[Info] Zombies Mode Modding

I think i found the solution:

Removing this tag should disable collision with humans.

kép

…How do i disable tags?

2 Likes

copy and paste the whole blk of humans ( or… where is that thing so to speak, the whole code ) use an _override:b=yes and remove that tag by not including it

essentially, ,just copy the whole thing, and remove that tag. so that the game will not use said tag

it should work

2 Likes

I already have said entity like this:

enlisted_base_soldier{
  _override:b=yes
  bodyCleanupTime:r=2.0
  human_inventory__lootCleanupTime:r=1.0
}

_override doesn’t remove other properties.

But creating an entirely new entity will!

Although, on a second thought, this is not a good idea. Players would be running through zombies doesn’t sound good. It would remove collision altogether not just when in downed state.

2 Likes

it does

i mean, it varies from templates to templates,

at least, that’s how devenddar told me to do it.

you either override the entity and leave out stuff that you don’t need, or, if you can put/plant a bomb on the template it self ( literally )

ex;

spawn_on_friends{
  _override:b=yes
  _use:t="250kg_gp_bomb_projectile"
}

as far as i know,

zombies have a different entity from humans, so you should be good


base_zombie_armored_soldier{
  _use:t="usa_soldier_no_sound"
  _use:t="enlisted_visible_base_soldier"
  _use:t="dev_soldier_tag"
  _use:t="stats_count_as_kill"
  _use:t="base_zombie_armored_soldier_sound"
  walker_agent__targetPos:p3=0.0, 0.0, 0.0
  beh_tree__data__aggressiveBeh:t="sub.zombieAggressiveBeh"
  beh_tree__refs__behaviour:t="sub.zombieAggressiveBeh"
  spawn_immunity__immuneDistance:r=0.0
  spawn_immunity__timer:r=0.0
  beh_tree__node:t="squad_member"
  animchar__res:t="zombie_ger_summer_01"
  collres__res:t="zombie_ger_summer_01_collision"
  team:i=3
  entity__recreateToOnDeath:t="dead_enlisted_zombie_soldier"
  paid_loot__pointsForKill:i=20
  zombie__findTargetCooldown:r=2.0
  zombie__findClosestTargetDist:r=15.0
  zombie__findTargetTime:r=-1.0

  "allow_friendly_damage:tag"{
  }

  "walker_agent__targetEid:eid"{
  }

  "walker_agent__priorityTarget:eid"{
  }

  "human_weap__weapTemplates:object"{
    primary:t="gewehr_43_gun"
  }

  "human_weap__weapInfo:array"{

    "human_weap__weapInfo:object"{
      reserveAmmoTemplate:t="gewehr_43_magazine"
      numReserveAmmo:i=100
    }

    "human_weap__weapInfo:object"{
    }

    "human_weap__weapInfo:object"{
    }

    "human_weap__weapInfo:object"{
    }

    "human_weap__weapInfo:object"{
    }
  }

  _group{
    _tags:t="server"

    "human_weap__template_deps_list:list<t>"{
      item:t="gewehr_43_magazine"
      iten:t="gewehr_43_gun"
    }
  }

  "devSoldier:tag"{
  }

  "zombie:tag"{
  }

  "walker_agent__distanceToShootError:shared:array"{

    "error:object"{
      distance:r=0.0
      min:p2=0.0, 0.0
      max:p2=0.7, 1.4
      maxEnd:p2=0.0, 0.0
    }

    "error:object"{
      distance:r=25.0
      min:p2=0.7, 1.1
      max:p2=1.0, 1.5
      maxEnd:p2=0.4, 0.7
    }

    "error:object"{
      distance:r=50.0
      min:p2=1.1, 1.6
      max:p2=2.0, 2.0
      maxEnd:p2=1.7, 2.0
    }

    "error:object"{
      distance:r=100.0
      min:p2=1.0, 1.6
      max:p2=2.0, 2.0
      maxEnd:p2=3.0, 3.0
    }
  }
}

dead_enlisted_zombie_soldier{
  _use:t="dead_entity"
  _use:t="base_zombie_armored_soldier"
  _use:t="ragdoll_common"

  "animchar__physSymDependence:tag"{
  }
}

2 Likes

wait, can I put like a MG15 onto a zombie if i edit this and the ammo?

