Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Scripts => Topic started by: BluntStuffy on August 13, 2016, 04:15:38 pm
Title: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on August 13, 2016, 04:15:38 pm
This also includes my 'Patrol Soldat' wich is a Panzer with a mingun instead of a flamethrower, to balance things out he's a slow walker ;)
You can enable/disable the Patrol Soldat, whatever you prefer
Disclaimer:
Hidden Text
This script is originally made for Zombie Sumpf, wich is now released more then 2,5 years ago. Back when i made this i wasn't into scripting for that long.. The script is far from perfect, and right now i would do a lot of things different prob but i could never be bothered to redo it. After all it works ( mostly ::) ;D )
Occasionally a player could get stuck inside a model/clip when the panzer grabs him ( wich also happens in official maps every now and then btw.. ). I'm doing countless amount of traces in the script to prevent this, but specially models without collision and clips that stick out a lot increase the chanche of players getting stuck!
Instructions ( also included in the dl ): FOR VERSION 1.0 MAKE SURE TO USE THE INSTRUCTIONS BELOW AND NOT FROM INSIDE THE DOWNLOAD! I will update the instructions included in the download in version 1.1 1] Copy the .iwd file in your COMPILED mod-folder ( so appdata\local\activision\CoDWaW... etc for the disk version )
2] Pick ONE of the two .ff files depending on if you're allready using one for another feature.
-If you pick the _patch, rename it to 'mapname'_patch. So if my map was called nazi_zombie_example the .ff would be nazi_zombie_example_patch
or
-If you pick the localized_, rename it to localized_'mapname'. So in the example above it would be localized_nazi_zombie_example
Also copy the renamed .ff into you compiled mod-folder
3] Open your _zombiemode.gsc Around line 60-70 you'll see similar lines, add this one:
4] Next look for this: And add the mech anims, so it looks like: That's it for _zombiemode. save and close. 5] Now open _zombiemode_spawner and look for this line: right under it add: --------- Next look for these lines: right IN BETWEEN those, add the new line so it looks like below: 6] Now find this line: And under that add this: 7] A few line's down, under this: Add these lines: 8] Now find this piece of code: And under that part, add these line's: 9] In the function: zombie_damage( mod, hit_location, hit_origin, player ) under these line's: Add these: 10] And a bit down in the function: zombie_damage_ads( mod, hit_location, hit_origin, player ) in the same way add: That's _spawner. Save and close. 11] Open animscripts\death.gsc and look for this: And change that into: Save and close. 12] Now open animscripts\melee.gsc, and scroll to the bottom. There you will see this function: In there, replace this line: With this one: Next, right under this part: Add these new lines: 13] Now open the animtrees\generic_human.atr: Right at the top under: add this: ai_zombie_mech_grabbed bo2_mech_run_to_aim_ft bo2_mech_ft_sweep bo2_mech_ft_burn_plr bo2_mech_arrive bo2_mech_exit bo2_mech_head_pain bo2_mech_downed bo2_mech_recover bo2_mech_powercore_pain bo2_mech_leap_start bo2_mech_leap_stop bo2_mech_stunned bo2_mech_grab_aim bo2_mech_grab_idle bo2_mech_taunt bo2_mech_minigun_sweep bo2_mech_minigun_spray mech_minigun_fire_loop ============================================================= Next find the zombie-run anims, around line 450. and add these somewhere in there: bo2_mech_walk_basic bo2_mech_walk_patrol bo2_mech_run01 bo2_mech_sprint01 bo2_mech_leap_loop bo2_mech_minigun_spray_walk ============================================================= Next find: and under that add: bo2_mech_melee01 bo2_mech_melee02 bo2_mech_run_melee01 ============================================================ Find the death anims, around line 1960 and add these in there: bo2_mech_death bo2_mech_death_explode ============================================================ And now find the taunt anims, around line 2840 and add this one in there: blst_zom_mech_taunt 14] In radiant: * Make sure all your zone's have the " script_noteworthy - player_zone " ( this was actually originally in WaW scripts, but a lot of people dont use it.. ) * Where the mech spawn's, and also the struct's that are used for jetpacking: (place them half inside the ground, like riser-struct's) * Make AT LEAST 6 trigger_damage entities. ( Should be fine for spawning in 5 mechs at the same time ) make them around 30x30x30 units, give this KVP: Also select these spawnflags: -PROJ_NO -EXPLOSION_NO -SPLASH_NO -FIRE_NO Put them somewhere the players cant see / shoot them. These will be used for when the mech grabs a player, but can't be spawned in through script.. 