Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. Remove Zombie Dying by Himself

Remove Zombie Dying by Himself

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
51 Posts 10 Posters 4.2k Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • xNandoundefined Offline
    xNandoundefined Offline
    xNando
    replied to Ivobardolf 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...?

    Ivobardolfundefined 1 Reply Last reply
    1
    • Ivobardolfundefined Offline
      Ivobardolfundefined Offline
      Ivobardolf
      replied to xNando 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 👍

      xNandoundefined JezuzLizardundefined 2 Replies Last reply
      0
      • xNandoundefined Offline
        xNandoundefined Offline
        xNando
        replied to Ivobardolf on last edited by
        #6

        Ivobardolf If you can, do your best! 🙌

        1 Reply Last reply
        1
        • JezuzLizardundefined Offline
          JezuzLizardundefined Offline
          JezuzLizard Plutonium Staff
          replied to Ivobardolf 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.

          Ivobardolfundefined 1 Reply Last reply
          1
          • Ivobardolfundefined Offline
            Ivobardolfundefined Offline
            Ivobardolf
            replied to JezuzLizard on last edited by
            #8

            JezuzLizard don't know how it works

            JezuzLizardundefined 1 Reply Last reply
            0
            • JezuzLizardundefined Offline
              JezuzLizardundefined Offline
              JezuzLizard Plutonium Staff
              replied to Ivobardolf 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-_badgerundefined Offline
                Honey-_badgerundefined Offline
                Honey-_badger
                wrote on last edited by
                #10

                anti depressants

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

                  Update: All maps have been added, except Nuketown

                  xNandoundefined 1 Reply Last reply
                  0
                  • xNandoundefined Offline
                    xNandoundefined Offline
                    xNando
                    replied to Ivobardolf 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

                    Ivobardolfundefined 1 Reply Last reply
                    1
                    • Ivobardolfundefined Offline
                      Ivobardolfundefined Offline
                      Ivobardolf
                      replied to xNando 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

                      xNandoundefined 1 Reply Last reply
                      0
                      • xNandoundefined Offline
                        xNandoundefined Offline
                        xNando
                        replied to Ivobardolf on last edited by
                        #14

                        Ivobardolf yes, and also I uncommented the commented lines

                        Ivobardolfundefined 1 Reply Last reply
                        1
                        • Ivobardolfundefined Offline
                          Ivobardolfundefined Offline
                          Ivobardolf
                          replied to xNando 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.Vientoundefined Offline
                            T.Re.Vientoundefined 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?

                            Ivobardolfundefined 1 Reply Last reply
                            1
                            • WolflexZundefined Offline
                              WolflexZundefined 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.

                              Ivobardolfundefined 1 Reply Last reply
                              1
                              • Ivobardolfundefined Offline
                                Ivobardolfundefined Offline
                                Ivobardolf
                                replied to T.Re.Viento 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.Vientoundefined Izi selvaundefined 2 Replies Last reply
                                1
                                • Ivobardolfundefined Offline
                                  Ivobardolfundefined Offline
                                  Ivobardolf
                                  replied to WolflexZ 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.

                                  WolflexZundefined 1 Reply Last reply
                                  1
                                  • T.Re.Vientoundefined Offline
                                    T.Re.Vientoundefined Offline
                                    T.Re.Viento
                                    replied to Ivobardolf 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

                                    Ivobardolfundefined 1 Reply Last reply
                                    1
                                    • Ivobardolfundefined Offline
                                      Ivobardolfundefined Offline
                                      Ivobardolf
                                      replied to T.Re.Viento 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.Vientoundefined 1 Reply Last reply
                                      1
                                      • T.Re.Vientoundefined Offline
                                        T.Re.Vientoundefined Offline
                                        T.Re.Viento
                                        replied to Ivobardolf 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
                                        1
                                        • WolflexZundefined Offline
                                          WolflexZundefined Offline
                                          WolflexZ Contributor
                                          replied to Ivobardolf on last edited by
                                          #23

                                          Ivobardolf Yeah that's why I said I could be wrong since I've read it on another forum.

                                          1 Reply Last reply
                                          1

                                          • 1
                                          • 2
                                          • 3
                                          • Login

                                          • Don't have an account? Register

                                          • Login or register to search.
                                          • First post
                                            Last post
                                          0
                                          • Recent
                                          • Tags
                                          • Popular
                                          • Users
                                          • Groups
                                          • Donate