What is Function?
A piece of code that performs a specific task or operation within the game. In BO3 GSC a function is written function my_func() { ... } and called from other files as namespace::my_func().
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484 Black Ops 3 mod tools and custom zombies terms, explained in plain English. Search, then share a link to any term.
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#
Sets the name other scripts use to call this file's functions, as name::my_function(). Without it, the file's name is used.
A GSC/CSC line at the top of a file that loads another script so you can call its functions, e.g. #using scripts\zm\_zm_perks;
A sound zone config file (JSON) telling the linker which Sound Alias CSVs to build into your map's sounds. Custom sounds whose CSV is missing from it won't play.
The function a REGISTER_SYSTEM script runs during startup, before the map's main(). It is where callbacks and clientfields are usually set up.
A
A camera mode that dynamically follows and frames the player character during intense action sequences.
A zone that has players in it, or is adjacent to one that does. Only active zones spawn zombies.
The system responsible for dynamically controlling the spawning, behavior of AI-controlled entities (zombies) in the map.
A zone linked to another in script with zm_zonemgr::add_adjacent_zone, usually unlocked by a door's flag, so zombies start spawning there as players move in. Watch: Zones - Everything
Artificial Intelligence - the behavior of non-player characters (NPCs) controlled by the game.
A gameplay feature that automatically adjusts the player's aim to assist in targeting enemies.
The process by which AI-controlled entities (zombies) navigate the map, avoiding obstacles and reaching their targets.
An additional channel in a texture or image that controls transparency or opacity.
A special effect a BO3 Pack-a-Punched weapon gets when you Repack it: Blast Furnace, Dead Wire, Fireworks, Thunder Wall or Turned. Each has a chance to trigger when you shoot a zombie, then a short cooldown.
A shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting.
An area of a BO3 map with its own background ambience and reverb, so a cave sounds different from a street. Watch: Ambient Rooms / Reverb
Background sound effects or environmental noises that enhance the atmosphere of the game world.
An entity's rotation (pitch yaw roll). In GSC it is .angles.
A sequence of images or frames that creates the illusion of motion when played in sequence.
A skeleton or framework used to animate characters or objects within the game world.
The voice that calls out power-ups and events, like 'Max Ammo!'. Custom maps can replace the announcer's lines. Watch: Round Sounds & Announcer Quotes
The BO3 tool for creating and editing assets stored in GDT files, such as weapons, materials, images and XModels. Watch: Porting Weapons 2: APE Setup
A trigger zone within the game world that activates events or behaviors when the player enters or exits it.
A list of values in GSC: a = []; a[a.size] = x;. Functions like GetEntArray return arrays.
BO3 helpers in the array:: namespace (scripts\shared\array_shared), such as array::add, array::random, array::randomize and array::thread_all.
Any item or object within the game world, such as models, textures, sounds, or scripts.
A collection of assets bundled together for easy distribution and management.
An additional item or feature that can be added to a weapon in the game. In BO3 attachments (sights, extended mags and so on) are set up in a weapon's asset in APE. Watch: Weapon Attachments
A tool used to adjust and control the volume levels and properties of different audio sources within the game.
A keyword that makes a function run automatically as soon as its script loads, before main(): function autoexec my_init() { ... }
B
A rendering optimization technique that omits rendering of polygons facing away from the camera, improving performance.
Lighting that is permanent and cooked into the environment, as apposed to dynamic or fx based lighting, it is cheaper but cannot move.
A hierarchical model used in AI programming to define and control the behavior of NPCs.
A BO3 AAT that can set the zombies around the one you shot on fire, burning them to death.
What happens when nobody revives you in time during Last Stand: you die, lose your weapons and perks, and spectate until the next round, when you respawn with a pistol.
Free 3D software. With community CoD plugins it can import and export SEModel, SEAnim and Cast files for BO3 work. Watch: CoD xmodel/xanim in Blender
A technique used in character animation to smoothly transition between different facial expressions or poses.
A visual representation or plan of a level or map layout.
A visual scripting system used in game development engines to create gameplay logic and interactions.
The official modding tools released by Treyarch for creating custom maps and content for Call of Duty: Black Ops 3. They are a free Steam download for owners of BO3 on PC, found under Tools in your Steam Library. Watch: Installing Mod Tools
An intense and challenging encounter with a powerful enemy character, typically occurring at the end of a level or mission.
A much tougher special enemy that appears in some rounds or quest steps, such as the Margwa or Panzer Soldat.
A computer-controlled player character in a multiplayer game.
A virtual box that surrounds an object or entity in the game world, used for collision detection and physics calculations.
A simple map layout resembling a box, often used for testing or survival-style gameplay.
An object within the game world that can be destroyed or damaged by the player's actions.
A door in the map that can be opened by players using in-game currency (points), allowing access to new areas. In BO3 Radiant doors use the targetname zombie_door, a zombie_cost and a script_flag that opens the next zone. Watch: Doors & Debris
C
A tool that exports whole maps from CoD games into Maya, used when porting maps to BO3.
Registers a function to run on each player every time they spawn, e.g. callback::on_spawned(&my_func);. Handy for starting player threads.
A skin pattern applied to a weapon. BO3 custom maps can add their own camos, including the Pack-a-Punch Camo. Watch: Custom Weapon Camos
An objective within a multiplayer game mode where players must control or hold a specific location to earn points.
A newer open model and animation format (from the author of the SE formats) that porting tools export and Maya and Blender plugins can read.
A texture used to seal gaps or unseen areas in the map, optimizing performance and reducing rendering overhead. In BO3 Radiant caulk faces still block players but are never drawn, so put caulk on every face nobody will see.
A feature that allows players to modify the appearance or abilities of their in-game character.
A 3D model representing a player character or NPC in the game.
A predefined location within a level where the player's progress is saved, allowing them to respawn at that point if they die.
A camera entity placed in the map that triggers a cinematic sequence or cutscene during gameplay.
The type of a Radiant entity, such as script_model, trigger_use or info_volume. It decides what the entity is and can do.
