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Contact Support - Help Center Get help on the UGX Discord. Join it now!hey bro, I did everything as in the instructions and there are no errors, but the boss does not appear. I played until the 20th wave but he didn't show up
set_zombie_var( "hazmat_first_round", 2 );
set_zombie_var( "hazmat_rnd_max", 2 );
set_zombie_var( "hazmat_rnd_min", 1 );
set_zombie_var( "hazmat_health_multiplier", 4 );
set_zombie_var( "hazmat_can_monkey_taunt", true );
set_zombie_var( "hazmat_wonder_weapon", 500 );
set_zombie_var( "hazmat_kill_points", 250 );
maps\_zombiemode_weapon_box::init();
maps\_zombiemode_ai_hazmat::init();
ai = spawn_zombie( spawn_point );
if( IsDefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
//Bosses Spawn
ai = undefined;
//Add Custom Bosses
if( !IsDefined( ai ) )
{
ai = maps\_zombiemode_ai_hazmat::can_spawn_hazmat();
}
//Normal Spawn
if ( !IsDefined(ai) )
{
ai = spawn_zombie( spawn_point );
}
if( IsDefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
if( !IsDefined( ai ) )
{
ai = maps\_zombiemode_ai_hazmat::can_spawn_hazmat();
}
//Normal Spawn
body
{
ai_hazmat_sprint
include,ai_zombie_hazmat
main ()
{
level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_light" );
fx_snow_blizzard_heavy
fx_snow_blizzard_intense
fx_snow_blizzard_light
level thread teleporter_intro();
level thread player_Snow();
player_Snow()
{
flag_wait("all_players_connected");
players = get_players();
array_thread( players, ::_player_Snow );
}
_player_Snow()
{
self endon("death");
self endon("disconnect");
for (;;)
{
playfx ( level._effect["snow_thick"], self.origin + (-90,90,0));
wait (0.2);
}
}
fx,env/weather/fx_snow_blizzard_light
set_zombie_var( "slasher_first_round", 1 );
set_zombie_var( "slasher_rnd_max", 4 );
set_zombie_var( "slasher_rnd_min", 3 );
set_zombie_var( "slasher_health_multiplier", 8 );
set_zombie_var( "slasher_can_monkey_taunt", true );
set_zombie_var( "slasher_wonder_weapon", 500 );
set_zombie_var( "slasher_kill_points", 500 );
Is_Boss(zombie)
{
if( IsDefined( zombie.is_hazmat ) && zombie.is_hazmat )
return true;
switch(zombie.animname)
{
case "megaton_zombie":
case "radz_left_zombie":
case "radz_right_zombie":
case "mech_zombie":
return true;
default:
return false;
}
}
case "slasher_zombie":
maps\_zombiemode_weapon_box::init();
maps\_zombiemode_ai_slasher::init();
ai = spawn_zombie( spawn_point );
if( IsDefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
//Bosses Spawn
ai = undefined;
//Add Custom Bosses
if( !IsDefined( ai ) )
{
ai = maps\_zombiemode_ai_slasher::can_spawn_slasher();
}
//Normal Spawn
if ( !IsDefined(ai) )
{
ai = spawn_zombie( spawn_point );
}
if( IsDefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
if( !IsDefined( ai ) )
{
ai = maps\_zombiemode_ai_slasher::can_spawn_slasher();
}
//Normal Spawn
body
{
ai_zombie_slasher_death
ai_zombie_slasher_idle
ai_zombie_slasher_ram_attack_in
ai_zombie_slasher_ram_attack_loop
ai_zombie_slasher_ram_attack_out
ai_zombie_slasher_spin_attack_01
ai_zombie_slasher_spin_attack_02
ai_zombie_slasher_taunt_01
ai_zombie_slasher_taunt_02
ai_zombie_slasher_throw
ai_zombie_slasher_turn45L
ai_zombie_slasher_turn45R
ai_zombie_slasher_turn90L
ai_zombie_slasher_turn90R
ai_zombie_slasher_turn135L
ai_zombie_slasher_turn135R
ai_zombie_slasher_turn180L
ai_zombie_slasher_turn180R
ai_zombie_slasher_walk
ai_zombie_slasher_wall_drop
include,ai_zombie_slasher