I think i found the solution:
Removing this tag should disable collision with humans.
…How do i disable tags?
I think i found the solution:
Removing this tag should disable collision with humans.
…How do i disable tags?
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
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.
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"{
}
}
wait, can I put like a MG15 onto a zombie if i edit this and the ammo?
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
}
}
}
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).
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
}
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.
You can try:
For your map it would be good to increase hitpoints__downedTimer to 150 maybe.
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"{
}
}
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.
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:
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