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Contact Support - Help Center Get help on the UGX Discord. Join it now!level.zombie_ai_limit = 31;
Doesn't that just change the maximum amount of zombies that can be alive at one time? I'm looking for something that will only spawn 24 zombies per round.
// Variables
// used to a check in last stand for players to become zombies
level.is_zombie_level = true;
level.default_laststandpistol = GetWeapon( "pistol_standard" );
level.default_solo_laststandpistol = GetWeapon( "pistol_standard_upgraded" );
level.laststandpistol = level.default_laststandpistol; // so we dont get the uber colt when we're knocked out
level.start_weapon = level.default_laststandpistol;
level.first_round = true;
level.start_round = GetGametypeSetting( "startRound" );
level.round_number = level.start_round;
level.enable_magic = GetGametypeSetting( "magic" );
level.headshots_only = GetGametypeSetting( "headshotsonly" );
level.player_starting_points = level.round_number * 500;
level.round_start_time = 0;
level.pro_tips_start_time = 0;
level.intermission = false;
level.dog_intermission = false;
level.zombie_total = 0; // Total number of zombies left to spawn
level.zombie_respawns = 0; // Total number of zombies that need to be respawned due to cleanup
level.total_zombies_killed = 0;
level.hudelem_count = 0;
level.zm_loc_types = [];
level.zm_loc_types[ "zombie_location" ] = []; // List of normal zombie spawners (other types will be added in the zone manager)
level.zm_variant_type_max = [];
level.zm_variant_type_max[ "walk" ] = [];
level.zm_variant_type_max[ "run" ] = [];
level.zm_variant_type_max[ "sprint" ] = [];
level.zm_variant_type_max[ "super_sprint" ] = [];
level.zm_variant_type_max[ "walk" ][ "down" ] = 14;
level.zm_variant_type_max[ "walk" ][ "up" ] = 16;
level.zm_variant_type_max[ "run" ][ "down" ] = 13;
level.zm_variant_type_max[ "run" ][ "up" ] = 12;
level.zm_variant_type_max[ "sprint" ][ "down" ] = 9;
level.zm_variant_type_max[ "sprint" ][ "up" ] = 8;
level.zm_variant_type_max[ "super_sprint" ][ "down" ] = 1;
level.zm_variant_type_max[ "super_sprint" ][ "up" ] = 1;
level.current_zombie_array = [];
level.current_zombie_count = 0;
level.zombie_total_subtract = 0;
level.destructible_callbacks = [];
difficulty = 1;
column = int(difficulty) + 1;
//#######################################################################
// zombie_utility::set_zombie_var( identifier, value, float, column );
// AI
zombie_utility::set_zombie_var( "zombie_health_increase", 100, false, column ); // cumulatively add this to the zombies' starting health each round (up to round 10)
zombie_utility::set_zombie_var( "zombie_health_increase_multiplier",0.1, true, column ); // after round 10 multiply the zombies' starting health by this amount
zombie_utility::set_zombie_var( "zombie_health_start", 150, false, column ); // starting health of a zombie at round 1
zombie_utility::set_zombie_var( "zombie_spawn_delay", 2.0, true, column ); // Time to wait between spawning zombies. This is modified based on the round number.
zombie_utility::set_zombie_var( "zombie_new_runner_interval", 10, false, column ); // Interval between changing walkers who are too far away into runners
zombie_utility::set_zombie_var( "zombie_move_speed_multiplier", 4, false, column ); // Multiply by the round number to give the base speed value. 0-40 = walk, 41-70 = run, 71+ = sprint
zombie_utility::set_zombie_var( "zombie_move_speed_multiplier_easy", 2, false, column ); // Multiply by the round number to give the base speed value. 0-40 = walk, 41-70 = run, 71+ = sprint
zombie_utility::set_zombie_var( "zombie_max_ai", 24, false, column ); // Base number of zombies per player (modified by round #)
zombie_utility::set_zombie_var( "zombie_ai_per_player", 6, false, column ); // additional zombie modifier for each player in the game
zombie_utility::set_zombie_var( "below_world_check", -1000 ); // Check height to see if a zombie has fallen through the world.
