What is Node-Based Pathfinding?

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.

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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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#

#insert

Pastes in a header file (.gsh), usually for macros and constants, e.g. #insert scripts\shared\shared.gsh;

#namespace

Sets the name other scripts use to call this file's functions, as name::my_function(). Without it, the file's name is used.

#using

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;

.szc

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.

__init__

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

Action Cam

A camera mode that dynamically follows and frames the player character during intense action sequences.

Active Zone

A zone that has players in it, or is adjacent to one that does. Only active zones spawn zombies.

Actor (AI)

The system responsible for dynamically controlling the spawning, behavior of AI-controlled entities (zombies) in the map.

Adjacent Zone

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

AI

Artificial Intelligence - the behavior of non-player characters (NPCs) controlled by the game.

Aim Assist

A gameplay feature that automatically adjusts the player's aim to assist in targeting enemies.

AI Pathfinding

The process by which AI-controlled entities (zombies) navigate the map, avoiding obstacles and reaching their targets.

Alpha Channel

An additional channel in a texture or image that controls transparency or opacity.

Ambient Occlusion

A shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting.

Ambient Sound

Background sound effects or environmental noises that enhance the atmosphere of the game world.

angles

An entity's rotation (pitch yaw roll). In GSC it is .angles.

Animation

A sequence of images or frames that creates the illusion of motion when played in sequence.

Animation Rig

A skeleton or framework used to animate characters or objects within the game world.

Area Trigger

A trigger zone within the game world that activates events or behaviors when the player enters or exits it.

Array

A list of values in GSC: a = []; a[a.size] = x;. Functions like GetEntArray return arrays.

Array Functions

BO3 helpers in the array:: namespace (scripts\shared\array_shared), such as array::add, array::random, array::randomize and array::thread_all.

Asset

Any item or object within the game world, such as models, textures, sounds, or scripts.

Asset Bundle

A collection of assets bundled together for easy distribution and management.

Attachment

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

Audacity

A free sound (audio) editing tool often used to make/modify sounds for the game Download

Audio Mixer

A tool used to adjust and control the volume levels and properties of different audio sources within the game.

autoexec

A keyword that makes a function run automatically as soon as its script loads, before main(): function autoexec my_init() { ... }

B

Backface Culling

A rendering optimization technique that omits rendering of polygons facing away from the camera, improving performance.

Baked Lighting

Lighting that is permanent and cooked into the environment, as apposed to dynamic or fx based lighting, it is cheaper but cannot move.

Barrier

An object or structure in the map that blocks the movement of players or zombies, typically requiring points or actions to open. targetname: zombie_debris. In BO3 Zombies, barrier usually means the boarded Windows zombies tear down; blocked paths you pay to clear are Debris.

Behavior Tree

A hierarchical model used in AI programming to define and control the behavior of NPCs.

Blast Furnace

A BO3 AAT that can set the zombies around the one you shot on fire, burning them to death.

Bleed Out

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.

Blend Shape

A technique used in character animation to smoothly transition between different facial expressions or poses.

Blueprint

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.

BO3 Mod Tools

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

Boss Battle

An intense and challenging encounter with a powerful enemy character, typically occurring at the end of a level or mission.

Bot

A computer-controlled player character in a multiplayer game.

Bounding Box

A virtual box that surrounds an object or entity in the game world, used for collision detection and physics calculations.

Box Map

A simple map layout resembling a box, often used for testing or survival-style gameplay.

Breakable Object

An object within the game world that can be destroyed or damaged by the player's actions.

Brush

A basic building block used in level design, typically representing walls, floors, and ceilings. In BO3 Radiant brushes are convex blocks; each face has its own material, and tool materials such as Caulk and Clip change how a brush behaves.

C

C2M

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.

Camping

Holding a corner or small area and shooting zombies as they come, instead of Training.

Capture Point

An objective within a multiplayer game mode where players must control or hold a specific location to earn points.

Carpenter

A Power-up that instantly rebuilds every window barrier on the map and gives players bonus points.

Cast

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.

Caulk

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.

Character Model

A 3D model representing a player character or NPC in the game.

Checkpoint

A predefined location within a level where the player's progress is saved, allowing them to respawn at that point if they die.

