Denizen Change
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Does anyone have a script that limits denizen health, buffs damage dealt to them, or something along these lines? I mostly see scripts removing them from the game and I'm not sure how I would go about scripting this change.
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In the game, players and denizens rely on a scoring system to determine their fate. Players score points with knife attacks, while denizens earn points by scratching players. You can customize this system using script overrides in maps/mp/zombies/_zm_ai_screecher.
You could for example override 'screecher_melee_damage' to increase points gained from knifing, enabling players to defeat denizens faster, or you can override 'screecher_check_score' to lower the required score to defeat denizens, making it easier for players to win.
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chicken emoji Thank you so much for this info. How would I go about specifying this damage per melee weapon? Let's say for example I wanted to make it so the galvaknuckles always one shotted them, instead of the current two hits after they latch. Or can I just lower their total score value so I wouldn't have to specify the weapon? I'm still really new to scripting, I appreciate the help.
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Lord_J The 'screecher_melee_damage' function has weapon specifications for the bowie knife, galve knuckles and normal knife.
if ( player hasweapon( "bowie_knife_zm" ) ) { if ( one_player ) { melee_score = 30; } else { melee_score = 10; } } else if ( player hasweapon( "tazer_knuckles_zm" ) ) { if ( one_player ) { melee_score = 30; } else { melee_score = 15; } } else if ( one_player ) { melee_score = 15; } else { melee_score = 6; }
You can change the second melee_score value (The one that is not inside the if( one_player ) statement) for the respective weapon, to increase or decrease the amount of points the player gets for each attack, with the target points being 30 by default.
I'm actually not sure what the purpose of the 'if statement' is since to me it seems to be checking a local variable that is always false.
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chicken emoji
Bro, you’re a legend for this. I’ll see if I can get this to work next time I got time to mess with it.