15] If you have a Wonder Weapon you want to have a special effect on the mech, you can call this from where the ww-script does damage: He will do a pain-anim, and there's a slight chanche he gets knocked to the ground. 16] ---------------- No nuke and insta-kill effect----------------- In _zombiemode_powerups find the function check_for_instakill() and under the line's: add these line's: -------- Next find the function nuke_powerup() scroll down a bit till you see: and under that add these line's: 17] -----------Doesn't stop the rounds from changing------------ Open _zombiemode_utility.gsc, and find the line: and REPLACE it with this one: 18] Stock 'settings': -first panzer round: round 8 -after that every 3 rounds -health value's are copied from bo2 script -the patrol-soldat is included, he and the normal one will take turns spawning
Hidden Text
Single player: round 8 or higher: 1 mech round 14 or higher: 2 mechs round 18 or higher: 3 mechs
COOP: round 8 or higher: 1 mech round 11 or higher: 2 mechs round 14 or higher: 3 mechs round 17 or higher: *1 or 2 players: 3 mechs *3 or 4 players: same number of mechs as players
You can change a lot of settings in the _blst_panzersoldat.gsc thats inside the BlSt_PanzerSoldat.iwd To disable the Patrol-Soldat, open the script inside the .iwd and change this line into false: That should be all! PS: Dont ask me if i can send you the raw-files, or if you can combine two .ff's or if i can do that for you.. I won't, and i can't..
Title: Re: PanzerSoldat and PatrolSoldat
Post by: Scobalula on August 13, 2016, 04:22:26 pm
Dude, this is absolutely amazing, +1 for releasing.
Title: Re: PanzerSoldat and PatrolSoldat
Post by: Marsvinking on August 13, 2016, 04:46:07 pm
Just downloaded and thanks for that but wont the UGX team take this down because of Raw Assets ?
Title: Re: PanzerSoldat and PatrolSoldat
Post by: BluntStuffy on August 13, 2016, 04:47:18 pm
What raw assets? It's 2 .ff's and an .IWD ???
Title: Re: PanzerSoldat and PatrolSoldat
Post by: Marsvinking on August 13, 2016, 04:48:12 pm
I see it now its a precached model xD
Title: Re: PanzerSoldat and PatrolSoldat
Post by: WECoyote99 on August 13, 2016, 04:59:41 pm
would a normal riser work for a spawner
Title: Re: PanzerSoldat and PatrolSoldat
Post by: BluntStuffy on August 13, 2016, 05:05:07 pm
to the generic_human.atr, and put it belowe this line:
I will update the tut..
Title: Re: PanzerSoldat and PatrolSoldat
Post by: whippytrout on August 14, 2016, 01:10:54 am
Holy Crap This is Awesome! I leave on vacation for 1 week then come back and all this amazing stuff comes out. :nyan: I swear with this, natesmith's new releases, and Harry's shields and perks I will have my Alcatraz map done in no time. :D Thank you so much this will be so fun to use. Imagine the patrolling panzer in the tight prison halls of Alcatraz... creepy. :)
Title: Re: PanzerSoldat and PatrolSoldat
Post by: BluntStuffy on August 14, 2016, 04:51:29 am
Made a minor adjustment in the tutorial, if you install this make sure to use the instructions from the Topic and not from the DL. I'll update the instructions in the dl in version1.1
If you allready installed it and having trouble because the mech doesn't move after he spawns: -remove this line from _spawner:
-redo step 5 from the instructions and you should be good to go
Title: Re: PanzerSoldat and PatrolSoldat
Post by: KhelMho on August 14, 2016, 07:02:38 am
Holy Blunt! :rainbow: Thanks +1 :nyan: Double Post Merge: August 14, 2016, 07:15:15 amHey men, are you using custom fx in this model? :)
Title: Re: PanzerSoldat and PatrolSoldat
Post by: BluntStuffy on August 14, 2016, 12:44:08 pm
great tutorial.thanks for sharing +1 only one thing everything works fine but he dont grab me.
