Well, it is true but it also depends on what people thinks
@KRIEGSVERBRECHER
Suggestion:
- Add engineer’s hammer wallbuy (learn from here, you can add very special buildings! Is it possible to make the engineer's hammer and resources buyables like guns)
- Change the timeout for each wave to be lower (if you haven’t) to avoid samurai stalling game when they are trying to slice afk players
Also…
On wave 10, the amount of zombies kills the game
Limit the number of alive zombies to be lower
I am thinking of adding Engineer’s Hammer to the map.
I adjusted the timeout, made it a little shorter.
I will review and change the number of zombies, as you said, the server load is too high.
Thank you very much indeed for these good advices.
I have something to ask, how do we add the tnt block to the map as wallbuy?
by the way here are a few zombie codes I made for those who want to use them:
Spoiler
zombie_blue_bastard{
_use:t="nzombie_base"
_use:t="nzombie_ai_without_bullet_reaction"
_use:t="zombie_rush_zombie_sound"
animchar__res:t="ger_zombie_solder_giant"
collres__res:t="ger_zombie_solder_giant_collision"
entity__recreateToOnDeath:t="zombie_rush_zombie_dead"
team:i=3
rush_zombie__switchToPriorityTargetChance:r=0.1
rush_zombie__attackChance:r=0.025
beh_tree__node:t="nzombie_attacker"
beh_tree__refs__wander:t="sub.nAttackPriorityTarget"
effect__effectOnCreation:t="invisibility_in_smoke"
paid_loot__pointsForKill:i=100
nPhys__animcharScale:r=1.25
paid_loot__pointsPerDamage:r=0.1
hitpoints__hp:r=250.0
hitpoints__maxHp:r=250.0
hitpoints__scaleHp:r=250.0
hitpoints__hpThreshold:r=15.0
hitpoints__hpRecoverySpd:r=0.0
hitpoints__stoppingPowerThreshold:r=5.0
navmesh_phys__maxWalkSpeed:r=4.5
beh_tree__blackboard__enemyRadius:r=3000.0
killLogName:t="Blue bastard"
"nphys__no_obstacle_navigation:tag"{
}
"random_animchar_vars__varNames:list<t>"{
name:t="spine1_rot_x"
name:t="spine_rot_x"
name:t="spine1_rot_z"
name:t="spine_rot_z"
name:t="run_anim_selecror"
}
"random_animchar_vars__varLimits:list<p2>"{
range:p2=-5.0, 5.0
range:p2=-5.0, 5.0
range:p2=-5.0, 5.0
range:p2=-5.0, 5.0
range:p2=1.6, 2.4
}
"actions__actions:array"{
"action:object"{
name:t="stand_melee"
state:t="attack"
actionTime:r=1.0
applyAt:r=0.3
props:t="content/enlisted/gamedata/actions_enlisted/zombie_big_claw.blk"
irq:t="claw_attack"
varName:t="attack_progress"
}
}
"loc_snapshots__scaledTransform:tag"{
}
"deathDrop:array"{
}
"walker_agent__priorityTarget:eid"{
}
_group{
projectile_impulse__cinematicArtistryMult:r=0.1
projectile_impulse__cinematicArtistryMultDead:r=0.0
projectile_impulse__maxVelocity:r=2.0
projectile_impulse__maxOmega:r=3.0
_tags:t="gameClient"
}
_group{
_tags:t="sound"
human_steps_sound__animSpeedMul:r=8.0
human_steps_sound__enemyVolume:r=3.0
human_steps_sound_generator__enableAlways:b=yes
}
_group{
_tags:t="sound"
"human_voice_sound__path:shared:object"{
path:t="events/z/enemy/walker/z_giant/voice_fx"
}
"human_voice_sound__descs:shared:object"{
"death:object"{
name:t="death"
}
"seeDanger:object"{
name:t="seedanger"
}
}
"human_voice_sound__irqs:shared:object"{
"zombie_attack_sound:object"{
name:t="melee/hands"
}
}
"human_voice_sound__oneshots:shared:object"{
"hitCry:object"{
name:t="hit"
}
}
}
_group{
_tags:t="sound"
"human_steps_sound__runVoiceFx:shared:object"{
enemy:t="events/z/enemy/walker/z_giant/voice_fx/run_to_player"
}
}
_group{
_tags:t="sound"
"human_idle_sound__paths:shared:object"{
"idleState:object"{
enemy:t="events/z/enemy/walker/z_giant/voice_fx/idle"
}
}
}
}
Spoiler
zombie_Cowboy{
_use:t="base_zombie_armored_soldier"
killLogName:t="Uber Cowboy"
"human_weap__weapTemplates:object"{
