Zombie search distance

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by daedra descent
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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i've tried to edit the search distance, and have set it to 1400 Radiant Units (thats what i'm callind it, K?) but they still won't go to the windows that are a little far away's. is there something else that i need to edit?

i've also had trouble getting custom weapons(ones that where not originaly in the game) buy triggers to show/look proper and yes i did edit the zombie.str, but that didn't do much.

as of late, i've been looking for a model to use for a weapon showcase, instead of the guns in the wall.
Last Edit: October 25, 2012, 01:30:56 pm by Daedra Descent
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search distance? what?
as long as there are pathnodes, zombies will find you, so there's an error in your pathings. if you've ever played nazi_zombie_lighthouse, they came from MILES away.

to make a custom weapon work (gg cfg) as a buyable weapon you need to add it in zombiemode_weapons and make a price for it, then add this line from zombiemode_weapons into zombie.str.
you'll need to add the weapon into dlc3_code.gsc if you want it in the mystery box.

Sorry but you are not allowed to view spoiler contents.
Last Edit: October 25, 2012, 02:59:58 pm by Earth
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no not that, the distance a zombie will search for a window to break after they spawn

i know that a zombie will walk any distance needed for it to get to the player (including traverses).

it's the detection system for zombie barriers.

i've also gotten the intervention to work, but  the trigger is still in the defualt format in _zombiemode_weapons.gsc, ive tried to change it but it'snot working :P
Last Edit: October 25, 2012, 05:59:06 pm by Daedra Descent
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italics :\
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reason to raise post count :/
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reason to raise post count :/

or BUMP it.

which ever you see fit.

my path noding system is a 128 radiant unit square with a 64 pathnode in the middle.

i don't think it could be much better.

 

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