For now, I’ll copy the code of your screenshot, then you can somehow take a screenshot of the Berlin folder with the map and I’ll send it to you.
can you take a screenshot that is in the work folder?
an I ask you a question? when creating a custom battle, an error pops up and there is no picture, only a black screen. How can I fix this?
the path is probably invalid, let me help you fix
1 Like
yes, of course, make a folder with the map, I threw it off
Ok done, you have to have your photos’ file name, not mine
Berlin_Zombie_Limit_Weapon_TPS.zip (494.7 KB)
Thank you so much it looks amazing
1 Like
and how to make the sound of the Barrett M82A1
otherwise, all the other guns from the modern confict have a sound, but Barrett doesn’t, and what kind of sight does he use?
All the modern conflict guns have sounds, because you applied the patch i gave you ealier.
No, its not, your Modern Conflict guns (such as AUG, SPAS-12) don’t have sound by default.
// Modern weapon sound fix originally by @Yopsius at https://forum.enlisted.net/en/t/map-ancient-canyon/148847/21
// Modified and updated by Gamer_Victorch
//hk_ump_45_gun////
hk_ump_45_gun{
_override:b=yes
_group{
_tags:t="sound"
gun_sound__forceOneshot:b=yes
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/pistol/dreyse_m1907"
}
"sound_irqs:shared:object"{
_tags:t="sound"
"reload1:object"{
path:t="/weapon/mgun/mp40/reload1/change_ammo"
}
"reload2:object"{
path:t="/weapon/mgun/yazikov_smg/reload_mag_out"
}
"reload3:object"{
path:t="/weapon/mgun/sten_mk2/reload2/change_ammo"
}
"reload4:object"{
path:t="/weapon/mgun/yazikov_smg/reload_mag_in"
}
}
}
//hk_mp5n_gun////
hk_mp5n_gun{
_override:b=yes
_group{
_tags:t="sound"
gun_sound__forceOneshot:b=yes
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/rifle/ross_rifle"
}
"sound_irqs:shared:object"{
_tags:t="sound"
"reload1:object"{
path:t="/weapon/mgun/mp40/reload1/change_ammo"
}
"reload2:object"{
path:t="/weapon/mgun/yazikov_smg/reload_mag_out"
}
"reload3:object"{
path:t="/weapon/mgun/sten_mk2/reload2/change_ammo"
}
"reload4:object"{
path:t="/weapon/mgun/yazikov_smg/reload_mag_in"
}
}
}
//steyr_aug_a1_gun////
steyr_aug_a1_gun{
_override:b=yes
_group{
_tags:t="sound"
gun_sound__forceOneshot:b=yes
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/rifle/berthier_m16"
}
"sound_irqs:shared:object"{
_tags:t="sound"
"reload1:object"{
path:t="/weapon/rifle/type_hei_automatic_rifle/reload_mag_shutter_out"
}
"reload2:object"{
path:t="/weapon/rifle/type_hei_automatic_rifle/reload_mag_in"
}
"reload3:object"{
path:t="/weapon/rifle/vstg_1_5/reload3/change_ammo"
}
}
}
//fn_scar_gun////
fn_scar_gun{
_override:b=yes
_group{
_tags:t="sound"
gun_sound__forceOneshot:b=yes
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/mgun/lahti_saloranta_m26"
}
"sound_irqs:shared:object"{
_tags:t="sound"
"reload1:object"{
path:t="/weapon/rifle/t20_early_rifle/reload_mag_out"
}
"reload2:object"{
path:t="/weapon/mgun/ak_103/reload2/change_ammo"
}
"reload3:object"{
path:t="/weapon/mgun/mp18/reload3/change_ammo"
}
}
}
//spas_12_gun////
spas_12_gun{
_override:b=yes
_group{
_tags:t="sound"
gun_sound__forceOneshot:b=yes
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/rifle/ithaca_37"
}
"sound_irqs:shared:object"{
_tags:t="sound"
"boltAction:object"{
path:t="/weapon/rifle/spas_12/bolt_action"
}
"reload1:object"{
path:t="/player/walker/ww2_soldier/foley_mov/common/riffle/aim_on"
}
"reload2:object"{
path:t="/weapon/rifle/browning_auto_5/reload2/change_ammo"
}
"reload3:object"{
path:t="/weapon/rifle/spas_12/bolt_action"
}
}
}
This fixes the UMP-45, MP5N, Scar L, AUG A3, and SPAS-12
Otherwise, they are completely silent and doesn’t produce any sounds.
You can try it by removing the part of the entities.blk there, and you will see what i mean
I didn’t provide a patch for the barret, because it is completely broken by the developers. They removed the scope mounted on the gun, which made it completely unfixable. Do not attempt to fix it, it is currently impossible.
Just forget about the Barret because we cant do anything to save it (i tried)
1 Like
and how can stationary machine guns remove the overheating scale? I also want to know how to remove overheating on plasma guns too.
for stationary_mg42
:
stationary_mg42{
_override:b=yes
gun__overheatPerShot:r=0.0
}
Just replace stationary_mg42
with the code name of any gun, whether it is stationary machine gun or plasma gun, it will override that gun’s overheating amount to 0 (i.e. never overheats)
that is, in gun__overheatPerShot, just register 0.0, I understand?
1 Like
And now how to turn off the plasma guns?
same, please read instructions
I did the same thing, but the overheating is still there!
I made a gun__overheatPerShot on the MG42 and on all plasma guns, it works on machine guns but not on plasma guns, did I do something wrong?
no, it apparently works differently on plasma gun
How about this:
gun__overheatReduce:r=200
gun__overheatReduceOnOverheat:r=100.0
Add these 2 lines to the gun, so the overheat gets removed very very quickly