Red_Beret
- Modeller / Animator
Wizzard of Ozz
- Mod support
Ottawolf
- Mod support and mapping help
Corey
- Mod support
Ubermouse
- Site addons / Glitch reports
MeNotYou
- Server support USA
Moochie
- Server support USA
Kill3r
- As Technical support helping from start
and Main-Starter of Cooperative gametypes in COD series . www.kill3r-creations.com
Novemberdobby
- As Technical support helping from start www.novemberdobby.com
Abneypark
- Developer tool code from Before the dawn. www.abney-park.co.uk

RaidersMerciless Wiki ,http://wiki.modsrepository.com
- Modding help and resources.
Modsonline.com
- Modding help and resources.


the Beta testers for all hours and late nights you guys spended on digging bugs
without losing a smile on the face.
Names : LearD
Sterbehilfe
Ubermouse
Wisky
ADD5555
SgtWilcher
CrazyJay
Switchview
Freaxx
Bartek1470
PYROMANTIATIC
Def Dafe
xNickx
Batking
D34thBR1NG3r
Kekao666
Takkrala
Arkyfox
Crazydave
Codmax
UnHoLy SnIper
camacazi
Rockstar72
Odiin
MisterDbro



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

Without them, 'The Rising' Mod would not have been possible! :-)

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W E B S I T E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

http://therising-mod.com

Xfire community :
http://www.xfire.com/communities/trmf/

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



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~ Developer tool Tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------ Advanced users only! ---------------------------------
-------------------------------------------------------


Using the Developer Tools


--------------------------------------------------------------
Step 1: Setting the mod up

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

Download the latest version of the mod on this site.

After downloading the mod files, make a folder called "mp_rising_dev" in your Mods folder in these two directories:

This is your regular Mods folder.
C:Program FilesActivisionCall of Duty - World at Warmodsmp_rising_dev

This is your Windows Account directory.
C:UsersNameAppDataLocalActivisionCoDWaWmodsmp_rising_dev

Now, if you want to save time, setup a few shortcuts. Make a new shortcut, click in the Properties, change the Target so it is:

"C:Program FilesActivisionCall of Duty - World at WarCoDWaWmp.exe" "C:Program FilesActivisionCall of Duty - World at WarCoDWaWmp.exe"" +set developer_script 1 +set fs_game mods/mp_rising_dev +set devmode 1 +set developer 2

+set devmode can be any number from 1 to 5. So you should make five shortcuts, each with a different number for devmode.

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

Step 2: Launching your map

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

Launch CoD:WW Multiplayer using your custom shortcut

- Click the "Mods" button
- Launch the "mp_rising_dev" mod

- Once the mod has loaded, type these commands in the console on the main menu:

/set devmode 2 (1 = Buyable Blocks | 2 = Blockers | 3 = Zombie spawns | 4 = TDM Spawns | 5 = Vending Machines)
/set developer 1
/set developer_script 1
/set logfile 1
/set g_gametype cooperative (Only if the map lacks DM spawns.)

- Then load the map:

/devmap mp_mapname (mapname being your map.)

- Your map will load in Development mode.


--------------------------------------------------------------
Step 3: Blockers

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


- Once in Devmode 1, you will be able to place blockers. These are the commands:

- Left Click = Place Blocker
- Right Click = Changes type, between: True/False (True = Model of hedgehog appears | False = invisible clip)

- Use Button (Hold) = Will remove previous blocker and keeps going back the longer you hold it (Can go below 0, don't do it though).
- Knife Button (Hold) = Will save the blocker data.

- Note: If you need to save again after one try, you will need to open the console and type /set logfile 1 and then save.

--------------------------------------------------------------
Step 4: Buyable Blockers

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

- Once in Devmode 2, you will be able to place buyable blockers. These are the commands:

- Left Click = Place Buyable Blocker
- Right Click = Raises price of blocker (Starts at 1000, goes up to 11000 then loops back round.)

- Use Button (Hold) = Will remove previous buyable blocker and keeps going back the longer you hold it (Can go below 0, don't do it though.)
- Knife Button (Hold) = Will save the buyable blocker data

- Note: If you need to save again after one try, you will need to open the console and type /set logfile 1 and then save.


--------------------------------------------------------------
Step 5: Zombie Spawns

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


- Once you are in Devmode 3, you can place Zombie spawns.