1 Like

yes



zombie_stg_44_armored{
  _use:t="base_zombie_armored_soldier"
  killLogName:t="zombie/uber_armored"

  "human_weap__weapTemplates:object"{
    primary:t="stg_44_zombie_gun"
  }

  "human_weap__weapInfo:array"{

    "human_weap__weapInfo:object"{
      reserveAmmoTemplate:t="stg_44_magazine"
      numReserveAmmo:i=100
    }

    "human_weap__weapInfo:object"{
    }

    "human_weap__weapInfo:object"{
    }

    "human_weap__weapInfo:object"{
    }

    "human_weap__weapInfo:object"{
    }
  }

  _group{
    _tags:t="server"

    "human_weap__template_deps_list:list<t>"{
      item:t="stg_44_magazine"
      item:t="stg_44_zombie_gun"
    }
  }

  "walker_agent__distanceToShootError:shared:array"{

    "error:object"{
      distance:r=0.0
      min:p2=0.0, 0.0
      max:p2=0.5, 0.9
      maxEnd:p2=0.0, 0.0
    }

    "error:object"{
      distance:r=25.0
      min:p2=0.3, 0.7
      max:p2=0.6, 1.1
      maxEnd:p2=0.3, 0.6
    }

    "error:object"{
      distance:r=50.0
      min:p2=0.6, 1.3
      max:p2=2.0, 2.0
      maxEnd:p2=1.3, 1.1
    }

    "error:object"{
      distance:r=100.0
      min:p2=0.6, 1.3
      max:p2=2.0, 2.0
      maxEnd:p2=2.0, 2.0
    }
  }
}
1 Like

Well you know that our dear enlisted friends have infinite-ammo hack. And because zombie is just copy pasted bots…

No, it doesn’t. It simply adds additional or edits existing properties.

It’s for delete entity, but not for remove tag.

As I know… Currently time you can only do this by copying an object.

If you want to turn it off then try to edit human_weap__infiniteAmmoHolders property (it’s possible only in entities.blk).

1 Like

ah

well, thanks for the reality check.

sometimes are needed.

redefine a new zombie base entity

try this, which makes human downable and killable

enlisted_visible_base_soldier{
  _override:b=yes
  paid_loot__points:i=100 // initial loop score every respawn
  hitpoints__downedTimer:r=30.0 // <-- 
  hitpoints__alwaysDowned:b=no //  <-- 
  hitpoints__deathHpThreshold:r=-25.0 //  <--
  bodyCleanupTime:r=23.0
}
2 Likes

Huh, so they can be downed but cannot die?

Edit: Soldiers can still die when downed.

@tommyZZM Is it possible to kick disconnected players? Maybe you found something during making BigAction idk.

I have searched the entire datamine with keywords like “afk” “disconnect” and “kick” but found nothing.

1 Like

You can try:

  • turn on hitpoints__alwaysAllowRevive (allows you to down if you don’t have medkits).
  • set 0.0 in hitpoints__downedKillChanceBase (removes chance for death before downed).
  • turn off hitpoints__killDownedByMeleeHit and hitpoints__downedKillWhenBurning.
  • Decrease hitpoints__deathHpThreshold.

For your map it would be good to increase hitpoints__downedTimer to 150 maybe.

