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Zombiemode.csv - You need it for zombie mapping!
Moderators: smithster, dcslim
Author Post
Scorp
Wed Nov 26 2008, 08:00AM
Registered Member #2
Joined: Sat Nov 15 2008, 04:34PM
Posts: 129
Hi guys

Treyarch didn't provide a zombiemode.csv, which is a necessity for the zombie map to run at all:

First Make a csv file. If you don't know how the best thing to do is use a current csv file. So go to your CoD: WaW folder and go in zone_source. Then copy a csv file and paste to desktop. Do not remove any csv's from zone_source, this is copying not removing.

Then after you have a csv file on desktop rename it to zombiemode, delete what is in the current csv and change it with the below script:

******************************************************************** (Dont include these stars, they are just there to show where the script start/ends)

include,flamethrower

// strings
localize,zombie

// viewmodel arms
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player

// player zombie melee arms - the "weapon"
weapon,sp/zombie_melee

// Needed for laststand
weapon,sp/fraggrenade
weapon,sp/colt

// zombie anims
xanim,ai_zombie_attack_forward_v1
xanim,ai_zombie_attack_forward_v2
xanim,ai_zombie_attack_v1
xanim,ai_zombie_attack_v2
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2
xanim,ai_zombie_crawl_v1
xanim,ai_zombie_death_v1
xanim,ai_zombie_death_v2
xanim,ai_zombie_door_pound_v1
xanim,ai_zombie_door_pound_v2
xanim,ai_zombie_door_tear_v1
xanim,ai_zombie_idle_v1
xanim,ai_zombie_idle_v1_delta
xanim,ai_zombie_shot_arm_left
xanim,ai_zombie_shot_arm_right
xanim,ai_zombie_shot_leg_left_2_crawl
xanim,ai_zombie_shot_leg_right_2_crawl
xanim,ai_zombie_sprint_v1
xanim,ai_zombie_sprint_v2
xanim,ai_zombie_walk_fast_v1
xanim,ai_zombie_walk_fast_v2
xanim,ai_zombie_walk_fast_v3
xanim,ai_zombie_walk_v1
xanim,ai_zombie_walk_v2
xanim,ai_zombie_walk_v3
xanim,ai_zombie_walk_v4
xanim,ai_zombie_door_tear_v2
xanim,ai_zombie_walk_fast_v1
xanim,ai_zombie_walk_fast_v2
xanim,ai_zombie_walk_fast_v3
xanim,ai_zombie_sprint_v1
xanim,ai_zombie_sprint_v2
xanim,ai_zombie_crawl
xanim,ai_zombie_crawl_v1
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2
xanim,ai_zombie_crawl_sprint
xanim,ai_zombie_idle_crawl
xanim,ai_zombie_idle_crawl_base
xanim,ai_zombie_idle_crawl_delta
xanim,ai_zombie_attack_crawl
xanim,ai_zombie_attack_crawl_lunge

// tear anims
xanim,ai_zombie_door_tear_v1
xanim,ai_zombie_door_tear_v2
xanim,ai_zombie_door_tear_high
xanim,ai_zombie_door_tear_left
xanim,ai_zombie_door_tear_right
xanim,ai_zombie_door_tear_low

// pound door animations
xanim,ai_zombie_door_pound_v1
xanim,ai_zombie_door_pound_v2

// after gib shot anims
xanim,ai_zombie_shot_arm_left
xanim,ai_zombie_shot_arm_right
xanim,ai_zombie_shot_leg_left_2_crawl
xanim,ai_zombie_shot_leg_right_2_crawl

// melee anims
xanim,ai_zombie_attack_forward_v1
xanim,ai_zombie_attack_forward_v2
xanim,ai_zombie_attack_v1
xanim,ai_zombie_attack_v2

// idle
xanim,ai_zombie_idle_v1
xanim,ai_zombie_idle_base

// traverse
xanim,ai_zombie_traverse_v1
xanim,ai_zombie_traverse_v2
xanim,ai_zombie_traverse_crawl_v1

rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_score.gsc
rawfile,maps/_zombiemode_blockers.gsc
rawfile,maps/_zombiemode_utility.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_powerups.gsc
rawfile,maps/_zombiemode_radio.gsc

rawfile,vision/zombie.vision

// materials
material,zombie_intro
material,nazi_intro
material,hud_chalk_1
material,hud_chalk_2
material,hud_chalk_3
material,hud_chalk_4
material,hud_chalk_5

// leaderboard materials
material,scorebar_zom_1
material,scorebar_zom_2
material,scorebar_zom_3
material,scorebar_zom_4
material,scorebar_zom_long_1
material,scorebar_zom_long_2
material,scorebar_zom_long_3
material,scorebar_zom_long_4

// fog at edge of level
fx,env/smoke/fx_fog_zombie_amb
fx,env/light/fx_ray_sun_sm_short

// neckstump
xmodel,char_ger_honorgd_zomb_behead

// head gib stuff
fx,misc/fx_zombie_bloodsplat
fx,misc/fx_zombie_bloodspurt

// eye piece
xmodel,char_ger_zombieeye

// SRS 9/2/2008: for playing fx that we need to stop
xmodel,tag_origin

// FX for the eyes
fx,misc/fx_zombie_eye_single

// FX for player being a zombie
fx,misc/fx_zombie_grain_cloud

//zombie powerups
fx,misc/fx_zombie_powerup_on
fx,misc/fx_zombie_powerup_grab
fx,misc/fx_zombie_powerup_wave
fx,misc/fx_zombie_mini_nuke
fx,misc/fx_zombie_mini_nuke_hotness
xmodel,zombie_bomb
xmodel,zombie_skull
xmodel,zombie_x2_icon
xmodel,zombie_ammocan

// radio fx
fx,env/electrical/fx_elec_short_oneshot
xmodel,static_berlin_ger_radio

********************************************************************** (Dont include these stars, they are just there to show where the script start/ends)

When this is done, place it in Call of Duty: World at war\zone_source folder.

Sorted.

[ Edited Wed Nov 26 2008, 08:02AM ]
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Soouhon
Tue Jun 18 2013, 01:27PM
Registered Member #51313
Joined: Wed Jun 12 2013, 03:33PM
Posts: 3
Thank you! That's most likely what's been preventing my maps from running
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