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 added the component menually to each of their individual entities. Doesnt crash but missing the fog.
I have it here.
Ty
@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
Well done!
The file i gave you on another post is broken.
The codes does not work because i made some mistakes
Let me give you one that works
Looks like a special box item from a base soldier’s bandage bag in a resupply zone after zombie syruck’d.
Did you get a vehicle to navigate roads or create a convoy toward a base objective respawn/resupply ground vehicle zone working?
doesn’t work, the zombie tanks only go to the custom_ai_tank_objective and stop