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Topics - ville88

1158 days ago


Stairs prototype style


1207 days ago
Need add function from nazi_zombie_factory to nazi_zombie_sumpf.

i copy and paste this function "special_dog_spawn" from _zombiemode_dogs.gsc (nazi_zombie_factory)

special_dog_spawn( spawners, num_to_spawn )
{
dogs = GetAISpeciesArray( "all", "dog" );

if ( IsDefined( dogs ) && dogs.size >= 2 )
{
return false;
}

if ( !IsDefined(num_to_spawn) )
{
num_to_spawn = 1;
}

spawn_point = undefined;
count = 0;
while ( count < num_to_spawn )
{
//update the player array.
players = get_players();
favorite_enemy = get_favorite_enemy();

if ( IsDefined( spawners ) )
{
spawn_point = spawners[ RandomInt(spawners.size) ];
ai = spawn_zombie( spawn_point );

if( IsDefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread dog_spawn_fx( ai );
// level.zombie_total--;
count++;
flag_set( "dog_clips" );
}
}
else
{
if ( IsDefined( level.dog_spawn_func ) )
{
spawn_loc = [[level.dog_spawn_func]]( level.enemy_dog_spawns, favorite_enemy );

ai = spawn_zombie( level.enemy_dog_spawns[0] );
if( IsDefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_loc thread dog_spawn_fx( ai, spawn_loc );
// level.zombie_total--;
count++;
flag_set( "dog_clips" );
}
}
else
{
// Old method
spawn_point = dog_spawn_sumpf_logic( level.enemy_dog_spawns, favorite_enemy );
ai = spawn_zombie( spawn_point );

if( IsDefined( ai ) )
{
ai.favoriteenemy = favorite_enemy;
spawn_point thread dog_spawn_fx( ai );
// level.zombie_total--;
count++;
flag_set( "dog_clips" );
}
}
}

waiting_for_next_dog_spawn( count, num_to_spawn );
}

return true;
}

to _zombiemode_dogs.gsc (nazi_zombie_sumpf)

And copy and replace function "round_spawning"
from _zombiemode.gsc (nazi_zombie_factory)

round_spawning()
{
level endon( "intermission" );
/#
level endon( "kill_round" );
#/

if( level.intermission )
{
return;
}

if( level.enemy_spawns.size < 1 )
{
ASSERTMSG( "No spawners with targetname zombie_spawner in map." );
return;
}

/#
if ( GetDVarInt( "zombie_cheat" ) == 2 || GetDVarInt( "zombie_cheat" ) >= 4 )
{
return;
}
#/

ai_calculate_health();

count = 0;

//CODER MOD: TOMMY K
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i].zombification_time = 0;
}

max = level.zombie_vars["zombie_max_ai"];

multiplier = level.round_number / 5;
if( multiplier < 1 )
{
multiplier = 1;
}

// After round 10, exponentially have more AI attack the player
if( level.round_number >= 10 )
{
multiplier *= level.round_number * 0.15;
}

player_num = get_players().size;

if( player_num == 1 )
{
max += int( ( 0.5 * level.zombie_vars["zombie_ai_per_player"] ) * multiplier );
}
else
{
max += int( ( ( player_num - 1 ) * level.zombie_vars["zombie_ai_per_player"] ) * multiplier );
}



if(level.round_number < 3 && level.script == "nazi_zombie_asylum")
{
if(get_players().size > 1)
{

max = get_players().size * 3 + level.round_number;

}
else
{

max = 6;

}
}
else if ( level.first_round )
{
max = int( max * 0.2 );
}
else if (level.round_number < 3)
{
max = int( max * 0.4 );
}
else if (level.round_number < 4)
{
max = int( max * 0.6 );
}
else if (level.round_number < 5)
{
max = int( max * 0.8 );
}


level.zombie_total = max;
mixed_spawns = 0; // Number of mixed spawns this round.  Currently means number of dogs in a mixed round

// DEBUG HACK:
//max = 1;
old_spawn = undefined;
while( count < max )
{

spawn_point = level.enemy_spawns[RandomInt( level.enemy_spawns.size )];

if( !IsDefined( old_spawn ) )
{
old_spawn = spawn_point;
}
else if( Spawn_point == old_spawn )
{
spawn_point = level.enemy_spawns[RandomInt( level.enemy_spawns.size )];
}
old_spawn = spawn_point;

// iPrintLn(spawn_point.targetname + " " + level.zombie_vars["zombie_spawn_delay"]);
while( get_enemy_count() > 31 )
{
wait( 0.05 );
}

