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 5.9k Views 3 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Ivobardolfundefined 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 👍

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

    Ivobardolf If you can, do your best! 🙌

    1 Reply Last reply
    1
    • Ivobardolfundefined 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 👍

      JezuzLizardundefined Offline
      JezuzLizardundefined 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.

      Ivobardolfundefined 1 Reply Last reply
      1
      • JezuzLizardundefined 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.

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

        JezuzLizard don't know how it works

        JezuzLizardundefined 1 Reply Last reply
        0
        • Ivobardolfundefined Ivobardolf

          JezuzLizard don't know how it works

          JezuzLizardundefined Offline
          JezuzLizardundefined 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-_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
              • Ivobardolfundefined Ivobardolf

                Update: All maps have been added, except Nuketown

                xNandoundefined Offline
                xNandoundefined 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

                Ivobardolfundefined 1 Reply Last reply
                1
                • xNandoundefined 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

                  Ivobardolfundefined Offline
                  Ivobardolfundefined 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

                  xNandoundefined 1 Reply Last reply
                  0
                  • Ivobardolfundefined Ivobardolf

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

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

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

                    Ivobardolf yes, and also I uncommented the commented lines

                    Ivobardolfundefined 1 Reply Last reply
                    1
                    • xNandoundefined xNando

                      Ivobardolf yes, and also I uncommented the commented lines

                      Ivobardolfundefined Offline
                      Ivobardolfundefined 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.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
                          • T.Re.Vientoundefined 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?

                            Ivobardolfundefined Offline
                            Ivobardolfundefined 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.Vientoundefined Izi selvaundefined 2 Replies Last reply
                            1
                            • WolflexZundefined 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.

                              Ivobardolfundefined Offline
                              Ivobardolfundefined 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.

                              WolflexZundefined 1 Reply Last reply
                              1
                              • Ivobardolfundefined 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.Vientoundefined Offline
                                T.Re.Vientoundefined 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

                                Ivobardolfundefined 1 Reply Last reply
                                1
                                • T.Re.Vientoundefined 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

                                  Ivobardolfundefined Offline
                                  Ivobardolfundefined 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.Vientoundefined 1 Reply Last reply
                                  1
                                  • Ivobardolfundefined 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.Vientoundefined Offline
                                    T.Re.Vientoundefined 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
                                    1
                                    • Ivobardolfundefined Ivobardolf

                                      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 Offline
                                      WolflexZundefined Offline
                                      WolflexZ
                                      Contributor
                                      wrote 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
                                      • Guilherme_INFRundefined Offline
                                        Guilherme_INFRundefined Offline
                                        Guilherme_INFR
                                        wrote on last edited by
                                        #24

                                        I tried using this but instead of zombies not dying I actually want them to respawn way more faster, a more agressive respawn like on actual Zombies Modes. I tried on Die Rise by just reducing the Distance numbers but I can't see any difference, even using a really small number like only 100 I still couldn't spot any difference. What's wrong? Is what I'm trying to do actually related to another function?

                                        Ivobardolfundefined 1 Reply Last reply
                                        0
                                        • Guilherme_INFRundefined Guilherme_INFR

                                          I tried using this but instead of zombies not dying I actually want them to respawn way more faster, a more agressive respawn like on actual Zombies Modes. I tried on Die Rise by just reducing the Distance numbers but I can't see any difference, even using a really small number like only 100 I still couldn't spot any difference. What's wrong? Is what I'm trying to do actually related to another function?

                                          Ivobardolfundefined Offline
                                          Ivobardolfundefined Offline
                                          Ivobardolf
                                          wrote on last edited by
                                          #25

                                          Guilherme_INFR the function that kills them doesn't have anything for spawn speed 🙂

                                          to make the zombies spawn faster, you need to change the level.zombie_vars["zombie_spawn_delay"], 0.08 is the lowest it can go, here is a code that you can add to achieve that:

                                          init()
                                          {
                                              level thread Fast_Spawns();
                                          }
                                          
                                          Fast_Spawns()
                                          {
                                              for(;;)
                                              {
                                                  level waittill("start_of_round");
                                                  wait 0.1;
                                          		iPrintLn("Zombies spawn Faster");
                                                  level.zombie_vars["zombie_spawn_delay"] = 0.08;
                                              }
                                          }
                                          

                                          you can add it in the same file 🙂

                                          Guilherme_INFRundefined 1 Reply Last reply
                                          0
                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • 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