They spawn via waves so custom bot profile will not work right?
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Yeah. Custom bot profile doesn’t work on them.
But you still can edit for some zombies their appearance. For that you will need to use entities.blk to create new entities. Here is code example for headless soldiers:
pve_base_soldier{
_use:t="ger_base_soldier"
_use:t="stats_count_as_kill"
_use:t="base_zombie_armored_soldier_sound"
walker_agent__targetPos:p3=0.0, 0.0, 0.0
beh_tree__refs__behaviour:t="sub.zombieAggressiveBeh"
beh_tree__data__aggressiveBeh:t="sub.zombieAggressiveBeh"
beh_tree__node:t="squad_member"
spawn_immunity__immuneDistance:r=0.0
spawn_immunity__timer:r=0.0
paid_loot__pointsForKill:i=45
zombie__findTargetCooldown:r=2.0
zombie__findClosestTargetDist:r=1500.0
zombie__findTargetTime:r=-1.0
team:i=3
"human_equipment__initialEquip:object"{ //Add here equipment: equipmentName:t="slotName"
attachable_wear_tunic_dev_with_nodes_item:t="tunic"
attachable_wear_gloves_01_us_summer_item:t="gloves"
attachable_wear_pants_01_ger_summer_item:t="pants"
attachable_wear_belt_dev_with_nodes_item:t="belt_1"
attachable_wear_tornister_backpack_m39_nodes_item:t="backpack"
attachable_wear_pot_with_nodes_item:t="pot"
}
"human_weap__weapTemplates:object"{ //Add here your weapons.
primary:t="mp40_gun"
secondary:t=""
tertiary:t="p38_walther_gun"
melee:t="knife_weapon"
grenade:t="grenade_thrower"
}
"human_weap__weapInfo:array"{ //Add here info about weapons and some items.
"weapInfo:object"{ //For primary slot.
reserveAmmoTemplate:t="mp40_magazine"
numReserveAmmo:i=2
}
"weapInfo:object"{ //For secondary slot.
}
"weapInfo:object"{ //For tertiary slot.
reserveAmmoTemplate:t="p38_walther_magazine"
numReserveAmmo:i=3
}
"weapInfo:object"{ //For melee slot.
reserveAmmoTemplate:t=""
numReserveAmmo:i=0
}
"weapInfo:object"{ //For grenade slot.
reserveAmmoTemplate:t="m24_grenade_item"
numReserveAmmo:i=2
}
}
"human_weap__template_deps_list:list<t>"{ //Add here info about ammo and items templates.
tmpl:t="mp40_magazine"
tmpl:t="p38_walther_magazine"
tmpl:t="m24_grenade_item"
}
}
"walker_agent__targetEid:eid"{
}
"walker_agent__priorityTarget:eid"{
}
"zombie:tag"{
}
"walker_agent__distanceToShootError:shared:array"{
"error:object"{
distance:r=0.0
min:p2=0.0, 0.0
max:p2=0.7, 1.4
maxEnd:p2=0.0, 0.0
}
"error:object"{
distance:r=25.0
min:p2=0.7, 1.1
max:p2=1.0, 1.5
maxEnd:p2=0.4, 0.7
}
"error:object"{
distance:r=50.0
min:p2=1.1, 1.6
max:p2=2.0, 2.0
maxEnd:p2=1.7, 2.0
}
"error:object"{
distance:r=100.0
min:p2=1.0, 1.6
max:p2=2.0, 2.0
maxEnd:p2=3.0, 3.0
}
}
}
You can copy same entity and a bit edit it:
pve_soldier_machinegunner{
_use:t="pve_base_soldier"
paid_loot__pointsForKill:i=50
"human_equipment__initialEquip:object"{ //Add here equipment: equipmentName:t="slotName"
attachable_wear_tunic_dev_with_nodes_item:t="tunic"
attachable_wear_gloves_01_us_summer_item:t="gloves"
attachable_wear_pants_02_ger_summer_item:t="pants"
attachable_wear_belt_dev_with_nodes_item:t="belt_1"
attachable_wear_tornister_backpack_m39_nodes_item:t="backpack"
attachable_wear_pot_with_nodes_item:t="pot"
}
"human_weap__weapTemplates:object"{ //Add here your weapons.
primary:t="mg_42_handheld_gun"
secondary:t=""
tertiary:t="p38_walther_gun"
melee:t="knife_weapon"
grenade:t="grenade_thrower"
}
"human_weap__weapInfo:array"{ //Add here info about weapons and some items.
"weapInfo:object"{ //For primary slot.
reserveAmmoTemplate:t="mg_42_handheld_magazine"
numReserveAmmo:i=2
}
"weapInfo:object"{ //For secondary slot.
}
"weapInfo:object"{ //For tertiary slot.
reserveAmmoTemplate:t="p38_walther_magazine"
numReserveAmmo:i=3
}
"weapInfo:object"{ //For melee slot.
reserveAmmoTemplate:t=""
numReserveAmmo:i=0
}
"weapInfo:object"{ //For grenade slot.
reserveAmmoTemplate:t="m24_grenade_item"
numReserveAmmo:i=1
}
}
"human_weap__template_deps_list:list<t>"{ //Add here info about ammo and items templates.
tmpl:t="mg_42_handheld_magazine"
tmpl:t="p38_walther_magazine"
tmpl:t="m24_grenade_item"
}
}
}
And add new entities inside waves in zombie_spawn_mode entity.
Well… It’s about zombies with gun. But… For unarmed/giant/with bombs probably will be problems with animations.
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Cool! So you just made an entirely new skin for the soldier(without the head). I stumbled upon this post you made before and I’ve had some success.
Trying to remove the zombie tunic right now.
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