[Open-Sourced Development] Gavutu Zombies: Timeline Disorder - Learn how to create missions here together

you can find the codes by searching for “// Unknown War” inside my entities.blk file. It is very long but they are well labelled. For modern conflict weapons, search for “// Modern Conflict”

// Unknown War
railgun_germany_zombie_gun{
  _use:t="railgun_germany_gun"
  _use:t="gun_with_initial_ammo"
  _use:t="paid_loot_ressuply"
  item__template:t="railgun_germany_zombie_gun_item"
  item__weapTemplate:t="railgun_germany_zombie_gun"
  paid_loot__ressuplyCost:i=300
  "gun__ammoHolders:array"{
      item:t="railgun_magazine"
	}
}

railgun_germany_zombie_gun_item{
  _use:t="item_gun"
  _use:t="railgun_germany_zombie_gun"
  collres__res:t="gewehr_43_collision"
  
  _group{
    _tags:t="server"
	
    "gun__initialAmmoHoldersCount:list<i>"{
      item:i=2
	
    }
  }
}
railgun_magazine{
  _use:t="infinite_magazine"
  ammo_holder__templateName:t="railgun_magazine"
  ammo_holder__ammoCount:i=25
}


blaster_germany_zombie_gun{
  _use:t="blaster_germany_gun"
  _use:t="gun_with_initial_ammo"
  _use:t="paid_loot_ressuply"
  item__template:t="blaster_germany_zombie_gun_item"
  item__weapTemplate:t="blaster_germany_zombie_gun"
  paid_loot__ressuplyCost:i=200
  "gun__ammoHolders:array"{
		item:t="blaster_magazine"
	}
}

blaster_germany_zombie_gun_item{
  _use:t="item_gun"
  _use:t="blaster_germany_zombie_gun"
  collres__res:t="gewehr_43_collision"
  
  _group{
    _tags:t="server"
	
    "gun__initialAmmoHoldersCount:list<i>"{
      item:i=1
	
    }
  }
}
blaster_magazine{
  _use:t="infinite_magazine"
  ammo_holder__templateName:t="blaster_magazine"
  ammo_holder__ammoCount:i=500
}

lightthrower_germany_zombie_gun{
  _use:t="lightthrower_germany_gun"
  _use:t="gun_with_initial_ammo"
  _use:t="paid_loot_ressuply"
  item__template:t="lightthrower_germany_zombie_gun_item"
  item__weapTemplate:t="lightthrower_germany_zombie_gun"
  paid_loot__ressuplyCost:i=250
  "gun__ammoHolders:array"{
      item:t="lightthrower_magazine"
	}
}

lightthrower_germany_zombie_gun_item{
  _use:t="item_gun"
  _use:t="lightthrower_germany_zombie_gun"
  collres__res:t="gewehr_43_collision"
  
  _group{
    _tags:t="server"
	
    "gun__initialAmmoHoldersCount:list<i>"{
      item:i=1
	
    }
  }
}

lightthrower_magazine{
  _use:t="infinite_magazine"
  ammo_holder__templateName:t="lightthrower_magazine"
  ammo_holder__ammoCount:i=500
}

plasma_cannon_germany_zombie_gun{
  _use:t="plasma_cannon_germany_gun"
  _use:t="gun_with_initial_ammo"
  _use:t="paid_loot_ressuply"
  item__template:t="plasma_cannon_germany_zombie_gun_item"
  item__weapTemplate:t="plasma_cannon_germany_zombie_gun"
  paid_loot__ressuplyCost:i=400
  _group{
    _tags:t="server"
	
	"gun__ammoHolders:array"{
      item:t="plasma_cannon_magazine"
	}
    }
}

plasma_cannon_germany_zombie_gun_item{
  _use:t="item_gun"
  _use:t="plasma_cannon_germany_zombie_gun"
  collres__res:t="gewehr_43_collision"
  
  _group{
    _tags:t="server"
	"gun__initialAmmoHoldersCount:list<i>"{
      item:i=5
	}
    }
}
plasma_cannon_magazine{
  _use:t="infinite_magazine"
  ammo_holder__templateName:t="plasma_cannon_magazine"
  ammo_holder__ammoCount:i=2
}
blaster_auto_usa_zombie_gun{
  _use:t="blaster_auto_usa_gun"
  _use:t="gun_with_initial_ammo"
  _use:t="paid_loot_ressuply"
  item__template:t="blaster_auto_usa_zombie_gun_item"
  item__weapTemplate:t="blaster_auto_usa_zombie_gun"
  paid_loot__ressuplyCost:i=150
  gun__kineticDamageMult:r=5
  "gun__ammoHolders:array"{
		item:t="blaster_auto_magazine"
	}
  item__name:t="Browning XM1918"
}

blaster_auto_usa_zombie_gun_item{
  _use:t="item_gun"
  _use:t="blaster_auto_usa_zombie_gun"
  collres__res:t="browning_m1918_collision"
  _group{
    _tags:t="server"
	
    "gun__initialAmmoHoldersCount:list<i>"{
      item:i=1
	
    }
  }
}
blaster_auto_magazine{
  _use:t="infinite_magazine"
  ammo_holder__templateName:t="blaster_auto_magazine"
  ammo_holder__ammoCount:i=500
}

I added custom ammo for each of the weapons so that they dont use the infinite magazine (infinite ammo isn’t fun and is just not fair for the zombies)

1 Like

thx now i got all those op af weapons, most op weapon in game is ofc the plsamafaust and the cyan firey laser gun

1 Like

how do i remove fog in the map of breaking dead

1 Like

Good question. Check the weather part in the level entity(i think its zombie_night_level for that specific scene), it should be something like zombie_night_weather. Change it to other weather by copying them from another scene (you can create another scene with the new scene option)

If the time becomes day, and you want night, let me know

1 Like

btw if you are going to make a zombie map based on the breaking dead map, I think its a good idea for you to check out my latest map: https://sandbox.enlisted.net/post/XN7quogCK0z7Qc2H/

1 Like

Remove rootFogGraph from level.blk.

1 Like

i thought the fog that he mean was the heavy snow weather thing

There are two type of fogs:

  • Volumetric Fog or volfog, mainly used for Moscow

  • Fog created on rootGraph; This includes border fog for most maps, and “zombie” fog. Zombie fog can be used on all maps, as it’s generated based on terrain features.

Breaking Dead uses rootGraph to achieve that dense fog.

2 Likes

how to remove it?

@MorNloR here

Find the line volFog in zombie_night_level and remove the contents.

volFog{
}

i have looked through the whole scene, no volfog at all, and no zombie_night_level, instead is zombie_level_night i think

yes thats it. i am very stupid

it should be one of the lines inside zombie_level_night

Wait @Bazsi37,


Did they change something and how do we disable

zombie_level_night is just a level entity with custom name. Level entity doesn’t contain fog configuration.

You need to remove any volfog entity and the aformentioned rootFogGraph fog.

well HOW DO I DO THAT

You just need to edit volfog in map blk file.

Here is map blk file:
level.zip (2.8 KB)
You just need add it to your mod folder and then add link to file in level entity (in zombie_level_night entity). If you just drop file to folder then link probably will looks like %ugm/level.blk (%ugm/ is your mod folder).

1 Like

@MorNloR if you still need an exact way to do it i will make a video or a series of screenshot to help you

thx

how do i get the link

Sorry. I meant that you need to set path. And you can do this in the level__blk property.

erm he will get confused again as he has pretty much 0 experience about anything