primary:t="winchester_1895_zombie_gun"
secondary:t=""
tertiary:t=""
melee:t=""
grenade:t="grenade_thrower"
}
"human_weap__weapInfo:array"{
"human_weap__weapInfo:object"{
reserveAmmoTemplate:t="mosin_magazine"
numReserveAmmo:i=100
}
"human_weap__weapInfo:object"{}
"human_weap__weapInfo:object"{}
"human_weap__weapInfo:object"{}
"human_weap__weapInfo:object"{
reserveAmmoTemplate:t="explosion_pack_item"
numReserveAmmo:i=3
"additionalReserveAmmoTemplates:array"{
item:t="medkit_item"
}
"additionalNumReserveAmmos:array"{
item:i=1
}
}
}
_group{
_tags:t="server"
"human_weap__template_deps_list:list<t>"{
item:t="winchester_1895_zombie_gun"
item:t="mosin_magazine"
item:t="explosion_pack_item"
item:t="medkit_item"
}
}
"walker_agent__distanceToShootError:shared:array"{
"error:object"{
distance:r=0.0
min:p2=0.0, 0.0
max:p2=0.5, 1.0
maxEnd:p2=0.0, 0.0
}
"error:object"{
distance:r=25.0
min:p2=0.5, 0.8
max:p2=0.5, 1.2
maxEnd:p2=0.5, 0.7
}
"error:object"{
distance:r=50.0
min:p2=0.7, 1.3
max:p2=2.0, 2.0
maxEnd:p2=1.5, 1.8
}
"error:object"{
distance:r=100.0
min:p2=0.6, 1.4
max:p2=2.0, 2.0
maxEnd:p2=2.0, 2.0
}
}
}
winchester_1895_zombie_gun{
_use:t="winchester_1895_gun"
_use:t="gun_with_initial_ammo"
_use:t="paid_loot_ressuply"
item__template:t="winchester_1895_gun_item"
item__weapTemplate:t="winchester_1895_zombie_gun"
paid_loot__ressuplyCost:i=40
gun__kineticDamageMult:r=1.05
}
winchester_1895_zombie_gun{
_use:t="item_gun"
_use:t="winchester_1895_zombie_gun"
collres__res:t="winchester_1895_collision"
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=5
}
}
}
Spoiler
zombie_armored_axe{
_use:t="base_zombie_armored_soldier"
killLogName:t="Uber Axeman"
hitpoints__hp:r=65.0
hitpoints__maxHp:r=65.0
navmesh_phys__maxWalkSpeed:r=10.5
"human_weap__weapTemplates:object"{
melee:t="ger_axe_weapon"
}
"human_weap__weapInfo:array"{
"human_weap__weapInfo:object"{
}
"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="ger_axe_weapon"
}
}
}
I will share the source codes of this map for modders soon, it just needs to be improved a little more.
I think it is provided by devemddar in my development post somewhere. It is provided along with the anti tank and anti personnel mines.
Also, feel free to copy the engineer hammer codes from my entities.blk on my google drive. The code should be test_building_tool. Also the entities.blk is well labeled organized that you can find credits at places(cannot label scene.blk since it wont load comments and then its deleted after saving)
I made the TNT box and it works without any problems, But I cannot use the Detonator that I will use to detonate the TNT.
TNT blocks do not explode when I shoot at them, how can I fix this? They explode in the normal game
The tnt block and detenator code I made:
Spoiler
entity{
_template:t="tutorial_placed_medic_box_item+placeable_item_in_world+base_ri_building+paid_medkit_box_use+undestroyable_ri_extra"
transform:m=[[-0.208983, 0, 0.977919] [0, 1, 0] [-0.977919, 0, -0.208983] [42.7024, 11.0459, 787.42]]
ri_extra__name:t="dummy_wooden_box_a"
team:i=1
medic_box__isOpen:b=yes
useful_box__maxUseCount:i=99999
builder_info__team:i=1
placeable_item__ownerTeam:i=1
paid_box__ressuplyCost:i=35
useful_box__uiPrice:i=35
useful_box__giveItem:t="ger_tnt_block"
hud_icon__image:t="tnt_charge_icon"
animchar__res:t="satchel_charge_char"
useful_box__hintFull:t="items/tnt_block"
}
entity{
_template:t="tnt_block_exploder+item_in_world+ui_visible+disable_update+paid_loot_item"
transform:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [42.5264, 11.8884, 787.481]]
paid_loot__cost:i=0
}
You will need to pickup detonator after drop tnt.