// Round
zombie_utility::set_zombie_var( "spectators_respawn", true ); // Respawn in the spectators in between rounds
zombie_utility::set_zombie_var( "zombie_use_failsafe", true ); // Will slowly kill zombies who are stuck
zombie_utility::set_zombie_var( "zombie_between_round_time", 10 ); // How long to pause after the round ends
zombie_utility::set_zombie_var( "zombie_intermission_time", 15 ); // Length of time to show the end of game stats
zombie_utility::set_zombie_var( "game_start_delay", 0, false, column ); // How much time to give people a break before starting spawning
// Life and death
zombie_utility::set_zombie_var( "player_base_health", 100 ); // Base health of a player
zombie_utility::set_zombie_var( "penalty_no_revive", 0.10, true, column ); // Percentage of money you lose if you let a teammate die
zombie_utility::set_zombie_var( "penalty_died", 0.0, true, column ); // Percentage of money lost if you die
zombie_utility::set_zombie_var( "penalty_downed", 0.05, true, column ); // Percentage of money lost if you go down // ww: told to remove downed point loss
zombie_utility::set_zombie_var( "zombie_score_kill_4player", 50 ); // Individual Points for a zombie kill in a 4 player game
zombie_utility::set_zombie_var( "zombie_score_kill_3player", 50 ); // Individual Points for a zombie kill in a 3 player game
zombie_utility::set_zombie_var( "zombie_score_kill_2player", 50 ); // Individual Points for a zombie kill in a 2 player game
zombie_utility::set_zombie_var( "zombie_score_kill_1player", 50 ); // Individual Points for a zombie kill in a 1 player game
zombie_utility::set_zombie_var( "zombie_score_damage_normal", 10 ); // points gained for a hit with a non-automatic weapon
zombie_utility::set_zombie_var( "zombie_score_damage_light", 10 ); // points gained for a hit with an automatic weapon
zombie_utility::set_zombie_var( "zombie_score_bonus_melee", 80 ); // Bonus points for a melee kill
zombie_utility::set_zombie_var( "zombie_score_bonus_head", 50 ); // Bonus points for a head shot kill
zombie_utility::set_zombie_var( "zombie_score_bonus_neck", 20 ); // Bonus points for a neck shot kill
zombie_utility::set_zombie_var( "zombie_score_bonus_torso", 10 ); // Bonus points for a torso shot kill
zombie_utility::set_zombie_var( "zombie_score_bonus_burn", 10 ); // Bonus points for a burn kill
zombie_utility::set_zombie_var( "zombie_flame_dmg_point_delay", 500 );
zombie_utility::set_zombie_var( "zombify_player", false ); // Default to not zombify the player till further support
function get_zombie_count_for_round( n_round, n_player_count )
{
max = level.zombie_vars["zombie_max_ai"];
multiplier = n_round / 5;
if( multiplier < 1 )
{
multiplier = 1;
}
// After round 10, exponentially have more AI attack the player
if( n_round >= 10 )
{
multiplier *= n_round * 0.15;
}
if( n_player_count == 1 )
{
max += int( ( 0.5 * level.zombie_vars["zombie_ai_per_player"] ) * multiplier );
}
else
{
max += int( ( ( n_player_count - 1 ) * level.zombie_vars["zombie_ai_per_player"] ) * multiplier );
}
if( !isDefined( level.max_zombie_func ) )
{
level.max_zombie_func = &zombie_utility::default_max_zombie_func;
}
n_zombie_count = [[ level.max_zombie_func ]]( max, n_round );
return n_zombie_count;
}
function main()
{
level.max_zombie_func = &myCustomFunction;
}
function myCustomFunction()
{
zombie_count = 10;
return zombie_count;
}