- Left Click = Place Zombie Spawn
- Knife Button (Hold) = Will save the Zombie spawn data.

- If you mess up, you'll have to use /fast_restart to reset the co-ordinates.


--------------------------------------------------------------
Step 6: TDM Spawns

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

- Once you are in Devmode 4, you can place TDM spawns.

- Left Click = Place TDM Spawn
- Knife Button (Hold) = Will save the TDM spawn data.

- If you mess up, you'll have to use /fast_restart to reset the co-ordinates.


--------------------------------------------------------------
Step 7: Vending Machines

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

- Left Click = Place Machine
- Right Click = Chnages machine type, between 1 - 4 (1 - Double Tap | 2 - Extreme Conditioning | 3 - Juggernaut | 4 - Revive)

- Use Button (Hold) = Will remove previously placed machines and keeps going back the longer you hold it (Can go below 0, don't do it though.)
- Knife Button (Hold) = Will save the vending machines data

- Note: If you need to save again after one try, you will need to open the console and type /set logfile 1 and then save.


--------------------------------------------------------------
Step 8: Working with the code

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



- This is the hardest part of using the tool, and that is getting the data from the console.log file and getting it ready for its respective GSC.

- This is only an excerpt from the console.log, but remember the code will always be near the bottom of it.

[code]
case mp_dome :
dvar set tr_buildmode ammobox
dvar set tr_building off

dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot = [];
dvar set tr_buildmode ammobox
dvar set tr_building off

dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[0] = spawnstruct();
level.campsspot[0].origin = (-557.896,1334.83,226.125);
level.campsspot[0].angles = (14.079,-178.566,0);
level.campsspot[0].type = 64no;
level.campsspot[0].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[1] = spawnstruct();
level.campsspot[1].origin = (-606.411,1334.74,226.125);
level.campsspot[1].angles = (16.8036,179.654,0);
level.campsspot[1].type = 64no;
level.campsspot[1].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[2] = spawnstruct();
level.campsspot[2].origin = (-663.388,1337.42,226.125);
level.campsspot[2].angles = (31.0309,177.896,0);
level.campsspot[2].type = 64no;
level.campsspot[2].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[3] = spawnstruct();
level.campsspot[3].origin = (-951.528,965.778,226.125);
level.campsspot[3].angles = (23.3899,89.6704,0);
level.campsspot[3].type = 64no;
level.campsspot[3].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[4] = spawnstruct();
level.campsspot[4].origin = (-951.499,1006.79,226.125);
level.campsspot[4].angles = (23.3734,89.6704,0);
level.campsspot[4].type = 64no;
level.campsspot[4].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[5] = spawnstruct();
level.campsspot[5].origin = (-951.477,1051.25,226.125);
level.campsspot[5].angles = (22.9065,89.6704,0);
level.campsspot[5].type = 64no;
level.campsspot[5].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[6] = spawnstruct();
level.campsspot[6].origin = (-951.434,1102.93,226.125);
level.campsspot[6].angles = (23.1097,89.7418,-0.0109863);
level.campsspot[6].type = 64no;
level.campsspot[6].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[7] = spawnstruct();
level.campsspot[7].origin = (-959.068,1145.15,262.125);
level.campsspot[7].angles = (44.1705,176.984,0);
level.campsspot[7].type = 64no;
level.campsspot[7].model = 0;
level.campsspot[8] = spawnstruct();
level.campsspot[8].origin = (-1009.79,1138.31,262.125);
level.campsspot[8].angles = (44.1266,176.984,0);
level.campsspot[8].type = 64no;
level.campsspot[8].model = 0;
level.campsspot[9] = spawnstruct();
level.campsspot[9].origin = (-1047.77,1179.8,262.125);
level.campsspot[9].angles = (63.0176,90.7965,0);
level.campsspot[9].type = 64no;
level.campsspot[9].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[10] = spawnstruct();
level.campsspot[10].origin = (-1047.81,1206.88,262.125);
level.campsspot[10].angles = (63.0176,90.7965,0);
level.campsspot[10].type = 64no;
level.campsspot[10].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[11] = spawnstruct();
level.campsspot[11].origin = (-958.623,907.336,262.125);
level.campsspot[11].angles = (58.5077,-92.796,0);
level.campsspot[11].type = 64no;
level.campsspot[11].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[12] = spawnstruct();
level.campsspot[12].origin = (-958.662,842.756,286.125);
level.campsspot[12].angles = (47.7136,-90.5438,0);
level.campsspot[12].type = 64no;
level.campsspot[12].model = 0;

