Game Modding | Call of Duty: Black Ops 3 | Scripting
gunrock12:
I have a script where the player touches a trigger and a zombie spawns in, he just stands there
and don't attack the player, i have the struct set up and the info_volume set up properly just like in the tutorial map.
here is my script:
#using scripts\codescripts\struct;
#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;
#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;
#insert scripts\zm\_zm_utility.gsh;
#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;
#using scripts\shared\ai\zombie_utility;
//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
//#using scripts\zm\_zm_powerup_weapon_minigun;
//Traps
#using scripts\zm\_zm_trap_electric;
#using scripts\zm\zm_usermap;
//*****************************************************************************
// MAIN
//*****************************************************************************
function main()
{
zm_usermap::main();
level._zombie_custom_add_weapons =&custom_add_weapons;
//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
level thread zm_zonemgr::manage_zones( init_zones );
level.pathdist_type = PATHDIST_ORIGINAL;
//precacheModel("xmodel/c_zom_test_body1");
//precache( "model", "c_zom_test_body1");
//////////////////////////////////////////////////////////
thread spawn_zombies();
}
function usermap_test_zone_init()
{
level flag::init( "always_on" );
level flag::set( "always_on" );
}
function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}
function spawn_zombies()
{
dude1 = GetEnt("dude1", "script_noteworthy");
start_it_now = GetEnt("start_it_now", "targetname");
start_it_now waittill("trigger", player);
wait(1);
custom_riser_location = GetEnt("custom_riser_location","script_noteworthy");
dude1 = zombie_utility::spawn_zombie( dude1 );
iprintlnbold("i spawn okay");
}
Thanks for any help
RaGe-74:
I don't do zombie maps, but I've heard this asked before, and the solution was that your ground level wasn't at 0 on X ________ > axis, so the zombies are getting stuck in the ground.
gunrock12:
Thanks for the reply i will check this out!