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[Drag-and-Drop] Packs Zombies - Update 14/04/2016

HOT
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Created 9 years ago
by shippuden1592
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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This is it, I believe I used a tutorial from ADDICTED on ZM:

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
wait 1;
// Below is an example.
//thread add_zapper("zapper1", 1500, "enter_zone3");
thread add_zapper("zapper1", 1000, "enter_zone1");
thread add_zapper("zapper2", 1000, "enter_zone5");
}
add_zapper(zapper_name, cost, flag)
{
triggers = getentarray(zapper_name + "_trigger", "targetname");
handles = getentarray(zapper_name + "_handle", "targetname");
lights = getentarray(zapper_name + "_light", "targetname");
damage_trigs = getentarray(zapper_name + "_damage", "targetname");
fx_structs = getentarray(zapper_name + "_struct", "targetname");

if(!isDefined(cost))
cost = 1000;

triggers wait_for_power(cost);

if(isDefined(flag))
{
triggers handle_zapper_trigs(handles, "disable");
zapper_light_red( lights );
flag_wait( flag );
triggers handle_zapper_trigs(handles, "enable");
}
zapper_light_green( lights );

while(1)
{
wait 0.01;
player = undefined;
notifier_struct = spawnStruct();
for(i=0;i<triggers.size;i++)
{
triggers[i] thread wait_until_zapper_trigged(notifier_struct);
}
notifier_struct waittill("trigger", player);
notifier_struct delete();
if( player.score < cost )
{
play_sound_at_pos( "no_purchase", player.origin );
continue;
}
play_sound_at_pos( "purchase", player.origin );
player maps\_zombiemode_score::minus_to_player_score( cost );
triggers handle_zapper_trigs(handles, "disable");
wait 0.7;
zapper_light_red( lights );
array_thread(fx_structs,::zapperFx,zapper_name);
damage_trigs do_damage(zapper_name);
wait 25;
level notify(zapper_name + "_end");
wait 25;
triggers handle_zapper_trigs(handles, "enable");
zapper_light_green( lights );
wait 0.7;
}
}
do_damage(name)
{
for(i=0;i<self.size;i++)
self[i] thread barrier_do_damage(name);
}
barrier_do_damage(name)
{
level endon(name + "_end");
while(1)
{
self waittill("trigger",who);

if(isplayer(who) )
{
who thread maps\dlc3_code::player_elec_damage();
}
else
{
who thread maps\dlc3_code::zombie_elec_death( randomint(100) );
}
wait 0;
}
}
zapperFx(name)
{
self.tag_origin = spawn("script_model",self.origin);
self.tag_origin setmodel("tag_origin");
playfxontag(level._effect["zapper"],self.tag_origin,"tag_origin");
self.tag_origin playsound("elec_start");
self.tag_origin playloopsound("elec_loop");
self thread play_electrical_sound();

level waittill(name + "_end");
for(i=0;i<self.size;i++)
{
self.tag_origin stoploopsound();
self notify ("arc_done");
self.tag_origin delete();
}
}
play_electrical_sound()
{
self endon ("arc_done");
while(1)
{
wait(randomfloatrange(0.1, 0.5));
playsoundatposition("elec_arc", self.origin);
}
}
handle_zapper_trigs(handles, type)
{
for(i=0;i<self.size;i++)
{
if(type == "disable")
self[i] disable_trigger();
else if(type == "enable")
self[i] enable_trigger();
}
for(i=0;i<handles.size;i++)
{
if(type == "disable")
handles[i] disable_zapper_switch();
else if(type == "enable")
handles[i] enable_zapper_switch();
}
}
zapper_light_red( zapper_lights )
{
for(i=0;i<zapper_lights.size;i++)
{
zapper_lights[i] setmodel("zombie_zapper_cagelight_red");

if(isDefined(zapper_lights[i].fx))
{
zapper_lights[i].fx delete();
}

zapper_lights[i].fx = maps\_zombiemode_net::network_safe_spawn( "trap_light_red", 2, "script_model", zapper_lights[i].origin );
zapper_lights[i].fx setmodel("tag_origin");
zapper_lights[i].fx.angles = zapper_lights[i].angles+(-90,0,0);
playfxontag(level._effect["zapper_light_notready"],zapper_lights[i].fx,"tag_origin");
}
}
zapper_light_green( zapper_lights )
{
for(i=0;i<zapper_lights.size;i++)
{
zapper_lights[i] setmodel("zombie_zapper_cagelight_green");

if(isDefined(zapper_lights[i].fx))
{
zapper_lights[i].fx delete();
}

zapper_lights[i].fx = maps\_zombiemode_net::network_safe_spawn( "trap_light_green", 2, "script_model", zapper_lights[i].origin );
zapper_lights[i].fx setmodel("tag_origin");
zapper_lights[i].fx.angles = zapper_lights[i].angles+(-90,0,0);
playfxontag(level._effect["zapper_light_ready"],zapper_lights[i].fx,"tag_origin");
}
}
wait_for_power(cost)
{
for(i=0;i<self.size;i++)
{
self[i] SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );
self[i] SetCursorHint( "HINT_NOICON" );
}
flag_wait( "electricity_on" );

