do you have maya to make the anims
in zombiemode.gsc look for this
[noae]
init_standard_zombie_anims
[/noae]
if you look in this setup you will see how to add the anims
default zom anims start with "level.scr_anim["zombie"]"
anims i added "level.scr_anim["zomboss1"]"
[noae]
init_standard_zombie_anims() { // deaths level.scr_anim["zombie"]["death1"] = %ai_zombie_death_v1; level.scr_anim["zombie"]["death2"] = %ai_zombie_death_v2; level.scr_anim["zombie"]["death3"] = %ai_zombie_crawl_death_v1; level.scr_anim["zombie"]["death4"] = %ai_zombie_crawl_death_v2; level.scr_anim["zomboss1"]["death1"] = %hamerwalk; level.scr_anim["zomboss1"]["death2"] = %hamerwalk; level.scr_anim["zomboss1"]["death3"] = %hamerwalk; level.scr_anim["zomboss1"]["death4"] = %hamerwalk; level.scr_anim["genu"]["death1"] = %hamerwalk; level.scr_anim["genu"]["death2"] = %hamerwalk; level.scr_anim["genu"]["death3"] = %hamerwalk; level.scr_anim["genu"]["death4"] = %hamerwalk; // run cycles level.scr_anim["zomboss1"]["walk1"] = %hamerwalk; level.scr_anim["zomboss1"]["walk2"] = %hamerwalk; level.scr_anim["zomboss1"]["walk3"] = %hamerwalk; level.scr_anim["zomboss1"]["walk4"] = %hamerwalk; level.scr_anim["genu"]["walk1"] = %hamerwalk; level.scr_anim["genu"]["walk2"] = %hamerwalk; level.scr_anim["genu"]["walk3"] = %hamerwalk; level.scr_anim["genu"]["walk4"] = %hamerwalk; level.scr_anim["zomboss1"]["run1"] = %hamerwalk; level.scr_anim["zomboss1"]["run2"] = %hamerwalk; level.scr_anim["zomboss1"]["run3"] = %hamerwalk; level.scr_anim["zomboss1"]["run4"] = %hamerwalk; level.scr_anim["zomboss1"]["run5"] = %hamerwalk; level.scr_anim["zomboss1"]["run6"] = %hamerwalk; level.scr_anim["genu"]["run1"] = %hamerwalk; level.scr_anim["genu"]["run2"] = %hamerwalk; level.scr_anim["genu"]["run3"] = %hamerwalk; level.scr_anim["genu"]["run4"] = %hamerwalk; level.scr_anim["genu"]["run5"] = %hamerwalk; level.scr_anim["genu"]["run6"] = %hamerwalk; level.scr_anim["genu"]["sprint1"] = %hamerwalk; level.scr_anim["genu"]["sprint2"] = %hamerwalk; level.scr_anim["genu"]["sprint3"] = %hamerwalk; level.scr_anim["genu"]["sprint4"] = %hamerwalk; level.scr_anim["zombie"]["walk1"] = %ai_zombie_walk_v1; level.scr_anim["zombie"]["walk2"] = %ai_zombie_walk_v2; level.scr_anim["zombie"]["walk3"] = %ai_zombie_walk_v3; level.scr_anim["zombie"]["walk4"] = %ai_zombie_walk_v4; level.scr_anim["zombie"]["run1"] = %ai_zombie_walk_fast_v1; level.scr_anim["zombie"]["run2"] = %ai_zombie_walk_fast_v2; level.scr_anim["zombie"]["run3"] = %ai_zombie_walk_fast_v3; level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v2; level.scr_anim["zombie"]["run5"] = %ai_zombie_run_v4; level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v3; //level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v1; //level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v4; level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1; level.scr_anim["zombie"]["sprint2"] = %ai_zombie_sprint_v2; level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v1; level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v2; //level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v3; //level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v4; //level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v5; // run cycles