is there a way to bring back the normal zombies so they arent always sprinting? I find it quite annoying personally but everything else in the mod is fantastic and i dont want this one ick to keep me from using it
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say eh what do you mean like which file is it?
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soap mac tavish create a gsc file named Remix2 that has the following code and replace the Remix2.gsc file that you downloaded with the file you created
#include maps\mp\gametypes_zm\_hud_util; #include maps\mp\zombies\_zm_utility; #include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_powerups; #include maps\mp\zombies\_zm_weapons; #include maps\mp\zombies\_zm_magicbox; #include maps\mp\zombies\_zm; #include maps\mp\zombies\_zm_blockers; #include maps\mp\zombies\_zm_pers_upgrades_system; #include maps\mp\zombies\_zm_perks; #include maps\mp\zombies\_zm_stats; #include maps\mp\zombies\_zm_pers_upgrades_functions; #include maps\mp\zombies\_zm_unitrigger; #include maps\mp\zombies\_zm_weap_claymore; #include maps\mp\zombies\_zm_melee_weapon; #include maps\mp\zombies\_zm_craftables; #include maps\mp\zombies\_zm_equipment; #include scripts\zm\remix\_players; #include scripts\zm\remix\_visual; #include scripts\zm\remix\_hud; #include scripts\zm\remix\_weapons; #include scripts\zm\remix\_powerups; #include scripts\zm\remix\_perks; #include scripts\zm\remix\_persistent; #include scripts\zm\remix\_buildables; #include scripts\zm\remix\_equipment; #include scripts\zm\remix\_magicbox; #include scripts\zm\remix\_sharedbox; #include scripts\zm\remix\_reset; #include scripts\zm\remix\_utility; #include scripts\zm\remix\_zombies; #include scripts\zm\remix\_debug; #include scripts\zm\remix\_dogs; main() { level.VERSION = "1.7.2"; replaceFunc( maps\mp\zombies\_zm_powerups::powerup_drop, ::powerup_drop_override ); replaceFunc( maps\mp\zombies\_zm_powerups::get_next_powerup, ::get_next_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::insta_kill_powerup, ::insta_kill_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::insta_kill_on_hud, ::insta_kill_on_hud_override ); replaceFunc( maps\mp\zombies\_zm_powerups::double_points_powerup, ::double_points_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::point_doubler_on_hud, ::point_doubler_on_hud_override ); replaceFunc( maps\mp\zombies\_zm_powerups::full_ammo_powerup, ::full_ammo_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::free_perk_powerup, ::free_perk_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::nuke_powerup, ::nuke_powerup_override ); replaceFunc( maps\mp\zombies\_zm_utility::disable_player_move_states, ::disable_player_move_states_override ); //replaceFunc( maps\mp\zombies\_zm_utility::set_run_speed, ::set_run_speed_override ); replaceFunc( maps\mp\zombies\_zm_utility::get_player_weapon_limit, ::get_player_weapon_limit_override ); replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_canplayerreceiveweapon, ::treasure_chest_canplayerreceiveweapon_override); replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_weapon_spawn, ::treasure_chest_weapon_spawn_override ); replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_move, ::treasure_chest_move_override ); replaceFunc( maps\mp\zombies\_zm_weapons::weapon_give, ::weapon_give_override ); replaceFunc( maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options, ::get_pack_a_punch_weapon_options_override ); replaceFunc( maps\mp\zombies\_zm_weapons::ammo_give, ::ammo_give_override ); replaceFunc( maps\mp\zombies\_zm::actor_damage_override, ::actor_damage_override_override ); replaceFunc( maps\mp\zombies\_zm::take_additionalprimaryweapon, ::take_additionalprimaryweapon_overrride ); replaceFunc( maps\mp\zombies\_zm_spawner::zombie_rise_death, ::zombie_rise_death_override ); replaceFunc( maps\mp\zombies\_zm::round_think, ::round_think_override ); replaceFunc( maps\mp\zombies\_zm::ai_calculate_health, ::ai_calculate_health_override ); replaceFunc( maps\mp\zombies\_zm_pers_upgrades_functions::pers_nube_should_we_give_raygun, ::pers_nube_should_we_give_raygun_override ); replaceFunc( maps\mp\zombies\_zm_utility::wait_network_frame, ::wait_network_frame_override ); replaceFunc( maps\mp\zombies\_zm_score::add_to_player_score, ::add_to_player_score_override ); level.initial_spawn = true; level thread onConnect(); } init() { level._effect["fx_zombie_powerup_caution_wave"] = loadfx("misc\fx_zombie_powerup_caution_wave"); } onConnect() { for (;;) { level waittill("connected", player); player thread connected(); } } connected() { level endon( "game_ended" ); self endon("disconnect"); self.initial_spawn = true; for(;;) { self waittill("spawned_player"); if(self.initial_spawn) { self.initial_spawn = false; self thread debug( 0 ); self iprintln("Welcome to Remix!"); self iPrintLn("Version " + level.VERSION); self set_players_score( 555 ); self set_movement_dvars(); self set_client_dvars(); self set_character_option(); self set_visionset(); self graphic_tweaks(); self thread night_mode(); self thread rotate_skydome(); self thread timer_hud(); self thread trap_timer_hud(); self thread health_bar_hud(); self thread zombie_remaining_hud(); self thread zone_hud(); self thread color_hud(); self thread all_hud_watcher(); self thread max_ammo_refill_clip(); self thread carpenter_repair_shield(); self thread disable_player_quotes(); self thread set_persistent_stats(); self thread mulekick_additional_perks(); self thread staminup_additional_perks(); self thread inspect_weapon(); self thread rapid_fire(); } if(level.initial_spawn) { level.initial_spawn = false; if(GetDvar("customMap") == "") { SetDvar("customMap", "vanilla"); level.customMap = GetDvar("customMap"); } set_dog_rounds(); level thread change_skydome(); level thread eye_color_watcher(); level thread coop_pause(); level thread fake_reset(); level thread shared_box(); flag_wait( "start_zombie_round_logic" ); wait 0.05; set_startings_chests(); set_anim_pap_camo_dvars(); set_claymores_max( 10 ); increase_perk_limit( 5 ); reduce_player_fall_damage(); raygun_mark2_probabilty(); disable_fire_sales(); //disable_high_round_walkers(); disable_electric_cherry_on_laststand(); electric_trap_always_kill(); perk_machine_quarter_change(); level thread buildbuildables(); level thread buildcraftables(); buildable_increase_trigger_radius(); wallbuy_increase_trigger_radius(); level thread wallbuy_dynamic_increase_trigger_radius(); } } }
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yeah eh it didnt work it just gave me a error with duplicate
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There is two "#include maps\mp\zombiesz_zm_unitrigger;".
Delete the second oneStill, after this, there is still a error to some "Overflow", but i can't write here because plutonium console isin't saving the error.
You're probably isin't going to see this reply, but i hope this helps you.
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Benioteniso I edited it to make it work with the current version. The Overflow is probably from the mod itself or you set it up incorrectly
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chicken emoji Hi.
I actually fixed the "Overflow" error, but the zombies continue sprinting in the 1 round anyways.So, can you give a better explanation of how can i remove this feature. Thanks and have fun.
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Benioteniso I updated the code yesterday are you sure youre using the updated version?
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chicken emoji Sorry, i didn't see the changes.
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chicken emoji I have other problem, but its related to Origins easter egg, but i think the Mod have something with this.
In the step of going inside the robots and pressing a button, then go to generator 5, where outside the map, there is a hole that can be open with the airstrike, But the hole doesn't open at all.
I went to round 60 only doing that, and that fucking hole didn't open.I dont know if you can help me with this since its not related to the mod (i think)
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Benioteniso You should try to do it without mods it could also be plutoniums fault