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Autochase Zombies

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Created 12 years ago
by sethnorris
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I know, i know. This must be explained in a lot of places, but i was looking during a entire day for it and even helped by Awesome Pie Man with no luck. So, I wanted to make zombies that spawn directly inside the map, without having to go trough windows. However, i don't want them to rise, risers are one thing and zombies that fall from ceiling holes etc are other thing. So, how you do it?


I achieved it by placing a exterior_goal in front of them, but i think that broke carpenter and also makes my map have lots of popup boolean errors when running in developer mode. So, any clues?
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Wouldn't it work if you give the normal zombies the find_flesh kvp?
Or you could make a custom barrier with one bar so that they can pass through very quick.
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Aidan used to have a tutorial for this on ZM, don't know if it still exists. Some script editing in _zombiemode_spawner would probably help to have him ignore the window. Add a check for a new script_string KVP so you can either set it to "riser" or "nowindow" so that spawner is destine to ignore the window.
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Aidan used to have a tutorial for this on ZM, don't know if it still exists. Some script editing in _zombiemode_spawner would probably help to have him ignore the window. Add a check for a new script_string KVP so you can either set it to "riser" or "nowindow" so that spawner is destine to ignore the window.
God I wish I had that. In my map I wanted zombies to do the same as you wanted, to jump down from holes in the ceiling and walls without going through windows. Solution was like said, edit the _zombiemode_spawner code. What I did is I turned the zombie_spawner kvp into zombie_spawner_alt and then made a new hook for it in the script using the same code from find_flesh().

Don't have the code infront of me, not at my PC, sorry.
I do think I should do a tut on this though, I didn't find one and I never knew one existed.
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I don't think the stock _zombiemode_spawner.gsc supports this behavior. The riser KvP gets picked up by the script and it runs some alternate code that initializes the zombie pathfinding without the barrier search. I dont have time to look at the moment but you should be able to make some edits to the script where you can give the zombies a certain KVP and have the same riser code run without the riser fx or animations. If worst comes to worst you could copy the same riser code and have it just skip playing the FX and sound. That way you could just hide the riser spots around a corner and it wouldn't seem like they were risers.
Marked as best answer by sethnorris 12 years ago
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it's been a while ago, but i'm pretty sure all i did was under this part in _zombiemode_spawner

Code Snippet
Plaintext
	//CHRIS_P - test dudes rising from ground 
else if (GetDVarInt("zombie_rise_test") || (isDefined(self.script_string) && self.script_string == "riser" ))
{
self.do_rise = 1;
//self notify("do_rise");
self waittill("risen", rise_struct_string );
}
else
{
self notify("no_rise");
}


add this:

Code Snippet
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	if( IsDefined( self.script_string ) &&  self.script_string == "zombie_chaser" )
{
rise_struct_string = "find_flesh";
}

Now you can give a spawner that's not behind a window, and that's also not a riser the KVP

Code Snippet
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script_string - zombie_chaser

and it should work.. Let me know if it doesn't, because then i forgot something  ::)
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Thanks bro, that fixed my carpenter and works fine. Love ya

 
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