BO3's way to send small values from the server (GSC) to the client (CSC), e.g. to start an FX or sound. Register it on both sides with clientfield::register, then change it with clientfield::set.
A tool material for invisible brushes that block movement. BO3 has different clips for players, zombies and bullets, used to smooth walls and keep players in bounds. Watch: Clips & Special Materials
The detection of when two objects in the game world come into contact with each other.
A simplified version of a 3D model used for collision detection within the game world.
The first Launcher step: turns your Radiant .map into the playable map geometry. Run it after changing brushes, patches or entities.
A command-line interface used for entering commands and executing scripts in the game engine.
A command entered into the developer console to execute specific actions or access debug features within the game.
Compatibility with game controllers, allowing players to use devices such as gamepads or joysticks to play the game.
A community tool for extracting (porting) assets such as models, animations and images from newer CoD games.
An item you build from parts found around the map, such as a Shield or a quest item. BO3 calls these craftables (zm_craftables in script); older games called them buildables.
An interactive object in the map that allows players to combine items or resources to create new weapons, tools, or power-ups. In BO3 Zombies, crafting tables build craftables like shields from parts found around the map.
A type of zombie with reduced mobility, often used to manipulate zombie spawns or control gameplay pacing. In BO3 Zombies a zombie becomes a crawler when explosives blow its legs off, and players often keep one alive to end a round when they are ready.
A graphical element on the screen that indicates where the player's weapon is aimed, used for targeting enemies.
A player action that lowers the character's stance, typically providing better accuracy and making the character a smaller target.
Clientside code; one of the primary languages used by Black Ops 3 to code; CSC side handles all client side code (per player logic)
Constructive Solid Geometry: Radiant tools that combine or cut brushes, such as Hollow, Subtract and Merge. Watch: CSG Tools
Culling is the removal of objects in the scene (derender) to lighten the load on hardware and improve performance.
A unique perk created by modders that provides players with special abilities or advantages in the map. In BO3 that means scripting it in GSC/CSC and adding a machine, icon and jingle. Watch: Custom Perk Scripting
A piece of code written by a modder to add new functionality or modify existing behavior in the game.
A texture created or modified by a modder to replace the default textures in the game.
A pre-rendered or scripted sequence that plays out like a movie, typically used to advance the game's story or provide context for gameplay events.
A throwable toy monkey that bangs its cymbals to pull zombies toward it, then explodes. It comes from the Mystery Box.
D
A status effect that causes continuous damage to a character or object over a period of time.
The perk that helps your aim: aiming down sights snaps toward zombies' heads, and hip-fire is more accurate. (In BO3 script: deadshot.)
An area of limited or no response on a controller's analog sticks, used to prevent unintended input.
An invisible boundary or trigger placed around the map perimeter that instantly kills players or zombies who fall or wander outside the play area. Is often a missing zone or zone that is too small.
Junk blocking a path (rubble, crates, furniture) that players pay to clear. In BO3 Radiant it uses the targetname zombie_debris and a zombie_cost. Watch: Doors & Debris
A mode in the game that provides additional tools and features for testing and troubleshooting.
A texture applied to surfaces in the game world to add detail, such as blood splatters or bullet holes.
A machine that gives you a random perk for a set price, then moves to another spot after some uses. It is in several BO3 maps (in script: perk_random).
Code between /# and #/ that only runs in developer mode, used for debug prints and test commands.
A tool provided by the game developer for accessing advanced features and debugging. In BO3 press the ~ (tilde) key to open it; many commands need the map loaded with devmap.
A branching conversation system used to present dialogue options to the player, allowing them to choose how the conversation progresses.
A setting that determines the overall challenge and complexity of the game, affecting factors such as enemy AI, player health, and resource availability.
A system that dynamically adjusts the difficulty of the map based on player performance, increasing or decreasing the challenge as needed.
A visual effect where limbs or body parts are severed or torn off from characters or enemies in the game.
Downloadable Content - additional content for a game that can be purchased and downloaded separately.
A camera that can be moved and controlled freely within the game world, often used for cinematic purposes.
A trigger entity placed near a door in the map that activates when players approach, allowing interaction to open or close the door.
A Power-up that doubles the points everyone earns for a short time.
The BO3 version of Double Tap: it raises your fire rate and makes each bullet fire twice, effectively doubling bullet damage. (In BO3 script: doubletap2.)
The maximum distance at which objects and terrain are rendered and visible to the player.
A console variable that holds a setting, like developer. You change it in the console or with SetDvar in script.
A lighting technique that calculates light and shadow in real-time, allowing for more realistic lighting effects.
A system that simulates changing weather conditions within the game world, such as rain, snow, or fog.
E
A hidden or secret feature, message, or reference within the game, often discovered by observant players exploring the game world. In BO3 Zombies it usually means a hidden quest, such as a Main Quest or Song Easter Egg.
The perk that releases an electric shock around you when you reload, stunning or killing nearby zombies; the emptier your magazine, the bigger the shock. (In BO3 script: electric_cherry.)
A trap in the map that emits an electrical discharge, damaging or stunning zombies within its range.
An object that generates particles, such as smoke, fire, or sparks, within the game world.
The maximum number of entities allowed in the map at one time, such as zombies, weapons, or dynamic objects, often optimized to maintain performance.
The use of environmental details, props, and set pieces in the map to convey narrative elements, backstory, or hints to players.
A member of the development team responsible for creating and designing the visual aspects of the game world, including terrain, vegetation, and architecture.
A texture used to simulate reflections on shiny or reflective surfaces in the game world.
A file or record that stores information about errors, warnings, and other issues encountered during gameplay or development.
A trigger or condition that initiates a specific action or behavior within the game.
A framework or system used to manage and trigger events, actions, and behaviors within the game world.
A game design concept where the playable area or world gradually expands or unlocks as the player progresses through the game.
A visual and auditory effect created to simulate an explosion within the game world.
A destructible object within the game world that explodes when shot or damaged, causing damage to nearby enemies or objects.
