Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: KillJoyYT
First I added brutus to the map and it was working fine
then I added the napalm zombies and brutus stopped spawning. napalm zombies work fine though
please help!
ModmeBot:
Reply By: Kabe
It happened to me once, fix it changing in _hb21_zm_ai_napalm.gsc the
Line 408
e_ai.is_boss = 0;
ModmeBot:
Reply By: KillJoyYT
Thanks mate!!! I will try when i get home from work tonight! :-)
ModmeBot:
Reply By: KillJoyYT
I changed the line in the gsc
changed
e_ai.is_boss = 1;
to
e_ai.is_boss = 0;
unfortunately brutus still isn't spawning :(
ModmeBot:
Reply By: Kabe
if you delete zombie_napalm brutus work?
ModmeBot:
Reply By: KillJoyYT
yeah I had brutus spawning in every round
then I added the napalm zombies and brutus doesn't spawn in, but the napalm zombies do
only reason I want them both is for an end game boss fight
ModmeBot:
Reply By: Kabe
This is something that I am creating for my map.
Try to use it, it works for me.
I have put:
e_ai.is_boss = 0;
e_ai.ignore_enemy_count = 0;
// Add to top of the script
using scripts\_NSZ\nsz_brutus;
// Add directly after zm_usermap::main();
level thread brutus::init();
level thread brutus_for_round();
// Paste function way down the bottom, not inside any other functions :
function brutus_for_round()
{
level endon( "intermission" );
while(1)
{
level waittill( "start_of_round" );// Wait till between_round_over
if ( !isDefined( level.round_number )){ break; } // If round number not defined that decided break
wait( 1 );
if( level.round_number == 5 ){ spawn_brutus_for_round(1); } // spawn X brutus in round 5
if( level.round_number >= 7 && level.round_number <= 10 ){ spawn_brutus_for_round(2); }
if( level.round_number >= 11 && level.round_number <= 15 ){ spawn_brutus_for_round(3); }
if( level.round_number >= 16 && level.round_number <= 18 ){ spawn_brutus_for_round(5); }
if( level.round_number >= 22 ){ spawn_brutus_for_round(6); }
}
}
function spawn_brutus_for_round(num)
{
n_brutus = 0;
while( n_brutus < num )//while n_brutus is less to num
{
wait( RandomIntRange( 10, 20 ) ); // is used on brutus::spawn_brutus();
if( !IS_TRUE( level.intermission ) )
{
brutus::spawn_brutus(); //Force spawn brutus
n_brutus++; // + 1 brutus spawned
}
wait( RandomIntRange( 20, 30 ) );
}
}
// go to function main()
//level thread brutus_spawn_logic();
Comment this line
//go to function spawn_brutus()
//wait( RandomIntRange( 10, 20 ) );
Comment this line
ModmeBot:
Reply By: KillJoyYT
thanks I'll give it a try now!
- wow man awesome thank you very much!
only thing is the fire (from the napalm) kills brutus instantly.... I'm trying to figure out how to disable it now, i'll post if I do.
ModmeBot:
Reply By: Kabe
I'm glad that it works for you and if you need something more special you can ask me for it.
The same thing happens to me, if you find it please tell me
ModmeBot:
Reply By: Harry Bo21
um no
just "disabling" the damage entirely is dumb asf - considering its all this guy even does? Might as well just rename him "demonic walking dude who commits completely inconsequential suicide"
e_ai.b_napalm_zombie_explode_immune = 1;
e_ai.b_napalm_zombie_fire_patch_immune = 1;
ModmeBot:
Reply By: Kabe
I got the wrong post and you're absolutely right
thans for the good code ;)
e_ai.b_napalm_zombie_explode_immune = 1;
e_ai.b_napalm_zombie_fire_patch_immune = 1;
ModmeBot:
Reply By: Abnormal202
Harry Bo21
Might as well just rename him "demonic walking dude who commits completely inconsequential suicide"
ModmeBot:
Reply By: KillJoyYT
lol thank you guys
where did you put the two lines of code?
can't get it to work for some reason
ModmeBot:
Reply By: mathfag
KillJoyYT
lol thank you guys where did you put the two lines of code? can't get it to work for some reason
brutus thread zombie_spawn_init();
brutus.b_napalm_zombie_explode_immune = 1;
brutus.b_napalm_zombie_fire_patch_immune = 1;
ModmeBot:
Reply By: KillJoyYT
I put the two lines here in the brutus gsc but hes still getting raped by the napalm fire lol
brutus thread zombie_spawn_init();
brutus thread boss_footsteps();
brutus thread melee_track();
brutus thread note_tracker();
brutus thread new_death();
brutus thread aat_override();
brutus thread zombie_utility::round_spawn_failsafe();
n_players = getplayers();
n_players = n_players.size;
test_health = level.brutus_base_health*level.round_number*n_players;
if( test_health < 85000 )
brutus.health = test_health;
else
brutus.health = 85000;
brutus.deathanim = %brutus_death;
brutus BloodImpact( "normal" );
brutus.no_damage_points = true;
brutus.allowpain = false;
brutus.ignoreall = true;
brutus.ignoreme = true;
brutus.allowmelee = false;
brutus.needs_run_update = true;
brutus.no_powerups = true;
brutus.canattack = false;
brutus detachAll();
brutus.goalRadius = 32;
brutus.is_on_fire = true;
brutus.gibbed = true;
brutus.variant_type = 0;
brutus.zombie_move_speed = "sprint";
brutus.zombie_arms_position = "down";
brutus.ignore_nuke = true;
brutus.instakill_func = &anti_instakill;
brutus.ignore_enemy_count = true;
brutus PushActors( true );
brutus.lightning_chain_immune = true;
brutus.tesla_damage_func = &new_tesla_damage_func;
brutus.thundergun_fling_func = &new_thundergun_fling_func;
brutus.thundergun_knockdown_func = &new_knockdown_damage;
brutus.is_boss = true;
brutus.b_napalm_zombie_explode_immune = 1;
brutus.b_napalm_zombie_fire_patch_immune = 1;
brutus thread track_helmet();
ModmeBot:
Reply By: Kabe
I think that's line 1009
function napalm_zombie_napalm_fire_patch_damage()
if ( IS_TRUE( e_entity.b_napalm_zombie_fire_patch_immune ) )
continue;
if ( IS_TRUE( e_entity.b_napalm_zombie_fire_patch_immune ) )
return;