Yeah, just check for melee damage, play destroying animation or swap bag model, play animation on zombie of him dropping down and play FX, voila
Yeah, I think I would have made the pods move or flinch a little though, like something was in it. That's what I wanted to do with the zombies in the tubes too... I'll have to learn how to do that stuff one day maybe.
Yeah, I think I would have made the pods move or flinch a little though, like something was in it. That's what I wanted to do with the zombies in the tubes too... I'll have to learn how to do that stuff one day maybe.
Well, looping idle animation on animated model would do the trick, lol. I probs never will learn fully animating, I prefer just modifying existing animations small bit
Well, looping idle animation on animated model would do the trick, lol. I probs never will learn fully animating, I prefer just modifying existing animations small bit
Yeah, I can do the scripting, just not the editing or creating animations, lol. bwc made the pod and the perk animations for me, I could just bug him again, lol... I don't think you need maya in bo3 tools, so I'm not even bothering with it until I know for sure. Animations make the simplest things so much better though. If anyone wants to make an animation for a floating/twitching zombie and/or one exploding out of a tube, and wants to share it, I could add it.
I imagine a zombie that kind of floats, then if a player gets close does a quick twitch towards them, maybe with a suspense noise, lol, then back to floating. Would be hilarious to watch, especially on a darker map.
Last Edit: July 26, 2016, 04:50:33 pm by MakeCents
Yeah, I can do the scripting, just not the editing or creating animations, lol. bwc made the pod and the perk animations for me, I could just bug him again, lol... I don't think you need maya in bo3 tools, so I'm not even bothering with it until I know for sure. Animations make the simplest things so much better though. If anyone wants to make an animation for a floating/twitching zombie and/or one exploding out of a tube, and wants to share it, I could add it.
I imagine a zombie that kind of floats, then if a player gets close does a quick twitch towards them, maybe with a suspense noise, lol, then back to floating. Would be hilarious to watch, especially on a darker map.
Maybe have eyes unlit and when it twitches, the eye FX itself plays during that animation and then goes out again, when going back to idle. Would be cool to see, lol
Maybe have eyes unlit and when it twitches, the eye FX itself plays during that animation and then goes out again, when going back to idle. Would be cool to see, lol
I know right, I could fill half my asset limit with ideas for this, lol. Bubble noises, and multiple models, and more entities like respirators and tubes... lol
I tried to get variants working but no cigar, I changed the zombie model in the tube and added that code to the init function and that didn't work ,he just bobbed around but the glass didn't break or him move.
I tried to get variants working but no cigar, I changed the zombie model in the tube and added that code to the init function and that didn't work ,he just bobbed around but the glass didn't break or him move.
I'll check it out then, I have multiple spawners in my test map, but the other one should have worked... Did you change it to 1 and use my latest update in the response?
Code Snippet
Plaintext
level.fsusezombie = 1;//change to 1 to use the model of the zombie in the tube
If the glass didn't break, something in the edits must be off. I'll do a test tonight and reupload a version that works with multiple spawners and by setting the model. Shouldn't take but a few moments.
Last Edit: July 26, 2016, 06:01:33 pm by MakeCents
I'll check it out then, I have multiple spawners in my test map, but the other one should have worked... Did you change it to 1 and use my latest update in the response?
Code Snippet
Plaintext
level.fsusezombie = 1;//change to 1 to use the model of the zombie in the tube
If the glass didn't break, something in the edits must be off. I'll do a test tonight and reupload a version that works with multiple spawners and by setting the model. Shouldn't take but a few moments.
that would be great , you know me and code ching chong karate who lol