IIRC they don’t explode in game. Well… It’s possible to fix, but I need sometime. Theoretically you will need to edit grid to interactable, but i’m not sure that it will be enough.
I tried but unfortunately it didn’t work. Do you think there is a problem with the code?
In the past, TNT blocks exploded when shot at, and I even destroyed some tanks this way.
Because when the soldier who placed the TNT block died, there was no other option to detonate it.
By the way, I don’t know why but North America server is not working, Eastern Europe server is working.
No it never worked. From the release of tnt till now, never worked (except when people blow up the tank with a tank shell and then the tank explosion will blow up the tnt charge and then it blows you up, and of course, you die)
The new update of this mod has been released, it is the biggest update I have made for this mod.
Changes I made with the new update:
-
NavMesh has been significantly changed
-
I remade the ammo boxes instead of using premade ones because it broke NavMesh
-
I added new weapons and placed medkits on the map
-
I added new zombie types
-
I added little easter eggs
-
I couldn’t add the tnt block because I couldn’t properly add the device that would detone it. I need help on this issue, I tried hard but it doesn’t work.
A few screenshots of the changes I made:
Can you share the code with us (here or a group message you can open, since i also would like to know )
@Devenddar can you help?
Nope. Because I still haven’t found solution how to not pickup tnt activator exacly after using tnt block (pickup it anytime and be able use it anytime).
huh, how about adding the disable drop item tag (that you added to my anti-personnel mines?)
It probably will lock slot.
full code :
Spoiler
entity{
_template:t="tutorial_placed_medic_box_item+placeable_item_in_world+base_ri_building+paid_medkit_box_use+undestroyable_ri_extra"
transform:m=[[-0.208983, 0, 0.977919] [0, 1, 0] [-0.977919, 0, -0.208983] [42.7024, 11.0459, 787.42]]
ri_extra__name:t="dummy_wooden_box_a"
team:i=1
medic_box__isOpen:b=yes
useful_box__maxUseCount:i=99999
builder_info__team:i=1
placeable_item__ownerTeam:i=1
paid_box__ressuplyCost:i=35
useful_box__uiPrice:i=35
useful_box__giveItem:t="ger_tnt_block"
hud_icon__image:t="tnt_charge_icon"
animchar__res:t="satchel_charge_char"
useful_box__hintFull:t="items/tnt_block"
}
entity{
_template:t="tnt_block_exploder+item_in_world+ui_visible+disable_update+paid_loot_item"
transform:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [42.5264, 11.8884, 787.481]]
paid_loot__cost:i=0
}
I can buy the tnt block, that’s okay, but I can’t explode it, you can try it on your own map if you want.
How can we make the TNT block explode after shooting at it, just like anti-personnel mines?
Let me think while i am outside.
I have to stop modding for 1 month since its time for yearly exam in my school
But i will share my ideas for people to either use or accomplish for me
Really, i have got an idea about a PVE invasion that uses zombie paratroopers.
Previously, its not possible because you cant disable zombie_spawn_zone with the active:b=no thingy
However, @Devenddar provided me with zombie paratrooper code that uses team 4 spawns (simple_spawner__use_team_spawn:i=4)
Paired with the paratroopers additional height tag set to 0, you actually make zombie spawn act like human spawn
@KRIEGSVERBRECHER i would love to test this theory out but time doesn’t like me doing it. Pls help verify if it works if you have time
I took the TNT block and had it exploded without any problems, but now I cannot resupply the TNT block.
This is a very troublesome thing. I couldn’t do it properly. If anyone has made a version that works well, can you please share the code because the code I made doesn’t seem to be working well?
I finally did it
it works properly now The solution is actually very simple. I will share the code soon
Great, i will add that to my L4D2 kind of map 1 mlnth later if my theory are working