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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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I downloaded Nuketown zombies and noticed few things in them. One is that the eye colors are different on some, would be great, if you made them have only blue eyes. Second is (dont know, if thats cos of map) that eye FX I used on other pack doesnt work on these ones, might be just map thing, but if its not, could you fix that also? I will confirm this later, if its like this. Third is that hazmat zombies can be seen through, when head is shot
(Image removed from quote.)
If you could fix these, then I will surely use them :)

Sorry an award neglect.

go to _zombiemode_spawner function in "zombie_head_gib( attacker )" replaces this

Code Snippet
Plaintext
self Attach( "char_ger_honorgd_zomb_behead", "", true );

for all this

Code Snippet
Plaintext
if(self.model == "bo2_c_zom_dlc0_zom_haz_body1")
self Attach( "bo2_c_zom_dlc0_zom_haz_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_haz_body2")
self Attach( "bo2_c_zom_dlc0_zom_haz_body2_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_solciv_body1")
self Attach( "bo2_c_zom_dlc0_zom_solciv_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_sol_body1")
self Attach( "bo2_c_zom_dlc0_zom_sol_body1_behead", "", true );

else
self Attach( "char_ger_honorgd_zomb_behead", "", true );

and it should work.

replacing the c_zom_heads_alias.csv so:

Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "bo2_c_zom_dlc0_zom_head1_blueeyes";
a[1] = "bo2_c_zom_dlc0_zom_head2_blueeyes";
a[2] = "bo2_c_zom_dlc0_zom_head3_blueeyes";
a[3] = "bo2_c_zom_dlc0_zom_head4_blueeyes";
return a;
}

and the other c_zom_heads_mask_alias so:

Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "bo2_c_zom_dlc0_zom_haz_head_mask_blueeyes";
return a;
}

I will update to others upon termination of the other drops that I need (only UGX-mods).
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Sorry an award neglect.

go to _zombiemode_spawner function in "zombie_head_gib( attacker )" replaces this

Code Snippet
Plaintext
self Attach( "char_ger_honorgd_zomb_behead", "", true );

for all this

Code Snippet
Plaintext
if(self.model == "bo2_c_zom_dlc0_zom_haz_body1")
self Attach( "bo2_c_zom_dlc0_zom_haz_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_haz_body2")
self Attach( "bo2_c_zom_dlc0_zom_haz_body2_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_solciv_body1")
self Attach( "bo2_c_zom_dlc0_zom_solciv_body1_behead", "", true );

else if(self.model == "bo2_c_zom_dlc0_zom_sol_body1")
self Attach( "bo2_c_zom_dlc0_zom_sol_body1_behead", "", true );

else
self Attach( "char_ger_honorgd_zomb_behead", "", true );

and it should work.

replacing the c_zom_heads_alias.csv so:

Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "bo2_c_zom_dlc0_zom_head1_blueeyes";
a[1] = "bo2_c_zom_dlc0_zom_head2_blueeyes";
a[2] = "bo2_c_zom_dlc0_zom_head3_blueeyes";
a[3] = "bo2_c_zom_dlc0_zom_head4_blueeyes";
return a;
}

and the other c_zom_heads_mask_alias so:

Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "bo2_c_zom_dlc0_zom_haz_head_mask_blueeyes";
return a;
}

I will update to others upon termination of the other drops that I need (only UGX-mods).

Nice, dude, works perfectly now :D Eye FX still doesnt work, but might be on where FX is called. What would be the joint used in eyes? Anywho, +1 to you
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I'm trying to implement the george romero boss zombie into my map but there doesn't appear to be a full body xmodel... theres the pieces of him but how/where do I want to look when calling him as a boss zombie?

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ERROR: xmodel 'bo1_c_zom_george_romero_zombiefied_fb' not found
failed loading xmodel 'bo1_c_zom_george_romero_zombiefied_fb' for asset 'bo1_c_zom_george_romero_zombiefied_fb' found in source file '../zone_source/nazi_zombie_outlast.csv'
failed loading 'bo1_c_zom_george_romero_zombiefied_fb' of type 'xmodel' found in source file '../zone_source/nazi_zombie_outlast.csv'
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same question as above is the boss zombie model george included in the download .
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I'm trying to implement the george romero boss zombie into my map but there doesn't appear to be a full body xmodel... theres the pieces of him but how/where do I want to look when calling him as a boss zombie?

Code Snippet
Plaintext
ERROR: xmodel 'bo1_c_zom_george_romero_zombiefied_fb' not found
failed loading xmodel 'bo1_c_zom_george_romero_zombiefied_fb' for asset 'bo1_c_zom_george_romero_zombiefied_fb' found in source file '../zone_source/nazi_zombie_outlast.csv'
failed loading 'bo1_c_zom_george_romero_zombiefied_fb' of type 'xmodel' found in source file '../zone_source/nazi_zombie_outlast.csv'

The models are the boss I put full body. One is bloody and the other is normal.
To call the boss is by command lines. There is a tute of like putting a head in rounds where there really specify the model name of the chief.

same question as above is the boss zombie model george included in the download .

Of course there are the models. Download the new version, corrected some things.
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thanks man i appreciate it
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Downloaded your Nuketown zombies in my map, and they work great, except I believe they are causing an error when I take a large amount of zombies through my electric trap:



Not sure if this is related to your models or not but it looks to me like it. Any help fixing this would be greatly appreciated
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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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Downloaded your Nuketown zombies in my map, and they work great, except I believe they are causing an error when I take a large amount of zombies through my electric trap:

(Image removed from quote.)

Not sure if this is related to your models or not but it looks to me like it. Any help fixing this would be greatly appreciated
means a tag is missing from one of the models, most likely one of the "gibbed" models, which would explain it not happening straight away, as it wouldnt happen until a zombie is gibbed in a way that causes them to change into that model
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means a tag is missing from one of the models, most likely one of the "gibbed" models, which would explain it not happening straight away, as it wouldnt happen until a zombie is gibbed in a way that causes them to change into that model

Any idea how I would fix it? Cause I'm at a loss :/
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Any idea how I would fix it? Cause I'm at a loss :/
either he or you would need to re-port that model

be a pain working out which one got ported wrong, so would prob involve going through that entire set again, however lol
Last Edit: September 09, 2015, 01:21:12 pm by Harry Bo21
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either he or you would need to re-port that model

be a pain working out which one got ported wrong, so would prob involve going through that entire set again, however lol

Then the conversion was not successful? or you would have to do to not give this error? : '(
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Downloaded your Nuketown zombies in my map, and they work great, except I believe they are causing an error when I take a large amount of zombies through my electric trap:

(Image removed from quote.)

Not sure if this is related to your models or not but it looks to me like it. Any help fixing this would be greatly appreciated

Can you show your electric trap script? Maybe you can do some modifications to remove where it needs j_head tag
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Can you show your electric trap script? Maybe you can do some modifications to remove where it needs j_head tag
yeah cane go for j_spine2 ( i think thats what its called ) if need be
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Can you show your electric trap script? Maybe you can do some modifications to remove where it needs j_head tag

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);
}
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I hate to bump but I'm still having this j_head problem... I took a break from mapping for a while but now I want to come back and fix this

 
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