Remove Zombie Dying by Himself
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ivo ftw
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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 --> OriginsIvobardolf hi bro, sorry, you have any tools to open .ff files or mods files?
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Ivobardolf hi bro, sorry, you have any tools to open .ff files or mods files?
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 -
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/OpenAssetToolsIvobardolf 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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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
Izi selva I'll think about it, since it will need more things and I didn't plan for that
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Izi selva I'll think about it, since it will need more things and I didn't plan for that
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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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
Izi selva they never die, even if injured, no need to add regeneration
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Izi selva they never die, even if injured, no need to add regeneration
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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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
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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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?
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. -
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; }