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
Ivobardolf
Posts
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Remove Zombie Dying by Himself -
Remove Zombie Dying by HimselfxNando hmm, did you just copy the script of origins?
every map has its own thing, some things are the same though
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Remove Zombie Dying by HimselfUpdate: All maps have been added, except Nuketown
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Remove Zombie Dying by HimselfJezuzLizard don't know how it works
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Remove Zombie Dying by HimselfxNando 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

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Remove Zombie Dying by Himselfiluisey 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
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Cap the Number of Zombies in the Round to 1 PlayerHello,
This is a simple script using replace function to cap the zombies numbers in a round to 1 player.
Now instead of 389 zombies for 4 players on round 26, it's now 84You can also make it a X number of zombies for X number of players, all from the simple function, 8 players in game but only spawns zombies up to 6 players.
Or change how much zombies get added per player for better
calculating, example on round 40 for normal calculations:
1 Player: 168 Zombies
2 Players: 312 Zombies, 1.85 Worth of zombies
3 Players: 600 Zombies, 3.57 Worth of zombies
4 Players: 888 Zombies, 5.28 Worth of zombiesIt's also possible to change the formula, you can have any number of zombies you want.
the change is simple:
From --->if ( player_num == 1 ) max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier ); else max = max + int( ( player_num - 1 ) * level.zombie_vars["zombie_ai_per_player"] * multiplier );To --->
if ( player_num == 1 ) max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier ); else max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier );Here is the script:
#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\zombies\_zm_ffotd; #include maps\mp\zombies\_zm; #include maps\mp\_visionset_mgr; #include maps\mp\zombies\_zm_devgui; #include maps\mp\zombies\_zm_zonemgr; #include maps\mp\zombies\_zm_unitrigger; #include maps\mp\zombies\_zm_audio; #include maps\mp\zombies\_zm_blockers; #include maps\mp\zombies\_zm_bot; #include maps\mp\zombies\_zm_clone; #include maps\mp\zombies\_zm_buildables; #include maps\mp\zombies\_zm_equipment; #include maps\mp\zombies\_zm_laststand; #include maps\mp\zombies\_zm_magicbox; #include maps\mp\zombies\_zm_perks; #include maps\mp\zombies\_zm_playerhealth; #include maps\mp\zombies\_zm_power; #include maps\mp\zombies\_zm_powerups; #include maps\mp\zombies\_zm_score; #include maps\mp\zombies\_zm_spawner; #include maps\mp\zombies\_zm_gump; #include maps\mp\zombies\_zm_timer; #include maps\mp\zombies\_zm_traps; #include maps\mp\zombies\_zm_weapons; #include maps\mp\zombies\_zm_tombstone; #include maps\mp\zombies\_zm_stats; #include maps\mp\zombies\_zm_pers_upgrades; #include maps\mp\gametypes_zm\_zm_gametype; #include maps\mp\zombies\_zm_pers_upgrades_functions; #include maps\mp\_demo; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\zombies\_zm_melee_weapon; #include maps\mp\zombies\_zm_ai_dogs; #include maps\mp\zombies\_zm_pers_upgrades_system; #include maps\mp\gametypes_zm\_weapons; #include maps\mp\zombies\_zm_ai_basic; #include maps\mp\zombies\_zm_game_module; main() { replaceFunc(maps\mp\zombies\_zm::round_spawning, ::round_spawning); } round_spawning() { level endon( "intermission" ); level endon( "end_of_round" ); level endon( "restart_round" ); /# level endon( "kill_round" ); #/ if ( level.intermission ) return; /# if ( getdvarint( #"zombie_cheat" ) == 2 || getdvarint( #"zombie_cheat" ) >= 4 ) return; #/ if ( level.zombie_spawn_locations.size < 1 ) { /# assertmsg( "No active spawners in the map. Check to see if the zone is active and if it's pointing to spawners." ); #/ return; } ai_calculate_health( level.round_number ); count = 0; players = get_players(); for ( i = 0; i < players.size; i++ ) players[i].zombification_time = 0; max = level.zombie_vars["zombie_max_ai"]; multiplier = level.round_number / 5; if ( multiplier < 1 ) multiplier = 1; if ( level.round_number >= 10 ) multiplier = multiplier * ( level.round_number * 0.15 ); player_num = get_players().size; if ( player_num == 1 ) max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier ); else { //max = max + int( ( player_num - 1 ) * level.zombie_vars["zombie_ai_per_player"] * multiplier ); max = max + int( 0.5 * level.zombie_vars["zombie_ai_per_player"] * multiplier ); iPrintLn("^8Zombies count set to 1 Player :D"); } if ( !isdefined( level.max_zombie_func ) ) level.max_zombie_func = ::default_max_zombie_func; if ( !( isdefined( level.kill_counter_hud ) && level.zombie_total > 0 ) ) { level.zombie_total = [[ level.max_zombie_func ]]( max ); level notify( "zombie_total_set" ); } if ( isdefined( level.zombie_total_set_func ) ) level thread [[ level.zombie_total_set_func ]](); if ( level.round_number < 10 || level.speed_change_max > 0 ) level thread zombie_speed_up(); mixed_spawns = 0; old_spawn = undefined; while ( true ) { while ( get_current_zombie_count() >= level.zombie_ai_limit || level.zombie_total <= 0 ) wait 0.1; while ( get_current_actor_count() >= level.zombie_actor_limit ) { clear_all_corpses(); wait 0.1; } flag_wait( "spawn_zombies" ); while ( level.zombie_spawn_locations.size <= 0 ) wait 0.1; run_custom_ai_spawn_checks(); spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )]; if ( !isdefined( old_spawn ) ) old_spawn = spawn_point; else if ( spawn_point == old_spawn ) spawn_point = level.zombie_spawn_locations[randomint( level.zombie_spawn_locations.size )]; old_spawn = spawn_point; if ( isdefined( level.mixed_rounds_enabled ) && level.mixed_rounds_enabled == 1 ) { spawn_dog = 0; if ( level.round_number > 30 ) { if ( randomint( 100 ) < 3 ) spawn_dog = 1; } else if ( level.round_number > 25 && mixed_spawns < 3 ) { if ( randomint( 100 ) < 2 ) spawn_dog = 1; } else if ( level.round_number > 20 && mixed_spawns < 2 ) { if ( randomint( 100 ) < 2 ) spawn_dog = 1; } else if ( level.round_number > 15 && mixed_spawns < 1 ) { if ( randomint( 100 ) < 1 ) spawn_dog = 1; } if ( spawn_dog ) { keys = getarraykeys( level.zones ); for ( i = 0; i < keys.size; i++ ) { if ( level.zones[keys[i]].is_occupied ) { akeys = getarraykeys( level.zones[keys[i]].adjacent_zones ); for ( k = 0; k < akeys.size; k++ ) { if ( level.zones[akeys[k]].is_active && !level.zones[akeys[k]].is_occupied && level.zones[akeys[k]].dog_locations.size > 0 ) { maps\mp\zombies\_zm_ai_dogs::special_dog_spawn( undefined, 1 ); level.zombie_total--; wait_network_frame(); } } } } } } if ( isdefined( level.zombie_spawners ) ) { if ( isdefined( level.use_multiple_spawns ) && level.use_multiple_spawns ) { if ( isdefined( spawn_point.script_int ) ) { if ( isdefined( level.zombie_spawn[spawn_point.script_int] ) && level.zombie_spawn[spawn_point.script_int].size ) spawner = random( level.zombie_spawn[spawn_point.script_int] ); else { /# assertmsg( "Wanting to spawn from zombie group " + spawn_point.script_int + "but it doens't exist" ); #/ } } else if ( isdefined( level.zones[spawn_point.zone_name].script_int ) && level.zones[spawn_point.zone_name].script_int ) spawner = random( level.zombie_spawn[level.zones[spawn_point.zone_name].script_int] ); else if ( isdefined( level.spawner_int ) && ( isdefined( level.zombie_spawn[level.spawner_int].size ) && level.zombie_spawn[level.spawner_int].size ) ) spawner = random( level.zombie_spawn[level.spawner_int] ); else spawner = random( level.zombie_spawners ); } else spawner = random( level.zombie_spawners ); ai = spawn_zombie( spawner, spawner.targetname, spawn_point ); } if ( isdefined( ai ) ) { level.zombie_total--; ai thread round_spawn_failsafe(); count++; } wait( level.zombie_vars["zombie_spawn_delay"] ); wait_network_frame(); } } -
