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[Tutorial] Disable dogs - The Right Way!

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Created 8 years ago
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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To disable dogs, open up your maps .gsc file from %gameroot%/mods/<mapname>/maps(You can open it directly via lunacher as well.). If you don't currently have it there, copy and paste the .gsc file from %gameroot%/raw/maps into the mods directory.

Next, find and change these two lines:

Code Snippet
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	// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

to:

Code Snippet
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	// Hell Hounds
level.DLC3.useHellHounds = false;

// Mixed Rounds
level.DLC3.useMixedRounds = false;

Save the file and close. Compile the map. Dogs should now be disabled.



If that doesn't work, you may have to make a small one time edit to a script called dlc3_code.gsc. If it isn't already, copy dlc3_code.gsc as you did the your map's .gsc file and find this line here:

Code Snippet
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		level.dogs_enabled = true;

and replace it with:

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		level.dogs_enabled = false;

Done. Now the dogs should be disabled. If you like, you can paste the edited file back to your raw/maps folder so that you won'd need to include the same file in each map for the dog disable variable to work.


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Nice and fast way to do it . Before i was using ZK'S way but this is much faster . Good job on this +1.
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Nice and fast way to do it . Before i was using ZK'S way but this is much faster . Good job on this +1.

ZK's tutorial was why I made this. It's so bad for so many reason.
Last Edit: February 16, 2016, 02:57:25 pm by daedra descent
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both ways worked...
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both ways worked...

Don't think I ever said it doesn't. It's just a crappy way of doing it. The only reason it even works is because gsc is so forgiving.
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For this tut to be better imo, is to add how to remove the dogs completely (including FXs, models and such) Most dog tutorials still leave the assets in and people probably would prefer without them at all for more space in mod. And yes, I know that its easy to go through .csv's and such, but wouldnt hurt to add all filenames, that contain dog assets :P
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Do you have any issues with the flag("dog_round" ) in round_wait function in zombiemode with developer_script 1 with this method? And would you still need maps\_zombiemode_dogs::init();?

I'm not at home to look at this myself, I apologize, so they could be dumb questions once I saw the scripts. I'm just curious.
Last Edit: February 16, 2016, 04:10:52 pm by MakeCents
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Already knew about this.
But yet, quick and easy.
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For this tut to be better imo, is to add how to remove the dogs completely (including FXs, models and such) Most dog tutorials still leave the assets in and people probably would prefer without them at all for more space in mod. And yes, I know that its easy to go through .csv's and such, but wouldnt hurt to add all filenames, that contain dog assets :P

The tutorial is just to *disable* dogs. I'll see about making a tutorial for completely removing dogs.

Do you have any issues with the flag("dog_round" ) in round_wait function in zombiemode with developer_script 1 with this method? And would you still need maps\_zombiemode_dogs::init();?

I'm not at home to look at this myself, I apologize, so they could be dumb questions once I saw the scripts. I'm just curious.

Yep, using this way causes zero developer/developer_script issues.

With this method you will need _zombiemode_dogs still, however it doesn't look like it'd be too hard to remove dogs.

All this does:

Code Snippet
Plaintext
	level.DLC3.useHellHounds = false;

is make the init function in _zombiemode_dogs.gsc return after doing this small bit of code:

Code Snippet
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	level.enemy_dog_spawns = [];
level.enemy_dog_locations = [];
flag_init( "dog_round" );
flag_clear( "dog_round" );
flag_init( "dog_clips" );

PreCacheRumble( "explosion_generic" );
Last Edit: February 16, 2016, 10:23:11 pm by daedra descent
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K, that's what I was thinking. I just commented out the first part of the if in that function when I changed it instead of init the flag. Thanks for the response. But I see now there may be more I have to edit. Maybe I will do it this way...
Last Edit: February 16, 2016, 10:37:50 pm by MakeCents

 
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