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How To Fix Zombies Ignoring Barriers

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  • ElectroGamesundefined Offline
    ElectroGamesundefined Offline
    ElectroGames
    wrote on last edited by
    #1

    So I moved all of the zombie spawns to one spawn but it seems like only the zombies who originally spawn there break down the barrier, the ones that don't originally spawn there ignore the barrier and climb through it.

    Is there anyway to fix this?
    Here is a video of it - https://streamable.com/dk9y1o

    dontknowletsplundefined 1 Reply Last reply
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    • Resxtundefined Offline
      Resxtundefined Offline
      Resxt Plutonium Staff
      wrote on last edited by
      #2

      I could be wrong but from what I know spawners have to target the window/barriers for the zombies to get the window pathing and barriers logic
      If some zombies from other spawners get there then I think it's normal that they just ignore the barriers since they shouldn't be here. Either put a wall or something to prevent them to get in this area or if they should all get through this barrier make them target that window/barrier as well

      ElectroGamesundefined 1 Reply Last reply
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      • dontknowletsplundefined Offline
        dontknowletsplundefined Offline
        dontknowletspl
        replied to ElectroGames on last edited by
        #3

        ElectroGames Easiest way might be disabling the other spawners and leave the ones enabled that has the target set to the window.

        You should be able to disable spawners with level.zombie_spawn_locations[0].is_enabled = 0; each spawner ofcourse need its own number.

        ElectroGamesundefined 2 Replies Last reply
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        • ElectroGamesundefined Offline
          ElectroGamesundefined Offline
          ElectroGames
          replied to dontknowletspl on last edited by
          #4

          @Unknown-Love Ahh thank you!

          1 Reply Last reply
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          • ElectroGamesundefined Offline
            ElectroGamesundefined Offline
            ElectroGames
            replied to Resxt on last edited by
            #5

            Resxt But if I set their spawn there, you'd think the game would know that they should break down the barrier but oh well, thanks.

            Resxtundefined 1 Reply Last reply
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            • Resxtundefined Offline
              Resxtundefined Offline
              Resxt Plutonium Staff
              replied to ElectroGames on last edited by Resxt
              #6

              ElectroGames idk at least on BO3 you need to explicitely target the barrier so my guess is bo2 works the same. I could be completely wrong

              ElectroGamesundefined 1 Reply Last reply
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              • ElectroGamesundefined Offline
                ElectroGamesundefined Offline
                ElectroGames
                replied to Resxt on last edited by
                #7

                Resxt Yeah hmm, I wonder how that would be done

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                • ElectroGamesundefined Offline
                  ElectroGamesundefined Offline
                  ElectroGames
                  replied to dontknowletspl on last edited by
                  #8

                  @Unknown-Love Hmm, it doesn't seem to be working.
                  I also tried using "foreach(zombieSpawn in level.zombie_spawn_locations)" but it didn't iterate through the array.

                  dontknowletsplundefined 1 Reply Last reply
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                  • dontknowletsplundefined Offline
                    dontknowletsplundefined Offline
                    dontknowletspl
                    replied to ElectroGames on last edited by
                    #9

                    ElectroGames It work just fine if you do it correctly. Here is modified version of your spawner function, you can remove the spawners i commented out. I would make the spawn area bigger and move the spawner even more away from the window because when there is alot zombies they push each others.

                    changeZombieSpawners()
                    {
                    	flag_wait( "initial_blackscreen_passed" );
                    	
                    /*
                    	level.zombie_spawn_locations[0].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[1].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[2].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[3].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[4].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[5].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[6].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[7].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[8].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[9].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[10].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[11].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[12].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[13].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[14].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[15].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[16].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[17].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[18].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[19].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[20].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[21].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[22].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[23].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[24].origin = (2350.74, -850, -55.875);
                    	level.zombie_spawn_locations[25].origin = (2350.74, -850, -55.875);
                    	level.player_spawn_locations[25].origin = (2350.74, -850, -55.875);
                    */
                    	spawners = level.zombie_spawn_locations;
                    	for(i=0;i<spawners.size;i++)
                    	{
                    		//cba checking which spawner has the target set
                    		if(distance(spawners[i].origin, (2889.19, -1045.72, -55.625)) < 200)
                    		{
                    			spawners[i].origin = (2350, -885, -55.875);
                    			spawners[i].script_noteworthy = "riser_location";
                    			continue;
                    		}
                    		spawners[i].is_enabled = 0;
                    	}
                    }
                    
                    ElectroGamesundefined 1 Reply Last reply
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                    • ElectroGamesundefined Offline
                      ElectroGamesundefined Offline
                      ElectroGames
                      replied to dontknowletspl on last edited by
                      #10

                      @Unknown-Love I have no issues changing the zombie spawns though, just disabling them and checking their origin

                      dontknowletsplundefined 1 Reply Last reply
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                      • dontknowletsplundefined Offline
                        dontknowletsplundefined Offline
                        dontknowletspl
                        replied to ElectroGames on last edited by dontknowletspl
                        #11

                        ElectroGames I tested it is working.

                        ElectroGamesundefined 1 Reply Last reply
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                        • ElectroGamesundefined Offline
                          ElectroGamesundefined Offline
                          ElectroGames
                          replied to dontknowletspl on last edited by
                          #12

                          @Unknown-Love Hmm weird

                          1 Reply Last reply
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