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Zombie Boss: UberCommando Zombie (Level: Easy)

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Created 3 years ago
by gympie6
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My published cod maps:

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Black Ops Perks: https://www.ugx-mods.com/forum/scripts/55/call-of-duty-world-at-war-black-ops-perks/22180/
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gympie6's Contact & Social LinksTeffrieGympie5#5971TheRevenantSkullTeffrie

________________________________________________
 
 
1. Copy the following files from raw/maps folder into your mod:
_zombiemode
_zombiemode_spawner
(If you already have those files you don't need to copy them)
 
________________________________________________
 
2. Copy generic_human.atr, from raw/animtrees to your mod folder. MODNAME/animtrees
add the following things somewhere in that file:
ai_zombie_sprint_w_object_4
ai_zombie_sprint_w_object_5
 
3. In your mod make a new script file (MODNAME/maps) and paste the following code in there:
 
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

#using_animtree( "generic_human" );
spawn_ubercommandozombie()
{
    self endon ("death");

    // Settings
    self.maxhealth = int(level.zombie_health * 3.0);    
    self.health = self.maxhealth;
    range = 300;
    speed_limit = 2.0;
    increasement = 0.05;
    enable_speeding = true;
       
    self.gib_override = false;
    self.gibbed = true;
    self.ubercommando = true;
   
    self setModel("char_ger_ansel_body");
   
    self.hatModel = "char_ger_waffen_officercap1";
    self attach(self.hatModel);
   
    if (randomInt(100) <= 50)
    {
        self.hatModel2 = "char_ger_honorgd_headgear1";
        self attach(self.hatModel2);
    }
   
    max_speed = 1 + (level.round_number * increasement);
   
    while(1)
    {
        wait randomintrange(10, 30);
        if (!self.ignoreall && self.has_legs)
        {
            self playsound("taunt_vocals_eleven");
           
            anime = random(level._zombie_board_taunt["zombie"]);
            self animscripted("zombie_taunt", self.origin, self.angles, anime);
            wait(getanimlength(anime));
           
            zombies = GetAiSpeciesArray( "axis", "all" );
            for(k = 0; k < zombies.size; k++)
            {
                if (distance( self.origin, zombies[k].origin ) < range && !isdefined(zombies[k].ubercommando))
                {
                    zombies[k] thread speedup_zombies(max_speed, speed_limit, enable_speeding, increasement);
                }
            }
           
            self.run_combatanim = %ai_zombie_sprint_w_object_5;
        }
    }
}

speedup_zombies(max_speed, speed_limit, enable_speeding, increasement)
{    
    self.run_combatanim = %ai_zombie_sprint_w_object_4;
   
    if (!enable_speeding || isdefined(self.ubercommanded))
    {
        return;
    }
   
    self.ubercommanded = true;
   
    rate = self.moveplaybackrate;

    while (rate < max_speed && rate < speed_limit)
    {
        rate += increasement;
        self.melee_anim_rate        = rate;
        self.moveplaybackrate         = rate;
        self.animplaybackrate         = rate;
        self.traverseplaybackrate     = rate;
        wait 1;
    }
   
    rate = speed_limit;
}
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in)
4. openup _zombiemode and look for:
Code Snippet
Plaintext
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );
}
change it to this:
Code Snippet
Plaintext
precache_models()
{
    precachemodel( "char_ger_honorgd_zomb_behead" );
    precachemodel( "char_ger_zombieeye" );
    PrecacheModel( "tag_origin" );

    precachemodel( "char_ger_waffen_officercap1" );
    precachemodel( "char_ger_honorgd_headgear1" );
    precachemodel( "char_ger_ansel_body" );
}
________________________________________________
5. openup _zombiemode_spawner and look for:
Code Snippet
Plaintext
self notify( "zombie_init_done" );
change it to this:
Code Snippet
Plaintext
self notify( "zombie_init_done" );

if (self.animname != "quad_zombie" && self.animname != "boss_zombie" && self.animname != "zombie_dog")
{
    spawn_round = 5; // the starting round the UberCommando zombie will spawn
    spawn_percentage = 10; // the spawn percentage the UberCommando zombie will spawn

    if (level.round_number >= spawn_round && randomInt(100) <= spawn_percentage)
    {
        self thread maps\YOURSCRIPT::spawn_ubercommandozombie();
    }
}
________________________________________________
6. Add this to your modbuilder:
Code Snippet
Plaintext
// UberCommando zombie
xmodel,char_ger_waffen_officercap1
xmodel,char_ger_honorgd_headgear1
xmodel,char_ger_ansel_body
xanim,ai_zombie_sprint_w_object_4
xanim,ai_zombie_sprint_w_object_5
// UberCommando zombie
________________________________________________
7. Build mod and you're done! Have fun! :)
Last Edit: September 24, 2021, 10:28:26 pm by gympie6
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zombies are speedsters like octagon or am i wrong
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I have no clue but this Call of Duty game is still full of secrets.
Last Edit: April 17, 2022, 11:42:36 pm by gympie6
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Mixed this with your Banzai Zombies! Works great man, thank you! :)
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Glad to hear that people are using these tutorials. :)
You're welcome! :))
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Thank you for this scripting tutorial. This is a really cool one!
 
I have one issue though. My usual zombies can properly climb up and jump down on the traverse prefabs I've used (_prefabs/traverse/wall_over_40.map, e.g.). But as soon the zombies run in this super speed, they just glitch through those traverse prefabs and run into infinity ignoring any model and path node, and thus the current round never finishes. It's an issue that also hellhounds have at certain traverse prefabs (thankfully the most important ones work).
 
Do you have any idea how I can fix this? My map involves quite a few traverse prefabs which I need in my map.
 
Or maybe just increasing the zombies run speed at round 20 for example would also be good for me. Any idea how to do that?
 
Edit:
Nevermind! I just used a different animation (%ai_zombie_sprint_v4), and everything works fine. The extra increase in speed already is in your code.
 
This post of yours is really the thing I need to make my map more difficult in later rounds. Thanks again.
Last Edit: July 18, 2023, 12:12:56 am by timasty
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