Spawn Zombies by 1 Side in the same Zone
Game Modding | Call of Duty: Black Ops 3 | Scripting
eDeK :
I have 4 structs ( Up, Down, Left and Right ). How can i do spawn zombies like "Dead Ops Arcade", by 1 Side or 2 Sides?. I need a "script_int" to each struct?. I have a BO1 script of DOA, but im very confused.
function get_all_the_map_spawners_on_side ( side )
{
spawners = [];
for ( i = 0 ; i & lt ; level . zombie_spawners [ side ] . size ; i ++ )
{
spawner = level . zombie_spawners [ side ][ i ];
spawners [ spawners . size ] = spawner ;
}
return spawners ;
}
function get_all_the_map_spawners ()
{
spawners = [];
top = get_all_the_map_spawners_on_side ( "top" );
bottom = get_all_the_map_spawners_on_side ( "bottom" );
left = get_all_the_map_spawners_on_side ( "left" );
right = get_all_the_map_spawners_on_side ( "right" );
for ( i = 0 ; i & lt ; top . size ; i ++ )
{
spawners [ spawners . size ] = top [ i ];
}
for ( i = 0 ; i & lt ; bottom . size ; i ++ )
{
spawners [ spawners . size ] = bottom [ i ];
}
for ( i = 0 ; i & lt ; right . size ; i ++ )
{
spawners [ spawners . size ] = right [ i ];
}
for ( i = 0 ; i & lt ; left . size ; i ++ )
{
spawners [ spawners . size ] = left [ i ];
}
return spawners ;
}
function get_opposite_side ( side )
{
if ( side == "top" )
return "bottom" ;
if ( side == "bottom" )
return "top" ;
if ( side == "left" )
return "right" ;
if ( side == "right" )
return "left" ;
}
function get_random_side ()
{
chance = RandomInt ( 4 );
if ( chance == 0 )
{
return "top" ;
}
else if ( chance == 1 )
{
return "bottom" ;
}
else if ( chance == 2 )
{
return "left" ;
}
else if ( chance == 3 )
{
return "right" ;
}
}
function create_spawn_group ( wave_number )
{
wave = SpawnStruct ();
wave . type = "zombies" ;
wave . spawn_duration = 1 + RandomFloatRange ( 0 , 1 + wave_number * .3 ) + RandomFloatRange ( 0 , 1 + level . round_number * .2 );
wave . spawn_delay = .6 ;
wave . spawn_side = get_random_side ();
wave . time_till_next_group = 1 + RandomFloatRange ( 0 , wave . spawn_duration );
return wave ;
}
function setup_spawn_sequence ()
{
level . spawn_sequence = [];
max = level . zombie_vars [ "zombie_max_waves" ] + ( level . arena_laps * level . zombie_vars [ "zombie_max_waves" ]);
waves = 6 + level . round_number ;
if ( waves & gt ; max )
{
waves = max ;
}
for ( i = 0 ; i & lt ; waves ; i ++ )
{
level . spawn_sequence [ i ] = create_spawn_group ( i );
}
}