Cinematic Camera

A camera entity placed in the map that triggers a cinematic sequence or cutscene during gameplay.

classname

The type of a Radiant entity, such as script_model, trigger_use or info_volume. It decides what the entity is and can do.

Clientfield

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.

Clip

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

Collision

The detection of when two objects in the game world come into contact with each other.

Collision Mesh

A simplified version of a 3D model used for collision detection within the game world.

Compile

The first Launcher step: turns your Radiant .map into the playable map geometry. Run it after changing brushes, patches or entities.

Console

A command-line interface used for entering commands and executing scripts in the game engine.

Console Command

A command entered into the developer console to execute specific actions or access debug features within the game.

Controller Support

Compatibility with game controllers, allowing players to use devices such as gamepads or joysticks to play the game.

Cordycep

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.

Crafting Table

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.

Crawler

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.

Crosshair

A graphical element on the screen that indicates where the player's weapon is aimed, used for targeting enemies.

Crouch

A player action that lowers the character's stance, typically providing better accuracy and making the character a smaller target.

CSC

Clientside code; one of the primary languages used by Black Ops 3 to code; CSC side handles all client side code (per player logic)

CSG

Constructive Solid Geometry: Radiant tools that combine or cut brushes, such as Hollow, Subtract and Merge. Watch: CSG Tools

Culling

Culling is the removal of objects in the scene (derender) to lighten the load on hardware and improve performance.

Custom Perk

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

Custom Script

A piece of code written by a modder to add new functionality or modify existing behavior in the game.

Custom Texture

A texture created or modified by a modder to replace the default textures in the game.

Cutscene

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.

Cymbal Monkey

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.

Deadshot Daiquiri

The perk that helps your aim: aiming down sights snaps toward zombies' heads, and hip-fire is more accurate. (In BO3 script: deadshot.)

Dead Wire

A BO3 AAT that can electrocute the zombie you shot and chain the shock to zombies nearby.

Deadzone

An area of limited or no response on a controller's analog sticks, used to prevent unintended input.

Death Barrier

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.

Debug Mode

A mode in the game that provides additional tools and features for testing and troubleshooting.

Decal

A texture applied to surfaces in the game world to add detail, such as blood splatters or bullet holes.

Der Wunderfizz

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).

Devblock

Code between /# and #/ that only runs in developer mode, used for debug prints and test commands.

developer

A Dvar that turns on developer mode (/developer 1), showing debug prints and enabling Devblocks in scripts.

Developer Console

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.

devmap

The console command that loads a map with cheats and developer features on, like /devmap zm_yourmap, so you can use god, Noclip and other test commands.

Dialogue Tree

A branching conversation system used to present dialogue options to the player, allowing them to choose how the conversation progresses.

Difficulty Level

A setting that determines the overall challenge and complexity of the game, affecting factors such as enemy AI, player health, and resource availability.

Difficulty Scaling

A system that dynamically adjusts the difficulty of the map based on player performance, increasing or decreasing the challenge as needed.

Dismemberment

A visual effect where limbs or body parts are severed or torn off from characters or enemies in the game.

DLC

Downloadable Content - additional content for a game that can be purchased and downloaded separately.

Dog Round

A special round of only Hellhounds, which usually ends with a Max Ammo. BO3 custom maps can turn dog rounds on in their script.

Dolly Camera

A camera that can be moved and controlled freely within the game world, often used for cinematic purposes.

Door Trigger

A trigger entity placed near a door in the map that activates when players approach, allowing interaction to open or close the door.

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.)

Draw Distance

The maximum distance at which objects and terrain are rendered and visible to the player.

Dvar

A console variable that holds a setting, like developer. You change it in the console or with SetDvar in script.

Dynamic Lighting

A lighting technique that calculates light and shadow in real-time, allowing for more realistic lighting effects.

Dynamic Weather

A system that simulates changing weather conditions within the game world, such as rain, snow, or fog.

E

Easter Egg

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.

Electric Cherry

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.)

Electric Trap

A trap in the map that emits an electrical discharge, damaging or stunning zombies within its range.

Emitter

An object that generates particles, such as smoke, fire, or sparks, within the game world.

endon

Ends the current thread automatically when the entity gets a notify, e.g. self endon("disconnect"); at the top of player threads.

