techboy04gaming In maps\mp\zm_alcatraz_craftables.gsc
Line 76, you can see the code that makes all parts shared, you make the game forever solo or replaceFunc that part

Ivobardolf
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[Release] [ZM] TechnoOps Collection -
Remove Zombie Dying by HimselfIzi 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; }
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Remove Zombie Dying by HimselfIzi 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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Remove Zombie Dying by HimselfIzi selva they never die, even if injured, no need to add regeneration
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Remove Zombie Dying by HimselfIzi selva I'll think about it, since it will need more things and I didn't plan for that
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Remove Zombie Dying by HimselfIzi 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 -
Remove Zombie Dying by HimselfIzi 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 -
Remove Zombie Dying by HimselfIzi selva 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?
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Remove Zombie Dying by HimselfIzi selva it does both, preventing zombie death from far away & taking damage and not dying on his own, try it and if you find an error let me know
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Remove Zombie Dying by HimselfIzi selva you can run many scripts, it doesn't have to be just one, what I meant is that every map has it's own script that only works there, if you try to run Buried script in Origins errors will happen
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Remove Zombie Dying by Himself-
First, You need to create an empty GSC file, Then copy the entire script of the map that you are going to be playing and paste it inside the file.
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Second, you need to make a Map folder so the script ONLY loads for the specific map, Otherwise you will get errors if you try to play another map, Every map has a folder specific name:
zm_transit --> Tranzit
zm_highrise --> Die Rise
zm_prison --> Mob of the Dead
zm_buried --> Buried
zm_tomb --> Originsyou make the folder inside the Plutonium T6 folder,
\AppData\Local\Plutonium\storage\t6\scripts\zm- Third, you move the GSC file you made and put it inside the folder of the map, The script should load
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Remove Zombie Dying by HimselfIzi selva this script already does that, if you are far or the zombie is damaged he won't die.
Try it and see
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Remove Zombie Dying by HimselfGuilherme_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
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[ZM] Cold War Zombies amount per round similar algorithm!Nice, Having 510 Zombies in round 30 for 4 players is a LOT, changes like this makes high rounds when lots of people are in don't take way too much time and it's all just formulas and math to setup what you want
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[Release] [ZM] [Mod] zm_weapons - Adding all weapons to mapsMaximizer Blake Great things Deserve the wait
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Cap the Number of Zombies in the Round to 1 PlayerKyber66 Fixed
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Cap the Number of Zombies in the Round to 1 PlayerXerxes which one
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Remove Zombie Dying by HimselfT.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?
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Remove Zombie Dying by HimselfWolflexZ 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 playerAs 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.
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Remove Zombie Dying by HimselfT.Re.Viento Thanks for trying it, but I'm curious, why do you use it
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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.