UGX-Mods

Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Models => Topic started by: shippuden1592 on December 20, 2014, 02:06:36 am

Title: [Drag-and-Drop] Packs Zombies - Update 14/04/2016
Post by: shippuden1592 on December 20, 2014, 02:06:36 am
Hello there people here I bring different models of zombies of Bo1 and Bo2.

Simply drag the files that come in the rar to your mods folder at:

C:\Users\*Usuario*\AppData\Local\Activision\CoDWaW\mods\mapname

and replaces the "localized_mapname" with the name of your map. example "localized_nazi_zombie_cobos".


BO1

Five

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2Ffn44up.jpg&hash=826697e5230f4b42b8f904880683a6085e849d32)

www.mediafire.com

Ascension

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F29digcy.jpg&hash=09781c4daa9235462108560b57e2cccbb4e76659)

ugx-mods.com


Call of the Dead

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F23vi13k.jpg&hash=bea692afe81ddaa788cda48a03c4cfa7105f6396)

www.mediafire.com


Comes including romero boss, if you plan to use this is the name of their models:
Note: The model of the boss is already included in the .ff file there is no need for it on your mod.csv


Code Snippet
Plaintext
bo1_c_zom_george_romero_light_fb
bo1_c_zom_george_romero_zombiefied_fb

Shangri la

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F2yjvxir.jpg&hash=dc594a65f63a22f83e958da8b6c2e0879b7b1981)

www.mediafire.com

They are also included:

-Napalm (models name):


Code Snippet
Plaintext
bo1_c_viet_zombie_napalm
bo1_c_viet_zombie_napalm_head

-Shrieker Zombie (models name):

Code Snippet
Plaintext
bo1_c_viet_zombie_sonic_bandanna
bo1_c_viet_zombie_sonic_body
bo1_c_viet_zombie_sonic_g_headoff
bo1_c_viet_zombie_sonic_head

Go to _zombiemode_spawner and search function "zombie_head_gib (attacker)" and replace it with this:

Code Snippet
Plaintext
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();
precacheModel("bo1_c_viet_zombie_nohat");
self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel("bo1_c_viet_zombie_nohat");
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

if(self.hatModel == "bo1_c_viet_zombie_nva1_gasmask")
self Detach("bo1_c_viet_zombie_nva1_gasmask", "" , true);
else
self Detach("bo1_c_viet_zombie_nohat", "" , true);

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );
self Attach( "char_ger_honorgd_zomb_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}

timed_delete(time)
{
wait time;
self delete();
}

Moon

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi58.tinypic.com%2Fvyrxop.jpg&hash=5b89335050ce67d2b799dc6885e3984be8dd566e)

ugx-mods.com


UGX Version

www.mediafire.com



BO2


Tranzit

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F24xjij9.jpg&hash=d916d2a35453ae0a6dfd37b6bd1598f2cfb3ebee)

ugx-mods.com


Nuketown

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F2wcphcj.jpg&hash=712eff9327a12c75e56496dd910a6a2d0efd6f6c)

www.mediafire.com


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 );

Die Rise

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi59.tinypic.com%2F6f8r9h.jpg&hash=0c926ec8f571747758c6248e12b905ce4f2204d0)

www.mediafire.com


Mod of the dead - Version UGX - Coming soon

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2F2d2f2w1.jpg&hash=d1ba3fd7f6450947fcabe4533fa11d59b317af35)

Buried

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi57.tinypic.com%2F2ur12xl.jpg&hash=afaa65df09ef950f2debf99679c10064552e45e2)

www.mediafire.com

Replace all "zombie_head_gib" function with this:

Code Snippet
Plaintext
zombie_head_gib( attacker )
{
if ( is_german_build() )
{
return;
}

if( IsDefined( self.head_gibbed ) && self.head_gibbed )
{
return;
}

if( !isDefined( level.head_gibs_this_frame ) )
{
level thread cap_zombie_head_gibs();
}

if( level.head_gibs_this_frame >= level.max_head_gibs_per_frame )
{
return;
}

level.head_gibs_this_frame++;

self.head_gibbed = true;
self zombie_eye_glow_stop();

size = self GetAttachSize();
for( i = 0; i < size; i++ )
{
model = self GetAttachModelName( i );
if( IsSubStr( model, "head" ) )
{
// SRS 9/2/2008: wet em up
self thread headshot_blood_fx();

