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Boss Fight Help

HOT
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Created 6 years ago
by conrad.multan
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So I have a teleporter at the end of my map where players get teleported to a "boss arena" however I have no clue how I would script a boss and make him spawn when teleported there...
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 :nyan:
Last Edit: February 26, 2018, 10:21:41 pm by gympie6
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If you like to use my boss zombie, i could change the script for you, so that its compatible with your idea. :)
https://www.ugx-mods.com/forum/scripts/55/fms-napalm-zombie/15400/
Last Edit: February 26, 2018, 08:34:40 pm by fanmagic
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If you like to use my boss zombie, i could change the script for you, so that its compatible with your idea. :)
https://www.ugx-mods.com/forum/scripts/55/fms-napalm-zombie/15400/
That would be very much appreciated. Im assuming i would be able to edit things like the model and movement speed correct?

Double Post Merge: February 26, 2018, 08:42:13 pm
Basically, I would need it to spawn in a specific zone when it is activated. In my case the zone is called zone_boss but is activated with script_flag/enter_zone_boss... again thanks alot :)
Last Edit: February 26, 2018, 08:42:13 pm by conrad.multan
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That would be very much appreciated. Im assuming i would be able to edit things like the model and movement speed correct?

Double Post Merge: February 26, 2018, 08:42:13 pm
Basically, I would need it to spawn in a specific zone when it is activated. In my case the zone is called zone_boss but is activated with script_flag/enter_zone_boss... again thanks alot :)
Yes. You are able to change everything like speed, health, model, fx and so on. I'm not at home, so i'll post the script later on here. (to spawn the zombie in the arena)
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Thanks Man, thats a +1 for you  ;D
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Yes. You are able to change everything like speed, health, model, fx and so on. I'm not at home, so i'll post the script later on here. (to spawn the zombie in the arena)

I remember there was something wrong with this napalm mod. Does the napalm zombie deal correctly radiusDamage instead of doDamage, if you are going to use the napalm explosion?
Last Edit: February 26, 2018, 10:12:39 pm by gympie6
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I remember there was something wrong with this napalm mod. Does the napalm zombie deal correctly radiusDamage instead of doDamage, if you are going to use the napalm explosion?
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
flag_wait( "all_players_connected" );
wait(2);
thread napalm_spawn_cycle();
}

napalm_spawn_cycle()
{
level.napalm = 0;
level.next_napalm = 6;
while(1)
{
level waittill("between_round_over");
level.napalm++;
if( level.napalm == level.next_napalm )
{
//iPrintLNBold("SPAWN_NAPALM");
thread spawn_napalm();
level.napalm = 0;
}
wait (.5);
}
}

spawn_napalm()
{
level endon("boss_killed");

    damage = 20;
    distancehurt = 200;
boss = GetEnt("napalmboss", "targetname");
zombie = spawn_zombie( boss );
zombie.is_boss = true;
    zombie.zombie_move_speed = "walk";
zombie.animname = "zombie";
zombie.health = 10000;
zombie.maxhealth = 10000;
zombie.gibbed = true;
zombie thread check_for_explosion();
zombie thread check_for_running();
zombie thread play_fire_fx();

players = getplayers();
for(i=0;i<players.size;i++)
{
players[i] thread check_for_near_players(zombie, damage);
}
while(1)
{
array_thread( players,::BurnThem,zombie,damage,distancehurt );
wait (1);
}
}

play_fire_fx()
{
level endon("boss_killed");

while(1)
{
fxTag = "j_neck";
PlayFxOnTag( level._effect["napalm_head"], self, fxTag );
wait 1;
}
}

check_for_near_players(zombie, damage)
{
level endon("boss_killed");

near_player_time = 0;

damage = damage * 2;

while(1)
{
if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<50)
{
if(near_player_time == 5)
{
zombie dodamage( zombie.health + 666, zombie.origin );
if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, 20, damage, 5, zombie);

fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
near_player_time++;
//iPrintLN(near_player_time);
}
wait(1);
}
}

check_for_explosion()
{
//iPrintLNBold("Check explosion");

level endon("boss_killed");

while(1)
{
if(self.health < 0)
{
fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
wait(1);
}
}

check_for_running()
{
//iPrintLNBold("Check run speed");

level endon("boss_killed");

while(IsAlive( self ))
{
if(self.health < self.maxhealth)
{
var = randomintrange(1, 4);
self set_run_anim( "sprint" + var );                       
self.run_combatanim = level.scr_anim[self.animname]["sprint" + var];
//iPrintLNBold("Sprint");
wait (10);       
self set_run_anim( "walk" + var );                         
self.run_combatanim = level.scr_anim[self.animname]["walk" + var];
//iPrintLNBold("Walk");
self.maxhealth = self.health;
}
wait(1);
}
}

