Water risers with find_flesh (like Shi No Numa)

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Created 1723 days ago
by Psych
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This is a tutorial on how to get risers to work with both the script_noteworthy values

[find_flesh] and [in_water]

at the same time in order for zombies to rise out of the water and attack the player without first having to go through a barricade. (like in Shi No Numa)


All credit for this tutorial goes to mrpeanut188 

http://ugx-mods.com/forum/index.php?action=profile;u=20725

Hit him with a +1 if this was helpful!

Tutorial:

Go into your root folder and copy your _zombiemode_spawner.gsc file and place it into your mod/maps folder if it is NOT in there already.

Next find the following line (line 359 for unchanged file)
( IsDefined(rise_struct_string) && rise_struct_string == "find_flesh") )
and replace it with this line of text:
( IsDefined(rise_struct_string) && (rise_struct_string == "find_flesh" || rise_struct_string == "find_flesh_water")) )
Next locate this line (line 3498 for unchanged file):
if(IsDefined(self.script_noteworthy) && self.script_noteworthy == "in_water")
and replace it with this line:

if(IsDefined(self.script_noteworthy) && (self.script_noteworthy == "in_water") || self.script_noteworthy == "find_flesh_water")

save and close your file.


Load into radiant and select your riser script struct and press N. Delete the script_noteworthy
find_flesh or in_water

and change the KEY/VALUE pair to

KEY:
script_noteworthy
VALUE:
find_flesh_water
Like this:

Save and compile to save the radiant changes and it should work!
any questions leave them on this thread and I'll respond ASAP
ENJOY!

Link to original topic:
http://ugx-mods.com/forum/index.php?topic=9758.0#msg107315
Last Edit: January 11, 2016, 09:16:02 pm by Psych
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Nice . But this should go in mapping section right ?
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OnionmanVere Bo21
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Aye mate you don't know me so y don't you shut tf up ok buddy :)

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Nice . But this should go in mapping section right ?

I wouldn't say so since it's mostly script related.

 

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