CoD5 Nazi Zombie Mod: Cooperative Accuracy Mod, Developed by [LAB]Dc & [LAB]HeliMagnet!

cod5-nazi-zombie-mod-competitive-accuracy-mod-labdc-and-labhelimagnet

Once again, we finally get to taste a new flavor in the CoD Nazi Zombie world! This mod, Cooperative Accuracy Mod, was developed and both [LAB]Dc, and [LAB]HeliMagnet, giving the Nazi zombie maps a bit of a new twist. If you want some more competitive action with your buds, or a mod that wont make every game into a spam fest, this is well worth checking out.


1. Cooperative Accuracy Mod (1.0 Beta)

Map Created by [LAB]Dc and [LAB]HeliMagnet

Date Created: 2009/07/03

Details: One thing we noticed with the majority of people is they don’t aim and do a lot of run and gun. We thought it would be interesting to add a level of competition to killing zombies.
The mod tracks shots fired for each player for each round and all game.
Simultaneously, the number of BULLET (doesn’t count melee, grenade, exploding barrels, or any other weapon with large area of effect) hits registered will also be tracked.
Direct impacts with the Ray Gun count as hits, but all shots from it count. Mounted Machine guns do not count for shots or hits (to prevent spamming)
At the end of each round, the player who earns the highest accuracy will be determined. If they win a certain number of rounds, they receive a prize (ammo, points, perks, or a weapon).
Likewise, if a player earns bad accuracy percentages (less than 50%), they will be punished by reducing points, ammo, weapons, and perks.
The purpose of this mod is to get people to play better and it gives a little bit more competition within the match itself.

Game Supported: Call of Duty: World at War
Gametypes Supported: CO-OP (Nazi Zombies)
Number of Players Supported: 1-4 (Single player does not have awards unless you activate them. See “Customizing Accuracy Mod” for a detailed description of how to do so.

Special Notes:
Mod works with Prototype and Verrückt style maps (use CAM-Pro and CAM-Pro-Box for Prototype style, use CAM-Ver and CAM-Ver-Box for Verrückt style).
Mods with -Box contain the original Lucky At Bingo mod (specifically: the mystery box custom spin cycle (MG42, Browning, and Ray Gun) and partial ammo purchasing. See LABOriginalMod.txt for details.

*** The zombie counter works with Atomic Bombs and Electric Fences by tracking kills during those events. However, there is the potential for a zombie to be counted twice (killed twice according to the game) ***
*** if an atomic bomb is triggered and they are killed by a player or they walk into the electric fence and are killed by a player. Keep this in mind if the counter reports an incorrect zombie count remaining. ***
*** If you are adding this mod to a custom map, you need to add a few lines of code in the maps iwd file for the electric fence to affect the zombies remain count. See “Electric Fence Addition” for details. ***
*** If you don’t want to bother with this, keep it in mind when the counter does not update when they walk through the fence. ***

Reference:
For a quick reference, this is the order at which awards and punishments are dished out.

For Prototype style maps (No perks available):

Single Player Awards
1.) 33% of your current point total added
2.) 50% of your current point total added
3.) Full grenades (including Molotovs)
4.) Max ammo for a weapon (randomly picked)
5.) Max ammo for all weapons (including grenades and attachments) (TD and GR, thanks; modified for grenades)
6.) Earn God mode (TD and GR, thanks) for a minute plus the round intermission length
7.) Earn Ray Gun (or get max ammo for Ray Gun if player already has it)
Single Player Punishments
1.) 25% of your current point total lost
2.) 33% of your current point total lost
3.) Lose all grenades (including Molotovs)
4.) Lose all ammo for a weapon (randomly picked)
5.) Lose all ammo for all weapons (including grenades and attachments)
6.) Lose a weapon (randomly picked)
This section focuses on the Colt and the Kar98K. Looks for a weapon that is not of these two weapons and gives a Colt or Kar98K.
Ensures that you don’t receive max ammo for a weapon if you already have it. If you only have a Colt or Colt and Kar98K, it does nothing.
7.) Lose all weapons
Same as above, but guaranteed to be left with a Colt and a Kar98K
Team Awards
1.) 33% of your current point total added
2.) 50% of your current point total added
3.) Full grenades (including Molotovs)
4.) Max ammo for a weapon (randomly picked)
5.) Max ammo for all weapons (including grenades and attachments) (TD and GR, thanks; modified for grenades)
6.) Earn Unlimited ammo (TD and GR, thanks) for a minute plus the round intermission length

For Verruckt style maps (perks available):
Single Player Awards
1.) 33% of your current point total added
2.) 50% of your current point total added
3.) Full grenades (including Molotovs)
4.) Max ammo for a weapon (randomly picked)
5.) Max ammo for all weapons (including grenades and attachments) (TD and GR, thanks; modified for grenades)
6.) Earn God mode (TD and GR, thanks) for a minute plus the round intermission length
7.) Earn a perk (randomly selected)
8.) Earn two perks (randomly selected)
Applies to number 7 as well: Looks for a perk you do not have and randomly picks out of those (prevents double perk glitches)
9.) Earn all perks
Single Player Punishments
1.) 25% of your current point total lost
2.) 33% of your current point total lost
3.) Lose all grenades (including Molotovs)
4.) Lose all ammo for a weapon (randomly picked)
5.) Lose all ammo for all weapons (including grenades and attachments)
6.) Lose a weapon (randomly picked)
This section focuses on the Colt and the Kar98K. Looks for a weapon that is not of these two weapons and gives a Colt or Kar98K.
Ensures that you don’t receive max ammo for a weapon if you already have it. If you only have a Colt or Colt and Kar98K, it does nothing.
7.) Lose all weapons
Same as above, but guaranteed to be left with a Colt and a Kar98K
8.) Lose a perk (randomly selected)
9.) Lose two perks (randomly selected)
10.) Lose all perks
Applies for numbers 8, 9, and 10: Looks for each perk and picks based on those you have. If you do not have any perks, the counter that determines which punishment to give
is decremented back to the previous number. The code will wait for you to fail again and take away the perk(s) that time.
Team Awards
1.) 33% of your current point total added
2.) 50% of your current point total added
3.) Full grenades (including Molotovs)
4.) Max ammo for a weapon (randomly picked)
5.) Max ammo for all weapons (including grenades and attachments) (TD and GR, thanks; modified for grenades)
6.) Earn Unlimited ammo (TD and GR, thanks) for a minute plus the round intermission length
7.) Earn a perk (randomly selected)
8.) Earn two perks (randomly selected)
Applies to number 7 as well: Looks for a perk you do not have and randomly picks out of those (prevents double perk glitches)
9.) Earn all perks

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