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Contact Support - Help Center Get help on the UGX Discord. Join it now!set_zombie_var( "brute_first_round", 7 ); //Initial round of spawn
set_zombie_var( "brute_rnd_max", 4 ); //Maximum interval between respawn
set_zombie_var( "brute_rnd_min", 3 );//Minimum interval between respawn
set_zombie_var( "brute_health_multiplier", 7 );//Brute health without helmet
set_zombie_var( "brute_maxhealth_multiplier", 8);//Brute health with helmetmaps\_zombiemode_weapon_box::init();maps\_zombiemode_ai_brute::init();body
{ai_zombie_brute_mantle_over
ai_zombie_brute_traverse_down_128_helmet_off
ai_zombie_brute_traverse_down_128_helmet_on
ai_zombie_brute_sprint_attack_01
ai_zombie_brute_sprint_attack_02
ai_zombie_brute_sprint_attack_03
ai_zombie_brute_sprint_attack_04
ai_zombie_brute_helmet_off
ai_zombie_brute_run_hunched_enter
ai_zombie_brute_run_hunched_exit
ai_zombie_brute_attack_laser_idle
ai_zombie_brute_attack_laser_enter
ai_zombie_brute_run_attack_01
ai_zombie_brute_run_attack_02
ai_zombie_brute_run_attack_03
ai_zombie_brute_run_attack_04
ai_zombie_brute_sprint
ai_zombie_brute_run
ai_zombie_brute_death
ai_zombie_brute_death_no
ai_zombie_brute_idle
ai_zombie_brute_turn45L
ai_zombie_brute_turn45R
ai_zombie_brute_turn90L
ai_zombie_brute_turn90R
ai_zombie_brute_turn135L
ai_zombie_brute_turn135Rpick_zombie_melee_anim( zombie_guy )
{
melee_anim = undefined;
if ( zombie_guy.has_legs )
{
if( zombie_guy.animname == "brute_zombie" )
{
if( zombie_guy.helmet )
{
melee_anim = random(level.scr_anim["brute_zombie"]["melee"]["run"]);
}
else
{
melee_anim = random(level.scr_anim["brute_zombie"]["melee"]["sprint"]);
}
}
else
{
switch(zombie_guy.zombie_move_speed)
{
case "walk":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_walk_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;
case "run":
case "sprint":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_run_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;
}
}
}
else if(zombie_guy.a.gib_ref == "no_legs")
{
// if zombie have no legs whatsoever.
melee_anim = random(level._zombie_stumpy_melee[zombie_guy.animname]);
}
else
{
melee_anim = random(level._zombie_melee_crawl[zombie_guy.animname]);
}
return melee_anim;
}include,zombie_brute