A BO3 mod tools utility that converts exported model and animation files (xmodel_export, xanim_export) into the binary versions the BO3 tools use.
F
The extent of the observable game world that is visible to the player from the perspective of the camera or character.
Radiant features for hiding parts of the map while you work: filters hide whole types (models, triggers, clip), layers hide groups you choose. Watch: Filters & Layers
A Power-up that makes the Mystery Box appear at every box location, at a much lower price, for a short time.
A genre of video game where the player views the game world from the perspective of the player character, typically using firearms to engage in combat.
A visual effect where a light source rapidly turns on and off, creating a strobe-like effect or simulating a malfunctioning light fixture.
A visual effect used to simulate atmospheric haze or mist within the game world.
A gameplay mechanic that obscures or restricts visibility of areas of the game world that have not been explored or scouted by the player.
Plants, trees, and vegetation within the game world, used to enhance the visual realism and atmosphere of outdoor environments.
Field of View - the extent of the observable game world that is visible to the player.
Frames Per Second - a measure of how smoothly the game is running, indicating the number of frames rendered per second.
The number of frames or images displayed per second in the game, typically measured in frames per second (FPS).
A camera mode that allows the player to freely move and rotate the camera within the game world, independent of the player character's movement.
A gameplay mechanic where players can accidentally or intentionally damage or kill their own teammates or allies.
The viewable area of the game world as seen through the camera.
A rendering optimization technique that omits rendering of objects outside of the camera's frustum, improving performance by reducing unnecessary draw calls.
A piece of code that performs a specific task or operation within the game. In BO3 GSC a function is written function my_func() { ... } and called from other files as namespace::my_func().
A reference to a function, written &my_func or &namespace::my_func, passed to callbacks or threads to be called later.
G
A software framework or platform used to develop and run video games, providing tools and libraries for graphics, physics, AI, and more.
The end of a Zombies match, when every player is down or dead. It shows the round you reached and your stats.
A handheld input device with buttons, triggers, and analog sticks used to control characters and interact with games on consoles or PC.
The rules, systems, and interactions that govern gameplay, including movement, combat, and progression.
The virtual environment or setting where the game takes place, including terrain, buildings, characters, and objects.
The structure and shape of objects in the game world, typically represented by vertices and polygons.
Finds one entity by a KVP, e.g. GetEnt("power_switch", "targetname"). It errors if more than one entity matches; use GetEntArray for those.
Finds every entity matching a KVP and returns them as an Array.
A lighting technique that simulates the indirect bounce of light within the game world, creating more realistic lighting effects.
BO3 power-ups you chew during a match, bought from a GobbleGum Machine. Before the game you pick a pack of five; Classic gums are never used up, while Mega GobbleGums are.
The machine that gives you a random GobbleGum from your pack. Each gum you take in a round costs more than the last, and in Treyarch maps the machines can move around.
A force that attracts objects toward the center of a planet or celestial body, influencing movement and physics within the game world.
A weapon attachment or standalone weapon that fires explosive projectiles, typically used for area-of-effect damage.
The snapping grid in Radiant's 2D views. Keeping brushes on the grid avoids tiny gaps and leaks.
Gamescript code; one of the primary languages used by Black Ops 3 to code, GSC is global, server-based affecting all players. New to it? Watch: Scripting Part 1 - Introduction
A GSC header file of macros and constants (#define), pulled into scripts with #insert.
Graphical User Interface - the visual elements, such as menus and buttons, that allow the player to interact with the game.
A tool or interface used to design and create graphical user interfaces (GUIs) for the game, including menus, buttons, and HUD elements.
A 3D model representing a weapon in the game.
H
A graphical overlay on the screen that displays important information such as health, ammo, and objectives, allowing players to track their status.
A shot that hits the head of a character or enemy, typically resulting in increased damage or an instant kill.
An item or object within the game world that restores the player character's health when picked up.
An item or object within the game world that restores a character's health when collected or interacted with.
A gameplay mechanic where a character's health gradually replenishes over time, typically outside of combat situations.
A fast zombie dog that appears in a flash of lightning, usually during a Dog Round. Watch: Fix Dogs
A texture with a higher level of detail and resolution than standard textures, used for close-up objects or environments.
A long game that reaches a very high round number. High round runs are a popular challenge, so custom maps should stay playable that late.
The highest score achieved by a player in a game, often recorded and displayed as a form of accomplishment or competition.
The text shown when you look at a use trigger, like 'Hold [Use] to open the door'. In GSC it is set with SetHintString.
An shape or area around an object in the game world that detects when it has been hit or collided with.
The process of determining whether a projectile or attack has successfully made contact with a target, typically used for combat mechanics.
A feature in multiplayer games that automatically transfers the hosting responsibilities to another player if the current host leaves or disconnects.
A keyboard shortcut or key combination used to quickly activate a specific command or action within the game.
A component or element of the Heads-Up Display (HUD) that conveys specific information to the player, such as a health bar or minimap.
I
BO3's texture format. You point an image asset in APE at a .tif or .png and the tools convert it to .iwi for the game.
The sense of presence and engagement experienced by players when they become fully absorbed in the game world and narrative.
A virtual currency used within the game to purchase items, upgrades, or unlockables, earned through gameplay or microtransactions. In BO3 Zombies the currency is Points.
A video game developed independently by a small team or individual developer, often characterized by innovative gameplay, artistic creativity, and niche appeal.
The actions and commands given by the player via keyboard, mouse, or controller.
A tool or system used to map input controls from various devices, such as keyboards, controllers, or touchscreens, to in-game actions or commands.
A Power-up that makes zombies die in one hit, for everyone, for a short time.
A copy or duplicate of an object or asset within the game world.
A rendering optimization technique that allows multiple instances of the same object to be rendered in a single draw call, reducing CPU and GPU overhead.
A rendering technique that allows multiple instances of the same object or asset to be rendered with minimal performance overhead.
The interaction points between the player and the game, including menus, buttons, and controls.
A method used to estimate values between two known values, typically used for smooth animation and movement.
