How To Run Cod Waw In Windowed Mode

How To Run Cod Waw In Windowed Mode Average ratng: 5,0/5 9930 reviews

'Call of Duty: World at War couldn't write a file. The hard drive is probably full.' WINDISKFULLTITLE 'File Write Error' WINIMPROPERQUITBODY 'It appears that Call of Duty: World at War did not quit properly the last time it ran. Do you want to run the game in safe mode? This is recommended for most people. 'C: Program Files (x86) Steam steamapps common Call of Duty Modern Warfare 2 players configmp.cfg' Change the Fullscreen value from 1 to 0, and you'll get windowed mode at least. And if you want, you can then use a 3rd party software like This one.

A non-multiplayer field of view changer for various Call of Duty games.

SCZ stands for: Singleplayer + CO-OP + Zombies

This field of view changer allows you to change the game variables cg_fov (0-360) and cg_fovScale (1.0 - 2.0) easily.These variables can be changed with binds (bind KEY 'cg_fov XX') in the single player mode but in co-op they are cheat/write protected. If you use this program, you don't need a console, a bind or even a modded version of the game to change the field of view to your liking. With an optimal field of view you won't experience eye strain, headaches or motion sickness.

CALL OF DUTY is a trademark of Activision Publishing, Inc.

Download

This project is not affiliated with them in any way and no copyright infringement is intended.

Compatibility

Supported games

  • Call of Duty: World at War ( singleplayer, co-op, zombies (solo & co-op) )
  • Call of Duty: Modern Warfare 2 ( singleplayer, special ops (solo & co-op) )
  • Call of Duty: Black Ops 1 ( singleplayer, zombies (solo & co-op) )
  • Call of Duty: Modern Warfare 3 ( singleplayer, special ops (solo & co-op) )

Requirements

  • Windows Vista or newer
  • .NET Framework 4.5

Anti-Cheat (VAC & PunkBuster)

All supported CoDs don't use VAC or PunkBuster in the singleplayer executables, so you should be on the safe side as long as you don't use it when cheat-secured games are running!

Nevertheless I am NOT responsible for any bans or damages! Use at your own risk!

Usage

  1. Download the latest release.
  2. Start the FoV Changer and the game (the order doesn't matter) and choose your desired FoV.
  3. Keep it running because the FoV will be resetted in situations like respawns or map changes.

Settings

  • cg_fov : horizontal field of view
  • cg_fovScale : scale applied to cg_fov (this changes the field of view in 'Aim(ing) Down Sights' too)
  • enable Beep : if checked, beep sounds will be enabled
  • auto start : if checked, the selected CoD will be started automatically
  • auto select CoD on startup : if checked, an active/running CoD will be auto selected if possible on startup

Start options:

You can pass a keyword as a start parameter to the field of view changer to auto select a specific CoD. The program chronologically checks the game titles and executable names for the keyword.

Examples:

CoD.SCZ.FoV.Changer.exe iw4sp will select 'Call of Duty: Modern Warfare 2'

CoD.SCZ.FoV.Changer.exe 'Black Ops' will select 'Call of Duty: Black Ops'

CoD.SCZ.FoV.Changer.exe call will select 'Call of Duty: World at War' because it's the first item in the list

* The check is case-insensitive.

Credits to AgentRev for the beep sounds!

This is about how to create custom 'Nazi Zombie' maps.
This tutorial is slightly advanced, a more in-depth Zombie Mapping tutorial is availiable HERE for more begineers mappers!

  • 2Implementation
    • 2.7Blockers
    • 2.8Buyable Weapons
  • 3Script
  • 4Zone Source

First and foremost, for your custom Nazi Zombies maps to work properly with the utility scripts, you will have to name your map with the prefix nazi_zombie_, For example, nazi_zombie_paris or nazi_zombie_chicago. Otherwise you will run into script errors and need to edit + include utilities into your Fastfile like _loadout.gsc


Nazi Zombie Mode is a SinglePlayer/Co-op only mode.


With that said, the following walk-through assumes you have already made the geometry for your level and are looking to implement Nazi Zombie Mode.


Players

Add in an info_player_start found in the right click menu under the info sub menu. You'll need just one, but you'll have to add in four (4) script_structs to support four players. Place these anywhere you wish in your map and give them the KVP:

Normally you would then have to script a function to move the players around to each but the zombie mode utility already takes care of that for you if you use the above targetname.


Nodes

Your map will need nodes placed based on where you want the Zombies to walk. For an explanation of nodes and how to place them, please see the Navigation Overview page.

For Zombie Mode you will more than likely only need path nodes since Zombies won't be using action/cover nodes.


Boards

The boards Zombies rip through can easily be placed in your map use the prefab: _prefabszombiemodewindow_med.map

The direction of the angle on the prefab is the direction the Zombie will approach it and break through.


