No idea. Did you many times update your public mods or uploaded/updated many drafts? Maybe you uploaded huge files? Is it still blocked (iirc i once time too got this problem and timer didn’t show real time)?
I uploaded 10 drafts because there sre 10 maps.
Files should not be anywhere huge (below 2 MB i think as there are only 2 blk files and 1 json file.)
The timer doesn’t show real time, always show 1 second
Edit: its unblocked now
Are you sure this is correct? When i add this into my entities file, all i get is this empty cross. And i can’t actually place anything. But the med_box works just fine

The old one didn’t work.
Use this one
ammo_box{
_extends:t="base_fortification_build"
_use:t="base_fortification_build"
_use:t="tutorial_ammunition_box_a"
_use:t="paid_ammo_box_ressuply"
_use:t="undestroyable_ri_extra"
team:i=1
useful_box__maxUseCount:i=99999
}
Thanks to you, i have updated so the guide now contains correct information
for some reason, when i removed ‘‘team:i=1’’ it did work. But once i added this again, it crashed immediatly. Something is messing with team 1
i have changed a couple of things, and now it works
The fix has been located!
Add the following code to your entities.blk
zombie_spawn_mode{
_override:b=yes
zombie_mode_sessionWaitTime:r=0
zombie_mode_sessionEndTime:r=-1.0
}
I will add this immediatly and test it out!
Also,
I add both of these codes to the entities file as well right? Just making sure
Hello, I’m glad that you also found this solution. I’m sorry that I didn’t write right away. It’s stupid that if you haven’t played for a long time, you can’t write a message to someone on the forum. In my case it gave different results. In one mode, defeat always ends in victory, but in another, everything is fine as it should be.
But I did it like this:
zombie_spawn_modee{
_use:t=“replicating”
_use:t=“team_bots_data”
team__id:i=3
team__goalShowTime:r=-1
entity_spawner__aliveZombiesLimit:i=100
entity_spawner__aliveZombiesCount:i=0
_tracked:t=“entity_spawner__aliveZombiesCount”
_tracked:t=“zombie_mode_sessionWaitTime”
_tracked:t=“zombie_mode_sessionEndTime”
_tracked:t=“entity_spawner__counstSpawnInWave”
_tracked:t=“entity_spawner__alreadySpawnInWave”
_tracked:t=“objective_spawner__nextActivationAfterTime”
_tracked:t=“entity_spawner__curWaveId”
_tracked:t=“entity_spawner__nextWaveAtTime”
_replicated:t=“entity_spawner__aliveZombiesCount”
_replicated:t=“zombie_mode_sessionWaitTime”
_replicated:t=“zombie_mode_sessionEndTime”
_replicated:t=“entity_spawner__counstSpawnInWave”
_replicated:t=“entity_spawner__alreadySpawnInWave”
_replicated:t=“objective_spawner__nextActivationAfterTime”
_replicated:t=“entity_spawner__curWaveId”
_replicated:t=“entity_spawner__nextWaveAtTime”
zombie_mode__sessionFinished:b=no
zombie_mode_sessionWaitTime:r=15.0
zombie_mode_sessionEndTime:r=-1.0
…
It seemed to me that the copy would be more resistant to changes by the developers, I understand that this sounds stupid, but constantly fixing the mod takes a lot of time.
AND I WOULD ALSO WANT TO ASK IF YOU HAVE NOTICED THIS UPDATE IN THE EDITOR. When you try to copy a window or door from a ready-made asset on a stage, they disappear. Scenes made earlier lose the window and door, this is playable, but it looks wild and spoils the appearance. How to deal with this :)))))???
Yes it is the problem.
But the announcer says you are defeated
Very true
I never really edit scenes - i prefer how they look originally. So i don’t know how to fix
Is there a way to add custom wave briefings
So instead of the default ‘‘Wave_briefing/welcome’’, you can just add anything you want in there? Does it have to be done specifically through the scenes.blk, or can it be done in the editor too
yes you can do in editor too, I am just a bit lazy to find the entity in my editor
The default stuff is better because you get translations for different game languages
In step 1 entities ammo_box supplies nothing. As I scrolled down the properties I adjusted the ammo_box building text. from building_ammo_box to ammo_box. That change gave the magazine icon as the medic plus icon when near. When I pull the ammo_box from editor the building_menu__image text shows building_ammo_box, so take out the word building allows the magazine icon to appear.
The to find I could not refill magazine after unloading first clip. Then I saw the grid_obj__gridType in the med_box properties. I changed that property in the ammo properties from vehicle to interactable. Then restarted editor to add the med and ammo boxes and whalala the rifle was able to refill after emptying the first clip.
ammo_box{
_extends:t="base_fortification_build"
_use:t="base_fortification_build"
_use:t="tutorial_ammunition_box_a"
_use:t="paid_ammo_box_ressuply"
_use:t="undestroyable_ri_extra"
useful_box__maxUseCount:i=500
useful_box__uiPrice:i=0
team:i=1
building_menu__image:t="ammo_box"
grid_obj__gridType:t="interactable"
useful_box__requiredUseCount:i=0
paid_loot__ressuplyDefCost:i=0
}
med_box{
_use:t="tutorial_placed_medic_box_item"
_use:t="placeable_item_in_world"
_use:t="base_ri_building"
_use:t="paid_medkit_box_use"
_use:t="undestroyable_ri_extra"
medic_box__isOpen:b=yes
useful_box__maxUseCount:i=500
paid_box__ressuplyCost:i=0
useful_box__uiPrice:i=0
ri_extra__name:t="dummy_wooden_box_a"
team:i=-1
}
Thx for the tips, tricks and game showcases.
Thank you for helping me update and refine this guide. I am no longer able to edit the posts above since the time expired
set this to an insane value or else the ammo box and medbox will destroy after 500 uses
set this to 50 or else you have free med box resupply
this one on ammo box has no effect, as the resupply cost is dependent on paid_loot_resupply on weapon
@Gr8T_Chmm00n can you please send me a private message.
Hello, tell me how to disable friendly fire on allies and grenades
Did you use Lone Fighter mode?
Try using squads mode if possible.
Alternatively, if you need Lone Fighters mode, you can use game_options
(create it using the “Create Entity” menu)
Create one in your scene, and open its properties, then you can turn friendly fire off that way
You can also join our discord server too, it gathers all the modders in the community, you can ask questions there