I am trying to port a character model from BO2 and make It a zombie model and I am also trying to make some of the marine raider models zombies for my map, I got the models In and working as zombies but whenever you shoot off the limbs they revert back to the original zombie models, for the marine raiders I have setup the character file with the gibs and the xmodelaliases, not sure what I am doing wrong exactly under there, and for the BO2 model It didn't have any gibbed models so how do I disable gibbing for these character models?
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I made a seperate honorguard aliases for each type of zombie. As the array function seems to randomly pick, irrespective of what model was being used previously
I am trying to port a character model from BO2 and make It a zombie model and I am also trying to make some of the marine raider models zombies for my map, I got the models In and working as zombies but whenever you shoot off the limbs they revert back to the original zombie models, for the marine raiders I have setup the character file with the gibs and the xmodelaliases, not sure what I am doing wrong exactly under there, and for the BO2 model It didn't have any gibbed models so how do I disable gibbing for these character models?
there is gibbing is in zombiemode_spawner. Never tried to disable it but I did make things gib that normally don't, such as MOD_UNKNOWN for some of my traps. Not sure if that will help but there is a function it checks if the zombie should gib and returns true if it should, based on MOD, I think. You may be able to change them to false to stop gibbing?
P.S. This idea sounds cool. Good luck with it.
Last Edit: October 28, 2014, 02:07:00 pm by MakeCents
Sorry for the late reply been busy, I tried putting that In zombiemode_spawner but the zombies are still being gibbed
To stop gibbing completely you only need to add return false; in the should gib function. What he was doing was trying to give you an option to make it that if self.dontGib was not defined and/or it was not true then gib the zombies, but otherwise don't gib. To test that you can simply add self.dontGib = true; before the self thread zombie_gib_on_damage(); like this:
If he doesn't define dontGib for true and false conditions for each model, then yes. But if he defines it for all spawners then that will backfire. That is why I thought you did it the way you did it. Technically you could just put:
Ah gotcha that got It working and when insta kill Is on only the heads pop off which Is perfect thanks guys! Now I just need to figure out how to get the BO perks working again Double Post Merge: November 15, 2014, 06:21:56 amMay have prematurely marked best answer D: so I put
In _zombiemode_spawner and I put selt.dontGib = true; In my character file but the models under that character file still gib
Did you only have the typo here? self, not selt... You can add a print statement to check, something like in the zombie_death_even(zombie) script you could put iprintlnbold(zombie.dontGib, " dont gib"); before the zombie waittill( "death" ); to see.
Did you only have the typo here? self, not selt... You can add a print statement to check, something like in the zombie_death_even(zombie) script you could put iprintlnbold(zombie.dontGib, " dont gib"); before the zombie waittill( "death" ); to see.
Oh I typed that wrong on here It's self.dontGib = true; In my character file under
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self.gibSpawnTag4 = "J_Knee_LE";
and the script above In my zombiemode_spawner.gsc but I added the iprintinbold to see what It says In game
After putting In the iprintinbold I didn't see anything written In game so I figured I would put what I have down In here this Is what I have In my character.gsc before the precache part of course
Then you don't wonder about your indentation or whatever. Totally up to you. Double Post Merge: November 18, 2014, 01:37:46 amHere is how I tested this. I used the Instant Five zombies from jei9363's dl. I edited the char_ger_honorguard_zombies.gsc to include:
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self.dontGib = true;
Then in zombiemode_spawner.gsc in the zombie_spawn_init( animname_set ) function I put:
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self random_tan(); self set_zombie_run_cycle(); self thread zombie_think(); if(!self.dontGib){ iprintlnbold("gonna gib");//delete when working self thread zombie_gib_on_damage(); zombie_shader = "specialty_fastreload_zombies"; //delete when working } else{//delete when working iprintlnbold("not gonna gib");//delete when working zombie_shader = "specialty_juggernaut_zombies";//delete when working }//delete when working self.waypoint = NewClientHudElem(get_players()[0]);//delete when working self.waypoint setShader(zombie_shader,64,64);//delete when working self.waypoint setWaypoint( true, zombie_shader);//delete when working self.waypoint SetTargetEnt(self);//delete when working self.waypoint.alpha = .8;//delete when working
(Another piece ^ from jei9363) Then as they spawned it printed whether or not that zombie was going to gib and added a jugg icon if they were not going to gib and a fast reload icon if then would.
Last Edit: November 18, 2014, 01:39:05 am by MakeCents