level.campsspot[13] = spawnstruct();
level.campsspot[13].origin = (-457.792,2124.33,257.955);
level.campsspot[13].angles = (83.8696,84.6771,0);
level.campsspot[13].type = 64no;
level.campsspot[13].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[14] = spawnstruct();
level.campsspot[14].origin = (-502.939,2128.08,287.865);
level.campsspot[14].angles = (83.8696,84.6771,0);
level.campsspot[14].type = 64no;
level.campsspot[14].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[15] = spawnstruct();
level.campsspot[15].origin = (-318.91,2283.35,250.835);
level.campsspot[15].angles = (67.1704,85.6384,0);
level.campsspot[15].type = 64no;
level.campsspot[15].model = 0;

level.campsspot[16] = spawnstruct();
level.campsspot[16].origin = (-316.025,2315.88,264.085);
level.campsspot[16].angles = (67.7582,85.6439,0);
level.campsspot[16].type = 64no;
level.campsspot[16].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[17] = spawnstruct();
level.campsspot[17].origin = (-213.205,2322.13,253.125);
level.campsspot[17].angles = (66.308,0.582275,0);
level.campsspot[17].type = 64no;
level.campsspot[17].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[18] = spawnstruct();
level.campsspot[18].origin = (-120.857,2326.74,252.518);
level.campsspot[18].angles = (63.8965,-3.28491,0);
level.campsspot[18].type = 64no;
level.campsspot[18].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[19] = spawnstruct();
level.campsspot[19].origin = (297.532,2311.2,228.125);
level.campsspot[19].angles = (81.134,-6.50391,0);
level.campsspot[19].type = 64no;
level.campsspot[19].model = 0;

dvar set tr_building off
level.campsspot[20] = spawnstruct();
level.campsspot[20].origin = (218.066,2324.34,228.125);
level.campsspot[20].angles = (76.6571,-0.142822,-0.115356);
level.campsspot[20].type = 64no;
level.campsspot[20].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[21] = spawnstruct();
level.campsspot[21].origin = (361.437,2209.92,254.625);
level.campsspot[21].angles = (69.3732,73.8226,0);
level.campsspot[21].type = 64no;
level.campsspot[21].model = 0;
dvar set tr_buildmode ammobox
dvar set tr_building off
PunkBuster Client: Receiving from PB Server (w v1.723 | A1409 C2.201)
level.campsspot[22] = spawnstruct();
level.campsspot[22].origin = (-136.636,1590.66,233.162);
level.campsspot[22].angles = (28.1525,-173.721,0);
level.campsspot[22].type = 64no;
level.campsspot[22].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[23] = spawnstruct();
level.campsspot[23].origin = (-183.113,1585.98,229.284);
level.campsspot[23].angles = (30.7068,-174.216,0);
level.campsspot[23].type = 64no;
level.campsspot[23].model = 1;
level.campsspot[24] = spawnstruct();
level.campsspot[24].origin = (-222.875,1581.89,226.125);
level.campsspot[24].angles = (30.7068,-174.216,0);
level.campsspot[24].type = 64no;
level.campsspot[24].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[25] = spawnstruct();
level.campsspot[25].origin = (-253.374,1559.45,226.125);
level.campsspot[25].angles = (16.2103,-103.008,0);
level.campsspot[25].type = 64no;
level.campsspot[25].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[26] = spawnstruct();
level.campsspot[26].origin = (-256.43,1526.66,226.125);
level.campsspot[26].angles = (16.5289,-95.1141,0);
level.campsspot[26].type = 64no;
level.campsspot[26].model = 1;
level.campsspot[27] = spawnstruct();
level.campsspot[27].origin = (-261.439,1481.76,226.224);
level.campsspot[27].angles = (16.2268,-98.8879,0.137329);
level.campsspot[27].type = 64no;
level.campsspot[27].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[28] = spawnstruct();
level.campsspot[28].origin = (-266.9,1441.14,230.082);
level.campsspot[28].angles = (16.3806,-98.877,0);
level.campsspot[28].type = 64no;
level.campsspot[28].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[29] = spawnstruct();
level.campsspot[29].origin = (-271.17,1408.84,235.631);
level.campsspot[29].angles = (19.1107,-96.0809,0);
level.campsspot[29].type = 64no;
level.campsspot[29].model = 1;
dvar set tr_buildmode ammobox
dvar set tr_building off
level.campsspot[30] = spawnstruct();
level.campsspot[30].origin = (-276.063,1384.83,277.439);
level.campsspot[30].angles = (67.6538,166.08,0);
level.campsspot[30].type = 64no;
level.campsspot[30].model = 0;
PunkBuster Client: PnkBstrB service installed and started successfully
dvar set tr_buildmode ammobox
dvar set tr_building off
level.blockerSpawnCount = level.campsspot.size;
dvar set tr_buildmode ammobox
dvar set tr_building off
break;
[/code]

