
Sorex
Posts
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[Release] Black ops II Mapvote for Zombies and Multiplayer -
[Release] Change zombies Speed v1.0.1Change Zombies Speed
Fixed for Plutonium by DoktorSAS
How to make the code work?
- Put the function change_zombies_speed() inside your mod file
- Call level thread change_zombies_speed(); in your init function
Full code
/* [[---------------------------------------------------------------------------]] Fixed for Plutonium by DoktorSAS Discord: Discord.io/Sorex The code changes the speed of the zombies when they are in the sprinting phase There 4 different speed for zombies with this system. 1. walk -> Walking Zombies 2. sprint -> Sprinting Zombies 3. run -> Running Zombies 4. super_sprint -> Fast running zombies [[---------------------------------------------------------------------------]] */ init(){ /* [[---------------------------------------------------------------------------]] To make the code work you have to write level thread change_zombies_speed(); inside your init function [[---------------------------------------------------------------------------]] */ level thread change_zombies_speed(); } change_zombies_speed(){ level endon("end_game"); sprint = "super_sprint"; //Change this variable to change speed can_sprint = false; while(true){ can_sprint = false; zombies = getAiArray(level.zombie_team); foreach(zombie in zombies) if(!isDefined(zombie.cloned_distance)) zombie.cloned_distance = zombie.origin; else if(distance(zombie.cloned_distance, zombie.origin) > 15){ can_sprint = true; zombie.cloned_distance = zombie.origin; if(zombie.zombie_move_speed == "run" || zombie.zombie_move_speed != sprint) zombie maps/mp/zombies/_zm_utility::set_zombie_run_cycle(sprint); }else if(distance(zombie.cloned_distance, zombie.origin) <= 15){ can_sprint = false; zombie.cloned_distance = zombie.origin; zombie maps/mp/zombies/_zm_utility::set_zombie_run_cycle("run"); } wait 0.25; } }
Bug Fixed in v1.0.1:
- Zombies now can remove the wooden barrier from the window
Credits for base code to ProjectSynergy
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[Release] Black ops II Mapvote for Zombies and Multiplayer@CamouflageLvCat
Then "exec tdm.cfg map mp_nuketown_2020" its fine. You don't need anything else. If the server start with another gamemode its not mapvote issue is your issue.If you keep have the issue ask on public chat on the discord or make a forum post related to that.
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[Release] Black ops II Mapvote for Zombies and Multiplayer@CamouflageLvCat
If start on free for all it mean that the issue is on your sv_maprotation if you execute dm.cfg it will start on ffa. The mapvote will not change the first gamemode.set the sv_maprotation to something like "exec war.cfg map mp_carriere" for exemple
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[Release] Black ops II Mapvote for Zombies and Multiplayer@CamouflageLvCat
Try set mv_gametypes "war war"
Without the mapvote screenshot i can't guess the issue. But if you want just tdm just disable randomgametypes (I forgot to add that on BO2 mapvote. IW5 have it, i'll patch it).From what i see "in your copy of dedicated.cfg" you are not event setting that dvar
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[Release] Black ops II Mapvote for Zombies and Multiplayer@CamouflageLvCat
Just set mv_gametypes to "war" or don't enable random gametypes -
[Release] Black ops II Mapvote for Zombies and Multiplayer@CamouflageLvCat
- Not a good idea to post your email on a forum
- There no extra files you need, you just need the mapvote.gsc compiled and the gamesetting folders with all gamemodes cfg that is provided by Plutonium.
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[OUTDATED] BO2 Custom Classes + Custom Classes Tool GeneratorThe download is not of use anymore. The code is bad and i was working on moving the tool on a website insteed.