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FM's Napalm Zombie

HOT
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Created 7 years ago
by fanmagic
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FM's Napalm Zombie

I made this boss a while ago and and I would like to share it with you now.  ::)
He has basiclly all the features from the one in Black Ops and one or two new ones.
_____________________________________________________________________

1. Create a zombie spawner with these kvp's:
Code Snippet
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targetname 			- 	napalmboss
count - 9999
script_forcespawn         - 1
spawnflags - 3
script_noteworthy         - zombie_spawner
________________________________________________

2. Extract the downloaded files.
________________________________________________

3. In your 'MAPNAME'.gsc add this:
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maps\fm_napalm::init();
Under this:
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maps\_zombiemode::main();
________________________________________________

5. Add this to your PreCacheMyFx() function in your 'MAPNAME'.gsc:
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level._effect["fx_explosion_charge_large"]	= LoadFx ( "explosions/fx_explosion_charge_large" );
level._effect["napalm_head"] = LoadFx ( "fm/napalm_head" );
________________________________________________

6. Add this to your mod.csv:
Code Snippet
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fx,fm/napalm_head
fx,explosions/fx_explosion_charge_large
________________________________________________

7. Change the values for the Napalm if you want.
________________________________________________

8. Compile your map and build mod.
________________________________________________

Please give credits to MakeCents, BluntStuffy and me.
I hope you like it. Enjoy :)
Last Edit: June 02, 2017, 01:04:57 pm by fanmagic
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Nice tutorial, however he is just standing still when compiling my map, maybe its because the targetname does not focus on my start_zone?
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That's because this zombie spawner needs a barricade to go further.
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I like the idea but the fx for being near you are really buggy and he doesn't explode when he is close enough for it, so it's not really the napalm zombie it's just a normal zombie that explodes on death.
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That's because this zombie spawner needs a barricade to go further.

yes thank you :)

Double Post Merge: June 14, 2017, 08:56:12 am
I like the idea but the fx for being near you are really buggy and he doesn't explode when he is close enough for it, so it's not really the napalm zombie it's just a normal zombie that explodes on death.

Iknow what you mean but atleast he tried :p
there are lot of people that got it fully working without wanting to share anything
Last Edit: June 14, 2017, 08:56:12 am by Pieternba2k
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I like the idea but the fx for being near you are really buggy and he doesn't explode when he is close enough for it, so it's not really the napalm zombie it's just a normal zombie that explodes on death.
He explodes when you are 5 seconds close to him. And he makes radius damage and he changes his speed after you shoot him. So he's not just a "normal" zombie.
And it's "FM's Napalm Zombie" - my own version of a napalm with the basics and modified features of the one from Black Ops. :)

Thank you for sharing your opinion.
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He explodes when you are 5 seconds close to him. And he makes radius damage and he changes his speed after you shoot him. So he's not just a "normal" zombie.
And it's "FM's Napalm Zombie" - my own version of a napalm with the basics and modified features of the one from Black Ops. :)

yo man thanks alot, can you please add me on steam got a little question about the script,
steam: pieternba

Thanks alot :)
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What round does he spawn on?
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What round does he spawn on?

6 look at the script before asking questions ;)
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What round does he spawn on?
I think that he spawns after 6 rounds.
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Is it possible to get the napalm model from black ops 1? :o
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Is it possible to get the napalm model from black ops 1? :o
Sure - it's possible. You only have to port the model to WaW and set the zombie model to the ported one.
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Sure - it's possible. You only have to port the model to WaW and set the zombie model to the ported one.

could you please help me with this? i dont have the model nor do I know how to change the model in this script?
If you dont have the model could you atleast help me with scripting on how to change this model?
Thanks alot :)
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Sure - it's possible. You only have to port the model to WaW and set the zombie model to the ported one.

what do we have to edit in the script in order to change the model?
Thanks alot
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still like it tho :p

 
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