BurnThem(zombie,damage,distancehurt)
{
    zombie endon("death");

ai = GetAISpeciesArray( "axis", "all");
for( i = 0; i < ai.size; i++ )
{
if (distance (ai[i].origin, zombie.origin) < 200 && ai[i].is_boss == false)
{
ai[i] dodamage( damage, ai[i].origin );
}
}

if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<distancehurt)
{
self SetBurn( 1 );

if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, distancehurt, damage, 5, zombie);
}
}
I think that i corrected it a while ago. Can you tell me exectly what lines of code you are talking about, if the mistake is still there?  ::)
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Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
flag_wait( "all_players_connected" );
wait(2);
thread napalm_spawn_cycle();
}

napalm_spawn_cycle()
{
level.napalm = 0;
level.next_napalm = 6;
while(1)
{
level waittill("between_round_over");
level.napalm++;
if( level.napalm == level.next_napalm )
{
//iPrintLNBold("SPAWN_NAPALM");
thread spawn_napalm();
level.napalm = 0;
}
wait (.5);
}
}

spawn_napalm()
{
level endon("boss_killed");

    damage = 20;
    distancehurt = 200;
boss = GetEnt("napalmboss", "targetname");
zombie = spawn_zombie( boss );
zombie.is_boss = true;
    zombie.zombie_move_speed = "walk";
zombie.animname = "zombie";
zombie.health = 10000;
zombie.maxhealth = 10000;
zombie.gibbed = true;
zombie thread check_for_explosion();
zombie thread check_for_running();
zombie thread play_fire_fx();

players = getplayers();
for(i=0;i<players.size;i++)
{
players[i] thread check_for_near_players(zombie, damage);
}
while(1)
{
array_thread( players,::BurnThem,zombie,damage,distancehurt );
wait (1);
}
}

play_fire_fx()
{
level endon("boss_killed");

while(1)
{
fxTag = "j_neck";
PlayFxOnTag( level._effect["napalm_head"], self, fxTag );
wait 1;
}
}

check_for_near_players(zombie, damage)
{
level endon("boss_killed");

near_player_time = 0;

damage = damage * 2;

while(1)
{
if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<50)
{
if(near_player_time == 5)
{
zombie dodamage( zombie.health + 666, zombie.origin );
if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, 20, damage, 5, zombie);

fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
near_player_time++;
//iPrintLN(near_player_time);
}
wait(1);
}
}

check_for_explosion()
{
//iPrintLNBold("Check explosion");

level endon("boss_killed");

while(1)
{
if(self.health < 0)
{
fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
wait(1);
}
}

check_for_running()
{
//iPrintLNBold("Check run speed");

level endon("boss_killed");

while(IsAlive( self ))
{
if(self.health < self.maxhealth)
{
var = randomintrange(1, 4);
self set_run_anim( "sprint" + var );                       
self.run_combatanim = level.scr_anim[self.animname]["sprint" + var];
//iPrintLNBold("Sprint");
wait (10);       
self set_run_anim( "walk" + var );                         
self.run_combatanim = level.scr_anim[self.animname]["walk" + var];
//iPrintLNBold("Walk");
self.maxhealth = self.health;
}
wait(1);
}
}

BurnThem(zombie,damage,distancehurt)
{
    zombie endon("death");

ai = GetAISpeciesArray( "axis", "all");
for( i = 0; i < ai.size; i++ )
{
if (distance (ai[i].origin, zombie.origin) < 200 && ai[i].is_boss == false)
{
ai[i] dodamage( damage, ai[i].origin );
}
}

if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<distancehurt)
{
self SetBurn( 1 );

if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, distancehurt, damage, 5, zombie);
}
}
I think that i corrected it a while ago. Can you tell me exectly what lines of code you are talking about, if the mistake is still there?  ::)