// MM Mix in dog spawns...
if ( IsDefined( level.mixed_rounds_enabled ) && level.mixed_rounds_enabled == 1 )
{
spawn_dog = false;
if ( level.round_number > 30 )
{
if ( RandomInt(100) < 3 )
{
spawn_dog = true;
}
}
else if ( level.round_number > 25 && mixed_spawns < 3 )
{
if ( RandomInt(100) < 2 )
{
spawn_dog = true;
}
}
else if ( level.round_number > 20 && mixed_spawns < 2 )
{
if ( RandomInt(100) < 2 )
{
spawn_dog = true;
}
}
else if ( level.round_number > 15 && mixed_spawns < 1 )
{
if ( RandomInt(100) < 1 )
{
spawn_dog = true;
}
}

if ( spawn_dog )
{
keys = GetArrayKeys( level.zones );
for ( i=0; i<keys.size; i++ )
{
if ( level.zones[ keys[i] ].is_occupied )
{
akeys = GetArrayKeys( level.zones[ keys[i] ].adjacent_zones );
for ( k=0; k<akeys.size; k++ )
{
if ( level.zones[ akeys[k] ].is_active &&
!level.zones[ akeys[k] ].is_occupied &&
level.zones[ akeys[k] ].dog_locations.size > 0 )
{
maps\_zombiemode_dogs::special_dog_spawn( undefined, 1 );
level.zombie_total--;
wait_network_frame();
}
}
}
}
}
}

ai = spawn_zombie( spawn_point );
if( IsDefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
wait( level.zombie_vars["zombie_spawn_delay"] );
wait_network_frame();
}

if( level.round_number > 3 )
{
zombies = getaiarray( "axis" );
while( zombies.size > 0 )
{
if( zombies.size == 1 && zombies[0].has_legs == true )
{
var = randomintrange(1, 4);
zombies[0] set_run_anim( "sprint" + var );                       
zombies[0].run_combatanim = level.scr_anim[zombies[0].animname]["sprint" + var];
}
wait(0.5);
zombies = getaiarray("axis");
}

}

}

to _zombiemode.gsc (nazi_zombie_sumpf)

but dogs do not spawn with zombies after 16 rounds. They are invisible and die

the reason for this? "round_spawning_function"

			if ( spawn_dog )
{
keys = GetArrayKeys( level.zones );
for ( i=0; i<keys.size; i++ )
{
if ( level.zones[ keys[i] ].is_occupied )
{
akeys = GetArrayKeys( level.zones[ keys[i] ].adjacent_zones );
for ( k=0; k<akeys.size; k++ )
{
if ( level.zones[ akeys[k] ].is_active &&
!level.zones[ akeys[k] ].is_occupied &&
level.zones[ akeys[k] ].dog_locations.size > 0 )
{
maps\_zombiemode_dogs::special_dog_spawn( undefined, 1 );
level.zombie_total--;
wait_network_frame();
}
1214 days ago

PAP
Easter eggs (audio)
Audio secrets (radio and phono)
Mystery box (magic box weapon)
Detailed
Electric trap (need power activate)
Classic world at war style
Cod Waw Weapons (no modern)
Secret door (power switch way)
Bowie kinife
No mixed rounds
Size - small
Author - Ville88 (I'm)

Special Thanks:
BlackJackJonnyy
MakeCents
c.h.n
SuperJenya

Thanks sites:
Zombiemodding forum
Ugx-mods - forum
Customcod Wiki
wiki.modsrepository
mappersunited
cfgfactory
















1214 days ago
///// need add FX in this function. help




secret_item()
{
   assert( IsDefined( self.script_sound ) );

   self PlayLoopSound( self.script_sound );

   brain = getEnt("secret_zombie_brain","targetname");
   trig = getEnt("secret_trigger","targetname");

   trig waittill("trigger");
   trig delete();
   trig SetCursorHint( "HINT_NOICON" );
   trig setHintString("DOOR_UNLOCKED");

   iPrintLnBold("You have found a serect zombie brain");
   
   brain delete();
   wait 0.1;
   self.zombie_brain_num = self.zombie_brain_num + 1;

   thread army_door();

      players = get_players();
      for(i=0;i<players.size;i++)
   {
      players playsound("zombie_head_gib" );
   }
}
1226 days ago
How to make the sound of the first room did not sound in a second room?

how to isolate the sound (script_struct) in one location?
1232 days ago
4 Perks
PAP
Easter eggs (audio)
Mystery box (magic box weapon)
Detailed
Electric trap (need power activate)
Classic world at war style
Cod Waw Weapons (no modern)

Special Thanks:
MakeCents
c.h.n


















https://www.youtube.com/watch?v=7QAUexwSF6c
https://www.youtube.com/watch?v=H0bfZX4wfVo
1235 days ago
how to build a flytrap (easter egg from Der Riese WAW) in radiant?