for(i=0;i<self.size;i++)
self[i] SetHintString( "Press & hold &&1 to activate the electric barrier [Cost: "+cost+"]" );
}
enable_zapper_switch()
{
self rotatepitch(-180,.5);
self playsound("switch_flip");
}
disable_zapper_switch()
{
self rotatepitch(180,.5);
self playsound("switch_flip");
}
wait_until_zapper_trigged(struct)
{
self waittill("trigger", who);
struct notify("trigger", who);
}

the error cannot be coming from this

"j_head" isnt referenced at all in this entire thing
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the error cannot be coming from this

"j_head" isnt referenced at all in this entire thing

I also checked zombie_elec_death function in dlc3_code and there was no j_head either  :'( I have no idea where else to look
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I also checked zombie_elec_death function in dlc3_code and there was no j_head either  :'( I have no idea where else to look
at a guess, its coming from one of these

Code Snippet
Plaintext
	who thread maps\dlc3_code::player_elec_damage();
}
else
{
who thread maps\dlc3_code::zombie_elec_death( randomint(100) );

but, those are stock, so still indicates a problem with these models, rather than your code


find and post this :

Code Snippet
Plaintext
who thread maps\dlc3_code::zombie_elec_death( randomint(100) );

so we can take a look
Last Edit: October 16, 2015, 11:56:58 pm by Harry Bo21
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at a guess, its coming from one of these

Code Snippet
Plaintext
	who thread maps\dlc3_code::player_elec_damage();
}
else
{
who thread maps\dlc3_code::zombie_elec_death( randomint(100) );

but, those are stock, so still indicates a problem with these models, rather than your code


find and post this :

Code Snippet
Plaintext
who thread maps\dlc3_code::zombie_elec_death( randomint(100) );

so we can take a look

I think this is the right thing

Code Snippet
Plaintext
zombie_elec_death(flame_chance)
{
self endon("death");

//10% chance the zombie will burn, a max of 6 burning zombs can be goign at once
//otherwise the zombie just gibs and dies
if(flame_chance > 90 && level.burning_zombies.size < 6)
{
level.burning_zombies[level.burning_zombies.size] = self;
self thread zombie_flame_watch();
self playsound("ignite");
self thread animscripts\death::flame_death_fx();
wait(randomfloat(1.25));
}
else
{

refs[0] = "guts";
refs[1] = "right_arm";
refs[2] = "left_arm";
refs[3] = "right_leg";
refs[4] = "left_leg";
refs[5] = "no_legs";
refs[6] = "head";
self.a.gib_ref = refs[randomint(refs.size)];

playsoundatposition("zombie_arc", self.origin);
if( !self enemy_is_dog() && randomint(100) > 50 )
{
self thread electroctute_death_fx();
self thread play_elec_vocals();
}
wait(randomfloat(1.25));
self playsound("zombie_arc");
}

self dodamage(self.health + 666, self.origin);
iprintlnbold("should be damaged");
}


Worse comes to worst I suppose I could remove the Nuketown zombies models and revert back to the original Nazi ones, but those are so drab and boring :/
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nope no j_head in there either

youll either need to do that, or port them yourself, but "properly"


Ive seen the nuketown models  used a lot tho, so shouldnt be a issue
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For some reason all my colors are weird and rainbow colored......not sure if i need to change something in the textures or move the files to a different location. Any help would be appreciated  :)
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Maps:

Too many canceled ones to count

Leningrad BO3

Something else
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For some reason all my colors are weird and rainbow colored......not sure if i need to change something in the textures or move the files to a different location. Any help would be appreciated  :)

You just need a reflection_probe in your map. Right click on the 2d grid and select reflection_probe
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I am using script placer z and whenever I replace the localized and/or the patch the ingame perks and shaders are invisible and the zombies seem to be fine...
someone help
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I am using script placer z and whenever I replace the localized and/or the patch the ingame perks and shaders are invisible and the zombies seem to be fine...
someone help
because your already using that FF name and can only have one. Its one or the other
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It will be ready on Friday or earlier.

no shangri la hehe
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no shangri la hehe
not here but i have actually done em if you need em
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when i drag the contents into my maps appropriate folder, rename the file as advised, the zombies spawn as the default actor. any help?? 
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when i drag the contents into my maps appropriate folder, rename the file as advised, the zombies spawn as the default actor. any help??
either the included files have not been incuded properly

you have named the FF wrong

or have not included the FF at all
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when is the orgins zombie models and the mob of the dead models coming out? :D :D :) :)
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Going to have to mess with these :O

 
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