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Contact Support - Help Center Get help on the UGX Discord. Join it now!maps\_zombiemode::main();
thread kill_zombie_on_touch();
kill_zombie_on_touch()
{
trig = getent( "killer_trigger","targetname" );
zombies = getAIArray( "axis" );
for(i = 0; i < zombies.size; i++)
{
if( isDefined( zombies[i] ) &&
zombies[i] isTouching( trig ) &&
!( zombies[i] enemy_is_dog() ) )
{
level.zombie_total ++;
spawner = getEnt( "special_spawners","targetname" );
//USE ONLY ONE OF THIS OR ANY OTHER ANIMATION.------------------------
//zombies[i] maps\_zombiemode_spawner::zombie_head_gib(); //HEAD EXPLODES
zombies[i] thread animscripts\death::flame_death_fx(); //BURNS THEM
//---------------------------------------------------------------------
zombies[i] dodamage( zombies[i].health + 666, zombies[i].origin );
spawn_zombie( spawner );
}
}
wait(0.1);
thread kill_zombie_on_touch();
}
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
I made a code that should work well if it's only one trigger:
kill_zombie_on_touch()
{
trig = getent( "killer_trigger","targetname" );
// zombies = getAIArray( "axis" );
// for(i = 0; i < zombies.size; i++)
while(1)
{
trig waittill("trigger", zombie);
if( isAlive( zombie ) &&
!( zombie enemy_is_dog() ) )
{
level.zombie_total ++;
spawner = getEnt( "special_spawners","targetname" );
//USE ONLY ONE OF THIS OR ANY OTHER ANIMATION.------------------------
//zombies[i] maps\_zombiemode_spawner::zombie_head_gib(); //HEAD EXPLODES
zombie thread animscripts\death::flame_death_fx(); //BURNS THEM
//---------------------------------------------------------------------
zombie dodamage( zombie.health + 666, zombie.origin );
spawn_zombie( spawner );
}
}
wait(0.1);
// thread kill_zombie_on_touch();
}
kill_zombie_on_touch(){
trigs = getentarray( "killer_trigger","targetname" );
array_thread(trigs,::KillZombieOnTouch);
}
KillZombieOnTouch()
{
while(1)
{
trig waittill("trigger", zombie);
if( isAlive( zombie ) &&
!( zombie enemy_is_dog() ) )
{
level.zombie_total ++;
spawner = array_randomize(getEntArray( "special_spawners","targetname" ))[0];
//USE ONLY ONE OF THIS OR ANY OTHER ANIMATION.------------------------
//zombies[i] maps\_zombiemode_spawner::zombie_head_gib(); //HEAD EXPLODES
zombie thread animscripts\death::flame_death_fx(); //BURNS THEM
//---------------------------------------------------------------------
zombie dodamage( zombie.health + 666, zombie.origin );
if(isDefined(spawner)) spawn_zombie( spawner );
}
}
wait(0.1);
}