[Map] Nuketown Zombies

Not in the near future. There will be a minor bugfix update but nothing major until we get custom model and texture support for the game editor.

3 Likes

1.9.2:

  • Fixed exploit
  • Improved lightsaber appearance
  • Other fixes
  • Due to map size and difficulty i have increased maximum player limit to 50. Less players–>harder experience.
3 Likes

you could add armor items that reduce damage from zombies though and perhaps slighlty increase chances of survival from explosives

just an idea.

1 Like

what about buy order tank and more anti tank zombies? or tank zombies like the ones in april fools.

Or a PAP anti tank rifle that fires an insanely high damage shot

@Bazsi37 How can you make zombie location show on minimap???
And how did you make the knife act like a sword with the charge ability

How can you make zombie location show on minimap?

nzombie_base{
  _override:b=yes
paid_loot__pointsPerDamage:r=0.1
nphys__mass:r=6000.0
"attach_decorators__entities:list<eid>"{ 
  }

  "attach_decorators__templates:array"{
    "attach_decorators__templates:object"{
      relativeTm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [0,0,0]]
      template:t="team1_marker"
      nodeName:t="Bip01 Head"
    }
  
}
}

team1_marker{
  _use:t="custom_marker"
  _use:t="base_vehicle_decor"
  animchar__res:t="sandbag_single_decor_a_char"
  collres__res:t="sandbag_single_decor_a_collision"
  custom_marker__icon:t="!ui/skin#v_arrow.svg" //icon inside uiskin.vromfs.bin
  custom_marker__iconColor:c=167,55,75,255
  custom_marker__iconSize:p2=10.0,10.0
  custom_marker__showForTeam:i=1
  animchar_render__enabled:b=no
}

And how did you make the knife act like a sword with the charge ability?

knife_weapon{
  _override:b=yes
  _extends:t="melee_weapon"
  _extends:t="knife"
  meleeSoundType:t="knife"
  meleeActionSoundPath:t="impact/knife"
   "meleeChargeWeapon:tag"{
  }
}

Ah good, may I add that to my map?

I see, thats good to know. Maybe i can make all the guns charge-able and it will be very stupid

Ah good, may I add that to my map?

I shamelesly “stole” it from Devenddar from discord so i think yes of course.

I see, thats good to know. Maybe i can make all the guns charge-able and it will be very stupid

I think the charge tag is applied to the bayonet not the weapon but haven’t checked.

i see

1.9.3:

  • Minor fixes
  • Added Hotchkiss and RPK to random box
2 Likes

Hello. How did you do it? IF YOU DON’T HAVE A DIFFICULT. Can you give me a hint? :)))))?

I’ve included the code 3 posts above…

Oooh. I’m sorry, the same question was above. I just didn’t notice your answer. Thank you :))))))))).

1 Like

Thank you friend.

Greetings!
When you buy a new weapon, the old one falls and disappears. Is it possible to do this with clothes so that they also disappear and do not clutter up the location?
I don’t know if I explained my question clearly)))).

1 Like

It is possible i think.
Somehow we can make the primary and secondary slots work like the pistol and melee slot where picking up a new item will delete the original one

The current problem happens because you are basically swapping weapons like u do when you pick up enemy weapons in the main game.
But the twist here is that the weapon on the wall dont get deleted and it stayed there. So you just have the old gun on the ground

Is it possible to do this with clothes so that they also disappear and do not clutter up the location?

My map has no buyable clothing.

If you’re asking just in general try this maybe:

enlisted_base_soldier{
  _override:b=yes
  bodyCleanupTime:r=2.0 // time in seconds to remove corpse from scene
  human_inventory__lootCleanupTime:r=12.0 // time in seconds to remove items from scene
  drop_item_cb__lootCleanupTime:r=1.0 //maybe affects clothing i have no idea. Try it.
  shell__cleanupTime:r=30.0 //this is for shells, but it worth a try. Don't enable all at once.
}

Thanks for the quick response and help. If it works, I’ll let you know))))

Unfortunately it didn’t work ((

Oh well, the old gun disappears but the clothes don’t, they stay forever