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
- Go to your zombie_spawn_mode
- Find the entity_spawner waves array
- Find item number 24 (the 25th item)
- Select zombie_ai_vehicle_tank_spawner
- Click the - to delete it
- Save your scene
I donāt
have zombie_ai_vehicle_tank_spawner and entity_spawner waves, I havenāt tried them in the files either.
I found everything thanks
And as you said, I have music, but why canāt I hear it? I turn the volume up to 100% anyway, itās 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
Iāve updated it.
Have music, you listen here
I donāt 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
Iāll try reinstalling the game.
Okay, it still doesnāt work, but thatās not the point, can you tell me how to make a zombie marker on the mini-map
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"
}
}
}
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) donāt 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 donāt 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