Remove Zombie Dying by Himself
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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; }