in prone level.scr_anim["zombie"]["crawl1"] = %ai_zombie_crawl; level.scr_anim["zombie"]["crawl2"] = %ai_zombie_crawl_v1; level.scr_anim["zombie"]["crawl3"] = %ai_zombie_crawl_v2; level.scr_anim["zombie"]["crawl4"] = %ai_zombie_crawl_v3; level.scr_anim["zombie"]["crawl5"] = %ai_zombie_crawl_v4; level.scr_anim["zombie"]["crawl6"] = %ai_zombie_crawl_v5; level.scr_anim["zombie"]["crawl_hand_1"] = %ai_zombie_walk_on_hands_a; level.scr_anim["zombie"]["crawl_hand_2"] = %ai_zombie_walk_on_hands_b; level.scr_anim["zombie"]["crawl_sprint1"] = %ai_zombie_crawl_sprint; level.scr_anim["zombie"]["crawl_sprint2"] = %ai_zombie_crawl_sprint_1; level.scr_anim["zombie"]["crawl_sprint3"] = %ai_zombie_crawl_sprint_2; if( !isDefined( level._zombie_melee ) ) { level._zombie_melee = []; } if( !isDefined( level._zombie_walk_melee ) ) { level._zombie_walk_melee = []; } if( !isDefined( level._zombie_run_melee ) ) { level._zombie_run_melee = []; } level._zombie_melee["genu"] = []; level._zombie_walk_melee["genu"] = []; level._zombie_run_melee["genu"] = []; level._zombie_melee["zomboss1"] = []; level._zombie_walk_melee["zomboss1"] = []; level._zombie_run_melee["zomboss1"] = []; level._zombie_melee["zombie"] = []; level._zombie_walk_melee["zombie"] = []; level._zombie_run_melee["zombie"] = []; level._zombie_melee["genu"][0] = %hamerwalk; level._zombie_melee["genu"][1] = %hamerwalk; level._zombie_melee["genu"][2] = %hamerwalk; level._zombie_melee["genu"][3] = %hamerwalk; level._zombie_melee["genu"][4] = %hamerwalk; level._zombie_melee["genu"][5] = %hamerwalk; level._zombie_melee["genu"][6] = %hamerwalk; level._zombie_melee["zomboss1"][0] = %hamerwalk; level._zombie_melee["zomboss1"][1] = %hamerwalk; level._zombie_melee["zomboss1"][2] = %hamerwalk; level._zombie_melee["zomboss1"][3] = %hamerwalk; level._zombie_melee["zomboss1"][4] = %hamerwalk; level._zombie_melee["zomboss1"][5] = %hamerwalk; level._zombie_melee["zomboss1"][6] = %hamerwalk; level._zombie_melee["zombie"][0] = %ai_zombie_attack_forward_v1; level._zombie_melee["zombie"][1] = %ai_zombie_attack_forward_v2; level._zombie_melee["zombie"][2] = %ai_zombie_attack_v1; level._zombie_melee["zombie"][3] = %ai_zombie_attack_v2; level._zombie_melee["zombie"][4] = %ai_zombie_attack_v1; level._zombie_melee["zombie"][5] = %ai_zombie_attack_v4; level._zombie_melee["zombie"][6] = %ai_zombie_attack_v6; level._zombie_run_melee["zombie"][0] = %ai_zombie_run_attack_v1; level._zombie_run_melee["zombie"][1] = %ai_zombie_run_attack_v2; level._zombie_run_melee["zombie"][2] = %ai_zombie_run_attack_v3; level.scr_anim["zombie"]["walk5"] = %ai_zombie_walk_v6; level.scr_anim["zombie"]["walk6"] = %ai_zombie_walk_v7; level.scr_anim["zombie"]["walk7"] = %ai_zombie_walk_v8; level.scr_anim["zombie"]["walk8"] = %ai_zombie_walk_v9; if( isDefined( level.zombie_anim_override ) ) { [[ level.zombie_anim_override ]](); } level._zombie_walk_melee["genu"][0] = %hamerwalk; level._zombie_walk_melee["genu"][1] = %hamerwalk; level._zombie_walk_melee["genu"][2] = %hamerwalk; level._zombie_walk_melee["genu"][3] = %hamerwalk; level._zombie_walk_melee["zomboss1"][0] = %hamerwalk; level._zombie_walk_melee["zomboss1"][1] = %hamerwalk; level._zombie_walk_melee["zomboss1"][2] = %hamerwalk; level._zombie_walk_melee["zomboss1"][3] = %hamerwalk; level._zombie_walk_melee["zombie"][0] = %ai_zombie_walk_attack_v1; level._zombie_walk_melee["zombie"][1] = %ai_zombie_walk_attack_v2; level._zombie_walk_melee["zombie"][2] = %ai_zombie_walk_attack_v3; level._zombie_walk_melee["zombie"][3] = %ai_zombie_walk_attack_v4; // melee