[Info] - Zombies Modding 2.0

@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:

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@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

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Don’t know how i missed that…

Yeah that was it.

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Try this:
kép

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:


And for wind:

Other entities without changes.

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.

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Nice! That’s exactly what I am missing. Thank you! Now my map will be much more interesting than the boring “clear” weather !

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Have you figured out why zombies don’t spawn on navmesh by default?

EDIT: It works now. Anyway

How does this thing actually work?


How does it detect when to spawn in the box and detect when the objective is completed?

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:

  • groupName.
  • personal_box_creator__groupIndex.
  • personal_box_creator__template.

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.

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oh that makes way more sense after checking pacific_new_georgia_caves_halloween.blkx


Group activator exist in the 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.

image
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…

Already have box battle area, but with -1 team and navMesh is default. And only patrol/objective work.

image
omg thats why the laser boss zombie dont shoot in my wave based zombie map

You are quite right

@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:

kép

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.

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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?


It doesn’t need to path find, just need to go straight

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NVM. I just changed some stats in zombie_travel_mode zombie_travel_mode entity before and forgot to fix them.

They’re also in zombie_travel_mode and it set to zombie_spawner_mode_soldier.

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