Remove Zombie Dying by Himself
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Ivobardolf said in Remove Zombie Dying by Himself:
np
yeah you have to make a folder for every map so that you can load other maps without having to swap files in and out.zombies don't die if they are damaged right?
yeah the zombies not die being injures, how is that of make folder for each gsc? i use tomb.gsc if i going to play origins, if not i delete tomb gsc of scrips folder and add for example tranzit.cfg, continue continue... showme how can have all scrips without errors please, thanks
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Izi selva good to know, the folders are like this:
zm_transit --> Tranzit
zm_nuked --> Nuketown
zm_highrise --> Die Rise
zm_prison --> Mob of the Dead
zm_buried --> Buried
zm_tomb --> Origins -
Ivobardolf i just back to say thanks bro, work perfectly, if see some error i say you , thank you so much
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ivo ftw
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Ivobardolf hi bro, sorry, you have any tools to open .ff files or mods files?
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Izi selva Try to keep the conversation to the topic, if you have questions join the plutonium discord
use OAT tools for that:
https://github.com/Laupetin/OpenAssetTools -
Ivobardolf hi bro, how are you?, i love this mod, i have a new, i was playing origins and the last zombie missing and i cant pass round? also the zombies wait for me in crazy place jajaja and no out, we can change this? thanks bro, sorry for my insistence
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Izi selva I'll think about it, since it will need more things and I didn't plan for that
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Ivobardolf thanks bro, I wait for it, I know you can , if you try the zombie regenerate health else is injured for some time? So they wouldn't die
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Izi selva they never die, even if injured, no need to add regeneration
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Ivobardolf is for the zombies continue keep you being in crazy place or plane in mob, if the zombie regenerate life, he can respawn normally, sorry I don't know about this, is just my think
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Izi selva the zombie function that kills them is disabled, they never regenerate HP even in normal play without scripts.
How about I add a function that if you hold jump button for 5 seconds it respawn all zombies in the map? that way when you travel you can use it so zombies respawn again with?
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Ivobardolf
It would be a great idea. The only bad thing is that the zombies get stuck in certain areas and don't respawn near you. -
Izi selva Put this code after the #include and before the main
#include maps\mp\zombies\_zm_utility; //Code Goes Here main()
if you hold jump for 5 seconds all the zombies on the map except for boss zombies will respawn
init() { level.respawning = 0; level thread onPlayerConnect(); } onPlayerConnect() { for(;;) { level waittill( "connected", player ); player thread Respawn_Zombies(); } } Respawn_Zombies() { for(;;) { if( level.respawning != 100) { if ( self jumpbuttonpressed() && self.sessionstate == "playing" && !self maps\mp\zombies\_zm_laststand::player_is_in_laststand()) { level.respawning++; //iPrintLn(level.Respawning); } else level.respawning = 0; } else if(level.respawning == 100) { iPrintLn("Respawning Zombies..."); iPrintLn("Respawning Zombies..."); iPrintLn("Respawning Zombies..."); zombies = getaiarray(level.zombie_team); level.zombie_total += zombies.size; foreach(zombie in zombies) { if( zombie can_damage()) zombie doDamage(zombie.health + 1 , zombie.origin); } level.respawning = 0; } wait 0.05; } } can_damage() { if( (isdefined(level.sloth) && self == level.sloth) || (isDefined(self.is_avogadro) && self.is_avogadro) || (isDefined(self.is_brutus) && self.is_brutus) || (isDefined(self.is_mechz) && self.is_mechz) ) return 0; else return 1; }