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)
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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:
(You can for example copy the _zombiemode.gsc file, clear that file and paste this in) 4. openup _zombiemode and look for: change it to this: ________________________________________________ 5. openup _zombiemode_spawner and look for: change it to this: ________________________________________________ 6. Add this to your modbuilder: ________________________________________________ 7. Build mod and you're done! Have fun!
Last Edit: September 24, 2021, 10:28:26 pm by gympie6
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.