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Solo Quick Revive Help

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Created 12 years ago
by tannnnnaiirrr
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I'm using the GCZ script placer, which works really well. But I n solo, when zombies down me, (with QR) the zombies do not leave my body. But I don't want to take the easy way out by just giving the player an upgraded Colt and spamming at the ground. So how can I make them leave my player's body?
.I have been told it has something to do with this function
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create_zombie_point_of_interest
in _zombiemode_utility.gsc... help?
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I forgot the exact targetname I gave it, but check _zombiemode.gsc for that function and make a script_origin with the targetname defined in the script. ;)
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I forgot the exact targetname I gave it, but check _zombiemode.gsc for that function and make a script_origin with the targetname defined in the script. ;)
ok thank you!

Double Post Merge: October 01, 2014, 08:02:54 pm
I forgot the exact targetname I gave it, but check _zombiemode.gsc for that function and make a script_origin with the targetname defined in the script. ;)
So to be clear, from what I see, (I'm not good at scripting) the targetname would be "z_interest"?
Last Edit: October 01, 2014, 08:02:54 pm by tannnnnaiirrr
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Sorry to have to bump this, but I'm having the same problem I did what JR said but the zombies continue going after me even after I did this. I was going to make a thread but this one came first don't know if I'm doing something wrong here. I'm also not the best with scripting.  :-[



Last Edit: October 01, 2014, 11:21:53 pm by ValenciaRicardo1
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Sorry to have to bump this, but I'm having the same problem I did what JR said but the zombies continue going after me even after I did this. I was going to make a thread but this one came first don't know if I'm doing something wrong here. I'm also not the best with scripting.  :-[

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yeah not working for me either :(
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So to be clear, from what I see, (I'm not good at scripting) the targetname would be "z_interest"?
Quite certain that's not the targetname I gave it, there are probably multiple point of intrest function calls in _zombiemode, should've just told you to go to the bottom of the script and look for it there. :poker: Would give you the targetname id I had access to my computer right now but I unfortunately don't. :/
Last Edit: October 03, 2014, 08:59:03 pm by JR-Imagine
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Quite certain that's not the targetname I gave it, there are probably multiple point of intrest function calls in _zombiemode, should've just told you to go to the bottom of the script and look for it there. :poker: Would give you the targetname id I had access to my computer right now but I unfortunately don't. :/


I am looking at it and this is what it is
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 z_interest = getent("zombie_vending_revive","model");

so apparently the key is model and the value is zombie_vending_revive
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I am looking at it and this is what it is
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 z_interest = getent("zombie_vending_revive","model");

so apparently the key is model and the value is zombie_vending_revive
That isn't from the QR script that comes with GCZ Script Placer, he needed help with that one specifically. ;) Unless I'm totally drunk right now.
Last Edit: October 03, 2014, 09:08:28 pm by JR-Imagine
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That isn't from the QR script that comes with GCZ Script Placer, he needed help with that one specifically. ;)


Made it using the gcz script placer and found that in the folder
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Made it using the gcz script placer and found that in the folder
Well, looks like I never even included the Quick Revive fix with the scriptplacer. o_O Will upload a fix ASAP, for those with maps that have already been generated, open _zombiemode.gsc and replace the player_revive_death() function with this:
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player_revive_death()
{

self.being_revived = true;

level notify ("fake_death");
self notify ("fake_death");

z_interest = getent("zombie_solo_revive_interest","targetname");

z_interest create_zombie_point_of_interest( 1536, 96, 10000, true );
z_interest.attract_to_origin = true;

gun_downed = self GetCurrentWeapon();

self.had_pistol_upgraded = true;

if(!(self hasweapon("zombie_colt_upgraded")))
{
self giveWeapon("zombie_colt_upgraded");
self.had_pistol_upgraded = false;
}

self SwitchToWeapon( "zombie_colt_upgraded" );

self DisableOffhandWeapons();
self DisableWeaponCycling();

VisionSetNaked( "laststand", 1 );

self AllowStand( false );
self AllowCrouch( false );
self AllowSprint(false);
self AllowProne( true );

self.ignoreme = true;
self EnableInvulnerability();

wait 7;

self EnableOffhandWeapons();
self EnableWeaponCycling();

if(self.had_pistol_upgraded == false)
self TakeWeapon( "zombie_colt_upgraded" );

self SwitchToWeapon(gun_downed);

z_interest create_zombie_point_of_interest( 0, 0, 0, false );
z_interest.attract_to_origin = false;