Entity

A game object that has a presence in the game world and can interact with other objects. In BO3 Radiant an entity is anything with KVPs, like triggers, script_structs, models and lights, as opposed to plain world brushes.

Entity Limit

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.

Environment Artist

A member of the development team responsible for creating and designing the visual aspects of the game world, including terrain, vegetation, and architecture.

Environment Map

A texture used to simulate reflections on shiny or reflective surfaces in the game world.

Error Log

A file or record that stores information about errors, warnings, and other issues encountered during gameplay or development.

Event

A trigger or condition that initiates a specific action or behavior within the game.

Event System

A framework or system used to manage and trigger events, actions, and behaviors within the game world.

Expanding World

A game design concept where the playable area or world gradually expands or unlocks as the player progresses through the game.

Explosion

A visual and auditory effect created to simulate an explosion within the game world.

Explosive Barrel

A destructible object within the game world that explodes when shot or damaged, causing damage to nearby enemies or objects.

Export2Bin

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.

Fireworks

A BO3 AAT that can set off a fireworks burst where the zombie was hit, with a floating copy of your weapon that shoots at nearby zombies.

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.

flag

A named on/off switch in BO3 scripts, used with flag::init, flag::set and flag::wait_till. Doors set flags that open Zones.

Flickering Light

A visual effect where a light source rapidly turns on and off, creating a strobe-like effect or simulating a malfunctioning light fixture.

Fog

A visual effect used to simulate atmospheric haze or mist within the game world.

Fog of War

A gameplay mechanic that obscures or restricts visibility of areas of the game world that have not been explored or scouted by the player.

Foliage

Plants, trees, and vegetation within the game world, used to enhance the visual realism and atmosphere of outdoor environments.

foreach

Loops over every item in an Array: foreach(player in GetPlayers()) { ... }

Field of View - the extent of the observable game world that is visible to the player.

FPS

Frames Per Second - a measure of how smoothly the game is running, indicating the number of frames rendered per second.

Frame Rate

The number of frames or images displayed per second in the game, typically measured in frames per second (FPS).

Free Camera

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.

Free Perk

A rare Power-up (a perk bottle) that gives every player a random perk they do not already have.

Friendly Fire

A gameplay mechanic where players can accidentally or intentionally damage or kill their own teammates or allies.

Frustum

The viewable area of the game world as seen through the camera.

Frustum Culling

A rendering optimization technique that omits rendering of objects outside of the camera's frustum, improving performance by reducing unnecessary draw calls.

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().

Function Pointer

A reference to a function, written &my_func or &namespace::my_func, passed to callbacks or threads to be called later.

FX (.efx)

BO3's particle effect files (fire, sparks, smoke, blood). Placed in Radiant or played from script with PlayFX.

G

Game Engine

A software framework or platform used to develop and run video games, providing tools and libraries for graphics, physics, AI, and more.

Game Over

The end of a Zombies match, when every player is down or dead. It shows the round you reached and your stats.

Gamepad

A handheld input device with buttons, triggers, and analog sticks used to control characters and interact with games on consoles or PC.

Gameplay Mechanics

The rules, systems, and interactions that govern gameplay, including movement, combat, and progression.

Game World

The virtual environment or setting where the game takes place, including terrain, buildings, characters, and objects.

GDT

Game Data Table: a .gdt file holding asset entries (models, materials, weapons and more) that you open and edit in APE. The Linker reads them when building your map.

Geometry

The structure and shape of objects in the game world, typically represented by vertices and polygons.

GetEnt

Finds one entity by a KVP, e.g. GetEnt("power_switch", "targetname"). It errors if more than one entity matches; use GetEntArray for those.

GetEntArray

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.

GobbleGum Machine

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.

god

A test command that makes you invincible (on a devmap).

Gravity

A force that attracts objects toward the center of a planet or celestial body, influencing movement and physics within the game world.

Grenade Launcher

A weapon attachment or standalone weapon that fires explosive projectiles, typically used for area-of-effect damage.

Greyhound

A community fork of Cordycep for extracting assets from recent CoD games.

Grid

The snapping grid in Radiant's 2D views. Keeping brushes on the grid avoids tiny gaps and leaks.

GSH (.gsh)

A GSC header file of macros and constants (#define), pulled into scripts with #insert.