A system that manages and tracks the items, equipment, and resources carried by the player character within the game.
An obstacle or boundary within the game world that is not visible to the player but prevents them from progressing beyond a certain point.
Prints a line of text on screen, the quickest way to debug a script: IPrintLn("hit!");
Like iPrintLn, but in big text near the middle of the screen.
J
A small, rapid, and irregular motion or variation in the position or appearance of objects or elements within the game world.
A feature in multiplayer games that allows players to join matches or sessions already in progress, rather than starting from the beginning.
A connection point between two objects or bones in a character model, allowing for movement and animation.
A hand-held input device consisting of a stick that pivots around a base and is used to control movement or direction within the game.
A special power-up or character class in multiplayer games, typically granting increased health or durability.
The perk that raises your health, so you can take more hits from zombies before going down. Usually the first perk players buy. (In BO3 script: juggernaut.)
An in-game device or interface that allows players to select and play music tracks or sound effects from a library or playlist.
A predefined sequence of movements and poses that animates the player character's jump or leap into the air.
An object or mechanism within the game world that propels the player character into the air when activated, allowing for vertical movement.
K
A specific frame within an animation sequence that serves as a reference point for movement and position.
A technique used in animation where keyframes define the starting and ending points of movement or poses, with interpolation used to fill in the frames in between.
A gameplay mechanic where firearms recoil or kick back when fired, affecting aim and accuracy.
A graphical display on the screen that shows real-time updates of player kills and deaths during a multiplayer match.
A series of consecutive kills by a player in multiplayer games, often resulting in rewards or bonuses such as special abilities or power-ups.
A gameplay mechanic where characters are pushed away from a source of force or impact, typically caused by explosions, collisions, or attacks.
A setting on a Radiant entity, written as a key and a value, like targetname = my_door. Scripts use KVPs to find and configure entities.
L
A community extension for the BO3 mod tools that gives maps and mods extra features beyond what the stock tools allow.
An attachment or upgrade for firearms that projects a visible laser beam onto surfaces, aiding in aiming and accuracy.
The downed state when your health runs out in co-op: you can only crawl and use a pistol until a teammate revives you, or you Bleed Out. In solo, going down ends the game unless you own Quick Revive.
The BO3 Mod Tools Launcher: your hub for creating maps and mods, building them with the Compile, Light, Link and Run boxes, and uploading to the Workshop. Watch: Launcher
A ranked list of players or teams that displays their performance, scores, or achievements, often used for competition and comparison.
The global object every GSC script shares, used for map-wide variables (level.my_var) and notifies. It exists for the whole game.
The process of creating the layout, structure, and content of a game level or environment.
A tool provided by the game developer for creating custom maps and levels within the game, typically featuring terrain sculpting, object placement, and scripting capabilities.
A technique used to dynamically load and unload sections of the game world as the player moves through it, optimizing memory usage and performance.
An octopus-like throwable from BO3's Shadows of Evil that grabs and kills the zombies around it. Watch: Fix Arnies
The Light step in the Launcher: bakes Lightmaps, shadows and other lighting data for the map. Run it after changing lights or geometry; it can take a while on big maps.
A texture used to store pre-calculated lighting information for surfaces in the game world, improving rendering performance. In BO3 lightmaps are baked by the Light step in the Launcher.
A graphical interface or animation displayed while the game loads assets, levels, or data, providing feedback to the player and reducing perceived wait times. In BO3 a custom map can show its own loading screen image while it loads.
The selection of weapons, equipment, and perks chosen by a player before entering a match in multiplayer games.
A virtual item container that can be purchased or earned within the game, typically containing randomized rewards such as items, skins, or currency.
A lightweight and versatile scripting language commonly used for game development, allowing for easy integration and customization of game logic and behavior. In BO3 Lua (LUI) is what the menus and HUD are written in, while gameplay code uses GSC and CSC.
BO3's Lua-based UI system that builds the menus and HUD out of widgets. Custom HUDs and perk icons are made by editing or adding LUI Lua files. Watch: Simple LUI Widget
Look-up table: a colour grade applied to the whole screen that sets the mood of a BO3 map, such as warm, cold or washed out. Watch: Change LuT
M
A map's big story Easter egg: a long chain of steps, often needing a full team, that ends in a cutscene or reward.
A tool provided by the game developer for creating custom maps and levels within the game.
Your map's main script (scripts/zm/zm_yourmap.gsc in your usermap, with a matching .csc), created from the template when you make a new map. This is where you add #using lines and your own code.
BO3 Zombies maps must start with zm_ (like zm_mymap) and multiplayer maps with mp_. The prefix tells the game which mode the map is for.
A system used in multiplayer games to cycle through and rotate different maps or levels in a playlist or server, providing variety and preventing repetition.
The .map file Radiant saves your level in, inside BO3's map_source folder. Back it up often.
A large three-headed BO3 boss enemy (seen in Revelations). Each head can only be hurt while its mouth is open.
Autodesk's 3D software, the traditional way to rig, animate and export models for BO3 using CoD export plugins. Watch: Maya CoD Plugins Setup
The rarer kinds of GobbleGum (Mega, Rare Mega and Ultra-Rare Mega) that are used up when chewed. They are earned with Liquid Divinium in Dr. Monty's Factory.
A collection of vertices, edges, and faces that define the shape and structure of a 3D object in the game world.
A small, overview map displayed on the screen that shows the player's position, nearby objects, and points of interest within the game world.
A static XModel placed in Radiant. It can't be scripted, but it is cheap and gets baked lighting, so use it for most props.
A 3D representation of an object or character within the game world.
A technique used to capture and record the movements and actions of actors or performers, which are then translated into animations for characters in the game.
The perk that lets you carry a third weapon. If you go down you lose the third weapon along with the perk. (In BO3 script: additionalprimaryweapon.)
A member of the development team responsible for creating and producing original music and soundtracks for the game, enhancing the atmosphere and emotion of gameplay.
A brief burst of light and flame emitted from the muzzle of a firearm when fired, providing visual feedback and realism to gunplay.
