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zombie traverse

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Created 12 years ago
by jjbradman
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drago
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hi, i need help on how to get zombies to climb and jump down to the top of this building

some help plz  :-\
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☭ Soviet Commander ☭
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

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Do any of the preexisting ones work(jumpup_96, zombie_jump_down_96)?
Last Edit: February 24, 2014, 04:32:42 am by daedra descent
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i tried them but they just get to the middle on the building, and i tried editing the prefab but that ended in zombies jumping like stupids and even like that they dont reach the top  :(
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i tried them but they just get to the middle on the building, and i tried editing the prefab but that ended in zombies jumping like stupids and even like that they dont reach the top  :(

You could try to make your own traverse by using a preexisting animation from Mod Tools(or make your own animation).

As far as i know you just need the xanim file, the correct animscript(need to make your own), and the treverse set to about the correct position.
Last Edit: February 24, 2014, 04:42:21 am by daedra descent
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ok thanks for telling me what i need :D ....now can you tell me how to do that?  :poker:
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in root/raw/animscripts/traverse copy the contents of zombie_jump_down_72.gsc  into a new .gsc within the traverse folder.

Using zombie_jump_down_72 as an example:
Code Snippet
Plaintext
#include animscripts\utility;
#include animscripts\traverse\shared;
#using_animtree ("generic_human");

main()
{
if( IsDefined( self.is_zombie ) && self.is_zombie )
{
if ( self.type != "dog" )
{
if ( self.has_legs == true )
{
jump_down_zombie();
}
else
{
jump_down_crawler();
}
}
else
{
dog_jump_down(72, 7); // ONLY FOR DOGS. Function located in Shared.gsc. Function Args: Height,
//Frames(Client frames?, not sure)


}
}
}


jump_down_zombie()
{
traverseData = [];
traverseData[ "traverseAnim" ] = %ai_zombie_jump_down_72; // animation for when a non
//gibbed zombie jumps down

DoTraverse( traverseData );
}


jump_down_crawler()
{
traverseData = [];
traverseData[ "traverseAnim" ] = %ai_zombie_crawl_jump_down_72; // animation for if a crawler
// jumps down

DoTraverse( traverseData );
}
Should be everything for the animscript. I don't think that anything bad will happen if you use a non-gibbed animation for a zombie jump or climb, just that he'd magically grow lags again for the animation.

For the traverse just stamp a preexisting traverse and change the KVP's to the traverseanim(i think?, been a while since i did it), and move it to however many units the animation specifies.

 
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