So here goes another one. There is actually pretty good amount of things fixed in Black Ops and even more in Black Ops II. In WaW zombies can still kill you even if the nuke is active. What actual workaround can be implemented here? Enabling godmode for all players is okay but still not that good (but it will be better than what's in WaW so that'll do it). The best will be to make all zombies act like in BO: they just won't bite. I believe that can be done, someone please share the knowledge!
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
So here goes another one. There is actually pretty good amount of things fixed in Black Ops and even more in Black Ops II. In WaW zombies can still kill you even if the nuke is active. What actual workaround can be implemented here? Enabling godmode for all players is okay but still not that good (but it will be better than what's in WaW so that'll do it). The best will be to make all zombies act like in BO: they just won't bite. I believe that can be done, someone please share the knowledge!
easiest way would be to find this
Animscripts/melee.gsc
And put a check for the nuke in there to by pass their melee
However in both bo1 and 2 they still hit you actually - however they will not hit the "host"
Same as clients can still get points for shooting them during this time - but the host cant
In BO1's nuke function, it gets all the zombies that are 'nukeable' ( meaning they aren't marked for death, they don't have a nuke damage function defined on them, and their magic bullet shield isn't enabled ). If the zombie passes all three of those checks, it defines two things on it ( zombie.nuked = true; and zombie.marked_for_death = true; ), and adds the zombie to the array of zombies_nuked. And then in that second 'for' loop it goes through those zombies and kills them all slowly like WaW. The marked_for_death variable is what stops players from being able to get points when shooting the zombie, but I couldn't find any place where the nuked variable stops players from being hit. So I'll look into this some more because I want this for my mod too, and I'll let you know.
Oh ok I found it. I was looking under the 'nuked' variable but I found it using the other one. So in the zombie_melee animscript ( there are separate animscripts for zombies in BO1 ) it has a simple check to end the function when this is called. I'll update my scripts and paste them here.
You could also do something much simpler to prevent zombies from attacking players while getting nuked, and play one of the board taunt animations on all the zombies that will get nuked. During this animation they will not attack the players, and could be a cool custom twist, like they feel inside they are getting nuked and about to self combust! lol I use something similar in my electric cherry, when it doesn't kill them, something like this:
for (i = 0; i < zombies.size; i++){ zombies[i] animscripted("nukeme", zombies[i].origin, zombies[i].angles, level._zombie_board_taunt["zombie"][randomint(6)]); }
after this in your zombiemode_powerups.gsc, nuke_powerup function:
Code Snippet
Plaintext
//find the line below and paste the above after it like this zombies = get_array_of_closest( drop_item.origin, zombies ); for (i = 0; i < zombies.size; i++){ zombies[i] animscripted("nukeme", zombies[i].origin, zombies[i].angles, level._zombie_board_taunt["zombie"][randomint(6)]); }
May suffice.
Edit:
Fully tested this in coop, makes zombies look like they have some time of internal pain, then pop goes their heads and they die, on fire
Code Snippet
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//add this below zombies = get_array_of_closest( drop_item.origin, zombies ); in the nuke_powerup function array_thread( zombies,::NukeThem );
//and add this somewhere in that gsc NukeThem(){ self endon( "death" ); while(1){ self animscripted("nukeme", self.origin, self.angles, level._zombie_board_taunt["zombie"][randomint(6)]); self waittill("nukeme"); wait(.05);//just to be safe } }
You could also do something much simpler to prevent zombies from attacking players while getting nuked, and play one of the board taunt animations on all the zombies that will get nuked. During this animation they will not attack the players, and could be a cool custom twist, like they feel inside they are getting nuked and about to self combust! lol I use something similar in my electric cherry, when it doesn't kill them, something like this: