Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: natesmithzombies
Brutus from MOTD
By: NateSmithZombies
If you are to make a tutorial with my content you must link the original ModMe post. You cannot repost the DL link to any other site (incuding YouTube). If you use my work please give me credit. You giving credit motivates me to help the community! :)
Instructions
Instructions are included in the download. If you run into issues on install, take a look at the Frequently Asked Questions (FAQ) on this page or at the bottom of the instructions.
Credits
I received a lot of help getting Brutus to his fullest potential. Here is a list of users that corrected either assets, scripts, or both of Brutus:
lilrifa
Harry Bo21
ZeRoy
ShiftGam3r101
JerriGaming
Beta Testers
Special thanks to all of the Beta Testers and their hard work finding and reporting bugs:
Harry Bo21
ZeRoy
ShiftGam3r101
JerriGaming
Madgaz Gaming
TheLapper96
Sylvacre (Will)
MrTomWaffles
Noobforlunch
Avxry
Blink420
MJPWGaming
Spyhnx
Updates
January 8, 2017 - Released v1.0.0
January 9, 2017 - Fixed issue where multiple Brutuses will lock the perk or box several times v1.0.1
January 9, 2017 - Fixed issues with Lil Arnies and Double PaP v1.0.2
January 12, 2017 - Actually Fixed Double PaP issues v1.0.3
January 18, 2017 - Updated the bullet collision v1.0.4
Video Tutorial
By: CraftDAnimations
FAQ
Q: Brutus locks onto a perk machine or the box and starts to play idle anims.
A: Move it so that the green box is further in front of the machines or box.
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Q: Does the red box go into the box or machines when placing the prefab.
A: Yes the red box should be in the box or machine and the green should not be: Example, Example
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Q: How do I get Brutus to ignore traversals?
A: Stamp your traversal and edit the starting node to have the box checked: Example
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Q: How do I get the messages off screen?
A: All of these variables can be customized to your liking: Example
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Q: Can I spawn Brutus in a mod?
A: In the scripts current state you can only use Brutus in a custom map
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Q: Brutus is only spawning in the start_zone. Why?
A: You have set the script_string incorrectly. The script_string should be this flag: Example
ModmeBot:
Reply By: JayZM
Awesome, thanks for sharing your scripts that you work so hard on, may use this or a variation of this in a new map soon.
ModmeBot:
Reply By: Wild
Great job Nate! Can't wait to get this installed on my map in the near future!
ModmeBot:
Reply By: ZombieKid164
Thanks Nate I've been waiting
ModmeBot:
Reply By: TheKillerey
Awesome release!!! Your a god ;)
ModmeBot:
Reply By: Psh
I need a new pair of pants
ModmeBot:
Reply By: tbone-5
really nice job on this one nate keep up the great work!
ModmeBot:
Reply By: PentaFrost
Hi Nate.
Once again such good work :D
Tested it alot.
Had 10 brutus in there haha.
It seems that they all lock a perk, so it has to be unlocked 10 times 2000.
Dont know if that is intended?
I cant quite seem to get it to spawn anywhere but the start_zone
ive set the script_string to hit my zone name. But they always spawn in the start zone.
ModmeBot:
Reply By: natesmithzombies
PentaFrostHi Nate.
Once again such good work :D
Tested it alot.
Had 10 brutus in there haha.
It seems that they all lock a perk, so it has to be unlocked 10 times 2000.
Dont know if that is intended?
I cant quite seem to get it to spawn anywhere but the start_zone
ive set the script_string to hit my zone name. But they always spawn in the start zone.
Thanks! Nice find on the multiple locks. Nobody ran into that issue in testing. I have fixed it in V1.0.1. As far as the start_zone, that is a mistake on your part. I added this problem to the FAQ as if you arent reading closely you can easily misunderstand. In example, this is supposed to be the script_string of your Brutus strtuct:
ModmeBot:
Reply By: PentaFrost
natesmithzombiesPentaFrostHi Nate.
Once again such good work :D
Tested it alot.
Had 10 brutus in there haha.
It seems that they all lock a perk, so it has to be unlocked 10 times 2000.
Dont know if that is intended?
