[Info] - Zombies Modding 2.0

Continuation of the previous thread. If you’re new to zombies modding, consider reading the previous thread.

New Event squad profile: halloween_2024_event_profile.txt (33.8 KB)

New and modified entities files:

zombies.txt (113.1 KB)
travel_zombie.txt (158.6 KB)

New content:

Instead of being wave-based, it is a PvE mission @ErikaKalkbrenner you may like this very much.

special_weapon_box

A one-time use weapon box with a set of random weapons. It holds guns with halloween prefix.

kép

zombie_spawner_mode_soldier
  • Spawns zombies, randomly with a given chance as defined in the spawner entitiy.
zombie_spawner_mode_soldier{
  hitpoints__alwaysDowned:b=yes
  zombie_mode__resupplyGrenadesNum:i=2
  zombie_mode__resupplyMedkitsNum:i=1
  zombie_mode__medicResupplyMedkitsNum:i=3
  zombie_mode__medicBoxPlaceCooldown:r=300.0
  zombie_mode__maxSelfresCount:i=1
  human_hit_tagging__override:r=0.0
  _tracked:t="human_hit_tagging__override"
  human__minRessuplyTime:r=0.5
  human__lastRessuplyAt:r=-1.0
  human__lastRessuplyGrenadeAt:r=-1.0
  _use:t="heal_anim_item"
  _use:t="zombie_mode_soldier_loot_sound_paths"
  item__healTargetAnimEnumName:t="first_aid_revive"
  item__targetUseVisEntityTemplateName:t="germ_syringe_in_use"
  item__reviveAmount:r=2.0
  item__useTimeToTarget:r=5.0
  zombie_laser__alreadyTargeted:b=no
  human_inventory__canSelfRevive:b=no
  zombie__navmeshNextCheckSpawnAt:r=-1.0
  zombie__nearestNavmeshSearchRadius:r=50.0
  zombie__nearestNavmeshSpawnSpread:r=6.0
  zombie__navmeshCheckEnemyRadius:r=65.0
  zombie__navmeshAutoSpawnerMinPeriod:r=0.5
  zombie__navmeshMaxSpawnEnemyNear:i=0
  zombie__navmeshMaxSpawnEnemyNearMinMaxCount:p2=42.0, 0.0
  zombie__navmeshMaxSpawnEnemyNearZoneMaxDist:r=60.0
  zombie__navmeshCapzoneNextCheckAtTime:r=-1.0
  zombie__navmeshAgressionLimits:p2=20.0, 20.0

  "still_obstacles__disable:tag"{
  }

  "canReviveWithoutItem:tag"{
  }

  "canBeUsedOutOfInventory:tag"{
  }

  "zombie_mode_human:tag"{
  }

  "zombie__navmeshAutoSpawnerTemplates:list<t>"{
    zombie:t="zombie_walk_zombie"
    zombie:t="zombie_rush_zombie"
    zombie:t="zombie_rush_shield"
    zombie:t="zombie_rush_shield_fun"
    zombie:t="zombie_rush_cart_wheel"
    zombie:t="zombie_rush_metal_bucket"
    zombie:t="zombie_rush_bmw_wheel"
    zombie:t="zombie_rush_bmw_wheel_fast"
    zombie:t="zombie_rush_moto"
    zombie:t="zombie_rush_moto_fast"
    zombie:t="zombie_rush_train_door"
    zombie:t="zombie_rush_train_door_fast"
    zombie:t="zombie_rush_spitfire_prop"
    zombie:t="zombie_rush_zombie_explosive"
    zombie:t="zombie_rush_zombie_explosive_fast"
    zombie:t="zombie_rush_zombie_explosive_very_fast"
    zombie:t="zombie_rush_zombie_phosphor"
    zombie:t="zombie_rush_zombie_phosphor_fast"
    zombie:t="zombie_rush_zombie_phosphor_very_fast"
    zombie:t="zombie_rush_zombie_fire"
    zombie:t="zombie_rush_bomb"
    zombie:t="zombie_rush_bomb_fast"
    zombie:t="zombie_rush_bomb_down"
    zombie:t="zombie_rush_bomb_down_fast"
    zombie:t="imp_zombie_shooter"
    zombie:t="zombie_mp_3008_armored"
    zombie:t="zombie_mp40_armored"
    zombie:t="zombie_ppd_armored"
    zombie:t="zombie_stg_44_armored"
    zombie:t="zombie_gewehr_armored"
    zombie:t="zombie_rush_zombie_paratrooper"
    zombie:t="zombie_flammenwerfer_armored"
    zombie:t="zombie_sturmpistole_armored"
    zombie:t="zombie_panzerfaust_armored"
    zombie:t="zombie_giant_zombie"
    zombie:t="zombie_elite_zombie"
    zombie:t="zombie_elite_moto"
    zombie:t="zombie_elite_shield"
    zombie:t="zombie_elite_spitfire_prop"
  }

  "zombie__navmeshAutoSpawnerWeight:list<r>"{
    chance:r=2.0
    chance:r=16.0
    chance:r=6.0
    chance:r=0.0
    chance:r=1.0
    chance:r=3.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.5
    chance:r=0.0
    chance:r=0.5
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=8.0
    chance:r=1.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
    chance:r=0.0
  }

  "zombie__navmeshAutoSpawnerChanceRange:list<r>"{
  }

  "unlocked_special_weapons:list<t>"{
  }
}
mission_specified_team

kép

zombie_summoner_area

Works like challanges from COD zombies. Locks you in a force field sphere, until you finish the given task. It’s got waves.