Do you have a playable area, and zones there? ( zone should have kvp: script_noteworthy - player_zone ) Its all part of the checks to make the grabbing less buggy. If you have both of those it should work, specially if everything else works as well ( flamethrower, hoover etc ). You could open the .iwd and open the panzersoldat.gsc and adjust these lines, but these settings Always worked fine for me..
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: nikfar1 on August 19, 2016, 09:41:47 pm
thanks ,I will check it
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: robbie696 on August 27, 2016, 08:27:07 pm
Hey,
I'm pretty new at scripting and I would love to have the panzers in my map, but when running the game I get a server script compile error:
And now find the taunt anims, around line 2840 and add this one in there:
blst_zom_mech_taunt
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: robbie696 on August 31, 2016, 06:54:30 pm
I am pretty sure I did this step like intended. Can it be that it is at a wrong line number, or do the .GSC and the .ATR need to be in specific folders? I currenly have all of them in my mods/mapname/maps . I can make / post screenshots if needed because I would really love to get this working.
Thanks,
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on September 01, 2016, 06:44:33 pm
Keep the same folder structure as in /raw/ so .gsc goes in /maps/ and .atr goes in /animtrees/ etc
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: KhelMho on September 01, 2016, 06:50:06 pm
Blunt? Are you making a new update for this? With specular maps (textures) :)
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: swakking on September 02, 2016, 02:32:26 am
I am pretty sure I did this step like intended. Can it be that it is at a wrong line number, or do the .GSC and the .ATR need to be in specific folders? I currenly have all of them in my mods/mapname/maps . I can make / post screenshots if needed because I would really love to get this working.
Thanks,
Look in your root mod folder then [your map ] and see if you have any .iwd like harrybo21_perks.iwd open the iwd using win rar and look and see if you can find an animtrees folder in it if you find generic_human.atr copy it to your desktop and do the steps that involve generic_human.atr and when done drag and drop it back in the iwd and update the old generic_human.atr and if you can't find any iwd files in your root mod folder look in AppData\Local\Activision\CoDWaW\mods\yourmod and see if you have any iwds the build your mod
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: IamTIMMEHHH on October 21, 2016, 07:53:45 pm
i get the error: bad token '.'when i do this i checked everything twice if i did something wrong but nothing worked plz help
Srry, just noticed this post.. Means you did something wrong and you prob didn't copy something in correctly, or you accidentally hit the . somewhere. Run in developer 1 and the error message should include the script and line number the error appears in, so you know where to look..
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: EmpGeneral on December 23, 2016, 01:56:14 am
Hey Blunt,how can we disable the panzer's life counter?
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on December 23, 2016, 07:45:41 am
Open the .gsc inside the .IWD and look for this line to comment out:
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: EmpGeneral on December 23, 2016, 02:39:11 pm
Open the .gsc inside the .IWD and look for this line to comment out:
Thx :D
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: nuketown122 on January 18, 2017, 01:03:42 am
I get a server script compile error when lauching my map
Error in developer 0:
******* Server script compile error ******* Error: Could not find script 'maps/_blst_panzersoldat' -------------------------------------------------------------------------------------------------------------------------------------------------------
Error in developer 1:
******* Server script compile error ******* Error: Could not find script 'maps/_blst_panzersoldat': (file 'maps/_zombiemode_spawners.gsc', line 142) self thread maps\_blst_panzersoldat::mech_prespawn();
can someone please help me ???