[ZM] [Release] Nuketown Perks Managervery nice, sometimes people search for the simple stuff

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Remove Zombie Dying by HimselfHello,
In order to stop Zombies from dying by being Idle for too long & if they are far from you, you change these functions ( This is for Origins, Other maps should be the same by replacing the names and some don't use a function from this ), First Idle:
tomb_round_spawn_failsafe()//tomp is Origins namereplace OR comment out:
self dodamage( self.health + 100, ( 0, 0, 0 ) ); level.zombie_total++; level.zombie_total_subtract++;zombie_damage_failsafe()//this for damaged or missing limbsreplace OR comment out:
self.enemy dodamage( self.enemy.health + 1000, self.enemy.origin, self, self, "none", "MOD_RIFLE_BULLET" ); continue_failsafe_damage = 1;for far away:
delete_zombie_noone_looking( how_close, how_high )//every map has thisreplace OR comment out:
self notify( "zombie_delete" ); self delete(); level.zombie_total++; level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health;here is a GSC script for Origins:
#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; main() { replaceFunc(maps\mp\zm_tomb_distance_tracking::delete_zombie_noone_looking, ::delete_zombie_noone_looking); replaceFunc(maps\mp\zm_tomb::tomb_round_spawn_failsafe, ::tomb_round_spawn_failsafe);// tomb is origins name replaceFunc(maps\mp\zombies\_zm::round_spawn_failsafe, ::round_spawn_failsafe); } delete_zombie_noone_looking( how_close, how_high ) { self endon( "death" ); if ( !isdefined( how_close ) ) how_close = 1500; if ( !isdefined( how_high ) ) how_high = 600; distance_squared_check = how_close * how_close; too_far_dist = distance_squared_check * 3; if ( isdefined( level.zombie_tracking_too_far_dist ) ) too_far_dist = level.zombie_tracking_too_far_dist * level.zombie_tracking_too_far_dist; self.inview = 0; self.player_close = 0; n_distance_squared = 0; n_height_difference = 0; players = get_players(); for ( i = 0; i < players.size; i++ ) { if ( players[i].sessionstate == "spectator" ) continue; if ( isdefined( level.only_track_targeted_players ) ) { if ( !isdefined( self.favoriteenemy ) || self.favoriteenemy != players[i] ) continue; } can_be_seen = self player_can_see_me( players[i] ); if ( can_be_seen && distancesquared( self.origin, players[i].origin ) < too_far_dist ) self.inview++; n_modifier = 1.0; if ( isdefined( players[i].b_in_tunnels ) && players[i].b_in_tunnels ) n_modifier = 2.25; n_distance_squared = distancesquared( self.origin, players[i].origin ); n_height_difference = abs( self.origin[2] - players[i].origin[2] ); if ( n_distance_squared < distance_squared_check * n_modifier && n_height_difference < how_high ) self.player_close++; } if ( self.inview == 0 && self.player_close == 0 ) { if ( !isdefined( self.animname ) || self.animname != "zombie" && self.animname != "mechz_zombie" ) return; if ( isdefined( self.electrified ) && self.electrified == 1 ) return; if ( isdefined( self.in_the_ground ) && self.in_the_ground == 1 ) return; zombies = getaiarray( "axis" ); if ( ( !isdefined( self.damagemod ) || self.damagemod == "MOD_UNKNOWN" ) && self.health < self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 0; //level.zombie_total++; //level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } else if ( zombies.size + level.zombie_total > 24 || zombies.size + level.zombie_total <= 24 && self.health >= self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 1; //level.zombie_total++; if ( self.health < level.zombie_health ) level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } self maps\mp\zombies\_zm_spawner::reset_attack_spot(); //self notify( "zombie_delete" ); empty = 0; if ( isdefined( self.is_mechz ) && self.is_mechz ) { self notify( "mechz_cleanup" ); level.mechz_left_to_spawn++; wait_network_frame(); level notify( "spawn_mechz" ); } empty = 0; //self delete(); recalc_zombie_array(); } } tomb_round_spawn_failsafe() { self endon( "death" ); prevorigin = self.origin; while ( true ) { if ( isdefined( self.ignore_round_spawn_failsafe ) && self.ignore_round_spawn_failsafe ) return; wait 15; if ( isdefined( self.is_inert ) && self.is_inert ) continue; if ( isdefined( self.lastchunk_destroy_time ) ) { if ( gettime() - self.lastchunk_destroy_time < 8000 ) continue; } if ( self.origin[2] < -3000 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } if ( distancesquared( self.origin, prevorigin ) < 576 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) ) { if ( !self.ignoreall && !( isdefined( self.nuked ) && self.nuked ) && !( isdefined( self.marked_for_death ) && self.marked_for_death ) && !( isdefined( self.isscreecher ) && self.isscreecher ) && ( isdefined( self.has_legs ) && self.has_legs ) && !( isdefined( self.is_brutus ) && self.is_brutus ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } } level.zombies_timeout_playspace++; empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } prevorigin = self.origin; } } round_spawn_failsafe() { self endon( "death" ); prevorigin = self.origin; while ( true ) { if ( !level.zombie_vars["zombie_use_failsafe"] ) return; if ( isdefined( self.ignore_round_spawn_failsafe ) && self.ignore_round_spawn_failsafe ) return; wait 30; if ( !self.has_legs ) wait 10.0; if ( isdefined( self.is_inert ) && self.is_inert ) continue; if ( isdefined( self.lastchunk_destroy_time ) ) { if ( gettime() - self.lastchunk_destroy_time < 8000 ) continue; } if ( self.origin[2] < level.zombie_vars["below_world_check"] ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } if ( distancesquared( self.origin, prevorigin ) < 576 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) ) { if ( !self.ignoreall && !( isdefined( self.nuked ) && self.nuked ) && !( isdefined( self.marked_for_death ) && self.marked_for_death ) && !( isdefined( self.isscreecher ) && self.isscreecher ) && ( isdefined( self.has_legs ) && self.has_legs ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } } level.zombies_timeout_playspace++; /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } prevorigin = self.origin; } }here is a GSC script for Buried:
#include maps\mp\gametypes_zm\_hud_util; #include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\gametypes_zm\_spawnlogic; main() { replaceFunc(maps\mp\zm_buried_distance_tracking::delete_zombie_noone_looking, ::delete_zombie_noone_looking); replaceFunc(maps\mp\zombies\_zm::round_spawn_failsafe, ::round_spawn_failsafe); } delete_zombie_noone_looking( how_close, how_high ) { self endon( "death" ); if ( self can_be_deleted_from_buried_special_zones() ) { self.inview = 0; self.player_close = 0; } else { if ( !isdefined( how_close ) ) how_close = 1000; if ( !isdefined( how_high ) ) how_high = 500; if ( !