GUI

Graphical User Interface - the visual elements, such as menus and buttons, that allow the player to interact with the game.

GUI Editor

A tool or interface used to design and create graphical user interfaces (GUIs) for the game, including menus, buttons, and HUD elements.

Gun Model

A 3D model representing a weapon in the game.

Gyazo

Free tool used to quick capture GIF images and share them online Download

H

A graphical overlay on the screen that displays important information such as health, ammo, and objectives, allowing players to track their status.

Headshot

A shot that hits the head of a character or enemy, typically resulting in increased damage or an instant kill.

Health Pack

An item or object within the game world that restores the player character's health when picked up.

Health Pickup

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 texture with a higher level of detail and resolution than standard textures, used for close-up objects or environments.

High Round

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.

High Score

The highest score achieved by a player in a game, often recorded and displayed as a form of accomplishment or competition.

Hintstring

The text shown when you look at a use trigger, like 'Hold [Use] to open the door'. In GSC it is set with SetHintString.

Hitbox

An shape or area around an object in the game world that detects when it has been hit or collided with.

Hit Detection

The process of determining whether a projectile or attack has successfully made contact with a target, typically used for combat mechanics.

Horde

The mass of zombies chasing you. Players lead the horde around the map (see Training) so they can shoot it safely.

Host Migration

A feature in multiplayer games that automatically transfers the hosting responsibilities to another player if the current host leaves or disconnects.

Hotkey

A keyboard shortcut or key combination used to quickly activate a specific command or action within the game.

HUD

Heads-Up Display - the graphical overlay on the screen that displays information such as health, ammo, and objectives. In BO3 the Zombies HUD is drawn with Lua (LUI); custom HUDs replace or add those Lua files.

HUD Element

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

Image (.iwi)

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.

Immersion

The sense of presence and engagement experienced by players when they become fully absorbed in the game world and narrative.

In-Game Currency

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.

Indie Game

A video game developed independently by a small team or individual developer, often characterized by innovative gameplay, artistic creativity, and niche appeal.

Input

The actions and commands given by the player via keyboard, mouse, or controller.

Input Mapper

A tool or system used to map input controls from various devices, such as keyboards, controllers, or touchscreens, to in-game actions or commands.

Insta-Kill

A Power-up that makes zombies die in one hit, for everyone, for a short time.

Instance

A copy or duplicate of an object or asset within the game world.

Instance Rendering

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.

Instancing

A rendering technique that allows multiple instances of the same object or asset to be rendered with minimal performance overhead.

Interface

The interaction points between the player and the game, including menus, buttons, and controls.

Interpolation

A method used to estimate values between two known values, typically used for smooth animation and movement.

Inventory System

A system that manages and tracks the items, equipment, and resources carried by the player character within the game.

Invisible Barrier

An obstacle or boundary within the game world that is not visible to the player but prevents them from progressing beyond a certain point.

iPrintLn

Prints a line of text on screen, the quickest way to debug a script: IPrintLn("hit!");

isDefined

Checks whether a variable has a value: if(isDefined(self.my_var)). Using an undefined value causes errors, so scripts check often.

J

Jitter

A small, rapid, and irregular motion or variation in the position or appearance of objects or elements within the game world.

Join-in-Progress

A feature in multiplayer games that allows players to join matches or sessions already in progress, rather than starting from the beginning.

Joint

A connection point between two objects or bones in a character model, allowing for movement and animation.

Joystick

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.

Juggernaut

A special power-up or character class in multiplayer games, typically granting increased health or durability.

Juggernog

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.)

Jukebox

An in-game device or interface that allows players to select and play music tracks or sound effects from a library or playlist.

Jump Animation

A predefined sequence of movements and poses that animates the player character's jump or leap into the air.

Jump Pad

An object or mechanism within the game world that propels the player character into the air when activated, allowing for vertical movement.

K

Keyframe

A specific frame within an animation sequence that serves as a reference point for movement and position.

Keyframe Animation

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.

Kickback

A gameplay mechanic where firearms recoil or kick back when fired, affecting aim and accuracy.

Killfeed

A graphical display on the screen that shows real-time updates of player kills and deaths during a multiplayer match.

Killstreak

A series of consecutive kills by a player in multiplayer games, often resulting in rewards or bonuses such as special abilities or power-ups.

