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New ZAM bunkers


Griggs
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Hello Undead Uprising Members.

I know how boring it is to create bunkers for ZAM, but it's something that is very important, but we now have a way that is much more simple and easier for everyone. So now when you create maps inside the bunker mod you DON'T have to create the full map, when you create your next (or first) bunker you only have to go into black ops, load the bunker mod, start the map...let's say cracked (but you can obviously do which ever you feel need updating)  go and make 1 cool spot, take screenshots, post the code, screenshot and tell us where and what map it is on. (see example in the first comment)

 

The reason why I post this in the UU section is because I don't want a competitor of ours to get the maps, but of course you can feel free to tell your non-UU friends about this, tell them to send everything to you, and then you post it here.

I hope I see some cool, well made maps.

Note: don't make them sloppy, they should not only work, but look good at the same time.

 

Edit: Moved to a public location since this will be used from now so everyone can see eachothers bunker spots.

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Map: Cracked
Location: D3, Balcony
Screenshot:

D3 Balcony pic.jpg

Code:

level.bunkerList[0] = createBlock((-1374.17, -365.589, -45.875), (0, 90, 0));
level.bunkerList[1] = createBlock((-1374.17, -365.589, -18.75), (0, 90, 0));
level.bunkerList[2] = createBlock((-1374.17, -365.589, 8.375), (0, 90, 0));
level.bunkerList[3] = createBlock((-1312.22, -535.862, -45.875), (0, 180, 0));
level.bunkerList[4] = createBlock((-1312.22, -535.862, -18.75), (0, 180, 0));
level.bunkerList[5] = createBlock((-1312.22, -535.862, 8.375), (0, 180, 0));
level.bunkerList[6] = createBlock((-1312.22, -535.862, 35.5), (0, 180, 0));
level.bunkerList[7] = createBlock((-1430.02, -628.602, -64.8956), (0, 180, 0));
level.bunkerList[8] = createBlock((-1430.03, -700.059, -64.8956), (0, 180, 0));
level.bunkerList[9] = createBlock((-1430.13, -771.25, -64.8956), (0, 180, 0));
level.bunkerList[10] = createBlock((-1464.08, -764.871, -40.5447), (0, 180, 0));
level.bunkerList[11] = createBlock((-1464.07, -694.382, -40.5447), (0, 180, 0));
level.bunkerList[12] = createBlock((-1464.07, -623.155, -40.5447), (0, 180, 0));
level.bunkerList[13] = createBlock((-1556.41, -578.529, -135.986), (0, 220, 0));
level.bunkerList[14] = createBlock((-1554.23, -578.284, -118.861), (0, 220, 0));

NOTE: If your code doesn't look as clean as this download and/or use the Bunker Extractor!

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  • 2 weeks later...
2 hours ago, xStoner420x said:

So I guess all the work Blue and I did in the Expansion maps doesn't count. :/

I could go in and take SS of ALL the bunkers and post them, but that would be a large ass posting.

I mean all you have to do is 1 spot now, not 1 map. But nah I would say they still count. =)

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ATTENTION-- IMPORTANT INFORMATION WHEN CREATING BUNKERS.

POSTED BY CLASSIXZ

I'd recommend to create all spots individually, if something needs removing it could be easily dealt with.

Talking a screenshot of it might also be good, and once you're done make a thread on this section and post the code.

Also always try to use as little cades as possible.

 

If you are making a full map, make sure the cade numbers goes in the right order, from 0 to the last cade.

 

ex.

level.bunkerList[0] = createBlock((1125.89, 333.273, 596.696), (0, 75, 0));level.bunkerList[1] = createBlock((2541.07, 2016.41, 637.049), (0, 0, 0));level.bunkerList[2] = createBlock((2541.07, 2016.41, 664.174), (0, 0, 0));level.bunkerList[3] = createBlock((2541.07, 2016.41, 691.299), (0, 0, 0));level.bunkerList[4] = createBlock((2587.27, 1827.82, 647.287), (0, 200, 0));level.bunkerList[5] = createBlock((2587.27, 1827.82, 674.412), (0, 200, 0));level.bunkerList[6] = createBlock((2587.27, 1827.82, 701.537), (0, 200, 0));

 

BUNKER CODE LOCATION:

If you didn't know already, the bunker codes can be found inside the "steamapps\common\Call of Duty Black Ops\mods\mp_ZAMBunkers" folder and then open up games_mp.log and scroll all the way down. You need to make sure you save the bunkers regularly and once you want to extract them end the game and the log will update.

