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Contact Support - Help Center Get help on the UGX Discord. Join it now!#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include animscripts\utility;
#include animscripts\traverse\shared;
#using_animtree ("generic_human");
freeze_init()
{
//precachemodel("YOUR MODEL NAME HERE");
thread spawn_freeze();
Precacheitem("ray_gun"); // new gun here replace ray_gun every where its name SHOWS
}
spawn_freeze()
{
freezeSpawns = GetEnt( "freeze_boss", "targetname" );
while(1)
{
if(getNumfreeze() == 0)
{
wait 15;
thread spawn_freeze_zombie(freezeSpawns);
wait 60*randomintrange( 2, 3 );
}
wait 1;
}
}
getNumfreeze()
{
count = 0;
zombies = getaiarray( "axis" );
for(i=0;i<zombies.size;i++)
{
if(isDefined(zombies[i].isfreeze))
count++;
}
return count;
}
spawn_freeze_zombie(freezeSpawn)
{
zombies = getaiarray( "axis" );
while(zombies.size > 23)
{
wait .1;
}
playfx(level._effect[ "elec_torso" ],freezeSpawn.origin); //playfx on spawn spot
playsoundatposition( "pre_spawn", freezeSpawn.origin ); //play sound on spawn spot
wait 1.5;
playsoundatposition( "bolt", freezeSpawn.origin ); //play sound on spawn spot
zombie = spawn_zombie(freezeSpawn);
zombie.team = "axis";
zombie.isfreeze = true;
//zombie setModel("YOUR MODEL NAME HERE", true); //add properly rigged model
zombie thread makefreeze();
zombie.IsGunner = true;
zombie.gibbed = true;
zombie.head_gibbed = true;
zombie.grenadeawareness = 1;
zombie.ignoreSuppression = false;
zombie.suppressionThreshold = 0;
zombie.noDodgeMove = false;
zombie.dontShootWhileMoving = true;
zombie.goalradius = 1000;
zombie.pathenemyfightdist = 1000;
zombie.pathenemylookahead = 1000;
zombie.chatInitialized = true;
zombie.zombie_move_speed = "run";
zombie AllowedStances( "crouch" );
zombie animscripts\init::initWeapon( "ray_gun", "primary" ); // new gun here replace ray_gun
zombie animscripts\shared::placeWeaponOn( "ray_gun", "right" ); // new gun here replace ray_gun
zombie PushPlayer( false );
zombie.disableArrivals = false;
zombie.disableExits = false;
zombie OrientMode( "face point" );
zombie.is_zombie = false;
zombie thread zombdoshoot();
zombie notify( "zombie_acquire_enemy" );
zombie GiveWeapon( "ray_gun", 0 ); // new gun here replace ray_gun
zombie SwitchToWeapon( "ray_gun" ); // new gun here replace ray_gun
}
makefreeze()
{
self.animname = "boss_zombie"; // I added this to make him immune to powerups and round changes
self.boss = true; // This too, but it doesn't work.
self maps\_zombiemode_spawner::zombie_spawn_init("zombie");
self maps\_zombiemode_spawner::zombie_think();
self maps\_zombiemode_spawner::zombie_setup_attack_properties();
self maps\_zombiemode_spawner::find_flesh();
}
zombdoshoot()
{
self endon( "death" );
for(;;)
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_valid_player( self.origin, true );
close_zombie.favoriteenemy = self;
lockspot = close_zombie gettagorigin("b_c_head");
//if (distance(self.origin, close_zombie.origin) < 1000 ) // Checks if there is a known enemy in distance for my boss if [true] shoot
//if(self CanSee(close_zombie)) //shots you if mele range
if ( self IsKnownEnemyInRadius( self.origin, 400 ) ) // Checks if there is a known enemy in a radius from my boss if [true] dus not shoot teal yore out of Radius
{
self SetLookAt( lockspot, 0.05 );
self AimAtPos( lockspot, 0.09 );
self shoot(5.1);
self notify( "zombie_acquire_enemy" );
}
else
{
self SetLookAt( lockspot, 0.05 );
self AimAtPos( lockspot, 0.09 );
self SetRunToPos( close_zombie.origin );
self notify( "zombie_acquire_enemy" );
}
wait (randomfloatrange(0.2, 1.1)); // how often ai shoots
}
}