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<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<top.size;i++)
{
spawners[spawners.size] = top[i];
}
for (i=0;i<bottom.size;i++)
{
spawners[spawners.size] = bottom[i];
}
for (i=0;i<right.size;i++)
{
spawners[spawners.size] = right[i];
}
for (i=0;i<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 > max )
{
waves = max;
}
for( i = 0; i < waves; i++ )
{
level.spawn_sequence[i] = create_spawn_group( i );
}
}