VisionSetNaked( "zombie_factory", 1 );

self AllowStand( true );
self AllowCrouch( true );
self AllowProne( true );
self AllowSprint(true);

self SetStance( "stand" );

self.ignoreme = false;
self DisableInvulnerability();

self.being_revived = false;
}

Then make a script_origin somewhere in your starting room where you want zombies to go when the player is downed and give it a targetname of "zombie_solo_revive_interest".
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Well, looks like I never even included the Quick Revive fix with the scriptplacer. o_O Will upload a fix ASAP, for those with maps that have already been generated, open _zombiemode.gsc and replace the player_revive_death() function with this:
Code Snippet
Plaintext
player_revive_death()
{

self.being_revived = true;

level notify ("fake_death");
self notify ("fake_death");

z_interest = getent("zombie_solo_revive_interest","targetname");

z_interest create_zombie_point_of_interest( 1536, 96, 10000, true );
z_interest.attract_to_origin = true;

gun_downed = self GetCurrentWeapon();

self.had_pistol_upgraded = true;

if(!(self hasweapon("zombie_colt_upgraded")))
{
self giveWeapon("zombie_colt_upgraded");
self.had_pistol_upgraded = false;
}

self SwitchToWeapon( "zombie_colt_upgraded" );

self DisableOffhandWeapons();
self DisableWeaponCycling();

VisionSetNaked( "laststand", 1 );

self AllowStand( false );
self AllowCrouch( false );
self AllowSprint(false);
self AllowProne( true );

self.ignoreme = true;
self EnableInvulnerability();

wait 7;

self EnableOffhandWeapons();
self EnableWeaponCycling();

if(self.had_pistol_upgraded == false)
self TakeWeapon( "zombie_colt_upgraded" );

self SwitchToWeapon(gun_downed);

z_interest create_zombie_point_of_interest( 0, 0, 0, false );
z_interest.attract_to_origin = false;

VisionSetNaked( "zombie_factory", 1 );

self AllowStand( true );
self AllowCrouch( true );
self AllowProne( true );
self AllowSprint(true);

self SetStance( "stand" );

self.ignoreme = false;
self DisableInvulnerability();

self.being_revived = false;
}

Then make a script_origin somewhere in your starting room where you want zombies to go when the player is downed and give it a targetname of "zombie_solo_revive_interest".

Thanks a lot JR!
^_^
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Well, looks like I never even included the Quick Revive fix with the scriptplacer. o_O Will upload a fix ASAP, for those with maps that have already been generated, open _zombiemode.gsc and replace the player_revive_death() function with this:
Code Snippet
Plaintext
player_revive_death()
{

self.being_revived = true;

level notify ("fake_death");
self notify ("fake_death");

z_interest = getent("zombie_solo_revive_interest","targetname");

z_interest create_zombie_point_of_interest( 1536, 96, 10000, true );
z_interest.attract_to_origin = true;

gun_downed = self GetCurrentWeapon();

self.had_pistol_upgraded = true;

if(!(self hasweapon("zombie_colt_upgraded")))
{
self giveWeapon("zombie_colt_upgraded");
self.had_pistol_upgraded = false;
}

self SwitchToWeapon( "zombie_colt_upgraded" );

self DisableOffhandWeapons();
self DisableWeaponCycling();

VisionSetNaked( "laststand", 1 );

self AllowStand( false );
self AllowCrouch( false );
self AllowSprint(false);
self AllowProne( true );

self.ignoreme = true;
self EnableInvulnerability();

wait 7;

self EnableOffhandWeapons();
self EnableWeaponCycling();

if(self.had_pistol_upgraded == false)
self TakeWeapon( "zombie_colt_upgraded" );

self SwitchToWeapon(gun_downed);

z_interest create_zombie_point_of_interest( 0, 0, 0, false );
z_interest.attract_to_origin = false;

VisionSetNaked( "zombie_factory", 1 );

self AllowStand( true );
self AllowCrouch( true );
self AllowProne( true );
self AllowSprint(true);

self SetStance( "stand" );

self.ignoreme = false;
self DisableInvulnerability();

self.being_revived = false;
}

Then make a script_origin somewhere in your starting room where you want zombies to go when the player is downed and give it a targetname of "zombie_solo_revive_interest".

I have bad luck when it comes to script_origins i guess. Did exactly what you said but they still walk toward me
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I have bad luck when it comes to script_origins i guess. Did exactly what you said but they still walk toward me
Really? I did it and now they stand still? Maybe you forgot to rebuild the mod and compile it, but I doubt you'd forget that.
._.
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Really? I did it and now they stand still? Maybe you forgot to rebuild the mod and compile it, but I doubt you'd forget that.
._.

idk, it seems like whenever someone has a tutorial involving script_origins i can never get it to work. Even though I did it correctly. Other scripts work just fine.
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idk, it seems like whenever someone has a tutorial involving script_origins i can never get it to work. Even though I did it correctly. Other scripts work just fine.
Damn that sucks man. I hope you get it to work don't know what to tell ya.
:l

 
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