[Info] - Zombies Modding 2.0

Well at least you stated the problem you discovered, which is very helpful

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This entity is also quite unique. It is used for creating the weapon crates when the map loads
It has a probability field and a template field, which means you can actually make it create anything you want, lets say an AI tank that cannot move

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At first glance i don’t see a solution to to fix wave based zombies.

For some reason the game is looking for travel_zombies entity, i think we cannot fix this.

@Enginya Once again, we would like to seek your/other developers help on this issue:

Wave based zombie gamemode is broken since halloween patch, session is not ending when all players are downed.

Entity zombie_spawn_mode ,used to define gamemode, doesn’t contain anything that could fix this problem it seems.

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Yes, you are right, I checked too. But when you create it in the mod and you get knocked down - the game still ends, after 15 seconds. True, not for your losses :)))) . and as in the screenshot


And the most interesting thing is that while I was dealing with the first wave of my zombies, a patrol with the traveler_ zombies entity was created :)))


That is a solution you have found, my friend!

I know how to disable the patrol, or maybe make the patrol spawn in nothing
This is the problem, so if i make everything inside the objective_spawner__waves to be 0 or empty…


It might throw an error if I do so, but it wont spawn anything

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Another mistake. I think it can’t get any worse. If it works, then why not :))))))))).

Not mistake, it is intended to spawn patrols with that thing.
What I am doing is using entities.blk to try to make the spawner spawn nothing instead of the things you screenshot to us.

@DARDG you are actually finding the solution for us. Great job. You are contributing in the community now

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Hey everyone! Look at this!


Look at fields 2-4

  • total_kits__selfHeal == Medkits (if you change it here, your medkit count actually goes up)
  • total_kits__selfRessurrect == “self-help kits” (lets you revive yourself)
  • total_kits__selfRevive : Unknown usage

whats this?


I dont think we can pick it up despite it being in item_in_world form

@Bazsi37 is it possible to get self-help kits in custom games by using paid_loot_item?

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@Bazsi37 is it possible to get self-help kits in custom games by using paid_loot_item?

I see no reason why wouldn’t that be possible. It’s an item like anything else.

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Yes, it’s cool, but it won’t change their number. Judging by the text, in red letters at the top of the editor. It will return to its previous value after reboot.

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But its not like item_guns and medkit_items, you cannot pick it up no matter how hard you pres F.
Something is missing that i have no idea

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Use entity.blk to modify enlisted_visible_base_soldier. Override it to have our desired value of the kits

Try putting 100 in the first field and look at your medkit count.
Remember, you have to select the correct soldier entity, make sure he is the one you selected

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Override entity.blk… What do you mean, I don’t quite understand how do I do this?

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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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