in crawl if( !isDefined( level._zombie_melee_crawl ) ) { level._zombie_melee_crawl = []; } level._zombie_melee_crawl["zombie"] = []; level._zombie_melee_crawl["zombie"][0] = %ai_zombie_attack_crawl; level._zombie_melee_crawl["zombie"][1] = %ai_zombie_attack_crawl_lunge; if( !isDefined( level._zombie_stumpy_melee ) ) { level._zombie_stumpy_melee = []; } level._zombie_stumpy_melee["zombie"] = []; level._zombie_stumpy_melee["zombie"][0] = %ai_zombie_walk_on_hands_shot_a; level._zombie_stumpy_melee["zombie"][1] = %ai_zombie_walk_on_hands_shot_b; //level._zombie_melee_crawl["zombie"][2] = %ai_zombie_crawl_attack_A; // tesla deaths if( !isDefined( level._zombie_tesla_death ) ) { level._zombie_tesla_death = []; } level._zombie_tesla_death["zombie"] = []; level._zombie_tesla_death["zombie"][0] = %ai_zombie_tesla_death_a; level._zombie_tesla_death["zombie"][1] = %ai_zombie_tesla_death_b; level._zombie_tesla_death["zombie"][2] = %ai_zombie_tesla_death_c; level._zombie_tesla_death["zombie"][3] = %ai_zombie_tesla_death_d; level._zombie_tesla_death["zombie"][4] = %ai_zombie_tesla_death_e; if( !isDefined( level._zombie_tesla_crawl_death ) ) { level._zombie_tesla_crawl_death = []; } level._zombie_tesla_crawl_death["zombie"] = []; level._zombie_tesla_crawl_death["zombie"][0] = %ai_zombie_tesla_crawl_death_a; level._zombie_tesla_crawl_death["zombie"][1] = %ai_zombie_tesla_crawl_death_b; // deaths if( !isDefined( level._zombie_deaths ) ) { level._zombie_deaths = []; } level._zombie_deaths["zombie"] = []; level._zombie_deaths["zombie"][0] = %ch_dazed_a_death; level._zombie_deaths["zombie"][1] = %ch_dazed_b_death; level._zombie_deaths["zombie"][2] = %ch_dazed_c_death; level._zombie_deaths["zombie"][3] = %ch_dazed_d_death; level._zombie_deaths["genu"] = []; level._zombie_deaths["genu"][0] = %hamerwalk; level._zombie_deaths["genu"][1] = %hamerwalk; level._zombie_deaths["genu"][2] = %hamerwalk; level._zombie_deaths["genu"][3] = %hamerwalk; level._zombie_deaths["zomboss1"] = []; level._zombie_deaths["zomboss1"][0] = %hamerwalk; level._zombie_deaths["zomboss1"][1] = %hamerwalk; level._zombie_deaths["zomboss1"][2] = %hamerwalk; level._zombie_deaths["zomboss1"][3] = %hamerwalk; /* ground crawl */ if( !isDefined( level._zombie_rise_anims ) ) { level._zombie_rise_anims = []; } // set up the arrays level._zombie_rise_anims["zombie"] = []; //level._zombie_rise_anims["zombie"][1]["walk"][0] = %ai_zombie_traverse_ground_v1_crawl; level._zombie_rise_anims["zombie"][1]["walk"][0] = %ai_zombie_traverse_ground_v1_walk; //level._zombie_rise_anims["zombie"][1]["run"][0] = %ai_zombie_traverse_ground_v1_crawlfast; level._zombie_rise_anims["zombie"][1]["run"][0] = %ai_zombie_traverse_ground_v1_run; level._zombie_rise_anims["zombie"][1]["sprint"][0] = %ai_zombie_traverse_ground_climbout_fast; //level._zombie_rise_anims["zombie"][2]["walk"][0] = %ai_zombie_traverse_ground_v2_walk; //!broken