- First off, find the main part of the console log with the code in as I have done, and open your text editor and paste it into it.

- Now you will need to remove these lines:


--------------------------------------------------------------
dvar set tr_buildmode ammobox
dvar set tr_building off

--------------------------------------------------------------
- If you have a programmer's text editor, I recommend you use the Replace function and replace each of those lines with a space.

- After you have removed those lines, make sure you have removed the spaces inbetween the code, exculding the first two and the botton two lines.

- You also need to remove lines such as these, do it in the same way as above.


--------------------------------------------------------------
PunkBuster Client: PnkBstrB service installed and started successfully

setstat: developer_script must be false.setstat: developer_script must be false.setstat: developer_script must be false.

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


- Next, clean up the structure of the code so it looks like this:



--------------------------------------------------------------
case "mp_dome":

level.campsspot = [];

level.campsspot[0] = spawnstruct();
level.campsspot[0].origin = (-557.896,1334.83,226.125);
level.campsspot[0].angles = (14.079,-178.566,0);
level.campsspot[0].type = 64no;
level.campsspot[0].model = 1;
level.campsspot[1] = spawnstruct();
level.campsspot[1].origin = (-606.411,1334.74,226.125);
level.campsspot[1].angles = (16.8036,179.654,0);
level.campsspot[1].type = 64no;
level.campsspot[1].model = 1;
level.campsspot[2] = spawnstruct();
level.campsspot[2].origin = (-663.388,1337.42,226.125);
level.campsspot[2].angles = (31.0309,177.896,0);
level.campsspot[2].type = 64no;
level.campsspot[2].model = 1;
level.campsspot[3] = spawnstruct();
level.campsspot[3].origin = (-951.528,965.778,226.125);
level.campsspot[3].angles = (23.3899,89.6704,0);
level.campsspot[3].type = 64no;
level.campsspot[3].model = 1;
level.campsspot[4] = spawnstruct();
level.campsspot[4].origin = (-951.499,1006.79,226.125);
level.campsspot[4].angles = (23.3734,89.6704,0);
level.campsspot[4].type = 64no;
level.campsspot[4].model = 1;
level.campsspot[5] = spawnstruct();
level.campsspot[5].origin = (-951.477,1051.25,226.125);
level.campsspot[5].angles = (22.9065,89.6704,0);
level.campsspot[5].type = 64no;
level.campsspot[5].model = 1;
level.campsspot[6] = spawnstruct();
level.campsspot[6].origin = (-951.434,1102.93,226.125);
level.campsspot[6].angles = (23.1097,89.7418,-0.0109863);
level.campsspot[6].type = 64no;
level.campsspot[6].model = 1;
level.campsspot[7] = spawnstruct();
level.campsspot[7].origin = (-959.068,1145.15,262.125);
level.campsspot[7].angles = (44.1705,176.984,0);
level.campsspot[7].type = 64no;
level.campsspot[7].model = 0;
level.campsspot[8] = spawnstruct();
level.campsspot[8].origin = (-1009.79,1138.31,262.125);
level.campsspot[8].angles = (44.1266,176.984,0);
level.campsspot[8].type = 64no;
level.campsspot[8].model = 0;
level.campsspot[9] = spawnstruct();
level.campsspot[9].origin = (-1047.77,1179.8,262.125);
level.campsspot[9].angles = (63.0176,90.7965,0);
level.campsspot[9].type = 64no;
level.campsspot[9].model = 0;
level.campsspot[10] = spawnstruct();
level.campsspot[10].origin = (-1047.81,1206.88,262.125);
level.campsspot[10].angles = (63.0176,90.7965,0);
level.campsspot[10].type = 64no;
level.campsspot[10].model = 0;
level.campsspot[11] = spawnstruct();
level.campsspot[11].origin = (-958.623,907.336,262.125);
level.campsspot[11].angles = (58.5077,-92.796,0);
level.campsspot[11].type = 64no;
level.campsspot[11].model = 0;
level.campsspot[12] = spawnstruct();
level.campsspot[12].origin = (-958.662,842.756,286.125);
level.campsspot[12].angles = (47.7136,-90.5438,0);