Knockback

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

L3akMod

A community extension for the BO3 mod tools that gives maps and mods extra features beyond what the stock tools allow.

Laser Sight

An attachment or upgrade for firearms that projects a visible laser beam onto surfaces, aiding in aiming and accuracy.

Last Stand

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.

Launcher

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

Leaderboard

A ranked list of players or teams that displays their performance, scores, or achievements, often used for competition and comparison.

level

The global object every GSC script shares, used for map-wide variables (level.my_var) and notifies. It exists for the whole game.

Level Design

The process of creating the layout, structure, and content of a game level or environment.

Level Editor

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.

Level Streaming

A technique used to dynamically load and unload sections of the game world as the player moves through it, optimizing memory usage and performance.

Li'l Arnie

An octopus-like throwable from BO3's Shadows of Evil that grabs and kills the zombies around it. Watch: Fix Arnies

Lighting Compile

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.

Lightmap

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.

Linker

The BO3 tool that runs during the Link step: it packs your compiled map, scripts and every asset listed in your Zone File into the files the game loads. Many 'missing asset' errors come from this step.

Loading Screen

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.

Loadout

The selection of weapons, equipment, and perks chosen by a player before entering a match in multiplayer games.

Loot Box

A virtual item container that can be purchased or earned within the game, typically containing randomized rewards such as items, skins, or currency.

Lua Scripting

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.

LUI

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

LUT

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

Main Quest

A map's big story Easter egg: a long chain of steps, often needing a full team, that ends in a cutscene or reward.

Map Editor

A tool provided by the game developer for creating custom maps and levels within the game.

Map GSC

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.

Map Rotation

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.

Map Source (.map)

The .map file Radiant saves your level in, inside BO3's map_source folder. Back it up often.

Margwa

A large three-headed BO3 boss enemy (seen in Revelations). Each head can only be hurt while its mouth is open.

Material

Tells the game how a surface looks: which images (colour, normal, gloss) it uses and which Techset shader. Made in APE and applied to brushes, patches or models.

Max Ammo

A Power-up that refills every player's ammo for all their weapons.

Mega GobbleGum

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.

Mesh

A collection of vertices, edges, and faces that define the shape and structure of a 3D object in the game world.

Mini-Map

A small, overview map displayed on the screen that shows the player's position, nearby objects, and points of interest within the game world.

misc_model

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.

Mod

A modification or alteration made to the game, typically created by players or third-party developers. In BO3 a mod (in the mods folder) is loaded from the Mods menu and changes the game on any map, while a Usermap is a single custom map.

mod.zone

The Zone File of a BO3 mod, kept in the mod's zone_source folder, listing what the mod adds.

Model

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.

Mule Kick

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.)

Music Composer

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.

Muzzle Flash

A brief burst of light and flame emitted from the muzzle of a firearm when fired, providing visual feedback and realism to gunplay.

Mystery Box

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

Night Vision

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.

Noclip

A cheat or debug mode that allows the player to move freely through the game world without collision detection or obstacles. In BO3, type /noclip in the console on a devmap to fly through walls while testing.

Node

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.

Normal Map

A texture used to simulate surface details and imperfections on 3D models, such as bumps, creases, and wrinkles, without increasing the polygon count.

Notetrack

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.

notify

Sends a named event to an entity or to level, e.g. level notify("power_on");, waking up any thread that is waiting for it with waittill.

NPC

Non-Player Character - a character in the game world controlled by the game's AI rather than a human player.

Nuke

A Power-up that kills every zombie on the map at once and gives every player bonus points. Bosses and special enemies may survive it.

O

Objectives

Specific tasks or goals that players must complete to progress in the game, often found in multiplayer matches or missions.

OpenGL

Open Graphics Library - a cross-platform API for rendering 2D and 3D graphics in applications.

Open Source

Software that is freely available for use, modification, and distribution, typically developed collaboratively and transparently by a community of contributors.

Optimization

The process of improving performance, efficiency, and resource usage within the game, typically through code refactoring, asset optimization, and rendering enhancements.

origin

An entity's position in the world (x y z). In GSC every entity and struct has .origin.

Override

A command, setting, or behavior that supersedes or replaces the default functionality or settings within the game, typically used for customization or modding.

