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Engineer from Black Ops

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Created 2 years ago
by shippuden1592
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1.-Once unpacked and put everything in place to go to _zombiemode and add this:
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maps\_zombiemode_ai_engineer::init();
under:
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maps\_zombiemode_auto_turret::init();
2.-In radiant add the prefab that comes in the "engineer" rar and put it in the areas where you want the engineer to respawn
 
3.-In each info_volume you have of your zones add this:
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script_noteworthy        player_zone
4.-Go to _zombie mode_powerups and look for this function "nuke powerup( drop item )" and under:
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if( zombies[i].animname == "boss_zombie" )
        {
            continue;
        }
add this:
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if( zombies[i].animname == "engineer_zombie" )
        {
            zombies[i] maps\_zombiemode_ai_engineer::engineer_playanim(level._zombie_engineer["engineer_nuke"]);
            continue;
        }
search "check_for_instakill( player )" and below:
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if( self.animname == "boss_zombie" )
        {
            return;
        }
add this:
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if( self.animname == "engineer_zombie" )
        {
            return;
        }
5.-In this generic_human.atr below:
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body
{
put this:
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ai_zombie_engineer_attack_multiswing_a
    ai_zombie_engineer_attack_multiswing_b
    ai_zombie_engineer_attack_running
    ai_zombie_engineer_attack_sprinting
    ai_zombie_engineer_attack_swing_overhead
    ai_zombie_engineer_attack_swing_swipe
    ai_zombie_engineer_death
    ai_zombie_engineer_death_a
    ai_zombie_engineer_death_explode
    ai_zombie_engineer_death_mg
    ai_zombie_engineer_enrage_start_a
    ai_zombie_engineer_enrage_start_scream
    ai_zombie_engineer_enrage_start_slamground
    ai_zombie_engineer_headbutt
    ai_zombie_engineer_icyramp_jump_up_2_climb
    ai_zombie_engineer_idle
    ai_zombie_engineer_jump_down_72
    ai_zombie_engineer_nuke_react
    ai_zombie_engineer_run_a
    ai_zombie_engineer_run_b
    ai_zombie_engineer_run_c
    ai_zombie_engineer_run_d
    ai_zombie_engineer_run_hitground
    ai_zombie_engineer_sprint_a
    ai_zombie_engineer_sprint_b
    ai_zombie_engineer_swing
    ai_zombie_engineer_tesla_death
    ai_zombie_engineer_walk
    ai_zombie_engineer_walk_a
    ai_zombie_engineer_walk_b
6.-Add this to your mod.csv
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include,enginner

You can modify these:
 
Initial spawn round of the engineer... change it for the one you study want....
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set_zombie_var( "engineer_first_round", 1 );
The intervals between which the engineer will be able to spawn again... in the example below it will be a random number between 3 and 5... adjust it as you wish....
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set_zombie_var( "engineer_rnd_max", 5 );
set_zombie_var( "engineer_rnd_min", 3 );
The life that the engineer will have... the higher the number, the greater the life... put it into consideration on your map....
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set_zombie_var( "engineer_health_multiplier", 10 );

 
Last Edit: August 15, 2022, 05:13:56 pm by shippuden1592
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First of all u make a great job on ur scripts man :)
but now after i set all up in my map the engineer spawn, his weapon disappears and he doesnt move,
may u can help me with my problem or know how to fix it ?
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Hello shippuden! I added this to my map recently but ran into one problem with dog rounds. If i kill every dog before killing the engineer (on a dog round where he spawns) Then the round will not end once he dies. I know there was a similar problem (I think) with Bluntstuffy's PanzerSoldat, which he posted how to fix this within the instructions of that mod, but i wasn't to sure how to correct this with engineer.
I saw this function
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wait_for_spawn()
{
    level endon( "stop_spawn_bosses" );

    _engineer_print("Ronda Spawn ---> " + level.zombie_vars["engineer_first_round"] );
    while( 1 )
    {
        if( flag("dog_round" ) )
        {
            level.zombie_vars["engineer_first_round"] = level.zombie_vars["engineer_first_round"] + 1;
            wait(7);
            while( level.dog_intermission )
            {
                wait(0.5);
            }
        }
        else
        {
            if( level.round_number >= level.zombie_vars["engineer_first_round"] )
                level.engineer_active_on = true;
            else
                level.engineer_active_on = undefined;
        }
       
        wait(0.5);
    }
}
And thought, maybe if i changed "level.engineer_active_on" to equal to false instead, but quickly realized it was calling "engineer_first_round", Nothing to do with dog rounds (Assumption) as of why it's probably an else statement. But maybe there is something similar I can do to set him spawning on dog rounds, to false?
Anyways, hope to hear back from you, might just set this to false to see what breaks or doesn't lol. (Also forgive my terrible scripting knowledge) :/
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First of all u make a great job on ur scripts man :)
but now after i set all up in my map the engineer spawn, his weapon disappears and he doesnt move,
may u can help me with my problem or know how to fix it ?
Try reviewing step 6
 
Hello shippuden! I added this to my map recently but ran into one problem with dog rounds. If i kill every dog before killing the engineer (on a dog round where he spawns) Then the round will not end once he dies. I know there was a similar problem (I think) with Bluntstuffy's PanzerSoldat, which he posted how to fix this within the instructions of that mod, but i wasn't to sure how to correct this with engineer.
I saw this function
Code Snippet
Plaintext
wait_for_spawn()
{
    level endon( "stop_spawn_bosses" );

    _engineer_print("Ronda Spawn ---> " + level.zombie_vars["engineer_first_round"] );
    while( 1 )
    {
        if( flag("dog_round" ) )
        {
            level.zombie_vars["engineer_first_round"] = level.zombie_vars["engineer_first_round"] + 1;
            wait(7);
            while( level.dog_intermission )
            {
                wait(0.5);
            }
        }
        else
        {
            if( level.round_number >= level.zombie_vars["engineer_first_round"] )
                level.engineer_active_on = true;
            else
                level.engineer_active_on = undefined;
        }
       
        wait(0.5);
    }
}
And thought, maybe if i changed "level.engineer_active_on" to equal to false instead, but quickly realized it was calling "engineer_first_round", Nothing to do with dog rounds (Assumption) as of why it's probably an else statement. But maybe there is something similar I can do to set him spawning on dog rounds, to false?
Anyways, hope to hear back from you, might just set this to false to see what breaks or doesn't lol. (Also forgive my terrible scripting knowledge) :/
 
The if( flag("dog_round" ) ) is supposed to check if the current round is a dog round, if so then the enginner doesn't appear until the next round. Do you want to mix them? Or does it even appear in round of dogs?
 
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Yes, he spawns even on dog rounds for some reason. :/

 
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