Zombie mortarman

Yes, I understand. But bots shoot mortars during the game. So different servers for sandbox?

When there are tanks, planes just beg to be added - we will wait for your mod. I think it will be interesting, at least some fresh air and variety for players.

No, I do not think so. They should work the same.

So i am thinking that something is missing from our zombies than in the bots

Zombie properties when shooting mortar

Zombie properties when not shooting mortar

I share every part of my development in the community Discord server, you can see it if you check it from time to time

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Yes, I looked through all those files and even wrote them down in mortar code. Even though I knew it wouldn’t work.

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Have you tested it though?

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YES, A WEEK LATER.

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FOUND SOMETHING


What if we use this

Testing in progress, if it works, i will send you entire code

EDIT: OMG IT WORKS!!!
image

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Guide

  1. Firstly, define the zombie
mortar_rm_40_zombie_gun{
  _use:t="mortar_rm_40_gun"
  "item__weapSlots:array"{
    slot:t="primary"
    slot:t="secondary"
  }
}
zombie_mortar_rm_40_armored{
_use:t="base_zombie_armored_soldier"
killLogName:t="Uber-mortarman"


  

"human_weap__weapTemplates:object"{
    primary:t=""
    secondary:t="mortar_rm_40_zombie_gun"
    tertiary:t=""
    melee:t=""
    grenade:t=""
}

"human_weap__weapInfo:array"{

"human_weap__weapInfo:object"{
}

"human_weap__weapInfo:object"{
 reserveAmmoTemplate:t="mine_o822_mp_item"
  numReserveAmmo:i=100
}

"human_weap__weapInfo:object"{
}

"human_weap__weapInfo:object"{
}

"human_weap__weapInfo:object"{
}

}

_group{
_tags:t="server"

"human_weap__template_deps_list:list<t>"{
  item:t="mine_o822_mp_item"
  item:t="mortar_rm_40_zombie_gun"
}

}

"walker_agent__distanceToShootError:shared:array"{

"error:object"{
  distance:r=0.0
  min:p2=0.0, 0.0
  max:p2=0.5, 0.9
  maxEnd:p2=0.0, 0.0
}

"error:object"{
  distance:r=25.0
  min:p2=0.3, 0.7
  max:p2=0.6, 1.1
  maxEnd:p2=0.3, 0.6
}

"error:object"{
  distance:r=50.0
  min:p2=0.6, 1.3
  max:p2=2.0, 2.0
  maxEnd:p2=1.3, 1.1
}

"error:object"{
  distance:r=100.0
  min:p2=0.6, 1.3
  max:p2=2.0, 2.0
  maxEnd:p2=2.0, 2.0
}
}
}

Then, place a few cinematic_ai_point in your map. These will be where your zombie mortarmen will walk to before deploying mortar Open their properties tabs and set ai_point__name to names that will be used later

cinematic_ai_attack_target_with_mortar_01{
  beh_tree__node:t="cinematic_ai_attack_target_mortar_beh"
  beh_tree__enabled:b=yes
  beh_tree__blackboard__step1_waitTime:p2=0.0, 0.0
  beh_tree__blackboard__step2_moveToPointName:t="mortar_01" // corresponds to "ai_point__name" in "cinematic_ai_point"
  beh_tree__blackboard__step3_waitTime:p2=0.5, 3.0
  beh_tree__blackboard__step4_attackTargetName:t="mortar_01" // corresponds to "ai_target__name" in "cinematic_ai_target"
  beh_tree__blackboard__step4_attackNumShots:ip2=1, 3
  beh_tree__blackboard__step5_waitTime:p2=0.1, 0.5
  beh_tree__blackboard__step6_addTemplate:t="cinematic_ai_attack_target_with_mortar_02" // Adds the designated template from entity when the sequence is complete
  beh_tree__blackboard__step6_delTemplate:t="cinematic_ai_attack_target_with_mortar_01" // Removes the designated template from entity when the sequence is complete
}

cinematic_ai_attack_target_with_mortar_02 is a copy of cinematic_ai_attack_target_with_mortar_01 , but beh_tree__blackboard__step2_moveToPointName is changed to match name of a different cinematic_ai_point (edited)

In zombie spawn mode:

Image

Override your soldier with this Make sure ai_target__name is the same as the one in your cinematic_ai_attack_target_with_mortar_01

Image

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Hi, I don’t know how you came up with this, but if it works, that’s awesome. Well done - you made our leisure time even more diverse. ))))) I’ll figure out the code.

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I DON’T KNOW IF I DID IT CORRECTLY. He shoots, but doesn’t move anywhere. As you can see in the screenshot, he doesn’t run to cinematic_ai_point . The mortar is circled in red.

Remove the " " around mortar_01

You only need mortar_01

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A… I’m a dunce ))))

Yes, it works. Congratulations, you did it.))))

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I have another question ))). Where exactly is your topic in the discord about planes with artificial intelligence, I looked through it yesterday and did not find it? Or maybe you posted them on your Google Drive?

Maybe it’s possible to do the same with artillery guns. They will move their guns to a position and shoot???

I want zombie_spawn_mode to spawn planes, and i want those planes to crash into players. This will create fear for them, and its just a cool concept

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I have revived @tommyZZM’s AI Anti-aircraft gun that he shared 2 years ago. It can also be re-skinned to anything you want, and you can put any tank gun for it to fire

I can give you the codes later

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Thank you, that would be great.

big_action__test_ai_aa_gun.blk.txt (1.7 KB)

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