( isdefined( self.has_legs ) && self.has_legs ) ) how_close = how_close * 1.5; distance_squared_check = how_close * how_close; height_squared_check = how_high * how_high; too_far_dist = distance_squared_check * 3; if ( isdefined( level.zombie_tracking_too_far_dist ) ) too_far_dist = level.zombie_tracking_too_far_dist * level.zombie_tracking_too_far_dist; self.inview = 0; self.player_close = 0; players = get_players(); foreach ( player in players ) { if ( player.sessionstate == "spectator" ) continue; if ( isdefined( player.laststand ) && player.laststand && ( isdefined( self.favoriteenemy ) && self.favoriteenemy == player ) ) { if ( !self can_zombie_see_any_player() ) { self.favoriteenemy = undefined; self.zombie_path_bad = 1; self thread escaped_zombies_cleanup(); } } if ( isdefined( level.only_track_targeted_players ) ) { if ( !isdefined( self.favoriteenemy ) || self.favoriteenemy != player ) continue; } can_be_seen = self player_can_see_me( player ); distance_squared = distancesquared( self.origin, player.origin ); if ( can_be_seen && distance_squared < too_far_dist ) self.inview++; if ( distance_squared < distance_squared_check && abs( self.origin[2] - player.origin[2] ) < how_high ) self.player_close++; } } wait 0.1; if ( self.inview == 0 && self.player_close == 0 ) { if ( !isdefined( self.animname ) || isdefined( self.animname ) && self.animname != "zombie" ) return; if ( isdefined( self.electrified ) && self.electrified == 1 ) return; zombies = getaiarray( "axis" ); if ( zombies.size + level.zombie_total > 24 || zombies.size + level.zombie_total <= 24 && self.health >= self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { //level.zombie_total++; if ( self.health < level.zombie_health ) level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } self maps\mp\zombies\_zm_spawner::reset_attack_spot(); //self notify( "zombie_delete" ); if ( isdefined( self.anchor ) ) //self.anchor delete(); //self delete(); recalc_zombie_array(); } } round_spawn_failsafe() { self endon( "death" ); prevorigin = self.origin; while ( true ) { if ( !level.zombie_vars["zombie_use_failsafe"] ) return; if ( isdefined( self.ignore_round_spawn_failsafe ) && self.ignore_round_spawn_failsafe ) return; wait 30; if ( !self.has_legs ) wait 10.0; if ( isdefined( self.is_inert ) && self.is_inert ) continue; if ( isdefined( self.lastchunk_destroy_time ) ) { if ( gettime() - self.lastchunk_destroy_time < 8000 ) continue; } if ( self.origin[2] < level.zombie_vars["below_world_check"] ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } if ( distancesquared( self.origin, prevorigin ) < 576 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) ) { if ( !self.ignoreall && !( isdefined( self.nuked ) && self.nuked ) && !( isdefined( self.marked_for_death ) && self.marked_for_death ) && !( isdefined( self.isscreecher ) && self.isscreecher ) && ( isdefined( self.has_legs ) && self.has_legs ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } } level.zombies_timeout_playspace++; /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } prevorigin = self.origin; } }here is a GSC script for Mob of the Dead:
#include maps\mp\gametypes_zm\_hud_util; #include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\gametypes_zm\_spawnlogic; main() { replaceFunc(maps\mp\zm_alcatraz_distance_tracking::delete_zombie_noone_looking, ::delete_zombie_noone_looking); replaceFunc(maps\mp\zm_prison::alcatraz_round_spawn_failsafe, ::alcatraz_round_spawn_failsafe);// tomb is origins name replaceFunc(maps\mp\zombies\_zm::round_spawn_failsafe, ::round_spawn_failsafe); } delete_zombie_noone_looking( how_close, how_high ) { self endon( "death" ); if ( !isdefined( how_close ) ) how_close = 1500; if ( !isdefined( how_high ) ) how_close = 600; distance_squared_check = how_close * how_close; too_far_dist = distance_squared_check * 3; if ( isdefined( level.zombie_tracking_too_far_dist ) ) too_far_dist = level.zombie_tracking_too_far_dist * level.zombie_tracking_too_far_dist; self.inview = 0; self.player_close = 0; players = get_players(); for ( i = 0; i < players.size; i++ ) { if ( players[i].sessionstate == "spectator" ) continue; if ( isdefined( level.only_track_targeted_players ) ) { if ( !isdefined( self.favoriteenemy ) || self.favoriteenemy != players[i] ) continue; } can_be_seen = self player_can_see_me( players[i] ); if ( can_be_seen && distancesquared( self.origin, players[i].origin ) < too_far_dist ) self.inview++; if ( distancesquared( self.origin, players[i].origin ) < distance_squared_check && abs( self.origin[2] - players[i].origin[2] ) < how_high ) self.player_close++; } wait 0.1; if ( self.inview == 0 && self.player_close == 0 ) { if ( !isdefined( self.animname ) || isdefined( self.animname ) && self.animname != "zombie" ) return; if ( isdefined( self.electrified ) && self.electrified == 1 ) return; if ( isdefined( self.in_the_ground ) && self.in_the_ground == 1 ) return; zombies = getaiarray( "axis" ); if ( ( !isdefined( self.damagemod ) || self.damagemod == "MOD_UNKNOWN" ) && self.health < self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { //level.zombie_total++; //level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } else if ( zombies.size + level.zombie_total > 24 || zombies.size + level.zombie_total <= 24 && self.health >= self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { //level.zombie_total++; if ( self.health < level.zombie_health ) level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } self maps\mp\zombies\_zm_spawner::reset_attack_spot(); //self notify( "zombie_delete" ); //self delete(); recalc_zombie_array(); } } alcatraz_round_spawn_failsafe() { self endon( "death" ); prevorigin = self.origin; while ( true ) { if ( isdefined( self.ignore_round_spawn_failsafe ) && self.ignore_round_spawn_failsafe ) return; wait 15; if ( isdefined( self.is_inert ) && self.is_inert ) continue; if ( isdefined( self.lastchunk_destroy_time ) ) { if ( gettime() - self.lastchunk_destroy_time < 8000 ) continue; } if ( self.origin[2] < -15000 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { //level.zombie_total++; //level.zombie_total_subtract++; } /# #/ self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } if ( distancesquared( self.origin, prevorigin ) < 576 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) ) { if ( !( isdefined( self.nuked ) && self.nuked ) && !( isdefined( self.marked_for_death ) && self.marked_for_death ) && !( isdefined( self.isscreecher ) && self.isscreecher ) && ( isdefined( self.has_legs ) && self.has_legs ) && !( isdefined( self.is_brutus ) && self.is_brutus ) ) { //level.zombie_total++; //level.zombie_total_subtract++; } } level.zombies_timeout_playspace++; /# #/ if ( isdefined( self.is_brutus ) && self.is_brutus ) { self.suppress_brutus_powerup_drop = 1; self.brutus_round_spawn_failsafe = 1; } //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } prevorigin = self.origin; } } round_spawn_failsafe() { self endon( "death" ); prevorigin = self.origin; while ( true ) { if ( !level.zombie_vars["zombie_use_failsafe"] ) return; if ( isdefined( self.ignore_round_spawn_failsafe ) && self.ignore_round_spawn_failsafe ) return; wait 30; if ( !self.has_legs ) wait 10.0; if ( isdefined( self.is_inert ) && self.is_inert ) continue; if ( isdefined( self.lastchunk_destroy_time ) ) { if ( gettime() - self.lastchunk_destroy_time < 8000 ) continue; } if ( self.origin[2] < level.zombie_vars["below_world_check"] ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } if ( distancesquared( self.origin, prevorigin ) < 576 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) ) { if ( !self.ignoreall && !( isdefined( self.nuked ) && self.nuked ) && !( isdefined( self.marked_for_death ) && self.marked_for_death ) && !( isdefined( self.isscreecher ) && self.isscreecher ) && ( isdefined( self.has_legs ) && self.has_legs ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } } level.zombies_timeout_playspace++; /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } prevorigin = self.origin; } }here is a GSC script for Die Rise:
#include maps\mp\gametypes_zm\_hud_util; #include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\gametypes_zm\_spawnlogic; main() { replaceFunc(maps\mp\zm_highrise_distance_tracking::delete_zombie_noone_looking, ::delete_zombie_noone_looking); replaceFunc(maps\mp\zombies\_zm::round_spawn_failsafe, ::round_spawn_failsafe); } delete_zombie_noone_looking( how_close, how_high ) { self endon( "death" ); if ( !isdefined( how_close ) ) how_close = 1000; if ( !isdefined( how_high ) ) how_high = 500; distance_squared_check = how_close * how_close; height_squared_check = how_high * how_high; too_far_dist = distance_squared_check * 3; if ( isdefined( level.zombie_tracking_too_far_dist ) ) too_far_dist = level.zombie_tracking_too_far_dist * level.zombie_tracking_too_far_dist; self.inview = 0; self.player_close = 0; players = get_players(); for ( i = 0; i < players.size; i++ ) { if ( players[i].sessionstate == "spectator" ) continue; if ( isdefined( level.only_track_targeted_players ) ) { if ( !isdefined( self.favoriteenemy ) || self.favoriteenemy != players[i] ) continue; } can_be_seen = self player_can_see_me( players[i] ); if ( can_be_seen && distancesquared( self.origin, players[i].origin ) < too_far_dist ) self.inview++; if ( distancesquared( self.origin, players[i].origin ) < distance_squared_check && abs( self.origin[2] - players[i].origin[2] ) < how_high ) self.player_close++; } wait 0.1; if ( self.inview == 0 && self.player_close == 0 ) { if ( !isdefined( self.animname ) || isdefined( self.animname ) && self.animname != "zombie" ) return; if ( isdefined( self.electrified ) && self.electrified == 1 ) return; zombies = getaiarray( "axis" ); if ( zombies.size + level.zombie_total > 24 || zombies.size + level.zombie_total <= 24 && self.health >= self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { //level.zombie_total++; if ( self.health < level.zombie_health ) level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } self maps\mp\zombies\_zm_spawner::reset_attack_spot(); //self notify( "zombie_delete" ); //self delete(); recalc_zombie_array(); } } round_spawn_failsafe() { self endon( "death" ); prevorigin = self.origin; while ( true ) { if ( !level.zombie_vars["zombie_use_failsafe"] ) return; if ( isdefined( self.ignore_round_spawn_failsafe ) && self.ignore_round_spawn_failsafe ) return; wait 30; if ( !self.has_legs ) wait 10.0; if ( isdefined( self.is_inert ) && self.is_inert ) continue; if ( isdefined( self.lastchunk_destroy_time ) ) { if ( gettime() - self.lastchunk_destroy_time < 8000 ) continue; } if ( self.origin[2] < level.zombie_vars["below_world_check"] ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } if ( distancesquared( self.origin, prevorigin ) < 576 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) ) { if ( !self.ignoreall && !( isdefined( self.nuked ) && self.nuked ) && !( isdefined( self.marked_for_death ) && self.marked_for_death ) && !( isdefined( self.isscreecher ) && self.isscreecher ) && ( isdefined( self.has_legs ) && self.has_legs ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } } level.zombies_timeout_playspace++; /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } prevorigin = self.origin; } }here is a GSC script for Tranzit:
#include maps\mp\gametypes_zm\_hud_util; #include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\gametypes_zm\_spawnlogic; main() { replaceFunc(maps\mp\zm_transit_distance_tracking::delete_zombie_noone_looking, ::delete_zombie_noone_looking); replaceFunc(maps\mp\zombies\_zm::round_spawn_failsafe, ::round_spawn_failsafe); } delete_zombie_noone_looking( how_close ) { self endon( "death" ); if ( !isdefined( how_close ) ) how_close = 1000; distance_squared_check = how_close * how_close; too_far_dist = distance_squared_check * 3; if ( isdefined( level.zombie_tracking_too_far_dist ) ) too_far_dist = level.zombie_tracking_too_far_dist * level.zombie_tracking_too_far_dist; self.inview = 0; self.player_close = 0; players = get_players(); for ( i = 0; i < players.size; i++ ) { if ( players[i].sessionstate == "spectator" ) continue; if ( isdefined( level.only_track_targeted_players ) ) { if ( !isdefined( self.favoriteenemy ) || self.favoriteenemy != players[i] ) continue; } can_be_seen = self player_can_see_me( players[i] ); if ( can_be_seen && distancesquared( self.origin, players[i].origin ) < too_far_dist ) self.inview++; if ( distancesquared( self.origin, players[i].origin ) < distance_squared_check ) self.player_close++; } wait 0.1; if ( self.inview == 0 && self.player_close == 0 ) { if ( !isdefined( self.animname ) || isdefined( self.animname ) && self.animname != "zombie" ) return; if ( isdefined( self.electrified ) && self.electrified == 1 ) return; if ( isdefined( self.in_the_ground ) && self.in_the_ground == 1 ) return; zombies = getaiarray( "axis" ); if ( ( !isdefined( self.damagemod ) || self.damagemod == "MOD_UNKNOWN" ) && self.health < self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { //level.zombie_total++; //level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } else if ( zombies.size + level.zombie_total > 24 || zombies.size + level.zombie_total <= 24 && self.health >= self.maxhealth ) { if ( !( isdefined( self.exclude_distance_cleanup_adding_to_total ) && self.exclude_distance_cleanup_adding_to_total ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { //level.zombie_total++; if ( self.health < level.zombie_health ) level.zombie_respawned_health[level.zombie_respawned_health.size] = self.health; } } self maps\mp\zombies\_zm_spawner::reset_attack_spot(); //self notify( "zombie_delete" ); //self delete(); recalc_zombie_array(); } } round_spawn_failsafe() { self endon( "death" ); prevorigin = self.origin; while ( true ) { if ( !level.zombie_vars["zombie_use_failsafe"] ) return; if ( isdefined( self.ignore_round_spawn_failsafe ) && self.ignore_round_spawn_failsafe ) return; wait 30; if ( !self.has_legs ) wait 10.0; if ( isdefined( self.is_inert ) && self.is_inert ) continue; if ( isdefined( self.lastchunk_destroy_time ) ) { if ( gettime() - self.lastchunk_destroy_time < 8000 ) continue; } if ( self.origin[2] < level.zombie_vars["below_world_check"] ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) && !( isdefined( self.isscreecher ) && self.isscreecher ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } if ( distancesquared( self.origin, prevorigin ) < 576 ) { if ( isdefined( level.put_timed_out_zombies_back_in_queue ) && level.put_timed_out_zombies_back_in_queue && !flag( "dog_round" ) ) { if ( !self.ignoreall && !( isdefined( self.nuked ) && self.nuked ) && !( isdefined( self.marked_for_death ) && self.marked_for_death ) && !( isdefined( self.isscreecher ) && self.isscreecher ) && ( isdefined( self.has_legs ) && self.has_legs ) ) { empty = 0; //level.zombie_total++; //level.zombie_total_subtract++; } } level.zombies_timeout_playspace++; /# #/ empty = 0; //self dodamage( self.health + 100, ( 0, 0, 0 ) ); break; } prevorigin = self.origin; } } -
[Release][ZM] Replaced Nazi Symbolsvery nice