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[Map Add-On 5] Vulture-Aid Standalone (UPDATE AVAILABLE Link Updated 5/9 6:00PM)

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Created 10 years ago
by jei9363
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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Fixes:

- Zombies attacking downed players in coop
- Vulture-Aid drops in non-playable areas
- Wunderfizz staying visible for only the first person to use it

see black ops perks for MuleKick-PAP fix

https://www.mediafire.com/?nnsc6xfqewrn9qo

Vulture-Aid

V1.1 Fixes:

- Zombies will not drop packages if killed by traps
- Vulture Aid now has a way point

https://www.mediafire.com/?519ntxcc184pghr

also included is perk limit fix for electric cherry!

notes:

- you can only collect the droppings if you were the one who killed the zombie
- zombies will only drop packets if they were killed by a player who has vulture-aid
- waypoints only show at a specified range and if they're in view
- zombies avoid you when you stand in their stink
- this tutorial utilizes 2 fx assets







Download This:https://www.mediafire.com/?519ntxcc184pghr

Add the map_source to your root and the rest to your mod folder in Appdata!

go into you _zombiemode_weapons.gsc

replace
Code Snippet
Plaintext
init_starting_chest_location();
with
Code Snippet
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thread init_starting_chest_location();

replace
Code Snippet
Plaintext
init_starting_chest_location()
{
with
Code Snippet
Plaintext
init_starting_chest_location()
{
wait .1;

go in _zombiemode_spawner.gsc

add
Code Snippet
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if(randomint(100) < level.vulture_chance)
self thread maps\bam_bo_mod_vulture_aid_standalone::vulture_treasure();
under
Code Snippet
Plaintext
self disable_pain();


go to your _zombiemode.gsc

add
Code Snippet
Plaintext
	level.vulture_chance = 40; 			//percent per zombie for dropping goodies
level.vulture_limit = 8; //cap how many waypoints can be seen
level.vulture_packets_limit = 5; //cap number of packets on ground
level.vulture_range = 2048; //see visibility limit for way points
level.vulture_range_min = 256; //is the player close enough to not need help?
level.stink_time = 10;              //how long does the stink smoke last?
level.makeStinkTime = 20; //how long until trying to give another zombie stink?
        maps\bam_bo_mod_vulture_aid_standalone::vulture_init();
under
Code Snippet
Plaintext
	maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();

ADD THE PREFAB TO YOUR MAP!

make sure you delete your nazi_zombie_mapname_patch from your mod that you build before compiling! youll overwrite my awesome fastfile!

if you want pretty effects!

go into you dlc3_code.gsc

ADD
Code Snippet
Plaintext
 
level._effect["vulture_smell"] = Loadfx("vulture_smell");
level._effect["vulture_powerup"] = Loadfx("vulture_powerup");
IN
DLC3_FX(){}

compile and enjoy!

Last Edit: May 09, 2014, 10:23:19 pm by jei9363
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
[/url]
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nice work bam .. now one question ... can you make a updated version of bo perks with all of the perks when you finish whos who (im guessing your going to do it) and tombstone ?
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does it include electric cherry or what? Im using your old perks, not the first ones you did, but the first one with fixed PHD (no splash damage indicator) and im using your new electric cherry, do your new updates include everything? Like the lunar landers, electric cherry, new black ops perks or what?
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When a new Add-On comes out

the _patch.ff file includes the most recent updated list of models,sounds,perk icons. (so you have the lander and perk models available for use)

the IWDs include new scripts and images

whether or not you use the scripts is up to you.

just make sure if your not using, say electric cherry, and everything else, dont call for it in _zombiemode.gsc
Last Edit: April 30, 2014, 04:23:46 pm by jei9363
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very nice so I can just add this add-on and write the stuff in zombiemode.gsc for the others like cherry, landers,ect
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Error in tutorial

Code Snippet
Plaintext
self thread maps\_bam_bo_mod_vulture_aid_standalone::vulture_treasure();

is suppose to be

Code Snippet
Plaintext
self thread maps\bam_bo_mod_vulture_aid_standalone::vulture_treasure();
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yep! but since the game will crash if material images are missing, you need all the perk iwds. so everything has to be available, but you can still choose what goes in your map. execpt with the bo1 perks, you cant just use 2/4 because of bad scripting all 4 must be in the map or the game gets sad

Post Merge: April 30, 2014, 06:23:39 pm
Error in tutorial

Code Snippet
Plaintext
self thread maps\_bam_bo_mod_vulture_aid_standalone::vulture_treasure();

is suppose to be

Code Snippet
Plaintext
self thread maps\bam_bo_mod_vulture_aid_standalone::vulture_treasure();

thanks! fixed!
Last Edit: April 30, 2014, 06:23:39 pm by jei9363
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yep! but since the game will crash if material images are missing, you need all the perk iwds. so everything has to be available, but you can still choose what goes in your map. execpt with the bo1 perks, you cant just use 2/4 because of bad scripting all 4 must be in the map or the game gets sad

Post Merge: April 30, 2014, 06:23:39 pm
thanks! fixed!

I got the error and figured it out but now, even without vulture aid, some zombies still dropped ammo packets and money packets
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Donate to me if you enjoy my work. https://www.paypal.me/thezombiekilla6
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Another awesome addon bam! Good job
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V1.1 Fixes:

- Zombies will not drop packages if killed by traps
- Vulture Aid now has a way point

https://www.mediafire.com/?519ntxcc184pghr
Last Edit: May 01, 2014, 01:55:00 am by jei9363
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just finally got around to testing it. it works perfectly, but one question, how would i make it to where the zombies actually move away from you when your in the green stink, right now the zombies just stand still but even on solo on buried when your in the stink they start walking away from you.
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they should move away from you.

do you have a weird starting room?

Code Snippet
Plaintext
players = get_players();

level.vulture_retreat = spawn("script_origin", players[0].origin + (0,0,4));
level.vulture_retreat create_zombie_point_of_interest( 100000, 96, 10000 );
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this is what they do they just stand there and shake their heads
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i have one question. what happens if in co-op someone has the perk but others dont? will they be able to see the ammo packets dropped by zombies?
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i have one question. what happens if in co-op someone has the perk but others dont? will they be able to see the ammo packets dropped by zombies?

yes because I didn't know how to make it visible to only the player, so I made it so only the player that killed the zombie and had the perk can retrieve it

Post Merge: May 01, 2014, 02:40:28 am
this is what they do (Image removed from quote.) they just stand there and shake their heads

this is the map I apply the tutorial to like everyone else



-try raising your player spawns.

-you called the script _zombiemode.gsc right?

-are you standing where you spawned in?
Last Edit: May 01, 2014, 02:40:28 am by jei9363

 
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