but somehow it did not work in one of my maps. And the very next time i play it again (after a restart), it works again.
i suspect that there is some sort of bug that might be have the similar cause of this one Community Bug Reporting System
yes it seems like this happens to everyone
And a guy just encountered a sound issue here. Its written in chinese tho, and he is using some chinese abbreviations (which I have the ability to understand as a Chinese person myself):
https://community.gaijin.net/issues/p/enlisted/i/WpaSlJDknDYs
he cant provide a video on YouTube because of obvious reasons, but i can hear from that the gun fire sound because very soft after like 2 minutes into a battle. The gun shots (except tank mgs, and his own gun) cannot be heard clearly anymore. It wasnât the problem with his settings as he told me that everything is tuned to highest. And then i started to notice the problem today too. It occurs to me after the first battle. So i suspect it has sth to do with my report above
Above I meant that it is unlikely that the problem is in your mod. When I play on custom servers, the starting music is often turned off, but in the same mod it either works or it doesnât.
In general, everyone has their own individual problems with settings.
Greetings. Since our last communication, you gave the go-ahead for your tanks in my mod. I already have them, with your permission I stole it in your open source code. I didnât update because I need to redo the zombie waves, and your consent)))).
And I had one question: can this be done with motorcycles? Or, for example, trucks delivering infantry, zombie soldiers))). I tried this, but I need to work so that the crew of motorcycles and trucks is visible, and somehow they must move.
Is it really possible to do this, or is it not worth bothering with?
Motorcycle and apc works like tank so they might work
It does worth a try and it would be fun.
Apc spawn would not work well for zombie but i have an idea that you cam attach zombie_spawn_zone onto the apc and it might work. Attach to the apc with the code of nzombiebase i showed in the open-sourced file.
I dont have time to try it but it should work in theory
Motorcycles drive, but there is no driver or machine gunner))
@Devenddar told me to use this code: (âââ dont work on my phone)
âââ
_use:t=âai_aircraft_crew_gerâ
ai_aircraft_crew__soldier_template:t=âzombie_ai_vehicle_tank_crew_memberâ
âââ
This code will add a crew to the tank/vehicle. It causes problem tho, because their healthare not tied to the real crew inside the vehicle, so they can be kick out after tank destroyed. They dont really have an ai tho so they wont walk or shoot
Thanks for the answer. I was just wondering if it was worth doing this))))
I realized that itâs not worth it)))
how do i make it so that when i or a teamate dies you can heal yourself, instead of depening on your teamates to heal you, like how you did in gavutu zombies
Let me find you the codes after i go back home.
ETA 2.5 hours
Code here. Its @Bazsi37 's idea to remove quit players at first but the ability to die while playing normally wasnât what he wanted. In my map, players can die and lose all the points. But they can self revive and be revived by teammates given that them own a medkit.
Code below:
//entities.blk of Gavutu Zombies: Timeline Disorder
// Provided by Bazsi37
// Make players killable here
enlisted_visible_base_soldier{
_override:b=yes
paid_loot__points:i=200 //set the points that spawn with player.
hitpoints__canBeRevivedByTeammates:b=yes //self explanatory
hitpoints__downedTimer:r=90.0 //how much time you can spend in downed state before bleeding out
hitpoints__alwaysDowned:b=no //when set to yes, you cannot die while downed. (Set to no by me cuz i want players who quit to die and not lag the game)
hitpoints__deathHpThreshold:r=-1000.0 //HP amount when downed (more negative = more hp. i.e. -1000 > -100 here). If player takes damage more than (base hp)-(hitpoints__deathHpThreshold) they get killed without downing.
hitpoints__alwaysAllowRevive:b=yes // This would allow you to revive even without a medkit. Does not work currently but leave it here
hitpoints__downedKillChanceBase:r=0.0 //chance of getting killed instead of getting downed when receiving damage greater than current HP
hitpoints__killDownedByMeleeHit:b=no //can be killed by melee hit when downed (dont think it worked tho)
hitpoints__downedKillWhenBurning:b=no // can be killed by fire damage when downed
bodyCleanupTime:r=30.0 //time it takes to remove corpses
human_inventory__canSelfRevive:b=yes //allow self revive
}
However changing enlisted_visible_base_soldier also changes the code of those shooter zombies and paratrooper zombies. It is because the devs just make their codes depend on the one above (which is logical thing to do to save time and storage space, and avoid code inconsistency. I am stating it before anyone tries to say the devs are lazy here, because they did correct thing)
So you need to change the code for zombie soldiers back to default
Code below:
base_zombie_armored_soldier{
_override:b=yes
bodyCleanupTime:r=10.0
paid_loot__pointsForKill:i=35
hitpoints__deathHpThreshold:r=-10.0
hitpoints__downedKillChanceBase:r=0.2
hitpoints__alwaysAllowRevive:b=no
hitpoints__downedKillWhenBurning:b=yes
hitpoints__killDownedByMeleeHit:b=yes
}
And there you go.
Remember, you can check the full code using the google drive link found on my mod release pages. Have a nice day
thx, also, tell me the code names for the moon april fools weapons (back to the moon), for example, the plasmafaust is:
plasma_cannon_germany_gun_item+item_in_world
doesnt work if is only one person correct?
erm i apologize but i dont get what you mean.
you can find the codes by searching for â// Unknown Warâ inside my entities.blk file. It is very long but they are well labelled. For modern conflict weapons, search for â// Modern Conflictâ
// 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 isnât fun and is just not fair for the zombies)
thx now i got all those op af weapons, most op weapon in game is ofc the plsamafaust and the cyan firey laser gun
how do i remove fog in the map of breaking dead
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
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/