This easy fix will resolve your problem. This fix was not found by me. It was on some forums and I just made a video of it for better understanding, So cred. After placing that in the game folder the game was indeed in English, but some items were missing. Some are crucial, like the name and the cost of weapons in Zombies. I personally do not believe that I have done anything that would constitute into me getting in trouble with steam for doing that, because only changing the language files would.
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By Daevius
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You should update your zone file whenever you have to add new assets, or your previous map gave errors since assets were missing.
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On the left panel you'll see the assets that were missing the previous time you ran a map and an asset was missing. You simply copy paste the content of the left panel to the right panel, but avoid duplicated lines! Also be adviced, that whenever you run a map and it has NO missing assets, the missing assets list on the left is not updated, and still shows the missing assets from your previous compile or maybe even another map!
An example of a basic assets list:
![Folder zone bo3 download Folder zone bo3 download](https://i.imgur.com/ma44T5P.png)
Can be replaced by:
So the Final Zone File is:
After you have updated your zone file, you should always rebuild the Fast Files.
Retrieved from 'https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Update_Zone_File&oldid=5663'
Skip to end of metadataGo to start of metadataIn the current version of the BO3 Modtools (Beta), dog spawners are missing from the test map but are not disabled in the scripts by default. This causes you to get stuck on an infinite dog round when you play your map. You can fix this by adding dog spawners or disabling dogs in your map file. Treyarch also did not include a dog spawner prefab with the tools at this time, so you would normally have to grab stuff from The Giant mapfile.
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Disabling Dog Rounds
Add this line to your usermap.gsc file, before zm_usermap::main();:
![Zone Zone](https://wiki.zeroy.com/images/thumb/6/69/Zombie_models7.jpg/500px-Zombie_models7.jpg)
Installing the Spawner Prefab
Download the prefab: dog_spawner.map and place it anywhere within your _prefabs folder, which can be found at Call of Duty Black Ops IIImap_source_prefabs
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Placing the Prefab
From the Entity Browser, drag a Misc_prefab into your scene and navigate to the dog_spawner.map prefab in the file browser window.
Next, with the prefab still selected, stamp the prefab into your map using the Stamp menu item:
Once you stamp the prefab, it will separate the dog spawner from the spawner struct. Move the dog spawner (looks like a hellhound model) somewhere under your map or to a hidden location of your choice. It doesn't matter where it is, just hide it.
Configuring the Spawn Points
Select the struct that you got from stamping the prefab earlier. Notice it has a targetname 'start_zone_spawners' - you need to change this to match whatever zone you are setting this spawner for. English to telugu typing online. If you are configuring the spawner for your start zone then just leave this KVP alone.
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You can copy and paste this struct all over your map to create more spawn points, taking care to change the targetname when you paste it within a new zone volume.