Sample Mission

I have created a sample mission. It has 6 stages, copy pasted from pacific zombies mission iirc. Only contains the necessary stuff, very barebones.

It’s got a bug where game end is triggered at stage 4 (boss zombie + 3 blue zombie) and i have no idea why. Otherwise it works. I have modified the score and award properties but in vain.

All you need to do is move around the mission objects to create your own mission. The assets are created by the mission entities, and are not to be placed manually.

zombie_travel_sample.zip (5.8 KB)

4 Likes

For anyone who want to create a wave based zombie map, in the April Fool’s event format, here is a complete guide to that (hard-work written by me): Link
It also covers the basics such as what is entities.blk and where is modsEditor.bat, for complete newcomers!

Some of the stuff are the same as before

New stuff are already in the mod editor!


3 Likes

Ah ha!

entity{
  _template:t="custom_profile"
  customProfile:t="%enlSqGlob/data/halloween_2024_event_profile.json"
}
Squad 1


Squad 2


Squad 3


Squad 4


Squad 5


This ammo crate looks cool btw


New error message when i kill myself

This last guy apparently has secondary weapons disabled

This last guy apparently has secondary weapons disabled

Thats the base guy. You unlock the other squads through the event.

1 Like

Bruh! Bro the base guy is so sad then. You need to UNLOCK stuff wow.

1 Like

unfortunately for me.

another skip.

because these functions only works with the zombie mods type.

which overule and changes majority of other things.

worse, in my case, ( which you can see in the game it self ) zombies actually spawn in front of you. and sometimes 10/20 meters close.

imagine that with NPC that has actual weapons.

as soon they’ll spawn they’ll start shooting at players.

not a fun experience for what i’m trying to do.

i’ll have to learn it further, but as far as it appears, again, was designed for zombies.
not actual combatants with weapons.

EDIT:
dang, i didn’t expected all of this content.

foolish me. it actually aid my pves alright with that team specifier
hurray

But i want to ask where i can find the scene.blk for those missions i have played?
I want to learn more about how the mode works but i cant

Boss list here

In the same folder as any other missions.

~\enlisted-game.vromfs.bin_u\gamedata\scenes\halloween_event_missions

1 Like

Am I doing anything wrong or its gibberish like this

Open BLKX not BLKs…

1 Like

Apparently, I am the most stupid person in the world, my bad

Nah, you’re fine.


Have you managed to figure out how to spawn enemies on terrain?

It seems like zombie_travel entities contain the spawner but it doesn’t work for me.

Patrol works perfectly.

1 Like

Added sample mission.

1 Like

Sorry for late reply, I just finished 2 matches to unmute myself in the forums (how stupid it is man)
I haven’t got time to inspect the scenes and the magic behind the spawning yet. But I know that the altar thing is very similar to the zombie_spawn_mode, which means it can actually fit in AI tanks (that I can hard code their objectives in entities.blk)

Also, i found out that some of the boss zombie doesn’t use their abilities if they are spawned with zombie_spawn_mode (specifically, the laser dude and the flamethrower dude)

At first, i thought the red outline mark thing is hard-coded to the halloween guns.
But in fact, it is the work of 2 tags: marker_for_guns and build__mark_all_teams

marker_for_guns is the tag that makes the gun markable
build__mark_all_teams tells the game to add the marker_for_guns to the item entity when the item is picked up and then dropped again

Conclusion:

  • If you want a wallbuy that can be pinged by players: add marker_for_guns only
  • If you want the gun to be able to be marked after dropping, add build__mark_all_teams

Also, if you want the outline to be always active, you can use entities.blk to set outline__enabled:b=yes

Hi, maybe I’m off topic. BUT I WANT TO ASK, DO ZOMBIE MODS WORK LIKE THIS FOR EVERYONE OR JUST FOR ME???
I want to say that everything has become different, starting with the color scheme and ending with the fog. But it’s still bearable :))). And so the zombies have changed in appearance, they run and behave differently. They pass through walls, through windows, now they can climb to elevated areas where there are no mesh paths and also go down. Damn, they fall into a trench and climb out of it along the wall :)))).Now we need to put cabinets and nightstands opposite the windows and walls so that they behave at least a little bit adequately as before :))))))))))). Now when all the players are wounded, the game does not end, everyone crawls like caterpillars in a frenzy and waits for what will happen next :)))) It seems to me that with the passage of the last wave the same thing will happen, victory will not come. Yes, perhaps this is better for the developers and they wanted to show new mechanics,YES NOW WE NEED TO REDO SOMETHING AND LOOK FOR CRUTCHES SO THAT EVERYTHING WORKS AS INTENDED AS BEFORE. THE POINT IS THAT I LIKED THE WAY IT WAS BEFORE, BUT NOW THEY ARE SOMEWHAT BROKEN…BROKEN CARL
:((((((
If such updates are constant, then there is no point in doing these mods AS WELL AS PLAYING. OH, YES, WHAT AM I TALKING ABOUT, I WANTED TO TELL YOU THAT YOU ARE ALL GREAT AND WISH YOU LONG PATIENCE IN THIS HOBBY :)))))). I JUST EXPRESSED MY THOUGHTS…
:))))))))))))))

Whats you finding on how to deal with the game not ending issue? I honestly would like to know the solution or at least the way to its solutions

That’s just great. Will take a look later today.

1 Like

I wasn’t looking for a solution to the game not finishing issue if you ask me. The whole update thing is a bit frustrating. I think you are more competent and have a better understanding of it. I THINK YOU WILL FIND SOLUTIONS QUICKER THAN ME. I like doing scene design more, THOUGH IT TAKES MOST OF THE TIME.

1 Like