P

Panzer Soldat

A boss enemy in a mechanised armour suit with a claw and a flamethrower, found in Origins and Der Eisendrache.

Particle System

A system used to create and simulate various visual effects, such as fire, smoke, or explosions, using individual particles.

Patch

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

Pathfinding

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.

Perk

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.

Perk Limit

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.

Perk Pack

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

PhD Flopper

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.

Physics

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.

PlayFX

Plays a particle effect at a position from script, e.g. PlayFX(level._effect["my_fx"], origin);

PlaySound

Plays a Sound Alias from an entity, e.g. self PlaySound("my_alias");. PlayLoopSound plays it on a loop.

Points

The Zombies currency. You earn points by shooting and killing zombies and rebuilding barriers, and spend them on doors, Debris, weapons, perks and more.

Portal

In older CoD engines like World at War, portal brushes split a map into cells so hidden areas weren't drawn. BO3 handles this with Umbra instead.

Porting

Bringing assets (weapons, models, maps, sounds) from other games into BO3 with extraction tools, then setting them up in APE. Watch: How To Port

Post-processing

The application of visual effects and filters to rendered images or frames, enhancing or altering the final appearance of the game's graphics.

Power-up

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.

Power Switch

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.

Precache

Loading an asset ahead of time so it is ready to use. Older CoDs needed precache calls in script; in BO3 you mostly just list the asset in your Zone File.

Prefab

A pre-made or pre-fabricated object or structure that can be placed and used within the game world, often used to speed up level design. In BO3 Radiant prefabs are separate .map files (like perk machines, the Mystery Box or Pack-a-Punch) placed as one object; stamp one to edit its pieces.

Prototype

An early version or mock-up of a game or feature, used for testing, iteration, and validation of gameplay mechanics and ideas.

Q

Quad

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.

Quality Settings

Adjustable settings or options within the game that control the level of graphical detail, performance, and visual effects.

Quest

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.

Queue

A sequence of actions, events, or tasks that are processed in order, typically used for managing inputs, commands, or events within the game.

Quick Revive

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.)

Quickscope

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

Radiant

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

Ragdoll

A physics-based system used to animate characters and objects in the game world, simulating realistic movement and reactions to forces.

Ragdoll Physics

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.

Raycasting

A technique used in game development to calculate collisions and intersections between objects using virtual rays or lines.

Ray Gun

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.

Ray Tracing

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.

Reflections

The rendering of light and objects reflected off surfaces within the game world, enhancing visual realism and immersion.

REGISTER_SYSTEM

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.

Rendering

The process of generating images or frames from 3D models and scenes within the game world.

Rendering Pipeline

A series of stages or processes used to convert 3D models and scenes into 2D images for display on the screen.

Render Target

A texture or surface used as the destination for rendering operations, allowing for off-screen rendering and post-processing effects within the game.

Repack

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).

Respawn

The process of a player or NPC reappearing in the game world after being killed or defeated.

Reticule

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.

Riser

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.

Round

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.

Round Counter

The number in the corner of the Zombies HUD showing the current round; early rounds are drawn as tally marks.

RPG

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.

Runtime

The period during which a game is actively running and executing code, as opposed to the development or testing phases.

S

Saluki

A community asset extraction tool for porting assets from recent CoD games.

Script

A series of instructions or commands written in a programming language that controls the behavior of objects and entities within the game world.

Scripting Language

A programming language designed for scripting or automation tasks within the game, often featuring simplified syntax and dynamic typing.

script_brushmodel

Brushes turned into one entity so scripts can move, rotate or delete them, like a door that slides open.

script_flag

A KVP on BO3 doors and debris naming the flag set when it is opened. Zones listen for these flags to become active.

script_int

A KVP that scripts read as a whole number, used for things like counts, IDs and order.

script_model

An entity that shows an XModel and can be moved, hidden or deleted by script. Use a misc_model instead if it never changes.

script_noteworthy

A general-purpose KVP used to tag entities with extra meaning, e.g. player_volume on zone volumes. Scripts can search by it too.

script_origin

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.

script_string

A KVP that scripts read as a piece of text, used by prefabs and scripts for options.

script_struct

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.

self

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.

