self.maxhealth = HEWHEALTH; self.health = HEWHEALTH; self thread play_sound_on_death(); self thread play_avagadro_fx(); // ADD THIS LINE TO YOUR SCRIPT }
Then at the bottom of zombiemode_spawner.gsc add this:
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play_avagadro_fx() { while (1) { if(self.health > 0) { playfxontag(level._effect["brutus_fire"],self,"j_ankle_le"); // Just replace brutus_fire with whatever electricity FX you want. Just go look at // them in Effects Editor. Also change j_ankle_le to the tag on your Avagadro where you want the FX to play. // I'm only using 2 but you can have as many as you want. playfxontag(level._effect["brutus_fire"],self,"j_ankle_ri"); wait(8); } else { break; } }
}
I added the fx_elec_player_torso effect to pelvis, and it didn't work.
Make sure to include the fx in a csv. I would just add it to your mod.csv. Also make sure you have the path correct for the fx. And I forgot to tell you to add the fx to the top of zombiemode_spawner.gsc. I'm so sorry.
Add your fx right below init like this (the name here has to match the name at the bottom of the file so in my case they are both brutus_fire):
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init() { level._effect["brutus_fire"] = loadFX("env/fire/fx_fire_player_sm"); // brutus_fire is the name used later in script and the path after loadFX is the path to the real fx which is called fx_fire_player_sm.
Make sure to include the fx in a csv. I would just add it to your mod.csv. Also make sure you have the path correct for the fx. And I forgot to tell you to add the fx to the top of zombiemode_spawner.gsc. I'm so sorry.
Add your fx right below init like this (the name here has to match the name at the bottom of the file so in my case they are both brutus_fire):
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init() { level._effect["brutus_fire"] = loadFX("env/fire/fx_fire_player_sm"); // brutus_fire is the name used later in script and the path after loadFX is the path to the real fx which is called fx_fire_player_sm.
Hmm, for some reason it didn't work, and after I changed the name of what I wanted it to be, the boss stopped spawning. Could you maybe write a full on tutorial in one post on what to add, with the effect of fx/env/electrical/fx_elec_player_torso?
Last Edit: June 01, 2016, 04:56:31 am by oshawat750
Then add the following to the bottom of zombiemode_spawner.gsc:
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avagadro_reward() { players = get_players(); for( i = 0; i < players.size; i++ ) players[i] maps\_zombiemode_score::add_to_player_score(1000); // This gives the players 1000 points for killing the avagadro. You can change that value or delete the whole line if you want to. wait 1; PlayFxOnTag( level._effect["dog_gib"], self, "tag_origin" ); // electric fx when spawning a powerup level thread maps\_zombiemode_powerups::special_powerup_drop( self.origin ); // This threads the powerup drop from _zombiemode_powerups.gsc. It's the same once Treyarch made and used so might as well take advantage of it. lol }
And that's it. You should now have a random powerup spawn when you kill the avagadro.
Then add the following to the bottom of zombiemode_spawner.gsc:
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avagadro_reward() { players = get_players(); for( i = 0; i < players.size; i++ ) players[i] maps\_zombiemode_score::add_to_player_score(1000); // This gives the players 1000 points for killing the avagadro. You can change that value or delete the whole line if you want to. wait 1; PlayFxOnTag( level._effect["dog_gib"], self, "tag_origin" ); // electric fx when spawning a powerup level thread maps\_zombiemode_powerups::special_powerup_drop( self.origin ); // This threads the powerup drop from _zombiemode_powerups.gsc. It's the same once Treyarch made and used so might as well take advantage of it. lol }
And that's it. You should now have a random powerup spawn when you kill the avagadro.
Perfect! Thanks so much! My boss is finally finished!
Awesome! Glad you got it going. If you need any more help just let me know.
Okay, probably the last thing I am going to need help on about models, but could you maybe write a tutorial on how to add custom zombie models? Like, I ported the Tranzit models already, but how would I add them to my map? I converted the XModel's and Materials in AssManager, but what do I need to do next? {I didn't want to reply to this, as it is at 69 replies, but eh, fuck it.}
There is the traditional way using script but there is a new tutorial out that sounds awesome. I'm definitely going to try it out. You can actually place the zombies in radiant where you want them.
Okay, probably the last thing I am going to need help on about models, but could you maybe write a tutorial on how to add custom zombie models? Like, I ported the Tranzit models already, but how would I add them to my map? I converted the XModel's and Materials in AssManager, but what do I need to do next? {I didn't want to reply to this, as it is at 69 replies, but eh, fuck it.}
i did my pokemon models the lazy way not sure if it will work for you but go to xmodelalias in your raw folder and find these two files and just add the models in there (if you don't want the normal zombies to spawn with yours remove them) i should also add put the two files into your maps folder before editing. https://gyazo.com/941085b01d46b11ef3d2d27d6316dc48 but bwc just posted a tutorial on adding characters and aitypes to make your own spawners which is the best way
Last Edit: June 02, 2016, 01:55:50 am by josemassacre
There is the traditional way using script but there is a new tutorial out that sounds awesome. I'm definitely going to try it out. You can actually place the zombies in radiant where you want them.
Create the folder in your waw root folder. Make a pc folder then inside it make a main then inside that make an xmodel folder. Put your xmodels there. You'll have to do something similar with the animtrees zombies use the file generic human it's in animtrees. I had to figure this all out on my own so I bet somebody else knows a more simple way but it worked for me
Last Edit: June 02, 2016, 02:48:10 am by josemassacre