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Contact Support - Help Center Get help on the UGX Discord. Join it now!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. |
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. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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. |
This works if the map has script_brushmodels for doors, or clips with script_noteworthy clip (anything made from a script_brushmodel with spawnflags 1)
Get the first set of doors and door.targets in zombiemode_blockers_new.gsc door_think(). Thread them to another function thats just a copy of door_think() except when the door/clip is purchased use connectpaths(), then instead of deleting the door or clip Moveto new origin, Disconnectpaths().
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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. |
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. |
Maybe this could work
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. |
it probably didn't work because of this line in the zombie_spawn_init function. From the description, it won't disconnect the paths but it will help the AI avoid the area if they can.
This also worked.
Spawn a trig with 4 script_origins offset (front back left right). In a loop check if zombie istouching trig, get an array of closest origins to the zombie. 0 will be closest, [1] and [2] should be left and right of the zombies current position, [3] would be the farthest. Zombie notify stop_find_flesh and zombie notify zombie_acquire_enemy, send to origin [1] or [2], thread find_flesh.
I would also add a check for the last spot they were so they don't keep going back and forth between the origins but move around the object.