SEModel

A simple model file format (by DTZxPorter) used to move CoD models between porting tools, Maya and Blender.

Server Browser

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.

Shader

A program used to manipulate and render graphics, controlling aspects such as color, texture, and lighting.

Shader Graph

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.

share/raw

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.

Shield

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.

Skybox

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

Solo

Playing Zombies alone. Some things work differently in solo, for example Quick Revive gives you self-revives.

Song Easter Egg

A hidden side quest, usually finding and activating three objects (like teddy bears), that plays a secret music track.

Sound Alias

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

Sound Designer

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.

Sound Effects

Audio elements such as footsteps, gunfire, or explosions used to enhance the immersion and atmosphere of the game.

Spawn()

Creates an entity from script, e.g. Spawn("script_model", origin), followed by SetModel to show a model.

Spawn Point

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.

spawnStruct

The GSC function that makes a new, empty struct: s = SpawnStruct();

Special Round

A round where normal zombies are replaced by a special enemy, such as dogs, wasps or spiders, depending on the map.

Speed Cola

The perk that makes you reload faster and rebuild window barriers faster. (In BO3 script it is called sleight_of_hand.)

Sprint

A player action that temporarily increases the character's movement speed, typically at the expense of stamina or energy.

Stamin-Up

The perk that makes you move faster and sprint for longer, which helps when training zombies. (In BO3 script: staminup.)

Stamp (Prefab)

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.

Start Zone

The zone players spawn in, active from the start of the game. In the BO3 map template it is named start_zone.

struct

A container for named values in GSC (s.name, s.origin). Radiant script_structs are loaded as structs too.

struct::get

Finds a script_struct by KVP: struct::get("my_spot", "targetname"). struct::get_array returns every match.

Sun (SSI)

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)

Surface Inspector

The Radiant window for lining up a face's texture: its scale, rotation, offset and fit.

T

T7 Patch

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.

target

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.

targetname

The KVP that names an entity so scripts can find it, e.g. GetEnt("my_door", "targetname"). Several entities can share one targetname.

Techset

The shader setup a BO3 Material is built with, which decides things like transparency, glow or how light hits it. You pick it in APE when making the material.

Tech Tree

A graphical representation or interface that shows the progression and unlocking of technologies, upgrades, or abilities within the game.

Teddy Bear

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.

Teleport

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

Terrain

The natural landscape and topology of the game world, including features such as mountains, valleys, and rivers.

Terrain Editor

A tool provided by the game developer for sculpting and modifying the terrain within the game world, allowing for custom landscapes, hills, and valleys.

Texture

A 2D image applied to the surface of a 3D model, used to define its appearance and characteristics.

Texture Mapping

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.

thread

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.

Thundergun

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.

Thunder Wall

A BO3 AAT that can blast the zombies in front of you away with a burst of wind, like a small Thundergun.

Time Attack

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.

Toggle

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.

Training

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

Trap

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

Trigger

An object or event within the game world that initiates a specific action or behavior when activated or triggered by the player.

Trigger Volume

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.

trigger_damage

A trigger that fires when it is shot or caught in an explosion, often used for shootable Easter egg objects.

trigger_hurt

A trigger that damages or kills anything inside it, such as a death pit.

trigger_radius

A cylinder-shaped trigger set by a radius and height instead of a brush. It can also be spawned from script.

Turned

A BO3 AAT that can turn the zombie you shot into an ally that attacks other zombies for a short time.

U

UI

User Interface - the visual elements and controls that allow the player to interact with the game, including menus, buttons, and HUD elements.

UI Designer

A member of the development team responsible for designing and creating the graphical user interface (GUI) elements, including menus, buttons, and HUD components.

Umbra

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.

undefined

The 'no value' of GSC. Variables you never set are undefined, and setting one to undefined clears it.

Unity

A game engine developed by Unity Technologies, used for creating 2D and 3D games for various platforms.

Unreal Engine

A popular game engine developed by Epic Games, used for creating a wide range of video games across multiple platforms.

Upgrade

An enhancement or improvement made to a weapon, ability, or character within the game, typically obtained through gameplay progression or achievements.

Upgrade System

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.

Upload

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).

Usermap

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.

usermaps Folder

The folder in your BO3 install where each custom map project lives (usermaps/zm_yourmap), holding its scripts, zone_source and sound folders.