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: mala15 on January 18, 2017, 02:17:04 am
I get a server script compile error when lauching my map
Error in developer 0:
******* Server script compile error ******* Error: Could not find script 'maps/_blst_panzersoldat' -------------------------------------------------------------------------------------------------------------------------------------------------------
Error in developer 1:
******* Server script compile error ******* Error: Could not find script 'maps/_blst_panzersoldat': (file 'maps/_zombiemode_spawners.gsc', line 142) self thread maps\_blst_panzersoldat::mech_prespawn();
can someone please help me ???
Hi,
you have to copy/move the file named BlSt_PanzerSoldat.iwd into your mod folder most likely. You will find that file in the download.
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Harry Bo21 on January 18, 2017, 07:23:27 am
scripts are not in your mod or are there but were not ticked in launcher
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: nuketown122 on January 18, 2017, 01:41:12 pm
ok I fixed it and the map is working correcly how ever, everytime I build my mod it give me this
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on January 18, 2017, 02:11:50 pm
You dont need to compile that stuff into an ff its allready precompiled in the .ff's
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: nuketown122 on January 18, 2017, 10:23:18 pm
so what should I do? :poker:
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on January 18, 2017, 10:55:14 pm
read the tutorial again carefully, and make sure you did everything correctly.
You added those lines yourself to the mod.csv? Coz i dont think that's in the tut. Copy one of the provided .ff's into your compiled mods folder and rename it to fit your mapname ( so step 2 ). All models etc are in there..
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: nuketown122 on January 18, 2017, 11:34:30 pm
I erased the stuff in mod.csv and did what you told me now when I lauch my map it give me a weird error that's I don't think has something to do with this mod but here it is:
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on January 19, 2017, 01:19:00 am
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 16, 2017, 07:12:50 pm
animation bo2_mech_minigun_sweep not defined in generic_human, any help?
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 16, 2017, 11:23:48 pm
(http://s18.postimg.org/ychltm9w9/mechstuff.png)
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 17, 2017, 12:26:38 am
That's what I did and the error still appears
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 17, 2017, 12:45:59 am
you use ugx-mod right? The animtree is prob allready in one of the ugx-mod .iwd's You need to edit the one in the .iwd
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 17, 2017, 01:46:54 am
dude thanks it worked and since i played my map with without placing the structs the panzer looks like a doll zombie lol, thanks again Double Post Merge: April 17, 2017, 04:36:47 amum.......?
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 17, 2017, 04:29:39 pm
That's the default model that will appear when the actual model is not loaded.. Either you didn't copy the .ff to the correct folder, or you didn't rename it propperly
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 17, 2017, 04:49:40 pm
I put it in the right location and renamed the .ff into my map name ugx_mod_moody
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 17, 2017, 04:52:23 pm
I put it in the right location and renamed the .ff into my map name ugx_mod_moody
Quote
If you pick the _patch, rename it to 'mapname'_patch. So if my map was called nazi_zombie_example the .ff would be nazi_zombie_example_patch
or
-If you pick the localized_, rename it to localized_'mapname'. So in the example above it would be localized_nazi_zombie_example
So it's named: ugx_mod_moody_patch OR localized_ugx_mod_moody ?
Show me a screenshot where you put it..
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 17, 2017, 05:33:27 pm
its ugx_mod_moody_patch and i put everything in the mods folder, and if put them in the wrong folder ill put them in the appdata/ activision/mods/ugx_mod_moody folder and i renamed BlSt_PanzerSoldat_patch to mine and do i compile the patch or no?
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 17, 2017, 05:45:27 pm
Quote
its ugx_mod_moody_patch and i put everything in the mods folder, and if put them in the wrong folder ill put them in the appdata/ activision/mods/ugx_mod_moody folder and i renamed BlSt_PanzerSoldat_patch to mine and do i compile the patch or no?
You put them in your compiled mod folder, so yes in appdata\local\activision\CoDWaW\mods\...\ You rename it to ugx_mod_moody_patch and never compile your patch again or you will lose the files!
Quote
and a couple of questions i placed the script structs and i get this on my screen on the panzer round:
Did you add at least two structs for evey zone in your map? If you have that i got the feeling there might be scripts you edited to are allready included in one of the ugx-mod .idw's? Pretty sure scripts like _zombiemode for example are included in the ugx-mod. Any script that's allready in a .iwd you need to edit in there..
