[Info] - Zombies Modding 2.0

So i looked and they are indeed placed at different angles.

…But how? None of the properties seem to control rotation before spawning…

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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]]
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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.

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so how should we turn it then?

Music this time is very different.

Looks like we are getting closer to actual battle music. Glad to see.

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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

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OK It is like a voyage of discovery for me but hey i found the correct data type for outline__color
image
ITS “c”! NICE

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Found an interesting tag called still_obstacles__disable
image
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?

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Probably you put it wrongly. Check code if everything is properly closed/opened with } or {.

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You have 1 or 2 extra } since Devenddar copied parts of the code

Do you have the scene blk of the event maps?


I added the component menually to each of their individual entities. Doesnt crash but missing the fog.

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I have it here.

Ty

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@Devenddar @Bazsi37
I MIGHT HAVE MADE A BREAK THROUGH
zombie_mode_sessionEndTime is gone from zombie_spawn_mode


I strongly believe i have seen that before Earth Shield

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

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Well done!

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