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Remove Zombie Dying by Himself

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • Ivobardolf Offline
    Ivobardolf Offline
    Ivobardolf
    wrote on last edited by Ivobardolf
    #3

    iluisey each map has the same checks, it just a name change

    replaceFunc(maps\mp\zm_tomb::tomb_round_spawn_failsafe, ::tomb_round_spawn_failsafe)
    replaceFunc(maps\mp\zm_tomb_distance_tracking::delete_zombie_noone_looking, ::delete_zombie_noone_looking);
    

    zm_tomb is orignis, zm_transit is for tranzit etc

    xNando 1 Reply Last reply
    0
    • Ivobardolf Ivobardolf

      iluisey each map has the same checks, it just a name change

      replaceFunc(maps\mp\zm_tomb::tomb_round_spawn_failsafe, ::tomb_round_spawn_failsafe)
      replaceFunc(maps\mp\zm_tomb_distance_tracking::delete_zombie_noone_looking, ::delete_zombie_noone_looking);
      

      zm_tomb is orignis, zm_transit is for tranzit etc

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

      Ivobardolf but in the code you can write multiple replaceFunc with the names of each map?? Or do you need to create a script for each map...?

      Ivobardolf 1 Reply Last reply
      1
      • xNando xNando

        Ivobardolf but in the code you can write multiple replaceFunc with the names of each map?? Or do you need to create a script for each map...?

        Ivobardolf Offline
        Ivobardolf Offline
        Ivobardolf
        wrote on last edited by
        #5

        xNando you can make on big replace func and add a check for each map so it auto loads from one script

        or make a file for each map

        I might do it later 👍

        xNando JezuzLizard 2 Replies Last reply
        0
        • Ivobardolf Ivobardolf

          xNando you can make on big replace func and add a check for each map so it auto loads from one script

          or make a file for each map

          I might do it later 👍

          xNando Offline
          xNando Offline
          xNando
          wrote on last edited by
          #6

          Ivobardolf If you can, do your best! 🙌

          1 Reply Last reply
          1
          • Ivobardolf Ivobardolf

            xNando you can make on big replace func and add a check for each map so it auto loads from one script

            or make a file for each map

            I might do it later 👍

            JezuzLizard Offline
            JezuzLizard Offline
            JezuzLizard
            Plutonium Staff
            wrote on last edited by
            #7

            Ivobardolf You need to use getfunction if you want to do it in one file. Otherwise you'll get unresolved externals when loading on a map that doesn't have the functions you reference.

            Ivobardolf 1 Reply Last reply
            1
            • JezuzLizard JezuzLizard

              Ivobardolf You need to use getfunction if you want to do it in one file. Otherwise you'll get unresolved externals when loading on a map that doesn't have the functions you reference.

              Ivobardolf Offline
              Ivobardolf Offline
              Ivobardolf
              wrote on last edited by
              #8

              JezuzLizard don't know how it works

              JezuzLizard 1 Reply Last reply
              0
              • Ivobardolf Ivobardolf

                JezuzLizard don't know how it works

                JezuzLizard Offline
                JezuzLizard Offline
                JezuzLizard
                Plutonium Staff
                wrote on last edited by
                #9

                Ivobardolf https://github.com/JezuzLizard/t6-fastfile-mods/blob/f7f3ed71b798fc0977cda1268bdc8946a895ddb4/zm_ai_pack/pluto_sys.gsc#L68

                1 Reply Last reply
                1
                • Honey-_badger Offline
                  Honey-_badger Offline
                  Honey-_badger
                  wrote on last edited by
                  #10

                  anti depressants

                  1 Reply Last reply
                  0
                  • Ivobardolf Offline
                    Ivobardolf Offline
                    Ivobardolf
                    wrote on last edited by
                    #11

                    Update: All maps have been added, except Nuketown

                    xNando 1 Reply Last reply
                    0
                    • Ivobardolf Ivobardolf

                      Update: All maps have been added, except Nuketown

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

                      Ivobardolf I don't know what I'm doing wrong... (I've tried it in origins)

                      Captura de pantalla 2024-08-31 220207.png

                      Ivobardolf 1 Reply Last reply
                      1
                      • xNando xNando

                        Ivobardolf I don't know what I'm doing wrong... (I've tried it in origins)

                        Captura de pantalla 2024-08-31 220207.png

                        Ivobardolf Offline
                        Ivobardolf Offline
                        Ivobardolf
                        wrote on last edited by Ivobardolf
                        #13

                        xNando hmm, did you just copy the script of origins?

                        every map has its own thing, some things are the same though

                        xNando 1 Reply Last reply
                        0
                        • Ivobardolf Ivobardolf

                          xNando hmm, did you just copy the script of origins?

                          every map has its own thing, some things are the same though

                          xNando Offline
                          xNando Offline
                          xNando
                          wrote on last edited by
                          #14

                          Ivobardolf yes, and also I uncommented the commented lines

                          Ivobardolf 1 Reply Last reply
                          1
                          • xNando xNando

                            Ivobardolf yes, and also I uncommented the commented lines

                            Ivobardolf Offline
                            Ivobardolf Offline
                            Ivobardolf
                            wrote on last edited by
                            #15

                            xNando compare your script with the one from the post above, see where you made a difference, I just tried the one in the post and it works

                            1 Reply Last reply
                            0
                            • T.Re.Viento Offline
                              T.Re.Viento Offline
                              T.Re.Viento
                              wrote on last edited by
                              #16

                              i tried it in origins, works like a charm, but i got one minnor issue, if some zombies spawn in crazy place and the player go out, the zombies got stuck in the crazy place, i know its something related to zombies far away respawn locked in this mod, there is a fix for this or messes the whole script?

