@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:
@Bazsi37 I think I found out why your mission ends early.
But here in the scene of one of the official maps:
@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
Don’t know how i missed that…
Yeah that was it.
Try this:
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:
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.
Nice! That’s exactly what I am missing. Thank you! Now my map will be much more interesting than the boring “clear” weather !
Have you figured out why zombies don’t spawn on navmesh by default?
EDIT: It works now. Anyway
How does this thing actually work?
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:
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.
oh that makes way more sense after checking pacific_new_georgia_caves_halloween.blkx
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.
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.
Hmmm… I didn’t tried it. It’s a bit weird, but probably in event it automatically gives this postfix template to players…
Zombies will spawn on navmesh IF there is a battle area.
Already have box battle area, but with -1 team and navMesh is default. And only patrol/objective work.
omg thats why the laser boss zombie dont shoot in my wave based zombie map
in event it automatically gives this postfix template to players
You are quite right
Already have box battle area, but with -1 team and navMesh is default. And only patrol/objective work.
@Devenddar
The 3 following arrays should be where the magic happens. See if they are correct. They are in zombie_spawner_mode_soldier
(/zombie_spawner_mode_soldier_easy
)
FYI No need for ship evac entity, they already created one:
I also see why they didn’t use it; It’s bugged in general, the boat gets spawned despite not being triggered, and once you enter it, you can’t leave.
you enter it, you can’t leave.
Well its like that with the car that you cant get off
But hey i didn’t notice it when i scanned the entire mod editor list with my eyes
it is certainly interesting
But here comes the problem, can I replace the m3a1 APC for evac with something like an LVT tank and make it drive in the sea?
Hmmm… I didn’t tried it. It’s a bit weird, but probably in event it automatically gives this postfix template to players…
Bazsi37:Zombies will spawn on navmesh IF there is a battle area.
Already have box battle area, but with -1 team and navMesh is default. And only patrol/objective work.
NVM. I just changed some stats in zombie_travel_mode zombie_travel_mode entity before and forgot to fix them.
The 3 following arrays should be where the magic happens. See if they are correct. They are in
zombie_spawner_mode_soldier
(/zombie_spawner_mode_soldier_easy
)
They’re also in zombie_travel_mode and it set to zombie_spawner_mode_soldier.