level.campsspot[12].type = 64no;
level.campsspot[12].model = 0;
level.campsspot[13] = spawnstruct();
level.campsspot[13].origin = (-457.792,2124.33,257.955);
level.campsspot[13].angles = (83.8696,84.6771,0);
level.campsspot[13].type = 64no;
level.campsspot[13].model = 0;
level.campsspot[14] = spawnstruct();
level.campsspot[14].origin = (-502.939,2128.08,287.865);
level.campsspot[14].angles = (83.8696,84.6771,0);
level.campsspot[14].type = 64no;
level.campsspot[14].model = 0;
level.campsspot[15] = spawnstruct();
level.campsspot[15].origin = (-318.91,2283.35,250.835);
level.campsspot[15].angles = (67.1704,85.6384,0);
level.campsspot[15].type = 64no;
level.campsspot[15].model = 0;
level.campsspot[16] = spawnstruct();
level.campsspot[16].origin = (-316.025,2315.88,264.085);
level.campsspot[16].angles = (67.7582,85.6439,0);
level.campsspot[16].type = 64no;
level.campsspot[16].model = 0;
level.campsspot[17] = spawnstruct();
level.campsspot[17].origin = (-213.205,2322.13,253.125);
level.campsspot[17].angles = (66.308,0.582275,0);
level.campsspot[17].type = 64no;
level.campsspot[17].model = 0;
level.campsspot[18] = spawnstruct();
level.campsspot[18].origin = (-120.857,2326.74,252.518);
level.campsspot[18].angles = (63.8965,-3.28491,0);
level.campsspot[18].type = 64no;
level.campsspot[18].model = 0;
level.campsspot[19] = spawnstruct();
level.campsspot[19].origin = (297.532,2311.2,228.125);
level.campsspot[19].angles = (81.134,-6.50391,0);
level.campsspot[19].type = 64no;
level.campsspot[19].model = 0;
level.campsspot[20] = spawnstruct();
level.campsspot[20].origin = (218.066,2324.34,228.125);
level.campsspot[20].angles = (76.6571,-0.142822,-0.115356);
level.campsspot[20].type = 64no;
level.campsspot[20].model = 0;
level.campsspot[21] = spawnstruct();
level.campsspot[21].origin = (361.437,2209.92,254.625);
level.campsspot[21].angles = (69.3732,73.8226,0);
level.campsspot[21].type = 64no;
level.campsspot[21].model = 0;
level.campsspot[22] = spawnstruct();
level.campsspot[22].origin = (-136.636,1590.66,233.162);
level.campsspot[22].angles = (28.1525,-173.721,0);
level.campsspot[22].type = 64no;
level.campsspot[22].model = 1;
level.campsspot[23] = spawnstruct();
level.campsspot[23].origin = (-183.113,1585.98,229.284);
level.campsspot[23].angles = (30.7068,-174.216,0);
level.campsspot[23].type = 64no;
level.campsspot[23].model = 1;
level.campsspot[24] = spawnstruct();
level.campsspot[24].origin = (-222.875,1581.89,226.125);
level.campsspot[24].angles = (30.7068,-174.216,0);
level.campsspot[24].type = 64no;
level.campsspot[24].model = 1;
level.campsspot[25] = spawnstruct();
level.campsspot[25].origin = (-253.374,1559.45,226.125);
level.campsspot[25].angles = (16.2103,-103.008,0);
level.campsspot[25].type = 64no;
level.campsspot[25].model = 1;
level.campsspot[26] = spawnstruct();
level.campsspot[26].origin = (-256.43,1526.66,226.125);
level.campsspot[26].angles = (16.5289,-95.1141,0);
level.campsspot[26].type = 64no;
level.campsspot[26].model = 1;
level.campsspot[27] = spawnstruct();
level.campsspot[27].origin = (-261.439,1481.76,226.224);
level.campsspot[27].angles = (16.2268,-98.8879,0.137329);
level.campsspot[27].type = 64no;
level.campsspot[27].model = 1;
level.campsspot[28] = spawnstruct();
level.campsspot[28].origin = (-266.9,1441.14,230.082);
level.campsspot[28].angles = (16.3806,-98.877,0);
level.campsspot[28].type = 64no;
level.campsspot[28].model = 1;
level.campsspot[29] = spawnstruct();
level.campsspot[29].origin = (-271.17,1408.84,235.631);
level.campsspot[29].angles = (19.1107,-96.0809,0);
level.campsspot[29].type = 64no;
level.campsspot[29].model = 1;
level.campsspot[30] = spawnstruct();
level.campsspot[30].origin = (-276.063,1384.83,277.439);
level.campsspot[30].angles = (67.6538,166.08,0);
level.campsspot[30].type = 64no;
level.campsspot[30].model = 0;