                              Ivobardolf 1 Reply Last reply
                              1
                              • WolflexZ Offline
                                WolflexZ Offline
                                WolflexZ
                                Contributor
                                wrote on last edited by
                                #17

                                I'm pretty sure zombies has a time limit before they die. It's to prevent in case a zombie bugs out of the map etc. In any case, many of you don't really need this script. Cause if a zombie doesn't hit you before that time limit, it leads to it dying. Letting the zombie hit you once between time intervals allows it to stay alive. Although I could be wrong.

                                Ivobardolf 1 Reply Last reply
                                1
                                • T.Re.Viento T.Re.Viento

                                  i tried it in origins, works like a charm, but i got one minnor issue, if some zombies spawn in crazy place and the player go out, the zombies got stuck in the crazy place, i know its something related to zombies far away respawn locked in this mod, there is a fix for this or messes the whole script?

                                  Ivobardolf Offline
                                  Ivobardolf Offline
                                  Ivobardolf
                                  wrote on last edited by
                                  #18

                                  @T-Re-Viento Thanks for trying it, but I'm curious, why do you use it 🤔 ?

                                  yeah, Origins and Motd and some areas in other maps need the things I disable here for them to respawn the zombies, I can think of a way to make it work, but that isn't what I intended for the script, only thing you can do is only move out and in the crazy place if the rounds are changing.

                                  T.Re.Viento Izi selva 2 Replies Last reply
                                  1
                                  • WolflexZ WolflexZ

                                    I'm pretty sure zombies has a time limit before they die. It's to prevent in case a zombie bugs out of the map etc. In any case, many of you don't really need this script. Cause if a zombie doesn't hit you before that time limit, it leads to it dying. Letting the zombie hit you once between time intervals allows it to stay alive. Although I could be wrong.

                                    Ivobardolf Offline
                                    Ivobardolf Offline
                                    Ivobardolf
                                    wrote on last edited by
                                    #19

                                    WolflexZ They Respawn/Die if they have met certain conditions that I disabled here:
                                    1 - Zombie is far away
                                    2 - Zombie is Idle (he stands in place for too long)
                                    I couldn't find anything related to needing to hit the player

                                    As you said, many people don't need this script, and it might do them more harm then good, it's intended for some uses and not normal play.

                                    WolflexZ 1 Reply Last reply
                                    1
                                    • Ivobardolf Ivobardolf

                                      @T-Re-Viento Thanks for trying it, but I'm curious, why do you use it 🤔 ?

                                      yeah, Origins and Motd and some areas in other maps need the things I disable here for them to respawn the zombies, I can think of a way to make it work, but that isn't what I intended for the script, only thing you can do is only move out and in the crazy place if the rounds are changing.

                                      T.Re.Viento Offline
                                      T.Re.Viento Offline
                                      T.Re.Viento
                                      wrote on last edited by
                                      #20

                                      Ivobardolf Hi mate, thanks for the reply, I'm playing with a friend and we wanted to do the easter egg quietly, without having to babysit a crawler. But I remembered from our old days on ps3 the last zombies would die by themselves if you went too far or a certain amount of time passed, that's why I wanted to try this script. Yesterday we completed the easter egg 😄 but it was too easy, the script also makes the zombies never run, I guess this is not intentional. greetings

                                      Ivobardolf 1 Reply Last reply
                                      1
                                      • T.Re.Viento T.Re.Viento

                                        Ivobardolf Hi mate, thanks for the reply, I'm playing with a friend and we wanted to do the easter egg quietly, without having to babysit a crawler. But I remembered from our old days on ps3 the last zombies would die by themselves if you went too far or a certain amount of time passed, that's why I wanted to try this script. Yesterday we completed the easter egg 😄 but it was too easy, the script also makes the zombies never run, I guess this is not intentional. greetings

                                        Ivobardolf Offline
                                        Ivobardolf Offline
                                        Ivobardolf
                                        wrote on last edited by
                                        #21

                                        @T-Re-Viento Makes sense now 👍

                                        Regarding the no running, I use the script in testing on every map and never had a no running issue, what round/step the zombie was supposed to run and it didn't?

                                        T.Re.Viento 1 Reply Last reply
                                        1
                                        • Ivobardolf Ivobardolf

                                          @T-Re-Viento Makes sense now 👍

                                          Regarding the no running, I use the script in testing on every map and never had a no running issue, what round/step the zombie was supposed to run and it didn't?

                                          T.Re.Viento Offline
                                          T.Re.Viento Offline
                                          T.Re.Viento
                                          wrote on last edited by
                                          #22

                                          Ivobardolf i was in round 4 when noticed none zombie run until round 23 when we completed the easter egg, i played some matches in solo today and the zombies start running at round 3 as usual, maybe a rare issue.

                                          1 Reply Last reply
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