Some zombies cannot walk in my mod. Some walk, some don’t and stay on respawn. Pls help. Sorry for my bad English
It can happen due to:
-
NavMesh. Zombies are navMesh creatures and they will only move in navMesh. If target isn’t inside navMesh area then zombies will became inactive.
-
They’re too far from targets. Theoretically… Using entities.blk you can edit their properties and increase their range check, but it probably will make game a bit more unstable or lag.
My fix is just what @Devenddar said. It is not unstable but all the zombies would sometimes suddenly stand still and think for 1 second (really rare case but no zombies get stuck anymore unless people go to place that cant be reached. Zombies will still target them, but wont walk due to no valid navmesh)
Code here, for entities.blk:
// With thanks to tommayZZM here
nzombie_base{
_override:b=yes
bodyCleanupTime:r=10.0 // clean bodies more quickly so it helps with the server load
// zones_visitor__triggerTag:t="humanTriggerable" // This code allows zombie to capture strategic zones ("//" at the front of the line is a comment so it is currently disabled as it is not required)
zombie__findClosestTargetDist:r=100.0 // This is the magic here. It increases the range of sense of zombies
zombie__findTargetCooldown:r=4.0 // 4 second cooldown for less lag i guess?
}
But it can still not work. Shooter zombies are also immune to them (even if i added to their entity. I know they use separate entity)
i have got this code from another person(who said he “shamelessly copied from @Devenddar from discord”)
nzombie_base{
_override:b=yes
bodyCleanupTime:r=10.0
zones_visitor__triggerTag:t="humanTriggerable"
zombie__findClosestTargetDist:r=100.0
zombie__findTargetCooldown:r=4.0
"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"
}
}
}
This marks zombies on the minimap
By the way, i want to ask are there more styles of markers (by modifying nodeName)? I would like to mark giant zombies with a distinctive marker
You didn’t sent code for this entity.
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#enemy_attack_arrow.svg"
custom_marker__iconColor:c=167,55,75,255
custom_marker__iconSize:p2=35.0,35.0
custom_marker__showForTeam:i=2
animchar_render__enabled:b=no
}
And a bit more info what is this code for (it’s for nzombie or zombies entities).
It’s attachment position.
Is there a list for these svgs
No. What images you need?
I currently cant get a hud image to work on the weapons buyables
I searched through the whole forum but i cant find working stuff
I would want a gun icon or ammo icon for the buyables (i think !ui/skin#bullets.svg is what i need but its colour just cant be changed)
I’ll send it later. But not right now. I still didn’t check your problems with ai tanks
Don’t have enough time…
Probably for “gun” icon… Would be good to use assault_rifle.svg.
If you use custom marker then just edit custom_marker__iconColor?
Good
Bullets.svg stays black no matter what. medic icon(forgot the file name but its in my map so i can send it later) turns yellow when = 255, 255, 255, 255. Enemy attack marker arrow is red no matter how
Well… Then try to use machine_gun.svg / machine_gun_premium.svg
It worked well
But whats the name for enemy tank marking icon (the red tank ping that you can use to ping enemy tanks)
ui/uiskin/tank.svg does not exist lol
If you see full path then you can use your images. Else (like ammunition/medkit box hud icon) only in game. So yeah… Entity custom_marker can have custom icons. As always… Path almost similar to custom profile path.
It’s map_icon_tank.svg. or tank_icon.svg. You also can check it in editor:
You gotta try this!
Here the steps:
1st. place trigger: sphere or square. Add in ‘included Grid’ humans. Add in ‘requiredComponents’ hero. Add in ‘enterEventTrigger’ atspawn
2nd. place trigger process entity. Add in ‘process__onTrigger’ atspawn. Add in ‘entity_template’ zombie_spawn_zone
Place them close to see what happens soldier in-front of processed entity
3rd. Add ‘zombie_spawn_mode’ and change the top spawn settings into
The zombie limit here is one to allow one zombie every second or so to follow each other. They don’t get close and lock arms and legs as a swarming mob. Also changed generic wave at 10 seconds, force next wave at 60 seconds, max wave time after last spawn to 30 seconds, next wave period is a split second (controls when one zombie leave spawn zone), and next wave at time is -1.0, and lastly next wave period is -1.0 to allow me to trigger them when I enter trigger zone.
As a special effect I add an effect entity of ‘radial steam’ and add the template zombie spawn zone. So, the full effect would add as: entity ‘radial steam’, add trigger template into the ‘radial steam’ properties. Then when you enter the steam, a zombie would arise from the ground. In the zombie rush zombie properties, it says the zombie are invisible in the smoke and steam.
Already tried that … like… a year ago
What about many days and yrs running from the Z’s? Your door buy was great as I’m still trying to develop something as that.
Then you should join our brand new Modder’s Discord Server. All the modders are gathered here to learn together and support one another.