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Messages - zombiedestroy29

make the script_noteworthy of one your spawns (the one that you want the engineer to spawn at first) this
first_boss_spawner

example:
Code Snippet
Plaintext
first_spawn_org = spawn("script_origin", (x,y,z)); 
first_spawn_org.targetname = "boss_zombie_spawner";
first_spawn_org.script_noteworthy = "first_boss_spawner";

also make the model and classname identicle to the engineer's

Code Snippet
Plaintext
org.targetname = "boss_zombie_spawner";
org.model = "char_ger_zombeng_body1_1";
org.classname = "actor_zombie_engineer";

next, set the spawnflags and count acoordingly (9999 for count is reccommended)

Code Snippet
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org.count = "9999";
org.spawnflags = "53";

also I reccomend naming each spawn a different name
so instead of
Code Snippet
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zombeng_spawn_points()
{
org = spawn("script_origin", (-258.693, 695.059, -56.8574));
org.targetname = "boss_zombie_spawner";

org = spawn("script_origin", (-1507.99, 583.312, 0.307038));
org.targetname = "boss_zombie_spawner";

org = spawn("script_origin", (-1446.81, -184.471, 1.34885));
org.targetname = "boss_zombie_spawner";

org = spawn("script_origin", (-166.122, 1847.94, -14.0593));
org.targetname = "boss_zombie_spawner";
}

it'd be

Code Snippet
Plaintext
zombeng_spawn_points()
{
org1 = spawn("script_origin", (-258.693, 695.059, -56.8574));
org1.targetname = "boss_zombie_spawner";

org2 = spawn("script_origin", (-1507.99, 583.312, 0.307038));
org2.targetname = "boss_zombie_spawner";

org3 = spawn("script_origin", (-1446.81, -184.471, 1.34885));
org3.targetname = "boss_zombie_spawner";

org4= spawn("script_origin", (-166.122, 1847.94, -14.0593));
org4.targetname = "boss_zombie_spawner";
}

finally, make sure that the engineer xanims are loaded or else he'll just do the idle animation
6 years ago
I've tried to do this too on a custom map of mine that I made with radiant, same thing happens. everything loads in fine, but the engineer never actually spawns.
6 years ago
I don't think it is possible until radiant releases sadly.
6 years ago
thank you i'm just new to scripting
7 years ago
when I run my mod i get a bad syntax error and it is saying it is on line 56 and {

Code Snippet
Plaintext
#include maps\_zombiemode_score;

init()
{
precachemodel("zombie_perk_bottle_ads");//deadshot
precachemodel("zombie_perk_bottle_jugg");//juggernog
precachemodel("zombie_perk_bottle_marathon");//stamin-up
precachemodel("zombie_perk_bottle_revive");//quick revive
precachemodel("zombie_perk_bottle_sleight");//speed cola
precachemodel("zombie_perk_bottle_doubletap");//doubletap
precachemodel("zombie_perk_bottle_nuke");//phd flopper
precachemodel("zombie_perk_bottle_three_gun");//mule kick

w_location = (181.263, -347.03, -2.875);
w_trigger = Spawn( "trigger_radius_use", w_location + (0 , 0, 30), 0, 20, 70 );
w_trigger.targetname = "wonderfizz";
w_trigger.target = "none";
w_trigger SetCursorHint( "HINT_NOICON" );
w_trigger sethintstring( "You must turn on the power!" );

trigger = GetEnt("w_trigger", "Targetname");
w_cost = (1500);
trigger watchtrigger();

flag_wait( "power_on" );
w_trigger sethintstring( "Press ^3&&1 ^7to buy Der Wonderfizz for 1500 points." );
}

WatchTrigger()//the trigger,score system,and logic
{
while(1)
{
while(1)
{
self waittill("trigger", player);

if(player.score >= level.w_cost)
{
player maps\_zombiemode_score::minus_to_player_score(level.w_cost);
self playsound("zm_cha-ching");
break;
}
}
//perk code
wait 5.00;

model_origin = (level.w_location + 25, 0, 0);
model_angles = (0, 0, 0);

perk_bottle = Spawn("script_model", model_origin );
perk_bottle.angles = model_angles;
perk_bottle.targetname = "random_bottle";

entity_num = (self.zm_random_char);

Random_Perk(entity_num)
{
if( IsDefined( self.zm_random_char ) )
{
entity_num = (self.zm_random_char);
}

switch( entity_num )
{
case 0:
perk_bottle SetModel("zombie_perk_bottle_revive");//quick revive
level.w_trigger sethintstring( "Press ^3&&1 ^7to get revive soda!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_revive" );
player SwitchToWeapon( "zombie_perk_bottle_revive" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_revive" );
break;
case 1:
perk_bottle SetModel("zombie_perk_bottle_jugg");//jugg
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Juggernog!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_jugg" );
player SwitchToWeapon( "zombie_perk_bottle_jugg" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_jugg" );
break;
case 2:
perk_bottle SetModel("zombie_perk_bottle_doubletap");//doubletap
level.w_trigger sethintstring( "Press ^3&&1 ^7to get ze Root Beer!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_doubletap" );
player SwitchToWeapon( "zombie_perk_bottle_doubletap" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_doubletap" );
break;
case 3:
perk_bottle SetModel("zombie_perk_bottle_sleight");//speed cola
level.w_trigger sethintstring( "Press ^3&&1 ^7to get Speed Cola!" );
self waittill("trigger", player);
player GiveWeapon( "zombie_perk_bottle_sleight" );
player SwitchToWeapon( "zombie_perk_bottle_sleight" );

wait 3.00;

player TakeWeapon( "zombie_perk_bottle_sleight" );
break;
}
}
}
}
7 years ago
 :D I've figured out how to mod a existing zombie map with cfgs ,so I decided i'd make this. It is still in very early development and will be released as soon as it has been finished.  :D

Link to video
https://youtu.be/ePMMiPzao7U

Double Post Merge: July 10, 2017, 06:53:27 pm
I meant gscs not cfgs, sorry
7 years ago
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