Quote
Make AT LEAST 6 trigger_damage entities. ( Should be fine for spawning in 5 mechs at the same time ) make them around 30x30x30 units, give this KVP:
Also select these spawnflags: -PROJ_NO -EXPLOSION_NO -SPLASH_NO -FIRE_NO
I'm not sure how else to explain it? :accepted: in radiant right click and choose trigger_damage and make it 30x30x30 in size. Use the KVP and spawnflags i give you, and make 6 of them. Put them somewhere under your map where players cannot see/shoot them.
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 17, 2017, 06:52:18 pm
Unknown function crashed the whole map console is not showing the error and I didn't compile the _patch
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 17, 2017, 08:30:01 pm
Unknown function crashed the whole map console is not showing the error and I didn't compile the _patch
if it worked before, and you did not change anything to a script that's pretty much impossible.
if it worked before, and you edited scripts you forgot/missed something.
the console will only show the error if you enable 'developer 1' and load the map with 'devmap mapname'
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 17, 2017, 08:58:17 pm
If(modded help trigger_core "missing mainframe trigger with targetname MVP trigger_teleport_core")) Double Post Merge: April 18, 2017, 01:38:36 pmForget it I fixed the crash but the panzer is in his actual skin but he's like a regular zombie that come out of a regular barricade and when I try to shoot him in the head he doesn't die
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 18, 2017, 04:09:10 pm
:( I dunno what to say, other then you prob missed something. The panzer works fine ( you're not the first to install it ), and about 95% of the questions you've asked is simply because you didn't follow instructions exactly, or didn't understand them correctly.. I dont want to be an asshole, but this is getting annoying.
Again not wanting to be an asshole, but if you want to use tuts like this also make sure you can do some problem solving on your own. People are not going to hold your hand. Think i've showed enough good will to help you out, but really you cant expect me to magically solve all your problems.. ( and the modderhelp error isn't even related to the panzersoldat.. ) You make the thread look like a mess, and make people think the tutorial is all messed up cause now i have two pages of "problem fixing" on my release thread..
If you send me a compiled version of the map i'm willing to look at it, and try to fix it for you but other then that i dunno what to do at this point.
Else you can check if you used script_STRUCT's and not script_ORIGIN's for the spawn points, and check if you added the thread to _zombiemode_spawner correctly. Solution will prob be somewhere in that area..
And if you have any other questions/problems, please PM me instead of posting here..
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: itsmoodyy on April 18, 2017, 07:46:57 pm
Hey blunt, sorry for ruining your release thread with my problems on my side, I'm going to re read the instructions and make sure I did every instruction right to hopefully make him an actual panzer, and if I have a problem I'll just pm instead of writing it here
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 18, 2017, 08:17:03 pm
It's all good, hope you can get it working otherwise lemme know..
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: lolelel12334 on April 21, 2017, 12:58:49 am
Is there anything I did wrong?
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on April 21, 2017, 05:56:37 am
yes, you didn't copy-paste something correctly/in the correct place
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: IamTIMMEHHH on May 04, 2017, 03:06:49 pm
hi, I added this to my map but when I launch it i get this error and I have no idea why.
(https://i.imgur.com/MU1lsBb.jpg)
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on May 04, 2017, 04:54:49 pm
Launch with ''developer 1" and "devmap MAPNAME" and then open the console and show the full error at the bottom
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: IamTIMMEHHH on May 04, 2017, 08:46:50 pm
this is the error (https://i.imgur.com/BG5oimq.jpg)
That's not the full error-log, it doesn't show where the call comes from. I'm fairly sure it has nothing to do with the panzer though, cause i dont use flag's in this script ( or any script basicly ).
If you dont enable 'developer 1' and just run your map, it will prob work without fixing the error. And just post the full error, otherwise i cant help..
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: nuketown122 on May 16, 2017, 02:27:41 am
Is it normal for the Panzer to kinda back off a little bit when he hit you/melee attack you.
