[Open Development] D-Day: Escape from the Undead!

This post is created for me to explain and share my development process of this upcoming Operation: Earth Shield map!
Thanks to @Bazsi37 for outlining what we need for a functional Operation: Earth shield mission

I will be trying to add new features such as more guns, enemy radar, more zombies, more capture points (type and amount), and zombie AI tanks as bosses

You can see my outline here:

@Bazsi37 did you say there is a problem with creating our own mission? Can you tell us?

Info - Zombies Modding 2.0 by Bazsi37

It’s just i don’t know why the mission ends early, despite scores being set in a correct way.

Download the scene and take a look.

Or you can copy paste the mission entities to an empty scene.

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Do you mean you have already set the score reduction for capture in team 2 to 0?

If thats the case, making a team entity for team 3 wont be a bad way to try and fix it.

I cant check your map now since i am outside eating but i have it downloaded on my pc prior to me turning it off

Do you mean you have already set the score reduction for capture in team 2 to 0?

If you do that, the mission will never end. The last capzone, which is the evac point should deduct enough points from team 2 to make their score go below 0 and trigger a session end.

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Oh i see. Wait, do you have those “portal/doors” in your misson? I think those count as 1 objective per bomb_site. So the score needs to be increased further

The portals work like destruction, where you have multiple targets/zone.

I’ve never done destruction, you may be right.

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Because i checked the scenes for event before, literally everything is a reskinned bomb_site_chained_zone, even the evacuate m3a1 car calls the bomb_site thing

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Btw this error in your mod


Wait did you fix the barret scope view issue?

Wait did you fix the barret scope view issue?

No. I placed the barret because it deals insane damage (i thought)

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New development:
image
The always enabled gun item outline!
The code is extremely bad and destructive for that but it works for me so i wont complain!

item_in_world{
  _override:b=yes
  _use:t="marker_for_guns"
  outline__enabled:b=yes
}

Update here.

Object 1a (“a”, because “b” will be added in the foreseeable future)

Objective 2a


(Kill all the highlighted enemies to advance)