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Freak Show [Updated v1.1]

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Created 8 years ago
by MakeCents
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FREAK SHOW


#####################
by: M.A.K.E C E N T S
#####################
v1.1:
   Updated how zombies are set
      multiple spawner support
      set model as zombie in tube
      don't gib control
   Updated fx
Spoiler: click to open...
   Updated instructions
   Modified default setup of level vars for pow one model char in tube

1. Place the following
   
Code Snippet
Plaintext
maps\mc_mod\_mc_freakshow::init(  );
under
     
Code Snippet
Plaintext
maps\_zombiemode_blockers_new::init();
in your _zombiemode.gsc

2. Open your _zombiemode_spawner.gsc that you have in your mods/mapname/maps folder and find this line:

Code Snippet
Plaintext
	if( IsDefined( self.script_forcegoal ) && self.script_forcegoal )

3. Above it put this so it looks like this:


Code Snippet
Plaintext
	if(IsDefined( self.script_string ) && IsSubStr( self.script_string,"freakshow" )){
self zombie_setup_attack_properties();
self thread find_flesh();
return;
}
//add above this
if( IsDefined( self.script_forcegoal ) && self.script_forcegoal )


4. Open mods folder in dl and rename nazi_zombie_mapname to your map name

5. Copy all folders in dl to your root folder

6. Add include,freakshow to your mod.csv

7. Add as many freakshow.map prefabs as you like, and tweak as you like
   Change zombies in tubes
   Change kvps
      script_noteworthy on script_struct for fx to play on front of tube
      script_sound on glass for sound to play when glass breaks, cha_ching is default, change it

8. Add only one freakshow_spawner.map prefab
   Enter the prefab and change it to your own spawner if you like
   If you don't have a spawner but want to use another zombie model you have, set the level.freakshowmodel to that model

9. compile map
   
10. Check _mc_freakshow and build mod

Test



###############################################################################
*/


////////////////////////////////////////
Editable prefab kvps and variables in script
You do not need to stamp prefab and I would suggest you don't
Please edit prefabs, retexture, use better models, and edit the script as custom as possible
Let me know if you need help.
Edit the reward function or just comment out the iprintlnbold line


I can't include models and stuff so this is very basic. I hope you edit the prefabs to something nicer looking and add cooler custom zombies!



If anyone wants to make any custom models for the tank and/or glass, solid and broken, and are willing to share it, I can add it as a prefab, and update the script as needed. Let me know!
Last Edit: July 28, 2016, 01:08:06 pm by MakeCents
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Lol, I like the idea. Really fun. +1 :D
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Cool little script ;)
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Great item , but when I shoot the glass the zombie stays in the air?
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Great item , but when I shoot the glass the zombie stays in the air?

Do you have pathnodes setup so they can walk to you? Also, I think I forgot to add some instructions to the tut, lol, my bad. This requires a slight modification to the _zombies_spawner script. Give me a minute, I'll update this post with it.

Last Edit: July 26, 2016, 02:19:16 pm by MakeCents
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thanks, yeah it was placed where pathnodes were in the middle of my startzone just to check it.
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thanks, yeah it was placed where pathnodes were in the middle of my startzone just to check it.

Updated:

Open your _zombiemode_spawner.gsc that you have in your mods/mapname/maps folder and find this line:

Code Snippet
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if( IsDefined( self.script_forcegoal ) && self.script_forcegoal )

Above it put this so it looks like this:

Code Snippet
Plaintext
	if(IsDefined( self.script_string ) && IsSubStr( self.script_string,"freakshow" )){
self zombie_setup_attack_properties();
self thread find_flesh();
return;
}
//add above this
if( IsDefined( self.script_forcegoal ) && self.script_forcegoal )


That should fix it.
Last Edit: July 26, 2016, 02:19:30 pm by MakeCents
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Works great thanks , is this limited to one spawner type?.great anyway +1
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Works great thanks , is this limited to one spawner type?.great anyway +1

This specific script is, yes. But an beginner to average scripter could make slight modifications that can either set a different model, or you could setup up more than one spawner with those kvps, pass another variable, add a kvp from somewhere, and with a slight change in one of the functions, have multiple types of zombies.



