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  3. How To Fix Zombies Ignoring Barriers

How To Fix Zombies Ignoring Barriers

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  • ElectroGamesundefined 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

    dontknowletsplundefined Offline
    dontknowletsplundefined 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.

    ElectroGamesundefined 2 Replies Last reply
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    • dontknowletsplundefined 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.

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

      @Unknown-Love Ahh thank you!

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      • Resxtundefined 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

        ElectroGamesundefined Offline
        ElectroGamesundefined 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.

        Resxtundefined 1 Reply Last reply
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        • ElectroGamesundefined 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.

          Resxtundefined Offline
          Resxtundefined Offline
          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

          ElectroGamesundefined 1 Reply Last reply
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          • Resxtundefined 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

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

            Resxt Yeah hmm, I wonder how that would be done

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            • dontknowletsplundefined 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.

              ElectroGamesundefined Offline
              ElectroGamesundefined 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.

              dontknowletsplundefined 1 Reply Last reply
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              • ElectroGamesundefined 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.

                dontknowletsplundefined Offline
                dontknowletsplundefined 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;
                	}
                }
                
                ElectroGamesundefined 1 Reply Last reply
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                • dontknowletsplundefined 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;
                  	}
                  }
                  
                  ElectroGamesundefined Offline
                  ElectroGamesundefined 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

                  dontknowletsplundefined 1 Reply Last reply
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                  • ElectroGamesundefined ElectroGames

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

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

                    ElectroGames I tested it is working.

                    ElectroGamesundefined 1 Reply Last reply
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                    • dontknowletsplundefined dontknowletspl

                      ElectroGames I tested it is working.

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

                      @Unknown-Love Hmm weird

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