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How To Fix Zombies Ignoring Barriers

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  • ElectroGames Offline
    ElectroGames 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

    dontknowletspl 1 Reply Last reply
    0
    • Resxt Online
      Resxt Online
      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

      ElectroGames 1 Reply Last reply
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      • ElectroGames ElectroGames

        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

        dontknowletspl Offline
        dontknowletspl Offline
        dontknowletspl
        wrote 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.

        ElectroGames 2 Replies Last reply
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        • dontknowletspl dontknowletspl

          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.

          ElectroGames Offline
          ElectroGames Offline
          ElectroGames
          wrote on last edited by
          #4

          @Unknown-Love Ahh thank you!

          1 Reply Last reply
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          • Resxt Resxt

            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

            ElectroGames Offline
            ElectroGames Offline
            ElectroGames
            wrote 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.

            Resxt 1 Reply Last reply
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            • ElectroGames ElectroGames

              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.

              Resxt Online
              Resxt Online
              Resxt
              Plutonium Staff
              wrote 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

              ElectroGames 1 Reply Last reply
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              • Resxt Resxt

                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

                ElectroGames Offline
                ElectroGames Offline
                ElectroGames
                wrote on last edited by
                #7

                Resxt Yeah hmm, I wonder how that would be done

                1 Reply Last reply
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                • dontknowletspl dontknowletspl

                  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.

                  ElectroGames Offline
                  ElectroGames Offline
                  ElectroGames
                  wrote 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.

                  dontknowletspl 1 Reply Last reply
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                  • ElectroGames ElectroGames

                    @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.

                    dontknowletspl Offline
                    dontknowletspl Offline
                    dontknowletspl
                    wrote 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;
                    	}
                    }
                    
                    ElectroGames 1 Reply Last reply
                    0
                    • dontknowletspl dontknowletspl

                      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;
                      	}
                      }
                      
                      ElectroGames Offline
                      ElectroGames Offline
                      ElectroGames
                      wrote on last edited by
                      #10

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

                      dontknowletspl 1 Reply Last reply
                      0
                      • ElectroGames ElectroGames

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

                        dontknowletspl Offline
                        dontknowletspl Offline
                        dontknowletspl
                        wrote on last edited by dontknowletspl
                        #11

                        ElectroGames I tested it is working.

                        ElectroGames 1 Reply Last reply
                        0
                        • dontknowletspl dontknowletspl

                          ElectroGames I tested it is working.

                          ElectroGames Offline
                          ElectroGames Offline
                          ElectroGames
                          wrote on last edited by
                          #12

                          @Unknown-Love Hmm weird

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