level.blockerSpawnCount = level.campsspot.size;
break;

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

The above code is now clean and can be placed in its respective GSC.



--------------------------------------------------------------
Step 9: GSC's

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


Blockers = _xblocker.gsc
Buyable blocker = _xdebris.gsc
Zombie Spawns = _xzombiespawns.gsc
TDM Spawns = _xtdmspawns.gsc
Vending Machines = _xmachines.gsc

- In each of these files there is a structure, stock maps first and in the majority of the file, whilst custom ones will be near the bottom.

- Each map has a header similar to this "//****** Test *******", this is used to locate the map and section the code.
- If you are adding a new map, make sure it is at the bottom of the custom maps and has its own header.

- When adding to the gsc's, I recommend you extract the "maps" folder from the "z_svr_rising.iwd" and then open the .gsc from there and save them there.
- Then once you have done with them, you can just drag the "maps" folder into the IWD and it will update it.

After doing the above, you also need to add your map to the _xwavesystem.gsc and the _xvotemap.gsc. Here is how:

_xvotemap.gsc

- Find this line of code:


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

//*******************
//**** Custom Maps
//*******************

- Under that is the settings for custom maps, copy of of the ones in there and change it like this:


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

case "mp_tr_bloc":
mapname = "Bloc";
break;

To:


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


case "mp_examplemap":
mapname = "Examplemap";
break;

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

Case is your normal mapname, mapname is the name you want to appear on the Vote List.

Note: If it is a new map, add it to the bottom of the list, which is just above this part:


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

default:
mapname = map;
break;

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

_xwavesystem.gsc

- Find this piece of code:


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

//*******************
//**** Custom Maps
//*******************

- That is the start of the custom maps settings, which sets the fog, vision and skybox for the map.

- First, copy a normal one like this:


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

//****** Swamp ******

case "mp_swamp_ris":
SetExpFog( 360, 128 , 0 , 0 , 0, 0 );
visionSetNaked("zombie");
setDvar("scr_setvisionmap","zombie");
night = spawn("script_model",level.mapCenter);
night.origin = level.mapCenter;
night setModel("night_sphere");
break;

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

Change it to this and add it just under the last one:

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

//****** Yourmap ******

case "mp_mapname": //change to your mapname
SetExpFog( 360, 128 , 0 , 0 , 0, 0 ); //Change the first two values if you want, first = distance, second = height
visionSetNaked("zombie");
setDvar("scr_setvisionmap","zombie");
night = spawn("script_model",level.mapCenter);
night.origin = level.mapCenter;
night setModel("night_sphere");
break;


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

- After that, save it, add it to the z_svr_name.iwd in the maps folder of the rar file.
Just drag it from the folder where you saved it onto the window of winrar if you have it opened
and your map should be ready for the server.

Need any help? Does the server not seem to load the code? Got a bad syntax?
visit the forums at www.therising-mod.com
were glad to help any visitors


--------------------------------------------------------------
CREDITS FOR XYLOZI FOR THE TUTORIAL

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


top