precacheModel("bo2_c_zom_zombie_buried_civilian_hats1");
precacheModel("bo2_c_zom_zombie_buried_civilian_hats2");
precacheModel("bo2_c_zom_zombie_buried_civilian_hats3");
precacheModel("bo2_c_zom_zombie_buried_civilian_hats4");
precacheModel("bo2_c_zom_zombie_buried_miner_hats1");
precacheModel("bo2_c_zom_zombie_buried_miner_hats2");
precacheModel("bo2_c_zom_zombie_buried_civilian_nohat");

self.hatmodel_launch = spawn("script_model",self.origin + (0,0,64));
self.hatmodel_launch setmodel(self.hatModel);
self.hatmodel_launch PhysicsLaunch( self.hatmodel_launch.origin, (0,0,5000) );
self.hatmodel_launch thread timed_delete(5);

self Detach(self.hatModel, "" , true);

self play_sound_on_ent( "zombie_head_gib" );

self Detach( model, "", true );

if(self.model == "bo2_c_zom_zombie_buried_sgirl_body1" || self.model == "bo2_c_zom_zombie_buried_sgirl_body2" || self.model == "bo2_c_zom_zombie_buried_sgirl_body3")
self Attach( "bo2_c_zom_zombie_buried_sgirl_g_behead", "", true );
else
self Attach( "bo2_c_zom_zombie_buried_civilian_g_behead", "", true );
break;
}
}

self thread damage_over_time( self.health * 0.2, 1, attacker );
}

timed_delete(time)
{

wait time;

self delete();

}


Origins - Coming soon

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi62.tinypic.com%2F2nc18h5.jpg&hash=85dc5408f5f58801245c57bfaaa47bafd0326a92)

Note.- If you want to combine any of these packs with the waw zombies do the following:
Open your namedrop.iwd and seek "AItype" folder in there open the "axis_zombie_ger_ber_sshonor.gsc" file
In the switch where "codescripts \ character :: get_random_character (3)" says depending on the number you have total 2.
And add two case more like this:


Code Snippet
Plaintext
case 0:
character\char_ger_honorguard_zombies::main();
break;
  case 1:
character\char_ger_honorguard2_zombies::main();
break;

Remember that the number of the case will depend on the above.

And add this:


Code Snippet
Plaintext
character\char_ger_honorguard_zombies::precache();
character\char_ger_honorguard2_zombies::precache();

under another "character".

Note.- If you use any of the models also thank bo2 "deper" since I spend the models.

Thanks to
deper (by models)
jei9363
ConvictioNDR

Any questions or comments Leave him mistake !!!!!
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: MZslayer11 on December 20, 2014, 04:17:37 am
Good work on these! Nice to see them all organized in one place :D
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: zombiekill4 on December 22, 2014, 11:57:28 pm
I love this thank u so much can u help (Comes including romero boss, if you plan to use this is the name of their models:) where do i put the code thank u for your help.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on December 23, 2014, 01:23:16 am
you would need to script him yourself. This is just the names of the models which are included in the drag and drop. Just the models, Im guessing no anims or scripts setting him up

If you just want Romeros as regular zombies? Then you would declare it in the xmodelaliases for the zombies
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Centric on December 23, 2014, 02:25:49 am
would it be too much trouble to upload a second set of packs replacing Japanese zombies instead of the nazis? I specificly need tranzit to be Japanese.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on December 23, 2014, 02:27:49 am
you can do that. The pack contains the models, its only a minor change to adjust it to change the other set of zombies

Honourguard - 1 type
Honourguard2 - other set

found in xmodelaliases
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Centric on December 23, 2014, 02:34:21 am
you can do that. The pack contains the models, its only a minor change to adjust it to change the other set of zombies

Honourguard - 1 type
Honourguard2 - other set

found in xmodelaliases

Ok, I thought it was more complex then that since I asumed these packs worked by renaming the models to the nazis models.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on December 23, 2014, 02:58:38 am
hmm... i dont think so, but potentially they might?

Ill download one and check later
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Yonkers 1v on December 23, 2014, 03:51:31 am
i noticed it uses the nazi_zombie_mapname_patch.ff and im already using that for bams perks any ideas how to use both?, the other drang and drop zombie mods allow me to use them with bams perks.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: shippuden1592 on December 23, 2014, 05:08:34 pm
i noticed it uses the nazi_zombie_mapname_patch.ff and im already using that for bams perks any ideas how to use both?, the other drang and drop zombie mods allow me to use them with bams perks.