Traversals

Ideally, if you have Zombies breaking through windows, they will need to make their way through the window. This requires placing in negotiation nodes with a traverse animation, but these are already done for you in the form of prefabs. The one you will need is: _prefabs/traverse/wall_hop.map

For better positioning of the prefab, use the traverse brush in the prefab as a guide. The brush represents the lower end of the wall so you can match it up to the geometry in your map so the AI plays the wall hop animation nicely onto your geo.

As with the window barriers, the direction of the angle on the prefab is the direction the Zombies will wall hop through.


Zombies

For placing zombies, right cick in the ortographic view and use Actors> Axis> Zombie_ger_ber_sshonor. While you have the spawner selected, press N (by default) to open the entity window to give the zombie some KVPs


Cameras

This isn't required but if you want a camera view pan at the end of the match add in two script_structs to your map. Make the first struct target the second one, the start and end points for the camera view respectively.

For the start point struct, you will need to give it two KVPs

20 is a good number and the one used for the stock zombie map, feel free to tweak it.

You can repeat the process for a separate camera path so the game will cycle randomly through various camera paths during the end of the game.


Blockers

Blockers are the buyable furniture/door/etc. in the map. These aren't prefabbed because they aren't always the same for how you set them up.


Model

Start off by making a script_model, and assigning any model you want to block the path. Then you'll need to give it some KVPs.
Required:

Optional:

script_linkTo and targetname are left blank up above because it will be different for each furniture piece (hence a reason why there are no prefabs). They will be referenced on the next few lines on how to properly set them up.


Move Location

You'll need to make a script_struct on where you want the blocker to move when triggered. You'll have to give a KVP:

The script_linkName should match up to the number as the script_linkTo on the blocker. You'll see a red line connected from the blocker to the struct when both are entered.


Buy Triggers

You'll then need to make triggers for players to buy the blocker, depending on how your map is laid out, you typically need to make two trigger_uses on both sides (in case the players unlock a different part of the map and come from the other side, depends on your map). Any triggers you want to use for that particular blocker will need a few KVPs:

zombie_debris is being used for this tut because it is generic and easier to set up, there is also doors which require abit more KVPs, you can check out _zombiemode_blockers.gsc for more info.

The target should match up to the targetname on the blocker. Once the triggers are set, you should see red lines connecting to the blocker.

zombie_cost you can define on your own for how much money is required. These are the defined values (if you want a different price, you'll have to edit a string into the the zombie.str in rawenglishlocalizedstrings):

10020025050075010001250150017502000


Trigger Zombies

You can add more zombie spawn locations when the player buys something by simply having the blocker target the spawner(s) in Radiant. It is not necessary/required.

Those spawners should not get the targetnamezombie_spawner_init otherwise that blocker will target everyone. You can give the new zombie spawners different targetnames of your choice, just don't name them zombie_spawner_init.


Buyable Weapons

Buyable weapons are like blockers in that they are unique, so they are no set prefabs for them.


Decal

You'll want to add the weapon chalk decals to your map, these can be found in Radiant under Locale>Decals.


Model

Add in a script_model.

Assign it a model of the weapon you want players to buy and place it by the decal.


Buy Trigger

Make a trigger_use.

Select the script_model you just made while the trigger is still selected and press W (by default) to make the trigger target the script_model weapon.

The trigger will need some KVPs:

The zombie_weapon_upgrade value should be the weapon name.


Playable Area

Playable area is used to make sure power ups don't spawn outside the contained areas of map where players aren't able to reach the power up.

To make a playable area, make a trigger_multiple in your map and give it the KVP:

You can only have one playable area trigger in your map! You can split it up however, but you can only have one.


Treasure Chest

The treasure chest is a prefab that you can easily through into your map, it is: _prefabszombiemodetreasure_chest.map


Weapon Cabinet

The weapon cabinet is a prefab that you can easily through into your map, it is: _prefabszombiemodeweapon_cabinet.map


You'll only really need two GSC script for Zombie mode to work. The following GSC scripts should go in your in raw/maps.

YOURMAPNAME should be changed to your map name, the nazi_zombie_ prefix is already added.


Levelname.gsc

Levelname_fx.gsc


There are two important zone sources here: [levelname].csv and zombiemode.csv, both go in [root]zone_source

YOURMAPNAME should be changed to your map name, the nazi_zombie_ prefix is already added.


Levelname.csv

This one you do touch unlike Zombiemode.csv, and add in anything specific to your map, some common entries you'll probably want to throw in or use as a template are:

Zombiemode.csv

Zombiemode.csv has all the entries for Zombie mode to work, you shouldn't have to touch this though. If you do touch it and need the correct entries again, copy/paste these:


Once you have everything done, go into Launcher and select your map in the map list. Check off:

You may want to make your map a Mod Specific Map. Make a folder in your [root]mods folder with the same name as your map for organization, then in Launcher check the Mod Specific Map box and select your mod on the drop down list.


Zombies don't move or attack people.

Power ups spawn outside the barriers, play's can't get them.

Power ups don't spawn at all and I made playable area triggers.


Sources: Treyarch's Wiki

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