A box that gives you a random weapon for points. Sometimes a Teddy Bear comes out instead and the box moves to another location. In BO3 custom maps it is a prefab placed at each possible location, and its weapons come from the map's Weapon Table. Watch: Setup Mystery Box
N
A visual enhancement mode in the game that allows players to see in low-light or dark environments, often with a green or monochromatic tint.
A point or marker within the game world used for pathfinding or navigation by AI characters.
A navigation system that uses predefined points or nodes within the game world to calculate and generate paths for characters or AI entities to move along.
A texture used to simulate surface details and imperfections on 3D models, such as bumps, creases, and wrinkles, without increasing the polygon count.
A named marker on a frame of an animation that triggers a sound or event at that moment, like the magazine sound in a reload.
Non-Player Character - a character in the game world controlled by the game's AI rather than a human player.
O
Specific tasks or goals that players must complete to progress in the game, often found in multiplayer matches or missions.
A light that shines in every direction from one point, like a bare bulb. Watch: Lighting Basics (Omni & Spot)
Open Graphics Library - a cross-platform API for rendering 2D and 3D graphics in applications.
Software that is freely available for use, modification, and distribution, typically developed collaboratively and transparently by a community of contributors.
The process of improving performance, efficiency, and resource usage within the game, typically through code refactoring, asset optimization, and rendering enhancements.
An entity's position in the world (x y z). In GSC every entity and struct has .origin.
A command, setting, or behavior that supersedes or replaces the default functionality or settings within the game, typically used for customization or modding.
P
A machine that upgrades the weapon you are holding for points: it gets a new name, a Pack-a-Punch Camo, more damage and usually more ammo. In BO3 it normally needs the power on, and using it again on an upgraded weapon (Repack) adds an Alternate Ammo Type (AAT). Watch: PaP / Perks / Mystery Box
The animated camo an upgraded weapon gets. Each map can use its own, and custom maps often make a unique one. Watch: Custom PaP Camos
A boss enemy in a mechanised armour suit with a claw and a flamethrower, found in Origins and Der Eisendrache.
A system used to create and simulate various visual effects, such as fire, smoke, or explosions, using individual particles.
An object used to create terrain, add more detail and other items to your map. In BO3 Radiant a patch is a bendable mesh (unlike a brush) used for terrain, curves and pipes, and it can be vertex-coloured to blend textures. Watch: Colouring Patches
The process of finding the shortest or most efficient path between two points within the game world, typically used by AI characters and NPCs to navigate terrain and obstacles.
A bonus you buy from a Perk-a-Cola machine in Zombies, such as more health or faster reloads. Perks last until you go down: in BO3 you lose all of them when you enter Last Stand. See also Perk Limit.
The vending machines that sell perks in Zombies (Juggernog, Quick Revive, Speed Cola and so on). In BO3 custom maps you place them as ready-made prefabs, and they usually only work once the power is on. Watch: PaP / Perks / Mystery Box
The short song a Perk-a-Cola machine plays now and then; each perk has its own. Custom perks can have their own jingle as a Sound Alias.
The most perks one player can own at once. BO3 caps it (four by default), and scripters can change it with level.perk_purchase_limit.
A community download that adds extra perks (often older ones like PhD Flopper, Vulture Aid or Who's Who) with their machines, scripts and HUD icons to a BO3 map. Watch: Perk Pack
The perk icon shown on the HUD when you own a perk. 'Shader' is old CoD slang for a 2D UI image. Watch: Perk & Power-up Shaders
A classic perk from the original Black Ops that makes you immune to explosive and fall damage and creates an explosion when you dive to prone. It is not in BO3's stock mod tools, so custom maps add it with a community Perk Pack.
The simulation of real-world physical behavior, such as gravity, collisions, and momentum, within the game world.
The controllable character or avatar controlled by the player within the game world, representing their presence and actions in the game.
The points in Radiant where players start the match. The BO3 map template includes them, and they should sit inside the Start Zone. Watch: Player Spawns & Start Zone
Plays a particle effect at a position from script, e.g. PlayFX(level._effect["my_fx"], origin);
Plays a Sound Alias from an entity, e.g. self PlaySound("my_alias");. PlayLoopSound plays it on a loop.
Bringing assets (weapons, models, maps, sounds) from other games into BO3 with extraction tools, then setting them up in APE. Watch: How To Port
The application of visual effects and filters to rendered images or frames, enhancing or altering the final appearance of the game's graphics.
A temporary enhancement or ability granted to the player character within the game, typically obtained by collecting an item or interacting with an object. In BO3 Zombies, power-ups are glowing items that killed zombies sometimes drop, such as Max Ammo, Insta-Kill and Double Points; they blink and vanish if nobody grabs them.
The chance that a killed zombie drops a Power-up. BO3 limits how many can drop each round, and scripters can add custom power-ups. Watch: Invincibility power-up
The lever players pull to turn on the map's power, which usually activates perks, Pack-a-Punch, traps and some doors. In BO3 Radiant it is a prefab whose trigger uses the targetname use_elec_switch.
A cinematic sequence or animation that is pre-rendered and stored as a video file, typically used for high-quality visuals and complex animations.
An early version or mock-up of a game or feature, used for testing, iteration, and validation of gameplay mechanics and ideas.
Q
A polygon composed of four vertices and four edges, commonly used in 3D modeling and game development.
The process of testing and evaluating a game's functionality, performance, and user experience to identify and resolve bugs, glitches, and other issues before release.
Adjustable settings or options within the game that control the level of graphical detail, performance, and visual effects.
A predefined task or objective given to the player within the game, typically involving exploration, combat, or puzzle-solving, often used to advance the story or earn rewards.
A sequence of actions, events, or tasks that are processed in order, typically used for managing inputs, commands, or events within the game.
The perk that makes you revive teammates faster. In solo it instead lets you revive yourself when you go down, a limited number of times; in BO3 it also speeds up health regeneration. (In BO3 script: quick_revive.)
A gameplay tactic in first-person shooter games where the player quickly aims down sights and fires a scoped weapon in one fluid motion.
