[Info] - Zombies Modding 2.0

Ok so i made the car spawn by click on “active” twice.


I know it wont work like this, but I just wonder how is the car objective controlled?

I want it to go like this route (if possible) and then drop off players

Or is it not possible and it has to be the last objective?

I am going to sleep right now (its 11pm now and tmr i have got to attend school), so i can not do more testing
Do I need all the coordinates for the turning points? Or it just go straight forward no matter what?

sleep

Pfff sleeping is overrated (jk)

Navigating may be possible, but dropping off? I don’t think so. If you can enable seatOwnsEntityControl:b=no or/and vehicle__isPlayerCanExit:b=no at the end of the route, may be possible.

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Evac vehicle will always look towards north. Any ideas?

Rotating bombs site entity does nothing, evac vehicle entity has no property for rotation…

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We should check out the new georgia scene since i think i saw 2 evac cars facing directions

@Bazsi37 I have found the answer!

Thats position, not rotation.

never mind, i was stupid
But there are something different in the 2 new gerogia evac cars. We just dont see them

But there are something different in the 2 new gerogia evac cars.

No, evacs on NG maps are also facing north. I see nothing different.

I mean, the 2 cars are facing the exact opposite direction as i remember. Or i just too dumb to remember their rotation

2 cars

…two cars? There is only one? The only difference between easy and hard is the enemy difficulty no?

No, there are 2 cars

Check sector_5_a and sector_5_b in entity search

In berlin, there are 3 car spawns, sector_5_a, sector_5_b, and sector_5_d

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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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