Maybe not explain above but drag-and-drops come in two forms to use one for those using UGX mods they would use the nazi_zombie_mapname_patch.ff. And those who are not using the mods UGX can use both nazi_zombie_mapname_patch.ff as localized_mapname but only one, if you are using the perks of bams uses localized_mapname to your map.

I love this thank u so much can u help (Comes including romero boss, if you plan to use this is the name of their models:) where do i put the code thank u for your help.


Harry said it well, just drop comes in the format specified what that model can be treated as if it were a normal zombie adding it to other files or treat it as zombie boss, there is a tuto on how to implement the zombie head to your map

would it be too much trouble to upload a second set of packs replacing Japanese zombies instead of the nazis? I specificly need tranzit to be Japanese.


You can try to rename the files in the folder are AItype both .gsc as .csv called "axis_zombie_ger_ber_sshonor" by this name:

"axis_zombie_jp_swamp" renames both with the new name.

If you try to publish it I run to see if it works that way.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: MakeCents on December 23, 2014, 05:23:35 pm
Ahhh, how you tease me with the broken moon zombies dl... Is this temp or just broken for me by chance?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi61.tinypic.com%2Frct2d1.jpg&hash=add16ee443614dd8e6c9cc4615d73cdccd0482f0)
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: shippuden1592 on December 23, 2014, 06:34:58 pm
Ahhh, how you tease me with the broken moon zombies dl... Is this temp or just broken for me by chance?

(http://i61.tinypic.com/rct2d1.jpg)

Link corrected, please advise !!!!
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: MakeCents on December 23, 2014, 06:38:42 pm
Link corrected, please advise !!!!

Lol. I thought it was a separate dl with space suits, lol, doh. Thank you very much. These packs are awesome.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: ville88 on December 30, 2014, 04:44:19 pm
We look forward to Shangri-La pack)))
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: shippuden1592 on December 30, 2014, 06:31:09 pm
We look forward to Shangri-La pack)))

It will be ready on Friday or earlier.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: ville88 on December 30, 2014, 07:47:34 pm
It will be ready on Friday or earlier.

thank you
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: ville88 on January 03, 2015, 10:45:40 am
ERROR: image 'images/hud_hell_dpad_bar.iwi' is missing.  (call of the dead, nuketown)
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: RamboBadass on January 03, 2015, 12:57:54 pm
+1 buddy
 good job
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: RichGaming on January 03, 2015, 03:40:15 pm
Nice to have all of these zombies in the same place so you don't have to hunt around to find them. Good work!
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: MZslayer11 on January 07, 2015, 11:28:00 pm
ERROR: image 'images/hud_hell_dpad_bar.iwi' is missing.  (call of the dead, nuketown)

I believe thats an image used in JR-Imagines Custom HUD.  :o
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Erthrock on February 04, 2015, 02:11:12 am
ok when i try to put acension pack and nuketown pack together the acension zombies look like the default zombie girl when spanwed. Did i do something wrong?
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wolf_Silver on February 10, 2015, 08:33:34 pm
@Ville 88  try put this in your map folder :     https://mega.co.nz/#!tVZm3AqY!6RSToeBGSlj2LgONBi1TU-SmZK9XLa6BfqUtUm6BkBk (https://mega.co.nz/#!tVZm3AqY!6RSToeBGSlj2LgONBi1TU-SmZK9XLa6BfqUtUm6BkBk)
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: shippuden1592 on February 11, 2015, 09:18:44 pm
ok when i try to put acension pack and nuketown pack together the acension zombies look like the default zombie girl when spanwed. Did i do something wrong?

You could put a picture of what's inside your mod / mapname where it says the drang and drops
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wolf_Silver on February 12, 2015, 11:43:16 am
If I want all zombie skin in same map how make this???

I have already create a new axis_zombie_ger_bersshonor.gsc and .csv put modelaliases; images.... but models is not load because .ff is not load! reasons is only 3 .ff can be load (mapname.ff / mapname_patch.ff / localized_mapname.ff) :'(

