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Remove Zombie Dying by Himself

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • Claronteundefined Offline
    Claronteundefined Offline
    Claronte
    wrote on last edited by
    #2
    This post is deleted!
    1 Reply Last reply
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    • Ivobardolfundefined Offline
      Ivobardolfundefined 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

      xNandoundefined 1 Reply Last reply
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      • Ivobardolfundefined 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

        xNandoundefined Offline
        xNandoundefined 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...?

        Ivobardolfundefined 1 Reply Last reply
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        • xNandoundefined 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...?

          Ivobardolfundefined Offline
          Ivobardolfundefined 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 👍

          xNandoundefined JezuzLizardundefined 2 Replies Last reply
          0
          • 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
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              • 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
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                • 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
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                          • 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
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