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ATTENTION-- IMPORTANT INFORMATION WHEN CREATING BUNKERS.

POSTED BY CLASSIXZ

 

To test bunkers:

1. Open the file "_settings"

2. Edit level.workMode = 1; to level.workMode = 0;

3. Add bunker codes to the file "_mapCodes" Needs to be inside the { } brackets.

4. Restart or start the map you want to test.

 

To go back to map making:

1. Open the file "_settings"

2. Edit level.workMode = 0; to level.workMode = 1;

3. Restart/Start map.

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Map: Nuke Town

Spot: blue house balcony

SS: Screenshot

Screenshot

Screenshot

 

 

 

CODE:

level.bunkerList[0] = createBlock((-1012.75, 603.177, 89.125), (0, 160, 0));
level.bunkerList[1] = createBlock((-1012.75, 603.177, 116.25), (0, 160, 0));
level.bunkerList[2] = createBlock((-1012.75, 603.177, 116.25), (0, 160, 0));
level.bunkerList[3] = createBlock((-1168.39, 633.955, 114.554), (0, 160, 0));
level.bunkerList[4] = createBlock((-1187.59, 580.676, 114.578), (0, 160, 0));
level.bunkerList[5] = createBlock((-1206.46, 531.061, 114.476), (0, 160, 0));
level.bunkerList[6] = createBlock((-1223.81, 713.72, 113.567), (0, 160, 0));
level.bunkerList[7] = createBlock((-1205.23, 769.546, 113.348), (0, 160, 0));
level.bunkerList[8] = createBlock((-1225.43, 713.407, 140.692), (0, 160, 0));
level.bunkerList[9] = createBlock((-1205.62, 771.3, 140.473), (0, 160, 0));
level.bunkerList[10] = createBlock((-1167.6, 634.563, 141.679), (0, 160, 0));
level.bunkerList[11] = createBlock((-1225.28, 711.735, 167.817), (0, 160, 0));
level.bunkerList[12] = createBlock((-1203.91, 768.783, 167.598), (0, 160, 0));

So i have noticed that many of you just use paste bin.  @Griggs said it must look like this or neater.  Use the "bunker extractor" just pm Griggz or Classixz 

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On 15.08.2016 at 11:20 AM, Griggs said:

Map: Cracked
Location: D3, Balcony
Screenshot:

D3 Balcony pic.jpg

Code:


level.bunkerList[0] = createBlock((-1374.17, -365.589, -45.875), (0, 90, 0));
level.bunkerList[1] = createBlock((-1374.17, -365.589, -18.75), (0, 90, 0));
level.bunkerList[2] = createBlock((-1374.17, -365.589, 8.375), (0, 90, 0));
level.bunkerList[3] = createBlock((-1312.22, -535.862, -45.875), (0, 180, 0));
level.bunkerList[4] = createBlock((-1312.22, -535.862, -18.75), (0, 180, 0));
level.bunkerList[5] = createBlock((-1312.22, -535.862, 8.375), (0, 180, 0));
level.bunkerList[6] = createBlock((-1312.22, -535.862, 35.5), (0, 180, 0));
level.bunkerList[7] = createBlock((-1430.02, -628.602, -64.8956), (0, 180, 0));
level.bunkerList[8] = createBlock((-1430.03, -700.059, -64.8956), (0, 180, 0));
level.bunkerList[9] = createBlock((-1430.13, -771.25, -64.8956), (0, 180, 0));
level.bunkerList[10] = createBlock((-1464.08, -764.871, -40.5447), (0, 180, 0));
level.bunkerList[11] = createBlock((-1464.07, -694.382, -40.5447), (0, 180, 0));
level.bunkerList[12] = createBlock((-1464.07, -623.155, -40.5447), (0, 180, 0));
level.bunkerList[13] = createBlock((-1556.41, -578.529, -135.986), (0, 220, 0));
level.bunkerList[14] = createBlock((-1554.23, -578.284, -118.861), (0, 220, 0));

NOTE: If your code doesn't look as clean as this download and/or use the Bunker Extractor!

how can I get the same version of the modification?

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3 hours ago, My Name Is WEISS said:

how can I get the same version of the modification?

you can not get the ZAM bunker mod. I recomend you to just get a normal bunker mod.( in my opinion ive been messing with the zam bunker mod and its actually difficult not good for new people.)

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