2 Likes

Doesn’t work as it should.

hitpoints__alwaysDowned overrides everything. If it’s enabled, there is no timer. If it’s disabled you can still die even with the other properties added:

zombie_mode_soldier{
  _override:b=yes
  hitpoints__alwaysDowned:b=no
  _use:t="heal_anim_item"
  _use:t="human_loot_sound_paths"
  item__healTargetAnimEnumName:t="first_aid_revive"
  item__targetUseVisEntityTemplateName:t="germ_syringe_in_use"
  item__reviveAmount:r=3.0
  item__useTimeToTarget:r=5.0
  human_inventory__canSelfRevive:b=no
  
  "still_obstacles__disable:tag"{
  }

  "canReviveWithoutItem:tag"{
  }

  "canBeUsedOutOfInventory:tag"{
  }
}
usa_base_soldier{
  _override:b=yes
  
  local_gravity:r=9.8
  human_weap__canAimInJump:b=yes
  human_weap__extraGunSpeedOnJump:r=0.0
   hitpoints__alwaysAllowRevive:b=yes
  hitpoints__killDownedByMeleeHit:b=no
  hitpoints__downedKillWhenBurning:b=no
  hitpoints__deathHpThreshold:r=-1000.0  //creates a long hp bar at the bottom which looks bad.
  hitpoints__downedTimer:r=360.0
  human_net_phys__blk:t="%ugm/soldier.blk"

  _replicated:t="local_gravity"

  "ai_target__targetForAiGunner:tag"{
  }
}
1 Like

Changes not in usa_base_soldier. They’re in enlisted_visible_base_soldier and it somehow edit your soldier. For disable self-revive you need add human_inventory__canSelfRevive:b=no.

2 Likes

Alright it seems promising so far.

I need to thoroughly test it though.

EDIT:

Revive without medkit doesn’t work:

The prompt is there but you cannot actually revive the player if you don’t have a medkit.

enlisted_visible_base_soldier{
  _override:b=yes
  paid_loot__points:i=25
  hitpoints__downedTimer:r=300.0  
  hitpoints__alwaysDowned:b=no  
  hitpoints__deathHpThreshold:r=-25.0 
  hitpoints__alwaysAllowRevive:b=yes
  hitpoints__downedKillChanceBase:r=0.0
  hitpoints__killDownedByMeleeHit:b=no
  hitpoints__downedKillWhenBurning:b=no
  hitpoints__deathHpThreshold:r=-100.0
  bodyCleanupTime:r=2.0
  human_inventory__canSelfRevive:b=no
  "canReviveWithoutItem:tag"{
  }
  "canBeUsedOutOfInventory:tag"{
  }
"still_obstacles__disable:tag"{
  }
}

Also this is a problem:

2 Likes

wow you inserted call of duty zombies music to the game?
I think i heard it before

It’s a sound mod, yes.

Could someone explain how _replicated and _tracked works? What do they do, to the entities they use?

I’m still trying to figure out the bot problem and i was wondering if _tracked:t="disconnected" entity could help me in any way, if i add it to the player.

For example: (I don’t think it will do anything)

In the following case, i think it tracks the player’s status of being disconnected? If that param becomes true then it does something? That’s how i think how it works but otherwise IDK.

enlisted_visible_base_soldier should not be used as it’s used by base_zombie_armored_soldier.

zombie_mode_soldier{ //or factionname_base_soldier entites
  _override:b=yes
  _tracked:t="disconnected"
  hitpoints__alwaysDowned:b=yes
  _use:t="heal_anim_item"
  _use:t="human_loot_sound_paths"
  item__healTargetAnimEnumName:t="first_aid_revive"
  item__targetUseVisEntityTemplateName:t="germ_syringe_in_use"
  item__reviveAmount:r=5.0
  item__useTimeToTarget:r=5.0
  human_inventory__canSelfRevive:b=no
  
  "still_obstacles__disable:tag"{
  }

  "canReviveWithoutItem:tag"{
  }

  "canBeUsedOutOfInventory:tag"{
  }
}

Who made the convoy mode?
I really liked it but i think if the spawn protection is removed would be better

1 Like