R
The level editor for BO3 maps, where you build geometry with brushes and patches and place models, entities, lights and prefabs. Watch: Welcome to Radiant
A physics-based system used to animate characters and objects in the game world, simulating realistic movement and reactions to forces.
A physics-based system used to animate characters and objects in the game world, simulating realistic movement and reactions to external forces.
A function or algorithm that generates pseudo-random numbers, often used in game development for procedural content generation, loot drops, and other random events.
A technique used in game development to calculate collisions and intersections between objects using virtual rays or lines.
The classic Zombies Wonder Weapon: a pistol that fires green energy blasts that explode on impact and can hurt you up close. It is in the Mystery Box on most maps.
A rendering technique that simulates the behavior of light rays as they interact with surfaces and materials in the game world, providing realistic lighting and reflections.
An entity that captures its surroundings so shiny surfaces reflect the right scene. In BO3 every area needs probes or metal and water look wrong. Watch: Reflection Probes
The rendering of light and objects reflected off surfaces within the game world, enhancing visual realism and immersion.
A BO3 macro (from shared.gsh) that registers a script as a system with an __init__ function and optional dependencies, so it runs at the right time during startup.
The process of generating images or frames from 3D models and scenes within the game world.
A series of stages or processes used to convert 3D models and scenes into 2D images for display on the screen.
A texture or surface used as the destination for rendering operations, allowing for off-screen rendering and post-processing effects within the game.
Pack-a-Punching a weapon that is already upgraded. In BO3 this costs less than the first upgrade and gives the weapon a random Alternate Ammo Type (AAT).
The process of a player or NPC reappearing in the game world after being killed or defeated.
A graphical element or crosshair on the screen that indicates where the player's weapon is aimed, used for targeting and aiming in first-person and third-person shooters.
Holding the use button on a downed teammate to bring them back from Last Stand. Quick Revive makes it faster.
A zombie that climbs up out of the ground instead of walking in. In BO3 Radiant they come from zone spawn points (script_structs) marked as riser locations.
One wave of zombies. Each round brings more zombies that are tougher and faster; when the last one dies there is a short break before the next round starts.
The number in the corner of the Zombies HUD showing the current round; early rounds are drawn as tally marks.
The music sting that plays when a Round starts or ends. Custom maps often replace it. Watch: Custom Round Sounds
Role-Playing Game - a genre of video game where players assume the roles of characters in a fictional setting and engage in quests and adventures.
The period during which a game is actively running and executing code, as opposed to the development or testing phases.
S
A community asset extraction tool for porting assets from recent CoD games.
A series of instructions or commands written in a programming language that controls the behavior of objects and entities within the game world.
A programming language designed for scripting or automation tasks within the game, often featuring simplified syntax and dynamic typing.
Brushes turned into one entity so scripts can move, rotate or delete them, like a door that slides open.
A KVP that scripts read as a whole number, used for things like counts, IDs and order.
An entity that shows an XModel and can be moved, hidden or deleted by script. Use a misc_model instead if it never changes.
A general-purpose KVP used to tag entities with extra meaning, e.g. player_volume on zone volumes. Scripts can search by it too.
An invisible entity scripts use as a point to move things to or play sounds from. Unlike a script_struct, it is a real entity.
A KVP that scripts read as a piece of text, used by prefabs and scripts for options.
A lightweight point in Radiant (a position, angles and KVPs) that only scripts use. It is never drawn and doesn't count toward the Entity Limit, so use it for spawn points and markers; find it with struct::get.
The animation format that goes with SEModel, used to move CoD animations between porting tools, Maya and Blender. Watch: SEAnim Weapons in Blender
The entity or struct a GSC function was called on. If you write player thread my_func(), then inside my_func, self is that player.
An interface or tool within the game that allows players to browse and join multiplayer servers or sessions hosted by other players or dedicated servers.
A program used to manipulate and render graphics, controlling aspects such as color, texture, and lighting.
A visual programming tool used in game engines to create and edit shaders, allowing for real-time manipulation and customization of visual effects and materials.
The folder in your BO3 install that holds Treyarch's stock scripts and raw files. Read them to learn how BO3 features work, but copy files into your map instead of editing them.
A craftable shield (such as the Rocket Shield in Der Eisendrache) that sits on your back to block zombie hits from behind and can be held to bash zombies. It breaks after taking enough damage.
A textured cube or sphere surrounding the game world that simulates distant scenery and environmental effects such as clouds, stars, or distant landscapes. BO3 maps can use a custom or rotating skybox. Watch: Custom Skybox
Playing Zombies alone. Some things work differently in solo, for example Quick Revive gives you self-revives.
A hidden side quest, usually finding and activating three objects (like teddy bears), that plays a secret music track.
A named sound entry in an alias CSV that points to a sound file and sets its volume, distance and looping. Scripts and FX play sounds by alias name, and the CSV must be listed in your .szc. Watch: Weapon Sound Aliases
A member of the development team responsible for creating and editing audio assets, including music, sound effects, and voiceovers, to enhance the game's atmosphere and immersion.
Audio elements such as footsteps, gunfire, or explosions used to enhance the immersion and atmosphere of the game.
Creates an entity from script, e.g. Spawn("script_model", origin), followed by SetModel to show a model.
A predefined location in the game world where players or NPCs appear when entering a level or respawning after death. In BO3 Zombies, zombies appear at script_struct spawn points linked to a Zone, and only Active Zones spawn them.
The GSC function that makes a new, empty struct: s = SpawnStruct();
A round where normal zombies are replaced by a special enemy, such as dogs, wasps or spiders, depending on the map.
The perk that makes you reload faster and rebuild window barriers faster. (In BO3 script it is called sleight_of_hand.)
A light that shines in a cone in one direction, like a torch or a shaded lamp. Watch: Lighting Basics (Omni & Spot)
A player action that temporarily increases the character's movement speed, typically at the expense of stamina or energy.
Turning a placed Prefab into normal, editable brushes and entities inside your map. Later changes to the prefab file no longer affect a stamped copy.