So can you combinate all localized_mapname into a same .ff please? ;)
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: vinnyz500 on February 15, 2015, 01:29:15 am
how do i remove this from my map? I have been getting delays when i kill zombies or purchase doors and i need to find the source of this, it happened right after i added the tranzit zombies so i would like to know how to remove this from the map so i can diagnose what i did wrong. Thanks.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: thebromonkey on February 25, 2015, 10:23:12 pm
I have the same question as above, how do you completly remove this? I've tried to remove the files and re-compile my map. But now all the zombies are the standard female character instead of standard zombies. How do I fix this?
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Andy Whelan on February 26, 2015, 10:03:24 am
When is the release for the MOTD Zombies UGX Version? Thanks for the other packs though, love the moon one :)
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: HitmanVere on March 03, 2015, 09:07:51 pm
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
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMoBXlaS.png&hash=45546dfc0888bbd176c24657ef9e6dd112e249c4)
If you could fix these, then I will surely use them :)
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: steviewonder87 on March 03, 2015, 09:23:31 pm
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
(http://i.imgur.com/MoBXlaS.png)
If you could fix these, then I will surely use them :)
This problem is found on all zombie models, you just only notice it on the Hazmat zombies lol...hint: it's a scripting issue not a model one, and therefore shippuden can't do anything about it...
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on March 03, 2015, 10:29:20 pm
the neck piece is called in script. You can just change it to the appropriate one for the model, otherwise itll continue to use the default one :)

However if you have a variation of zombie types, you would need to write a appropriate function to assign the right "necks" to the right bodies
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: shippuden1592 on March 04, 2015, 05:22:51 pm
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
(http://i.imgur.com/MoBXlaS.png)
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).
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: HitmanVere on March 04, 2015, 06:03:10 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: johnzuhhhhhhhhhh on April 13, 2015, 03:13:49 pm
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'
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: fiveseven hd on April 19, 2015, 12:05:34 am
same question as above is the boss zombie model george included in the download .
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: shippuden1592 on April 21, 2015, 06:25:46 am
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.
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: fiveseven hd on April 30, 2015, 06:08:04 pm
thanks man i appreciate it
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wunderful on September 07, 2015, 10:07:45 pm
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:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3sK98hQ.png&hash=805c169519dbd7b7003c3cb0099f8dd3c1eb1a9b)

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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on September 08, 2015, 01:59:25 pm
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:

(http://i.imgur.com/3sK98hQ.png)

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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wunderful on September 08, 2015, 09:27:05 pm
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 :/
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on September 09, 2015, 01:20:53 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: shippuden1592 on September 10, 2015, 04:58:02 am
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? : '(
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: HitmanVere on September 10, 2015, 09:34:59 am
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:

(http://i.imgur.com/3sK98hQ.png)

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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on September 10, 2015, 10:22:41 am
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wunderful on September 10, 2015, 09:52:08 pm
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);
}
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wunderful on October 14, 2015, 01:45:18 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on October 16, 2015, 10:00:37 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wunderful on October 16, 2015, 11:46:36 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on October 16, 2015, 11:56:28 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Wunderful on October 17, 2015, 01:28:55 am
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 :/
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on October 17, 2015, 01:32:01 am
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: SGT. FUNNY MAN on November 18, 2015, 09:51:10 pm
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  :)
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: NINJAMAN829 on November 19, 2015, 01:39:06 am
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Tac on November 21, 2015, 02:35:22 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on November 21, 2015, 08:02:33 pm
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
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: NGcaudle on December 15, 2015, 03:44:41 pm
It will be ready on Friday or earlier.

no shangri la hehe
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on December 15, 2015, 09:38:14 pm
no shangri la hehe
not here but i have actually done em if you need em
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: alext03134 on December 30, 2015, 03:20:08 am
when i drag the contents into my maps appropriate folder, rename the file as advised, the zombies spawn as the default actor. any help?? 
Title: Re: [Drag-and-Drop] Packs Zombies
Post by: Harry Bo21 on December 30, 2015, 04:28:34 am
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
Title: Re: [Drag-and-Drop] Packs Zombies - Update 14/04/2016
Post by: GimmeaHotdog on July 03, 2016, 05:00:31 am
when is the orgins zombie models and the mob of the dead models coming out? :D :D :) :)
Title: Re: [Drag-and-Drop] Packs Zombies - Update 14/04/2016
Post by: Taven on July 05, 2016, 07:53:08 pm
Going to have to mess with these :O
Title: Re: [Drag-and-Drop] Packs Zombies - Update 14/04/2016
Post by: KhelMho on July 06, 2016, 04:20:42 am
Nah, no specular map. Can you add them?  :(
Title: Re: [Drag-and-Drop] Packs Zombies - Update 14/04/2016
Post by: GimmCity on July 14, 2020, 03:34:30 am
I cant shoot off the heads.... please help. what script i must change ????