Double Post Merge: July 26, 2016, 02:58:15 pm
Works great thanks , is this limited to one spawner type?.great anyway +1
Actually, I think it can be done very simply. If you have multiple spawners, try this:
1. Give the floating zombie in the tank a script_noteworthy kvp of the targetname of your specific spawner for that tank.
       You can have multiple tanks point to just one spawner.
       Example, script_noteworthy of floating zombie freakshoweetwo, and targetname of another spawner freakshoweetwo
2. Then edit the BreakGlass function like this:
Code Snippet
Plaintext
BreakGlass(zombie){
while(1){
self waittill( "damage", amount, attacker, direction_vec, point, type );
wait(randomFloat(.2));
if(!isPlayer(attacker)) continue;
spawner = undefined;
if(IsDefined( zombie.script_noteworthy )) spawner = getentarray(zombie.script_noteworthy, "targetname")[0];//specific spawners
else spawner = getentarray("freakshoweespawn", "targetname")[0];
ai = undefined;
while(!IsDefined( ai )){
SafeSpawn();
ai = spawn_zombie(spawner);
ai thread maps\_zombiemode_spawner::zombie_spawn_init("zombie");
ai forceTeleport( zombie.origin +(0,0,20), zombie.angles );
wait(.05);
}
if(IsDefined( level.freakshowmodel )){
if(IsDefined( level.detachallonmodel ) && level.detachallonmodel) ai detachAll();
ai setmodel(level.freakshowmodel);
}
wait(.01);
break;
}
ai thread StillAlive();
}

Might work..?

You may want to make different prefabs for the different types, or stamp. But I avoid stamping at all cost myself, at least until I am totally done making global tweaks. Let me know if it works, I'll just update it then to be this way.


Edit:
Another option is to just set the model to the model of the zombie you are putting in the tube.

Add this to the init function:
Code Snippet
Plaintext
	level.fsusezombie = undefined;//change to 1 to use the model of the zombie in the tube
And modify your BreakGlass function like this then:
Code Snippet
Plaintext
BreakGlass(zombie){
while(1){
self waittill( "damage", amount, attacker, direction_vec, point, type );
wait(randomFloat(.2));
if(!isPlayer(attacker)) continue;
spawner = undefined;
if(IsDefined( zombie.script_noteworthy )) spawner = getentarray(zombie.script_noteworthy, "targetname")[0];//give your own value for targetname of different spawner
else spawner = getentarray("freakshoweespawn", "targetname")[0];
ai = undefined;
while(!IsDefined( ai )){
SafeSpawn();
ai = spawn_zombie(spawner);
ai thread maps\_zombiemode_spawner::zombie_spawn_init("zombie");
ai forceTeleport( zombie.origin +(0,0,20), zombie.angles );
wait(.05);
}
if(IsDefined( level.freakshowmodel )){
if(IsDefined( level.detachallonmodel ) && level.detachallonmodel) ai detachAll();
ai setmodel(level.freakshowmodel);
}
if(IsDefined( level.fsusezombie ) && level.fsusezombie) ai setmodel(zombie.model);
wait(.01);
break;
}
ai thread StillAlive();
}

But if your setting the model that way, that means your zombie probably doesn't gib at all. So the best way is to have a spawner that gibs, but there are many ways. You could still use a gibbing zombies, just have to attach the head model then most likely.
Last Edit: July 26, 2016, 03:28:34 pm by MakeCents
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thanks I will give this a shot later , also while im here can the health be adapted to make it harder?
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thanks I will give this a shot later , also while im here can the health be adapted to make it harder?

That script_string kvp can be used in your zombiemode_spawner, where it sets health. If you add something similar there to what I added for the script_string check, you can set the health based on that kvp, else set it as normal.

Find:
Code Snippet
Plaintext
	self.maxhealth = level.zombie_health; 
self.health = level.zombie_health;

Replace with:
Code Snippet
Plaintext
	if(IsDefined( self.script_string ) && IsSubStr( self.script_string,"freakshow" )){
self.maxhealth = 2000; //change to what you want
self.health = 2000; //change to what you want
}else{
self.maxhealth = level.zombie_health;
self.health = level.zombie_health;
}

Might work.
Last Edit: July 26, 2016, 03:31:06 pm by MakeCents
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cool thanks, I will let you know later if I get working :)
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Lol only just got to watch the video

Pretty cool man - kinda like the pods in ZNS
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Lol only just got to watch the video

Pretty cool man - kinda like the pods in ZNS

Oh yeah, you'll have to send me a link so I can see this. They copied! lol, just playin.

I find it hilarious to watch people get caught by surprise. So much fun. check this one out at 37:00 +
https://youtu.be/xb9_DRURAn8?t=2221
Last Edit: July 26, 2016, 04:30:19 pm by MakeCents
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Oh yeah, you'll have to send me a link so I can see this. They copied! lol, just playin.

https://youtu.be/wpzrgPZU1Yc?t=2m10s

 
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