UGX-Mods

Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Scripts => Topic started by: fanmagic on June 02, 2017, 10:54:28 am

Title: FM's Napalm Zombie
Post by: fanmagic on June 02, 2017, 10:54:28 am
FM's Napalm Zombie
(https://picload.org/image/rilglaci/napalm1.jpg)

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.
mega.nz
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1. Create a zombie spawner with these kvp's:
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targetname 			- 	napalmboss
count - 9999
script_forcespawn         - 1
spawnflags - 3
script_noteworthy         - zombie_spawner
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2. Extract the downloaded files.
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3. In your 'MAPNAME'.gsc add this:
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maps\fm_napalm::init();
Under this:
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maps\_zombiemode::main();
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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" );
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6. Add this to your mod.csv:
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fx,fm/napalm_head
fx,explosions/fx_explosion_charge_large
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7. Change the values for the Napalm if you want.
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8. Compile your map and build mod.
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Please give credits to MakeCents, BluntStuffy and me.
I hope you like it. Enjoy :)
Title: Re: FM's Napalm Zombie
Post by: Pieternba2k on June 12, 2017, 07:14:37 pm
Nice tutorial, however he is just standing still when compiling my map, maybe its because the targetname does not focus on my start_zone?
Title: Re: FM's Napalm Zombie
Post by: gympie6 on June 13, 2017, 11:52:32 pm
That's because this zombie spawner needs a barricade to go further.
Title: Re: FM's Napalm Zombie
Post by: IamTIMMEHHH on June 14, 2017, 06:57:07 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.
Title: Re: FM\'s Napalm Zombie
Post by: Pieternba2k on June 14, 2017, 08:55:18 am
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
Title: Re: FM's Napalm Zombie
Post by: fanmagic on June 14, 2017, 09:12:15 pm
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.
Title: Re: FM's Napalm Zombie
Post by: Pieternba2k on June 14, 2017, 09:35:27 pm
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 :)
Title: Re: FM's Napalm Zombie
Post by: Cannonthecat on June 15, 2017, 09:01:39 am
What round does he spawn on?
Title: Re: FM's Napalm Zombie
Post by: Pieternba2k on June 15, 2017, 12:55:43 pm
What round does he spawn on?

6 look at the script before asking questions ;)
Title: Re: FM's Napalm Zombie
Post by: fanmagic on June 15, 2017, 02:54:53 pm
What round does he spawn on?
I think that he spawns after 6 rounds.
Title: Re: FM's Napalm Zombie
Post by: Pieternba2k on June 17, 2017, 12:02:20 pm
Is it possible to get the napalm model from black ops 1? :o
Title: Re: FM's Napalm Zombie
Post by: fanmagic on June 17, 2017, 09:47:45 pm
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.
Title: Re: FM's Napalm Zombie
Post by: Pieternba2k on June 18, 2017, 10:19:42 am
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 :)
Title: Re: FM's Napalm Zombie
Post by: Pieternba2k on June 19, 2017, 02:12:26 pm
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
Title: Re: FM's Napalm Zombie
Post by: IamTIMMEHHH on July 10, 2017, 05:57:02 pm
still like it tho :p
Title: Re: FM's Napalm Zombie
Post by: Harry Bo21 on July 12, 2017, 09:49:08 am
what do we have to edit in the script in order to change the model?
Thanks alot
dont need to edit a script

Change the ai type of the actual spawner so it uses a different one
Title: Re: FM's Napalm Zombie
Post by: Pieternba2k on July 12, 2017, 05:20:38 pm
dont need to edit a script

Change the ai type of the actual spawner so it uses a different one

Thanks harry!
Title: Re: FM's Napalm Zombie
Post by: RayGuNNXXX123 on July 23, 2017, 04:18:55 am
Can you explain more on how to change the model? I really want to change it. I am almost done with my map I was working on for 3 months...It's my first one. :)
Title: Re: FM's Napalm Zombie
Post by: alext03134 on January 24, 2018, 04:23:10 am
this looks REALLY good :rainbow:  but if I wanted this zombie to spawn after a door/debris has been bought, would this KVP work with setting him to spawn after the door has been bought?
target
napalboss

or would it interfere with the KVP?
target
(zombiespawner name)
Title: Re: FM's Napalm Zombie
Post by: fanmagic on January 24, 2018, 03:19:03 pm
this looks REALLY good :rainbow:  but if I wanted this zombie to spawn after a door/debris has been bought, would this KVP work with setting him to spawn after the door has been bought?
target
napalboss

or would it interfere with the KVP?
target
(zombiespawner name)
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napalm_spawn_cycle()
{
      door = getEnt("doorname", "targetname");        // change kvp to your door trigger
      while(1)
      {
            door waittill("trigger",player);
            if(player.score >= door.cost)
            {
                  thread spawn_napalm();
                  break;
            }
      }
}
This should work. :)
Title: Re: FM's Napalm Zombie
Post by: alext03134 on January 26, 2018, 01:41:19 am
Code Snippet
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napalm_spawn_cycle()
{
      door = getEnt("doorname", "targetname");        // change kvp to your door trigger
      while(1)
      {
            door waittill("trigger",player);
            if(player.score >= door.cost)
            {
                  thread spawn_napalm();
                  break;
            }
      }
}
This should work. :)

uh sorry...but what file do I add this to? :P
Title: Re: FM's Napalm Zombie
Post by: fanmagic on January 26, 2018, 06:03:48 pm
uh sorry...but what file do I add this to? :P
You have to replace this function in fm_napalm.gsc inside your maps folder.