[Info] - Zombies Modding 2.0

Create a plain text file named entities.blk

Write the following in the file

enlisted_visible_base_soldier{
_override:b=yes
total_kits__selfRessurrect:i=5
}
Then out the fule in the folder with your scene.blk

Load up your mod and check your soldier to see if the value of total_kits__selfRessurrect has become 5
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// new solution
enlisted_visible_base_soldier{
_override:b=yes
// paid_loot__points:i=100 // initial loop score every respawn
// hitpoints__canBeRevivedByTeammates:b=yes //self explanatory
// hitpoints__downedTimer:r=90.0 //how much time you can spend in downed state before dying
// hitpoints__alwaysDowned:b=no //when set to yes, you cannot die while downed.
// hitpoints__deathHpThreshold:r=-1000.0 //HP amount when downed
// hitpoints__alwaysAllowRevive:b=yes // This would allow you to revive even without medkit. Does not work
// hitpoints__downedKillChanceBase:r=0.0 //chance of getting killed instead of getting downed when receiving damage greater than current HP
// hitpoints__killDownedByMeleeHit:b=no //can be killed by melee hit when downed
// hitpoints__downedKillWhenBurning:b=no // can be killed by fire damage when downed
// bodyCleanupTime:r=30.0 //time it takes to remove corpses
human_inventory__canSelfRevive:b=yes //allow self revive
total_kits__selfHeal:i=100
}
I CHECKED IT LIKE THIS

I have no changes, the values ​​remain the same

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@DARDG if you want 0 second defeat timeout, change zombie_mode_sessionWaitTime in zombie_travel_mode to 0

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GUYS! I have found how you can unlock all weapons in your mod
modify this array using entities.blk


Copy all the items from this

At least it will be very useful:

This forces players to join a certain team.

  • It seems that you can edit distance and other stats too.
  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 //< looks like amount.
  zombie__navmeshMaxSpawnEnemyNearZoneMaxDist:r=60.0 //< distance.
  zombie__navmeshAgressionLimits:p2=20.0, 20.0

Well… Not really sure about minimum distance.

  • You can create fake weapons with less damage. Something like it:
mp_40_zombie_halloween_gun{
  _use:t="mp40_gun"
  _use:t="gun_with_initial_ammo"
  _use:t="paid_loot_ressuply"

  gun__kineticDamageMult:r=0.45 // <<< Damage.
  combatFiringRange:p2=1.0, 100.0 // <<< Distance for shot. Probably also depends on some soldier entity properties (''beh_tree__blackboard__enemyRadius'', ''beh_tree__blackboard__enemyMoveFindRadius'', ''walker_agent__aiMaxShootDistToTarget'' and ''walker_agent__maxShootDistToTarget''.
  gun_spread__maxDeltaAngle:r=9.00
  gun_deviation__omegaDevInc:p2=0.5, 3.0
  gun_deviation__movementDevInc:p2=0.0, 45.0
  item__template:t="mp_40_zombie_halloween_gun_item" // <<< You can use here default weapon gun item entity. I just added because of some changes.
  item__weapTemplate:t="mp_40_halloween_gun" // <<< Classic weapon for players.
}

mp_40_zombie_halloween_gun_item{
  _use:t="item_gun"
  _use:t="mp_40_zombie_halloween_gun"

  collres__res:t="mp40_collision"
  item__unlockId:t="ussr_halloween_hero_unlock" // <<< Reason why i did seperate gun item pickup. For test and e.t.c.

  _group{
    _tags:t="server"

    "gun__initialAmmoHoldersCount:list<i>"{
      item:i=5
    }
  }
}

Well… Also bot with it should be less accurate (gun_spread__maxDeltaAngle, gun_deviation__omegaDevInc and gun_deviation__movementDevInc), but it probably works only for smg/mg gunners. Just reuse some code from zombie survival mode. IIRC they’re ±accurate only when stand (doesn’t move much) or while do first shot.


Seems they’re locked if you use custom enlisted_visible_base_soldier entity. But idk. Maybe I did something wrong.

It seems have some limitations, because I can’t get it work in another map (with navMesh). But I haven’t researched it enough at the moment.

  • Locked weapons still locked even if item__unlockId is clean.
  • Downed state always trigger mission fail timer. Probably can’t be disabled.

Not really. It’s just a special weapon drop list. It’s contain locked weapons. To unlock them you will need to copy weapon item pickup entity and recreate it without item__unlockId. If you want unlock all special weapons… Well… Probably put thompson_m1928a1_50_drum_blood_unlock in zombie_mode__unlocksIds. Maybe you also can use default enlisted progression unlockers, but idk if it will works.

Personally I just renamed entities.