Title: Re: PanzerSoldat and PatrolSoldat
Post by: Cannonthecat on May 27, 2017, 04:13:34 am
I got a compile error maybe i did something wrong, can you help me? :nyan:
Title: Re: PanzerSoldat and PatrolSoldat
Post by: EmpGeneral on May 27, 2017, 10:01:03 pm
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Riptide1106 on June 18, 2017, 12:58:28 pm
blunt, thanks for this man! im tryin it out now. ran into a weird problem tho... no mech spawns in, his sounds work and health via lnprint come up, but i dont see any mech. any ideas why?
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on June 18, 2017, 02:16:16 pm
Could be the .ff is not loaded. Make sure you renamed it propperly and you dont recompile your patch anymore after you installed this
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Pieternba2k on June 29, 2017, 11:29:29 am
thank you somuch :)
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on June 29, 2017, 04:27:55 pm
just open the entity window in radiant and tick the boxes. That's all
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Pieternba2k on June 29, 2017, 09:13:36 pm
Thanks so much :)
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Pieternba2k on June 30, 2017, 10:01:38 pm
I tried it in coop testing and it is really cool, however, when he grabs you sometimes it gives you god mode when ur screen is shaking, as well as grabbing trough bevels/walls does this sound fimilair?
thanks alot :)
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: TomDaDankEngine on July 09, 2017, 07:35:13 pm
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: RayGuNNXXX123 on July 12, 2017, 05:17:57 pm
:( I need help everytime I launch my map it says bad token "." I will say the rest once I try to fix it if possible. Double Post Merge: July 12, 2017, 07:30:32 pmNevermind I fixed that problem but now when I play my map and it is round 8 I can hear the boss spawning in but....they are either invisible or I did something wrong in radiant. Help would be appreciated.
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Riptide1106 on July 20, 2017, 07:18:55 pm
raygunnn, same thing was happening to me, try after compiling go to your appdata mods folder and replace the ff again. strange as it sounds thats what worked for me
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: RayGuNNXXX123 on July 29, 2017, 04:12:41 am
I fixed it. :) Just happened to be that I had to use mapname_patch instead of localized because I have harrys perks as localized version.
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: EmpGeneral on July 29, 2017, 09:52:35 pm
Hey Blunt I was looking at the script and what does this mean?
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Pieternba2k on August 04, 2017, 08:03:31 am
Geat work,
Is it possible to make panzers spawn in after a trigger (for example a door, and than continu troughout the rounds?) and I put 0% in both the claw and jetpack but in game it still uses them, does anybody know why?
thankyou
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: BluntStuffy on August 04, 2017, 08:35:47 pm
To disable the claw/jetpack comment out these lines: ( in both .gsc's if you use the patrol as well )
If you put this code after your trigger gets activated it should spawn a mech ( if there's still zombies spawning, otherwise it spawns next round )
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Pieternba2k on August 04, 2017, 10:36:49 pm
To disable the claw/jetpack comment out these lines: ( in both .gsc's if you use the patrol as well )
If you put this code after your trigger gets activated it should spawn a mech ( if there's still zombies spawning, otherwise it spawns next round )
Thankyou, respect
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: minecraftexpert2 on September 16, 2017, 11:45:49 am
10/10 ;)
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: conrad.multan on February 24, 2018, 02:37:33 am
Hey, I know this is kinda late but is there a way i could use this for a boss fight type thing where the player can teleport to a "boss arena" and like 20 panzers spawn in only that spot and only when the player gets there.
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: Fancygamer1738 on March 25, 2018, 07:58:45 pm
This is AMAZING! Really adds a challenge maps that have him. Great work. :nyan: :nyan: :nyan:
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: GimmCity on July 01, 2020, 06:43:31 am
Hey, i have a big problem, when i put the panzersoldat in my map, the normal zombies dont come through barriers... and when i change some scripts u said in instruction then the zombies move but the panzersoldat not..... i dont know what to do
Title: Re: PanzerSoldat and PatrolSoldat [V1.0]
Post by: gabritelos on December 06, 2020, 09:02:46 pm
My games spawns a woman with helmet, static, instead of the panzer.