The basic pistol every player spawns with. In BO3 custom maps you can change it in script, along with the Last Stand pistol. Watch: Setting Starting and Laststand Pistols
The zone players spawn in, active from the start of the game. In the BO3 map template it is named start_zone.
A container for named values in GSC (s.name, s.origin). Radiant script_structs are loaded as structs too.
Finds a script_struct by KVP: struct::get("my_spot", "targetname"). struct::get_array returns every match.
The sun settings of a BO3 map (direction, colour and brightness), which drive outdoor lighting and shadows. Changing them means lighting the map again. Watch: SSI Lighting (Sun)
The Radiant window for lining up a face's texture: its scale, rotation, offset and fit.
T
A community-made patch for BO3 on PC that fixes security exploits in online play and adds quality-of-life features. Many players use it before playing custom maps online.
The KVP that links an entity to another: its value is the other entity's targetname. Prefabs use it to connect triggers to the doors or models they control.
The KVP that names an entity so scripts can find it, e.g. GetEnt("my_door", "targetname"). Several entities can share one targetname.
A graphical representation or interface that shows the progression and unlocking of technologies, upgrades, or abilities within the game.
The bear that sometimes comes out of the Mystery Box instead of a weapon: you get your points back and the box moves to a new spot.
A mechanism or object within the game world that instantly transports the player character from one location to another. Many BO3 custom maps use teleporters. Watch: Teleporters
The natural landscape and topology of the game world, including features such as mountains, valleys, and rivers.
A tool provided by the game developer for sculpting and modifying the terrain within the game world, allowing for custom landscapes, hills, and valleys.
A 2D image applied to the surface of a 3D model, used to define its appearance and characteristics.
The process of applying a texture or image to the surface of a 3D model, enhancing its visual detail and realism within the game world.
A camera view where the player views the game world from a perspective outside of the player character, typically positioned behind and slightly above the character.
Runs a function alongside the rest of the code, so the caller doesn't wait for it: self thread my_loop(); Most map features run as threads.
A Wonder Weapon that fires a huge blast of air that knocks down and kills groups of zombies. In BO3 it appears in The Giant.
A BO3 AAT that can blast the zombies in front of you away with a burst of wind, like a small Thundergun.
A gameplay mode or challenge where players must complete a level or objective within a limited amount of time, often competing for the fastest completion.
A switch or command that alternates between two states or options when activated, typically used for enabling or disabling features or settings within the game.
Running in a loop with the Horde following you, so you can turn and shoot them all together. Open areas to train in are a big part of good Zombies map design. Watch: Improve Zombie Flow
A hazard players pay to turn on, such as an electric or fire trap, that kills zombies passing through it for a short time and then needs a cooldown. Watch: Traps
An object or event within the game world that initiates a specific action or behavior when activated or triggered by the player.
A predefined area within the game world that detects when a player or object enters or exits it, typically used to activate events or trigger behaviors.
A trigger that fires when it is shot or caught in an explosion, often used for shootable Easter egg objects.
A trigger that damages or kills anything inside it, such as a death pit.
A trigger that fires whenever something touches it, with no button press, e.g. to detect a player walking into a room. Watch: Auto Trigger Sounds
A cylinder-shaped trigger set by a radius and height instead of a brush. It can also be spawned from script.
A trigger the player activates by pressing the use button while inside it, showing a Hintstring. Used for buyables, switches and buttons. Watch: Trigger Sounds
U
User Interface - the visual elements and controls that allow the player to interact with the game, including menus, buttons, and HUD elements.
A member of the development team responsible for designing and creating the graphical user interface (GUI) elements, including menus, buttons, and HUD components.
The occlusion culling system BO3 uses to skip drawing what the player can't see. It is built when you compile and helps performance, especially on bigger maps.
The 'no value' of GSC. Variables you never set are undefined, and setting one to undefined clears it.
A game engine developed by Unity Technologies, used for creating 2D and 3D games for various platforms.
A popular game engine developed by Epic Games, used for creating a wide range of video games across multiple platforms.
An enhancement or improvement made to a weapon, ability, or character within the game, typically obtained through gameplay progression or achievements.
A progression system within the game that allows players to improve and enhance their characters, equipment, or abilities over time, typically through earned experience or resources.
The process of transferring or sending data from the player's device to a server or remote location, typically used for sharing user-generated content or saving game progress. For BO3 modders this usually means a Workshop Upload of a map or mod.
The overall experience and satisfaction of players interacting with the game, encompassing factors such as ease of use, intuitiveness, and enjoyment.
The visual elements and controls displayed on the screen that allow players to interact with the game, including menus, buttons, and heads-up displays (HUDs).
A BO3 custom map, kept in the usermaps Folder and played from Custom Games or the Workshop. Unlike a Mod, it is a single map with its own scripts and assets.
The folder in your BO3 install where each custom map project lives (usermaps/zm_yourmap), holding its scripts, zone_source and sound folders.
The process of assigning texture coordinates to vertices of a 3D model, determining how textures are applied and wrapped around the model's surface.
V
Vertical synchronization - a setting that synchronizes the rendering of frames with the refresh rate of the display device, preventing screen tearing and improving visual consistency.
A setting or mode in the game that allows the frame rate to fluctuate dynamically based on the performance of the player's device or hardware, providing smoother gameplay.
A graphics format that represents images as mathematical equations and geometric shapes, allowing for scalable and resolution-independent graphics, commonly used for UI elements and icons.
A point in 3D space defined by its position, often used as a building block for creating 3D models.
A programmable stage in the rendering pipeline that manipulates the properties and attributes of vertices, such as position, color, and texture coordinates, before they are rendered as pixels.
A tactile feedback feature in game controllers that produces vibrations or rumble effects in response to in-game events, enhancing immersion and feedback for players.
The first-person version of a weapon (and your arms) that you see on screen, separate from its World Model.
A window or area within the game editor or engine where the game world is displayed and can be viewed and manipulated by the user.