1236 days ago
how to go to the normal playback mode?
1349 days ago
Why need portals in MAPS? Sorry for my English, and sorry for the stupid question))) But I want to know
1370 days ago
Torch prefab from zombie Kneedeep



1371 days ago
Style (Shi No Numa)
AutoTurret
Buyable Ending
4 Perks
Deatail
Traps
Dogs
Magic box
Eggs All (Shi No Numa)
Only WAW weapons
No PAP

Special Thanks:
BlackJackJonnyy
C.H.N
Daedra Descent
Tom-Bmx
RadimaX
archmeister94
HitmanVere
Exofile
UGX-MOD Forum
Zombiemodding - Forum
Cybercod ORG - Team








Download Link:
http://www.mediafire.com/download/drkap7jp8l3h47y/UGX_nazi_zombie_kneedeep.exe

Fixed: in v1.1
Light room
Spawn dogs
Playable area
Riser spawn (northwest area)

Fixed: in v1.2
Clipping wall (Start location)
Connected Patch (Terrain)
Changes:
Start scrore
Cost North Location
Cost West Location

Fixed in v1.2.1
fix portals
Changes:
Cost Sothwest Location

Fixed in v1.2.2
PatchHole under map (start area)


Double Post Merge: January 18, 2016, 09:31:48 pm
Notify me about errors and bugs on YouTube Channel http://www.youtube.com/channel/UCHKWoO9x48g0jI48uHJCMiQ . Or a private message UGX-MOD profile
an updated version will be released no less than 24 hours
1374 days ago
who knows how to build a zone in radiant?
My unsuccessful attempt ...  http://www.mediafire.com/download/5q66s2srhyx7lqe/nazi_zombie_return.zip
on this foundation:




   maps\_zombiemode::main("receiver_zone_spawners");

   level.zone_manager_init_func = ::factory_zone_init;
   level thread maps\_zombiemode_zone_manager::manage_zones( "receiver_zone" );

//
//   Create the zone information for zombie spawning
//
factory_zone_init()
{
   // Note this setup is based on a flag-centric view of setting up your zones.  A brief
   //   zone-centric example exists below in comments

   // Outside East Door
   add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );

   // Outside West Door
   add_adjacent_zone( "receiver_zone",      "outside_west_zone",   "enter_outside_west" );

   // Wnuen building ground floor
   add_adjacent_zone( "wnuen_zone",      "outside_east_zone",   "enter_wnuen_building" );

   // Wnuen stairway
   add_adjacent_zone( "wnuen_zone",      "wnuen_bridge_zone",   "enter_wnuen_loading_dock" );

   // Warehouse bottom
   add_adjacent_zone( "warehouse_bottom_zone", "outside_west_zone",   "enter_warehouse_building" );

   // Warehosue top
   add_adjacent_zone( "warehouse_bottom_zone", "warehouse_top_zone",   "enter_warehouse_second_floor" );
   add_adjacent_zone( "warehouse_top_zone",   "bridge_zone",         "enter_warehouse_second_floor" );

   // TP East
   add_adjacent_zone( "tp_east_zone",         "wnuen_zone",         "enter_tp_east" );
   flag_array[0] = "enter_tp_east";
   flag_array[1] = "enter_wnuen_building";
   add_adjacent_zone( "tp_east_zone",         "outside_east_zone",   flag_array,         true );

   // TP South
   add_adjacent_zone( "tp_south_zone",         "outside_south_zone",   "enter_tp_south" );

   // TP West
   add_adjacent_zone( "tp_west_zone",         "warehouse_top_zone",   "enter_tp_west" );
   flag_array[0] = "enter_tp_west";
   flag_array[1] = "enter_warehouse_second_floor";
   add_adjacent_zone( "tp_west_zone",         "warehouse_bottom_zone", flag_array,      true );

   /*
   // A ZONE-centric example of initialization
   //   It's the same calls, sorted by zone, and made one-way to show connections on a per/zone basis

   // Receiver zone
   add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east",      true );
   add_adjacent_zone( "receiver_zone",      "outside_west_zone",   "enter_outside_west",      true );

   // Outside East Zone
   add_adjacent_zone( "outside_east_zone",   "receiver_zone",      "enter_outside_east",      true );
   add_adjacent_zone( "outside_east_zone",   "wnuen_zone",         "enter_wnuen_building",      true );

   // Wnuen Zone
   add_adjacent_zone( "wnuen_zone",      "tp_east_zone",         "enter_tp_east",         true );
   add_adjacent_zone( "wnuen_zone",      "wnuen_bridge_zone",   "enter_wnuen_loading_dock",   true );

   // TP East
   add_adjacent_zone( "tp_east_zone",      "wnuen_zone",         "enter_tp_east",         true );
   flag_array[0] = "enter_tp_east";
   flag_array[1] = "enter_wnuen_building";
   add_adjacent_zone( "tp_east_zone",      "outside_east",         flag_array,               true );
   */
}


//
1384 days ago

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