UV Mapping

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

V-Sync

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.

Vector Graphics

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.

Vertex

A point in 3D space defined by its position, often used as a building block for creating 3D models.

Vertex Shader

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.

Vibration

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.

Viewmodel

The first-person version of a weapon (and your arms) that you see on screen, separate from its World Model.

Viewport

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.

Viewport Camera

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.

Voice Chat

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.

Voxel

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

wait

Pauses a thread for a number of seconds, e.g. wait 0.05;. Every endless loop needs a wait or waittill, or the script errors with an infinite loop.

waittill

Pauses a thread until an entity gets a notify, e.g. trig waittill("trigger", player);. It can also receive values sent with the notify.

Walkthrough

A guide or tutorial that provides step-by-step instructions and strategies for completing levels, missions, or objectives within the game.

Wall Buy

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

Watermark

A visible or invisible marker or signature overlaid on game assets or content, often used for branding, copyright protection, or anti-piracy measures.

Weapon Balance

The process of adjusting and fine-tuning the effectiveness and performance of weapons within the game to ensure fair and balanced gameplay.

Widescreen

A display aspect ratio wider than the traditional 4:3 ratio, providing a wider field of view and more immersive experience for players.

Widget

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.

Widow's Wine

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

Window

A boarded-up opening that zombies tear through to reach you. Players earn Points by holding use to rebuild the boards. In BO3 Radiant windows are prefabs placed between a zombie spawn area and the play space.

Workshop Upload

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.

World-building

The process of designing and constructing the virtual environment or setting of the game, including geography, architecture, and lore.

World Editor

A tool provided by the game developer for creating, modifying, and customizing the game world, including terrain, objects, and environmental effects.

X

X-axis

The horizontal axis or direction within the game world or coordinate system, typically representing left and right movement or rotation.

X-axis Rotation

Rotation around the horizontal axis within the game world or coordinate system, typically used to tilt or pivot objects or characters.

X-ray Vision

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.

XAnim

BO3's animation asset, used for weapons, zombies, players and moving props. Exported from Maya or Blender and set up in APE.

Xbox Controller

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.

Xbox Game Pass

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.

Xbox Game Studios

A division of Microsoft responsible for developing and publishing first-party video games for the Xbox console series and Windows-based PCs.

Xbox Live

An online gaming service and digital distribution platform developed by Microsoft for the Xbox console series, providing multiplayer gaming, matchmaking, and social features.

XCam

An animated camera asset in BO3, used for cutscenes and scripted camera moves.

Y

Y-axis

The vertical axis or direction within the game world or coordinate system, typically representing up and down movement or rotation.

Y-axis Rotation

Rotation around the vertical axis within the game world or coordinate system, typically used to tilt or pivot objects or characters.

Y-Coordinate

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.

Yaw

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

Z-axis

The depth axis or direction within the game world or coordinate system, typically representing forward and backward movement or depth.

Z-buffering

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.

Zero Gravity

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.

Zeus

3rd-party tool made by Scobalula to convert bo3 patches into models (also exports as obj) Download

zm_usermap

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.

zm_utility

BO3's big library of Zombies helper functions (scripts\zm\_zm_utility), used throughout the Zombies scripts.

zm_zonemgr

BO3's zone manager script: it tracks which zones are active and connects them with add_adjacent_zone.

Zombie

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.

Zombie AI Limit

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.

Zombie Health

Zombies get more health every Round, and after the early rounds it rises quickly, so you need Pack-a-Punched weapons to keep up.

Zombie Mode

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.

Zombie Move Speed

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.

zombie_cost

The KVP on BO3 doors and debris that sets how many points it costs to open.

zombie_utility

BO3's helper library for zombie AI (scripts\shared\ai\zombie_utility), used for things like zombie settings and move speed.

Zone File

A text file (.zone) listing the assets and scripts to include when linking, one per line, like scriptparsetree,scripts/zm/zm_mymap.gsc. Each usermap has one in its zone_source folder; if a script or asset you use isn't in it, the map won't find it. (Not the same as a gameplay Zone.)

Zone Volume

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.

Zoom

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.

Missing a term?

Hit a word in a tutorial or the mod tools that isn't here? Send it over and it'll be added.