oylmeo
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...i need it to be actual round 20ChangeRound()
{
level.zombie_health = level.zombie_vars["zombie_health_start"];
level.round_number = 1;
level.zombie_total = 0;
round = 20;
while(level.round_number < round)
{
maps\_zombiemode::ai_calculate_health();
level.round_number++;
wait .01;
}
level notify("kill_round");
maps\_zombiemode::ai_calculate_health();
wait 1;
zombies = getAiSpeciesArray("axis", "all");
if( isDefined(zombies) )
for(i=0;i<zombies.size;i++)
zombies[i] doDamage(zombies[i].health+999, zombies[i].origin);
if(isDefined(level.chalk_hud2))
level.chalk_hud2 Hide();
level.chalk_hud1 HUDFade(0, .2);
level.chalk_hud1 setText(level.round_number);
level.chalk_hud1 HUDFade(1, .2);
}This was made by JR i little bit ago Code SnippetPlaintextChangeRound()
{
level.zombie_health = level.zombie_vars["zombie_health_start"];
level.round_number = 1;
level.zombie_total = 0;
round = 20;
while(level.round_number < round)
{
maps\_zombiemode::ai_calculate_health();
level.round_number++;
wait .01;
}
level notify("kill_round");
maps\_zombiemode::ai_calculate_health();
wait 1;
zombies = getAiSpeciesArray("axis", "all");
if( isDefined(zombies) )
for(i=0;i<zombies.size;i++)
zombies[i] doDamage(zombies[i].health+999, zombies[i].origin);
if(isDefined(level.chalk_hud2))
level.chalk_hud2 Hide();
level.chalk_hud1 HUDFade(0, .2);
level.chalk_hud1 setText(level.round_number);
level.chalk_hud1 HUDFade(1, .2);
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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![]() | Has released one or more maps to the UGX-Mods community. |

round_start()
{
level.round_number = 20;
maps\_zombiemode::ai_calculate_health();
level.first_round = true;![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
ok so i figured out a easier way hopefully just open up zombie mode and goto the function
round_start()
replace the lines down to level.first_round with this: Code SnippetPlaintextround_start()
{
level.round_number = 20;
maps\_zombiemode::ai_calculate_health();
level.first_round = true;

round_start()
{
roundToStart = GetDvarInt("scr_zom_round_start");
level.zombie_health = level.zombie_vars["zombie_health_start"];
if(roundToStart > 1)
{
level.round_number = roundToStart;
level.first_round = false;
}
else
{
level.round_number = 1;
level.first_round = true;
}zom_calculate_health(roundNum)
{
//DUKIP basically copying ai_calculate_health()
for(i = roundNum; i > 1; i--)
{
// After round 10, get exponentially harder
if( level.round_number >= 10 )
{
level.zombie_health += Int( level.zombie_health * level.zombie_vars["zombie_health_increase_percent"] );
return;
}
if( level.round_number > 1 )
level.zombie_health = Int( level.zombie_health + level.zombie_vars["zombie_health_increase"] );
}
}round_spawning()
{
---------------
//Where does it fuck up?
if(GetDvarInt("scr_zom_round_start") > 1 && )
zom_calculate_health(level.round_number);
else
ai_calculate_health();round_start()
{
level.zombie_health = level.zombie_vars["zombie_health_start"];
level.round_number = 20;
level.first_round = true;ok i got it
change the top of the function tonext go to init_levelvars under ai you'll find zombie_health_start change that from 120 to 2710 this is the health on round 20 Code SnippetPlaintextround_start()
{
level.zombie_health = level.zombie_vars["zombie_health_start"];
level.round_number = 20;
level.first_round = true;