[The Complete Guide] Create your own Breaking Dead mod(Wave-based Zombies) from scratch

how to solve this problemhow to solve this problem

Be patient my friend, I am also human, i have to sleep and eat.
Give me time.

So this problem of wave 25 stalling should be the zombie tank. It cannot spawn because there is no spawn, so it waits 240 seconds before it gives up spawning

I think for your map, you should just delete the zombie tank spawner

  1. Go to your zombie_spawn_mode
  2. Find the entity_spawner waves array
  3. Find item number 24 (the 25th item)
  4. Select zombie_ai_vehicle_tank_spawner
  5. Click the - to delete it
  6. Save your scene

I don’t
have zombie_ai_vehicle_tank_spawner and entity_spawner waves, I haven’t tried them in the files either.

I found everything thanks

And as you said, I have music, but why can’t I hear it? I turn the volume up to 100% anyway, it’s not there, just the music before the next wave

Huh? Let me test your map later today. I am currently eating lunch

good

You can check the name of the card, Zombie_Berline_TPS
I’ve updated it.

1 Like

Have music, you listen here

I don’t have it.

Then check your settings, I am sure that everyone else can hear it.
(and it is not a big problem if you cannot hear it, because your players can hear it then good)

Also you got this error


Add this to entities.blk to fix

// Zombie fixes
nzombie_base{
  _override:b=yes
  human__overrideBloodFx:t="hit_blood_entry_14_20_effect" // Provided by Bazsi37
}

Anyway, no, what kind of game

I’ll try reinstalling the game.

Okay, it still doesn’t work, but that’s not the point, can you tell me how to make a zombie marker on the mini-map

1 Like

These goes into entities.blk

// With thanks to Bazsi37 for providing to me
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#v_arrow.svg" //icon inside uiskin.vromfs.bin
  custom_marker__iconColor:c=167,55,75,255
  custom_marker__iconSize:p2=10.0,10.0
  custom_marker__showForTeam:i=1
  animchar_render__enabled:b=no
}
nzombie_base{
  _override:b=yes
 
   "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 Spine"
    }
  
}
}
base_zombie_armored_soldier{
  _override:b=yes
  "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 Spine"
    } 
}
}

1 Like

Thanks, everything is working!

and you can also ask when all the teammates were killed by zombies or when you leave the battle, what would be the inscription Deserter or Defeat
possible to do?

No, its not, your Modern Conflict guns (such as AUG, SPAS-12) don’t have sound by default.

// Modern weapon sound fix originally by @Yopsius at https://forum.enlisted.net/en/t/map-ancient-canyon/148847/21
// Modified and updated by Gamer_Victorch

//hk_ump_45_gun////

hk_ump_45_gun{
_override:b=yes

  _group{
    _tags:t="sound"       
    gun_sound__forceOneshot:b=yes   
  }

  "gun_sound__shotPath:shared:object"{   
    _tags:t="sound"
    path:t="/weapon/pistol/dreyse_m1907"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"

    "reload1:object"{
      path:t="/weapon/mgun/mp40/reload1/change_ammo"
    }

    "reload2:object"{
      path:t="/weapon/mgun/yazikov_smg/reload_mag_out"
    }
	
	"reload3:object"{
      path:t="/weapon/mgun/sten_mk2/reload2/change_ammo"
    }

    "reload4:object"{
      path:t="/weapon/mgun/yazikov_smg/reload_mag_in"
    }
  }
}

//hk_mp5n_gun////

hk_mp5n_gun{
_override:b=yes

  _group{
    _tags:t="sound"       
    gun_sound__forceOneshot:b=yes   
  }

  "gun_sound__shotPath:shared:object"{   
    _tags:t="sound"
    path:t="/weapon/rifle/ross_rifle"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"

    "reload1:object"{
      path:t="/weapon/mgun/mp40/reload1/change_ammo"
    }

    "reload2:object"{
      path:t="/weapon/mgun/yazikov_smg/reload_mag_out"
    }
	
	"reload3:object"{
      path:t="/weapon/mgun/sten_mk2/reload2/change_ammo"
    }

    "reload4:object"{
      path:t="/weapon/mgun/yazikov_smg/reload_mag_in"
    }
  }
}

//steyr_aug_a1_gun////

steyr_aug_a1_gun{
_override:b=yes

  _group{
    _tags:t="sound"       
    gun_sound__forceOneshot:b=yes   
  }

  "gun_sound__shotPath:shared:object"{   
    _tags:t="sound"
    path:t="/weapon/rifle/berthier_m16"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"

    "reload1:object"{
      path:t="/weapon/rifle/type_hei_automatic_rifle/reload_mag_shutter_out"
    }

    "reload2:object"{
      path:t="/weapon/rifle/type_hei_automatic_rifle/reload_mag_in"
    }

    "reload3:object"{
      path:t="/weapon/rifle/vstg_1_5/reload3/change_ammo"
    }
  }
}

//fn_scar_gun////

fn_scar_gun{
_override:b=yes

  _group{
    _tags:t="sound"       
    gun_sound__forceOneshot:b=yes   
  }

  "gun_sound__shotPath:shared:object"{   
    _tags:t="sound"
    path:t="/weapon/mgun/lahti_saloranta_m26"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"

    "reload1:object"{
      path:t="/weapon/rifle/t20_early_rifle/reload_mag_out"
    }

    "reload2:object"{
      path:t="/weapon/mgun/ak_103/reload2/change_ammo"
    }

    "reload3:object"{
      path:t="/weapon/mgun/mp18/reload3/change_ammo"
    }
  }
}

//spas_12_gun////

spas_12_gun{
_override:b=yes

  _group{
    _tags:t="sound"       
    gun_sound__forceOneshot:b=yes   
  }

  "gun_sound__shotPath:shared:object"{   
    _tags:t="sound"
    path:t="/weapon/rifle/ithaca_37"
  }

  "sound_irqs:shared:object"{
    _tags:t="sound"
	
	"boltAction:object"{
      path:t="/weapon/rifle/spas_12/bolt_action"
    }
	
    "reload1:object"{
      path:t="/player/walker/ww2_soldier/foley_mov/common/riffle/aim_on"
    }

    "reload2:object"{
      path:t="/weapon/rifle/browning_auto_5/reload2/change_ammo"
    }
	
	"reload3:object"{
      path:t="/weapon/rifle/spas_12/bolt_action"
    }
  }
}
// /Modern weapons patch

I don’t know what you want to ask, it just tell you that you Lost, or you Exited the Battle

what would these inscriptions be in case of defeat and withdrawal from battle