  "zombie_mode__unlocksIds:list<t>"{
    value:t="jap_halloween_hero_unlock"
    value:t="type_100_mg_blood_unlock"
    value:t="browning_m1919a6_blood_unlock"
    value:t="rd_44_blood_unlock"
    value:t="ger_halloween_hero_unlock"
    value:t="fg_42_model_2_blood_unlock"
    value:t="stg_44_blood_unlock"
    value:t="ppsh_41_blood_unlock"
    value:t="thompson_m1928a1_50_drum_blood_unlock"
    value:t="usa_halloween_hero_unlock"
    value:t="usa_halloween_hero_unlock"
    value:t="usa_halloween_hero_unlock"
    value:t="jap_halloween_hero_unlock"
  }

  "zombie_mode__unlocksTemplates:list<t>"{
    value:t="lanciafiamme_m35_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="type_100_mg_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="browning_m1919a6_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="rd_44_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="mg_15_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="fg_42_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="stg_44_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="ppsh_41_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="thompson_m1928a1_50_drum_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="browning_auto_5_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="winchester_model_1912_trench_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="toz_b_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
    value:t="katana_halloween_item+item_in_world+ui_visible+disable_update"
  }

Mostly just reskin with a bit better stats + ammo. And other ones are just weapons from heroes (they’re unlocked, but will be limited).

And it seems works perfectly.


I have unlocked medic and can got trench shotgun.

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@Bazsi37 I think I found out why your mission ends early.


You did not change the score in zombie_travel_mode

But here in the scene of one of the official maps:

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@Devenddar How can I recreate the weather of this map? I have checked the level entity but it does not appear in scene.blk and I am also unable to just copy from mod editor with Ctrl+C

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Don’t know how i missed that…

Yeah that was it.

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Try this:
kép

It contains default lightning (unchanged lightning_animchar_manager, lightning_volumetric and lightning_panorama), camera_rain_storm_template, camera_storm_green_template and wind.

Changed properties for rain:


And for wind:

Other entities without changes.

Here’s scene.blk code:

  "level__weatherChoice:object"{
    weather_zombie_night_a:r=1.0

    "weather_zombie_night_a:object"{
      weight:r=1.0

      "level__timeVec:array"{
        level__timeVec:r=7.15
      }

      "entities:array"{

        "entity:object"{
          template:t="camera_rain_storm_template"

          "components:object"{
            far_rain__speed:r=1.0
            rain_ripples__size:r=0.1
            drop_splashes__volumetricSplashScale:r=0.5
            far_rain__wind:r=8.0
            far_rain__density:r=100.0
            drop_splashes__spriteSplashScale:r=7.25
            drop_splashes__iterationTime:r=2.0
            far_rain__length:r=1.0
            wetness__strength:r=0.6
            far_rain__alpha:r=1.0
            puddles__growthLimit:r=0.03
            far_rain__width:r=1.5
            puddles__growthRate:r=0.5
            far_rain__alpha_fade_speed_begin:r=150.0
            far_rain__alpha_fade_speed_end:r=400.0
            drop_splashes__distance:r=20.0
          }
        }

        "entity:object"{
          template:t="lightning_animchar_manager"
        }

        "entity:object"{
          template:t="lightning_volumetric"
        }

        "entity:object"{
          template:t="lightning_panorama"
        }

        "entity:object"{
          template:t="camera_storm_green_template"
        }

        "entity:object"{
          template:t="wind"

          "components:object"{
            wind__strength:r=9.0
            wind__noiseStrength:r=6.0
            wind__noiseSpeed:r=1.3
            wind__noiseScale:r=16.0
            dyn_wind__cumulus_alt_multiplier:r=0.0
            dyn_wind__strata_alt_multiplier:r=0.0
          }
        }
      }
    }
  }

Don’t forgot that all zombie maps have changed volFog (level__blk file style).

volFog{
  rootFogGraph:t="fog_dark_zone_jungle.json"
}

Yeah, because it’s generated (imported from another scene) + singleton.

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Nice! That’s exactly what I am missing. Thank you! Now my map will be much more interesting than the boring “clear” weather !

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Have you figured out why zombies don’t spawn on navmesh by default?

EDIT: It works now. Anyway

How does this thing actually work?


How does it detect when to spawn in the box and detect when the objective is completed?

I am trying to make some items spawn when a capzone is captured

Nope, but I didn’t check it enough yet. Patrol and objective enemies work perfectly for me.


You need to create personal_box_creator first, because it contains some important info for personal_box_info:

  • groupName.
  • personal_box_creator__groupIndex.
  • personal_box_creator__template.

This will spawn for player personal_box_creator__template and template depends on personal_box_creator__groupIndex. Each personal_box_info will be for each player/player id? No idea how it works.

You can place more that 4, but you will need edit personal_box_creator__numPlayers in personal_box_creator entity.

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oh that makes way more sense after checking pacific_new_georgia_caves_halloween.blkx


Group activator exist in the personal_box_creator entity (the controller) rather than the info entity (that mark all the locations)

If you mean zombie spawning around player, i think you(or someone else) have mentioned the zombie_spawner_mode_soldier thing that needs to be attached to the soldier. It controls the spawning of stray zomies

Zombies will spawn on navmesh IF there is a battle area.

image
And is this thing an unused thing? LOL? Maybe the devs thought shooter zombies were too op

Noticed it too. Haven’t tested it yet though.