level._zombie_rise_anims["zombie"][2]["walk"][0] = %ai_zombie_traverse_ground_v2_walk_altA; //level._zombie_rise_anims["zombie"][2]["walk"][2] = %ai_zombie_traverse_ground_v2_walk_altB;//!broken // ground crawl death if( !isDefined( level._zombie_rise_death_anims ) ) { level._zombie_rise_death_anims = []; } level._zombie_rise_death_anims["zombie"] = []; level._zombie_rise_death_anims["zombie"][1]["in"][0] = %ai_zombie_traverse_ground_v1_deathinside; level._zombie_rise_death_anims["zombie"][1]["in"][1] = %ai_zombie_traverse_ground_v1_deathinside_alt; level._zombie_rise_death_anims["zombie"][1]["out"][0] = %ai_zombie_traverse_ground_v1_deathoutside; level._zombie_rise_death_anims["zombie"][1]["out"][1] = %ai_zombie_traverse_ground_v1_deathoutside_alt; level._zombie_rise_death_anims["zombie"][2]["in"][0] = %ai_zombie_traverse_ground_v2_death_low; level._zombie_rise_death_anims["zombie"][2]["in"][1] = %ai_zombie_traverse_ground_v2_death_low_alt; level._zombie_rise_death_anims["zombie"][2]["out"][0] = %ai_zombie_traverse_ground_v2_death_high; level._zombie_rise_death_anims["zombie"][2]["out"][1] = %ai_zombie_traverse_ground_v2_death_high_alt; //taunts if( !isDefined( level._zombie_run_taunt ) ) { level._zombie_run_taunt = []; } if( !isDefined( level._zombie_board_taunt ) ) { level._zombie_board_taunt = []; } level._zombie_run_taunt["zombie"] = []; level._zombie_board_taunt["zombie"] = []; //level._zombie_taunt["zombie"][0] = %ai_zombie_taunts_1; //level._zombie_taunt["zombie"][1] = %ai_zombie_taunts_4; //level._zombie_taunt["zombie"][2] = %ai_zombie_taunts_5b; //level._zombie_taunt["zombie"][3] = %ai_zombie_taunts_5c; //level._zombie_taunt["zombie"][4] = %ai_zombie_taunts_5d; //level._zombie_taunt["zombie"][5] = %ai_zombie_taunts_5e; //level._zombie_taunt["zombie"][6] = %ai_zombie_taunts_5f; //level._zombie_taunt["zombie"][7] = %ai_zombie_taunts_7; //level._zombie_taunt["zombie"][8] = %ai_zombie_taunts_9; //level._zombie_taunt["zombie"][8] = %ai_zombie_taunts_11; //level._zombie_taunt["zombie"][8] = %ai_zombie_taunts_12; level._zombie_board_taunt["zombie"][0] = %ai_zombie_taunts_4; level._zombie_board_taunt["zombie"][1] = %ai_zombie_taunts_7; level._zombie_board_taunt["zombie"][2] = %ai_zombie_taunts_9; level._zombie_board_taunt["zombie"][3] = %ai_zombie_taunts_5b; level._zombie_board_taunt["zombie"][4] = %ai_zombie_taunts_5c; level._zombie_board_taunt["zombie"][5] = %ai_zombie_taunts_5d; level._zombie_board_taunt["zombie"][6] = %ai_zombie_taunts_5e; level._zombie_board_taunt["zombie"][7] = %ai_zombie_taunts_5f; }
[/noae]
dont use this set up your own your default zom anims might not be the same
and you need to call this on your zombie with custom anims
[noae]
self maps\_zombiemode_spawner:zombie_spawn_init("zomboss1"); self maps\_zombiemode_spawner_boss::zombie_think(); self maps\_zombiemode_spawner_boss::zombie_setup_attack_properties(); self maps\_zombiemode_spawner_boss::find_flesh();
[/noae]
where it says "zomboss1" is the anima set that will play on that zombie after spawn
and when you make the walk and run anime in maya if that is how your doing it on frame 0 save frame
go to the last frame in the anime move modal forward on x axes save frame this will make the zombie walk or run how fast they move depends on how fare forward you moved the modal on the x axis need more help pm me