A camera within the game development environment that provides a preview of the game world from different perspectives, allowing developers to navigate and inspect scenes and assets.
A simulated experience generated by computer technology that allows players to interact with and explore immersive 3D environments, typically using a VR headset and motion controllers.
A feature in multiplayer games that allows players to communicate with each other in real-time using voice commands or audio messages, typically over a network connection.
A volumetric pixel or 3D pixel, representing a value in a 3D grid or space, often used to create voxel-based terrain and environments in games.
W
A guide or tutorial that provides step-by-step instructions and strategies for completing levels, missions, or objectives within the game.
A weapon outline (a chalk drawing or model) on a wall where you buy that weapon for points, and come back later to buy ammo for it. In BO3 Radiant wall buys are prefabs you set to a weapon. Watch: Wall Weapons
A visible or invisible marker or signature overlaid on game assets or content, often used for branding, copyright protection, or anti-piracy measures.
The process of adjusting and fine-tuning the effectiveness and performance of weapons within the game to ensure fair and balanced gameplay.
A weapon's asset in APE: it sets damage, fire rate, ammo, models, animations, sounds and more. Watch: Weapon Porting 4: Weapon Files
In BO3 Zombies, a CSV file (based on zm_levelcommon_weapons.csv) listing the map's weapons, their upgraded versions, prices and whether they are in the Mystery Box. Watch: Customise Box Weapons
A display aspect ratio wider than the traditional 4:3 ratio, providing a wider field of view and more immersive experience for players.
A graphical user interface (GUI) element or component, such as buttons, sliders, or text fields, used to interact with the game or access various features and options.
A BO3 perk: when a zombie hits you, you release a web blast that traps nearby zombies, and your grenades become Widow's Wine web grenades. (In BO3 script: widows_wine.) Watch: Adding Widow's Wine
A special, unusually powerful weapon such as the Ray Gun or Thundergun, usually found in the Mystery Box or earned through a quest. Many custom maps add their own. Watch: Making a Wonder Weapon
Publishing your BO3 map or mod to the Steam Workshop from the Launcher's Workshop tab after a final build. Players then subscribe and load it from Custom Games or Mods.
The process of designing and constructing the virtual environment or setting of the game, including geography, architecture, and lore.
A tool provided by the game developer for creating, modifying, and customizing the game world, including terrain, objects, and environmental effects.
The third-person version of a weapon that other players see, also used for pickups and wall buys. Watch: Fix Custom World Models
X
The horizontal axis or direction within the game world or coordinate system, typically representing left and right movement or rotation.
Rotation around the horizontal axis within the game world or coordinate system, typically used to tilt or pivot objects or characters.
A gameplay mechanic or ability that allows players to see through objects, walls, or obstacles within the game world, often used for stealth or tactical purposes.
A game controller designed and produced by Microsoft for use with the Xbox console series and Windows-based PCs, featuring buttons, triggers, and analog sticks for input.
A subscription-based service offered by Microsoft that provides access to a library of games for the Xbox console series and Windows-based PCs, including new releases and exclusive titles.
A division of Microsoft responsible for developing and publishing first-party video games for the Xbox console series and Windows-based PCs.
An online gaming service and digital distribution platform developed by Microsoft for the Xbox console series, providing multiplayer gaming, matchmaking, and social features.
An animated camera asset in BO3, used for cutscenes and scripted camera moves.
BO3's 3D model asset: a mesh plus its materials and detail levels. You make one in APE from an exported model file. Watch: Importing Models
Y
The vertical axis or direction within the game world or coordinate system, typically representing up and down movement or rotation.
Rotation around the vertical axis within the game world or coordinate system, typically used to tilt or pivot objects or characters.
The vertical position or location of an object within the game world or coordinate system, typically measured in units or pixels from the origin point.
Rotation around the vertical axis within the game world or coordinate system, typically used to turn or rotate objects or characters left and right.
Z
The depth axis or direction within the game world or coordinate system, typically representing forward and backward movement or depth.
A technique used in computer graphics to determine which objects are visible and occluded by others in a scene, based on their depth or distance from the camera.
A gameplay mechanic or scenario where the effects of gravity are significantly reduced or eliminated, allowing characters and objects to float or move freely in space.
A Treyarch script that sets up a standard Zombies map. Your map's GSC calls zm_usermap::main(), so you get rounds, perks and power-ups without writing them yourself.
BO3's big library of Zombies helper functions (scripts\zm\_zm_utility), used throughout the Zombies scripts.
BO3's zone manager script: it tracks which zones are active and connects them with add_adjacent_zone.
A fictional undead creature or enemy featured in video games, typically characterized by a reanimated corpse, cannibalistic behavior, and a relentless pursuit of living beings.
The cap on how many zombies can be alive at once, however many are left in the round. In BO3 script it is level.zombie_ai_limit.
Zombies get more health every Round, and after the early rounds it rises quickly, so you need Pack-a-Punched weapons to keep up.
A gameplay mode or scenario where players must survive against waves of zombie enemies, often featuring cooperative multiplayer and resource management elements. In BO3 it is simply called Zombies, and custom Zombies maps are made with the BO3 Mod Tools.
How fast zombies move: walk, run, sprint and, in some cases, super sprint. More of them run as rounds go up; in BO3 script it is each zombie's zombie_move_speed.
The actor spawner entity that zombies are created from. Where they actually appear is decided by the spawn points (script_structs) in each zone. Watch: Zombie Spawners & Zones
The KVP on BO3 doors and debris that sets how many points it costs to open.
BO3's helper library for zombie AI (scripts\shared\ai\zombie_utility), used for things like zombie settings and move speed.
An area of a BO3 Zombies map, made from Zone Volumes. Zombies only spawn in active zones, and a player who stays outside every zone is killed. Watch: Zones - Best Method
An info_volume in Radiant that marks out a zone's area. Its targetname is the zone's name, its script_noteworthy is player_volume, and it targets that zone's spawn points.
A camera feature or gameplay mechanic that adjusts the field of view to magnify or reduce the size of objects within the game world, typically controlled by the player.
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