I know you posted it here for all to see but seeing as how you created it I figured it was only right to ask permission to use it. Would you mind?  :)
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Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
flag_wait( "all_players_connected" );
wait(2);
thread napalm_spawn_cycle();
}

napalm_spawn_cycle()
{
level.napalm = 0;
level.next_napalm = 6;
while(1)
{
level waittill("between_round_over");
level.napalm++;
if( level.napalm == level.next_napalm )
{
//iPrintLNBold("SPAWN_NAPALM");
thread spawn_napalm();
level.napalm = 0;
}
wait (.5);
}
}

spawn_napalm()
{
level endon("boss_killed");

    damage = 20;
    distancehurt = 200;
boss = GetEnt("napalmboss", "targetname");
zombie = spawn_zombie( boss );
zombie.is_boss = true;
    zombie.zombie_move_speed = "walk";
zombie.animname = "zombie";
zombie.health = 10000;
zombie.maxhealth = 10000;
zombie.gibbed = true;
zombie thread check_for_explosion();
zombie thread check_for_running();
zombie thread play_fire_fx();

players = getplayers();
for(i=0;i<players.size;i++)
{
players[i] thread check_for_near_players(zombie, damage);
}
while(1)
{
array_thread( players,::BurnThem,zombie,damage,distancehurt );
wait (1);
}
}

play_fire_fx()
{
level endon("boss_killed");

while(1)
{
fxTag = "j_neck";
PlayFxOnTag( level._effect["napalm_head"], self, fxTag );
wait 1;
}
}

check_for_near_players(zombie, damage)
{
level endon("boss_killed");

near_player_time = 0;

damage = damage * 2;

while(1)
{
if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<50)
{
if(near_player_time == 5)
{
zombie dodamage( zombie.health + 666, zombie.origin );
if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, 20, damage, 5, zombie);

fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
near_player_time++;
//iPrintLN(near_player_time);
}
wait(1);
}
}

check_for_explosion()
{
//iPrintLNBold("Check explosion");

level endon("boss_killed");

while(1)
{
if(self.health < 0)
{
fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
wait(1);
}
}

check_for_running()
{
//iPrintLNBold("Check run speed");

level endon("boss_killed");

while(IsAlive( self ))
{
if(self.health < self.maxhealth)
{
var = randomintrange(1, 4);
self set_run_anim( "sprint" + var );                       
self.run_combatanim = level.scr_anim[self.animname]["sprint" + var];
//iPrintLNBold("Sprint");
wait (10);       
self set_run_anim( "walk" + var );                         
self.run_combatanim = level.scr_anim[self.animname]["walk" + var];
//iPrintLNBold("Walk");
self.maxhealth = self.health;
}
wait(1);
}
}

BurnThem(zombie,damage,distancehurt)
{
    zombie endon("death");

ai = GetAISpeciesArray( "axis", "all");
for( i = 0; i < ai.size; i++ )
{
if (distance (ai[i].origin, zombie.origin) < 200 && ai[i].is_boss == false)
{
ai[i] dodamage( damage, ai[i].origin );
}
}

if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<distancehurt)
{
self SetBurn( 1 );

if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, distancehurt, damage, 5, zombie);
}
}
I think that i corrected it a while ago. Can you tell me exectly what lines of code you are talking about, if the mistake is still there?  ::)

I think I still see the line of code which is causing the problem.

in
Code Snippet
Plaintext
check_for_near_players(zombie, damage)
scroll down to

Code Snippet
Plaintext
if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
The "self" in this function is the player and when the player's health is very low it will activate the singleplayer's defeat.
I were you I should change "self" to "zombie" or change DoDamage to RadiusDamage. I think don't think I have to explain it further.  :)
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I think I still see the line of code which is causing the problem.

in
Code Snippet
Plaintext
check_for_near_players(zombie, damage)
scroll down to

Code Snippet
Plaintext
if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
The "self" in this function is the player and when the player's health is very low it will activate the singleplayer's defeat.
I were you I should change "self" to "zombie" or change DoDamage to RadiusDamage. I think don't think I have to explain it further.  :)
I just use doDamage if the player's health is bigger than the damage. If the player has less health the else-statement uses radiusDamage to kill the player and prevant the singleplayer restart. But i havn't tested the script that much in coop, so you could be right. :)


Double Post Merge: February 27, 2018, 10:14:08 pm
I know you posted it here for all to see but seeing as how you created it I figured it was only right to ask permission to use it. Would you mind?  :)
You can use it. Just give credits to everyone ;)
Last Edit: February 27, 2018, 10:14:08 pm by fanmagic
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So would i download your older version, install it, and then replace the .gsc with this?





Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
flag_wait( "all_players_connected" );
wait(2);
thread napalm_spawn_cycle();
}

napalm_spawn_cycle()
{
level.napalm = 0;
level.next_napalm = 6;
while(1)
{
level waittill("between_round_over");
level.napalm++;
if( level.napalm == level.next_napalm )
{
//iPrintLNBold("SPAWN_NAPALM");
thread spawn_napalm();
level.napalm = 0;
}
wait (.5);
}
}

spawn_napalm()
{
level endon("boss_killed");

    damage = 20;
    distancehurt = 200;
boss = GetEnt("napalmboss", "targetname");
zombie = spawn_zombie( boss );
zombie.is_boss = true;
    zombie.zombie_move_speed = "walk";
zombie.animname = "zombie";
zombie.health = 10000;
zombie.maxhealth = 10000;
zombie.gibbed = true;
zombie thread check_for_explosion();
zombie thread check_for_running();
zombie thread play_fire_fx();

players = getplayers();
for(i=0;i<players.size;i++)
{
players[i] thread check_for_near_players(zombie, damage);
}
while(1)
{
array_thread( players,::BurnThem,zombie,damage,distancehurt );
wait (1);
}
}

play_fire_fx()
{
level endon("boss_killed");

while(1)
{
fxTag = "j_neck";
PlayFxOnTag( level._effect["napalm_head"], self, fxTag );
wait 1;
}
}

check_for_near_players(zombie, damage)
{
level endon("boss_killed");

near_player_time = 0;

damage = damage * 2;

while(1)
{
if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<50)
{
if(near_player_time == 5)
{
zombie dodamage( zombie.health + 666, zombie.origin );
if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, 20, damage, 5, zombie);

fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
near_player_time++;
//iPrintLN(near_player_time);
}
wait(1);
}
}

check_for_explosion()
{
//iPrintLNBold("Check explosion");

level endon("boss_killed");

while(1)
{
if(self.health < 0)
{
fx = Spawn( "script_model", self.origin );
fx SetModel( "tag_origin" );
playfxontag(level._effect["fx_explosion_charge_large"], fx, "tag_origin");
wait 3;
fx delete();
level notify("boss_killed");
}
wait(1);
}
}

check_for_running()
{
//iPrintLNBold("Check run speed");

level endon("boss_killed");

while(IsAlive( self ))
{
if(self.health < self.maxhealth)
{
var = randomintrange(1, 4);
self set_run_anim( "sprint" + var );                       
self.run_combatanim = level.scr_anim[self.animname]["sprint" + var];
//iPrintLNBold("Sprint");
wait (10);       
self set_run_anim( "walk" + var );                         
self.run_combatanim = level.scr_anim[self.animname]["walk" + var];
//iPrintLNBold("Walk");
self.maxhealth = self.health;
}
wait(1);
}
}

BurnThem(zombie,damage,distancehurt)
{
    zombie endon("death");

ai = GetAISpeciesArray( "axis", "all");
for( i = 0; i < ai.size; i++ )
{
if (distance (ai[i].origin, zombie.origin) < 200 && ai[i].is_boss == false)
{
ai[i] dodamage( damage, ai[i].origin );
}
}

if(is_player_valid( self ) & Distance( self.origin,zombie.origin )<distancehurt)
{
self SetBurn( 1 );

if(self.health>damage) self DoDamage( damage, self.origin, zombie, zombie );
else radiusdamage(self.origin, distancehurt, damage, 5, zombie);
}
}
I think that i corrected it a while ago. Can you tell me exectly what lines of code you are talking about, if the mistake is still there?  ::)

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Yes. You are able to change everything like speed, health, model, fx and so on. I'm not at home, so i'll post the script later on here. (to spawn the zombie in the arena)
If you want the boss to spawn after you activate a trigger, you can use something like this:
Code Snippet
Plaintext
 napalm_spawn_cycle()
{
trig = getEnt("boss_trigger","targetname");

trig waittill("trigger" );
thread spawn_napalm();

}
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Ok awesome thanks man
Greatly appreciated
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So would i download your older version, install it, and then replace the .gsc with this?
It's the same code as the one from the download. Just replace the function like i wrote above.

 
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