So i looked and they are indeed placed at different angles.
…But how? None of the properties seem to control rotation before spawning…
So i looked and they are indeed placed at different angles.
…But how? None of the properties seem to control rotation before spawning…
Thats what I was investigating before my good monitor decided to die. Damn it
It depends on transform/default entity (bomb site zone) rotation?
Also this can be answer, because the editor doesn’t show the full info about properties with matrix (m) data type. It shows only last three numbers. The rest are only in scene.blk.
5_a:
capzone__bombTransformLocalPos:m=[[0.745177, -0.00936712, 0.666802] [0.00735395, 0.999956, 0.00582889] [-0.666827, 0.000560075, 0.745213] [-0.00427246, -1.46782, -0.240356]]
5_b:
capzone__bombTransformLocalPos:m=[[-0.0456382, 0.0348796, 0.998349] [-0.00208127, 0.999385, -0.035011] [-0.998956, -0.00367567, -0.0455375] [0.00314331, -1.83688, -0.205505]]
the editor doesn’t show the full info about properties with matrix (m) data type
Oh my god, this editor and it’s stupidity.
Honestly, i would have never found this. Thanks.
so how should we turn it then?
You need to add all 3 of them to your map manually for them to work
You also need to change a few lines in battle_music_with_spawn_waves as usual
OK It is like a voyage of discovery for me but hey i found the correct data type for outline__color
ITS “c”! NICE
Found an interesting tag called still_obstacles__disable
There are also many disabled zombies in this auto spawner, which spawns the zombies around players
zombie_spawner_mode_soldier{
"zombie__navmeshAutoSpawnerTemplates:list<t>"{
item:t="zombie_walk_zombie"
item:t="zombie_rush_zombie"
item:t="zombie_rush_shield"
item:t="zombie_rush_shield_fun"
item:t="zombie_rush_cart_wheel"
item:t="zombie_rush_metal_bucket"
item:t="zombie_rush_bmw_wheel"
item:t="zombie_rush_bmw_wheel_fast"
item:t="zombie_rush_moto"
item:t="zombie_rush_moto_fast"
item:t="zombie_rush_train_door"
item:t="zombie_rush_train_door_fast"
item:t="zombie_rush_spitfire_prop"
item:t="zombie_rush_zombie_explosive"
item:t="zombie_rush_zombie_explosive_fast"
item:t="zombie_rush_zombie_explosive_very_fast"
item:t="zombie_rush_zombie_phosphor"
item:t="zombie_rush_zombie_phosphor_fast"
item:t="zombie_rush_zombie_phosphor_very_fast"
item:t="zombie_rush_zombie_fire"
item:t="zombie_rush_bomb"
item:t="zombie_rush_bomb_fast"
item:t="zombie_rush_bomb_down"
item:t="zombie_rush_bomb_down_fast"
item:t="imp_zombie_shooter"
item:t="zombie_mp_3008_armored"
item:t="zombie_mp40_armored"
item:t="zombie_ppd_armored"
item:t="zombie_stg_44_armored"
item:t="zombie_gewehr_armored"
item:t="zombie_rush_zombie_paratrooper"
item:t="zombie_flammenwerfer_armored"
item:t="zombie_sturmpistole_armored"
item:t="zombie_panzerfaust_armored"
item:t="zombie_giant_zombie"
item:t="zombie_elite_zombie"
item:t="zombie_elite_moto"
item:t="zombie_elite_shield"
item:t="zombie_elite_spitfire_prop"
}
"zombie__navmeshAutoSpawnerWeight:list<r>"{
item:r=2.0
item:r=16
item:r=6
item:r=0
item:r=1
item:r=3
item:r=0
item:r=0
item:r=0.5
item:r=0
item:r=0.5
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=8
item:r=1
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
item:r=0
}
}
I pasted the codes for the scene.blk in my level entity it crashes. Anything importent im missing?
Probably you put it wrongly. Check code if everything is properly closed/opened with } or {.
You have 1 or 2 extra } since Devenddar copied parts of the code
Do you have the scene blk of the event maps?
I have it here.
Ty
@Devenddar @Bazsi37
I MIGHT HAVE MADE A BREAK THROUGH
zombie_mode_sessionEndTime is gone from zombie_spawn_mode
I am trying to fix the thing by adding the missing codes back
Edit #1:
The tracker works, but doesn’t trigger game end
EDIT #2:!!!
I GOT IT TO WORK!
@Devenddar @Bazsi37
here
zombie_spawn_mode{
_override:b=yes // override, even though it is not necessary
zombie_mode_sessionWaitTime:r=0 // defines the defeat time out to be 0.0 seconds
zombie_mode_sessionEndTime:r=-1.0 // This IS what the magic occurs. It defines a variable for game to log if all players are defeated
}
It is a quite simple fix.
Add that to your entities.blk
Well done!