I cant quite seem to get it to spawn anywhere but the start_zone
ive set the script_string to hit my zone name. But they always spawn in the start zone.
Thanks! Nice find on the multiple locks. Nobody ran into that issue in testing. I have fixed it in V1.0.1. As far as the start_zone, that is a mistake on your part. I added this problem to the FAQ as if you arent reading closely you can easily misunderstand. In example, this is supposed to be the script_string of your Brutus strtuct:
Yeah sorry about that. Kinda stressed out with Networking class at school, so guess im just tired and not reading too well.
Sorry to take up your time with those kinda mistakes.Thank you for the fix. Gonna test it out now and see if it works. Also gonna test out the lock now :) Will return! :)
ModmeBot:
Reply By: PentaFrost
Okay i tested some more :)
It seems to work now. The others will not go and lock something that is allready locked :)
2 things that i noticed is:
he instant dies from firework pap upgrade no matter the weapon. So if he gets hit by the gun from fireworks instant death.
He also seems to be almost instakilled by lil arnie.
ModmeBot:
Reply By: natesmithzombies
PentaFrostOkay i tested some more :)
It seems to work now. The others will not go and lock something that is allready locked :)
2 things that i noticed is:
he instant dies from firework pap upgrade no matter the weapon. So if he gets hit by the gun from fireworks instant death.
He also seems to be almost instakilled by lil arnie.
I just sent you a PM. I am gonna try to work out these issues outside the topic to keep the topic clean. Let me know if you didnt get the message
ModmeBot:
Reply By: natesmithzombies
Fixed issues with Lil Arnies and Double PaP - v1.0.2
ModmeBot:
Reply By: Jake3050
Great Mod! Is there anyway I can change the Brutus model?
ModmeBot:
Reply By: Ka0x_DeViL
Hello thank you very much!!
It does not work for me. Brutus appears but stands still.If I get too close to brutus then it moves. But I walk away 3 steps and already stands still.
What am I doing wrong? :-(
ModmeBot:
Reply By: tbone-5
Ka0x_DeViLHello thank you very much!!
It does not work for me. Brutus appears but stands still.
If I get too close to brutus then it moves. But I walk away 3 steps and already stands still.
What am I doing wrong? :-(
you probably set up a lock down spot wrong if he can't get to it he stands still.
ModmeBot:
Reply By: tbone-5
natesmithzombiesFixed issues with Lil Arnies and Double PaP - v1.0.2
i may or may not have found a bug, i had two spawn zones for Brutus the same spawn zone, not the spawner either only had one of those, & in co op it was fine till round 24, when two of them spawned it crashed the test map, i could have been the reason it crashed did not notice i put two down instead of one just reporting just in case to help out, could be nothing but a error on my part lol
ModmeBot:
Reply By: jjakob9696
good job NSZ :) however you could tell me you used scriptbundle to play anims ;) . i didn't know that they exist lol
ModmeBot:
Reply By: natesmithzombies
Jake3050Great Mod! Is there anyway I can change the Brutus model?
Yes, the easiest way would be to replace the bo2_brutus_fb xmodel in my included gdt. Only bo2 and below models will work with his animations
ModmeBot:
Reply By: natesmithzombies
tbone-5Ka0x_DeViLHello thank you very much!!
It does not work for me. Brutus appears but stands still.
If I get too close to brutus then it moves. But I walk away 3 steps and already stands still.
What am I doing wrong? :-(
you probably set up a lock down spot wrong if he can't get to it he stands still.
This is correct
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiesFixed issues with Lil Arnies and Double PaP - v1.0.2
i may or may not have found a bug, i had two spawn zones for Brutus the same spawn zone, not the spawner either only had one of those, & in co op it was fine till round 24, when two of them spawned it crashed the test map, i could have been the reason it crashed did not notice i put two down instead of one just reporting just in case to help out, could be nothing but a error on my part lol
I dont see why this would be an issue, but just to be sure I would limit it to one per zone
ModmeBot:
Reply By: natesmithzombies
jjakob9696good job NSZ :) however you could tell me you used scriptbundle to play anims ;) . i didn't know that they exist lol
I was told by a 3arc dev that the scriptbundles have many functions, the specific reason I used a scriptbundle is that it automatically adds the anims to generic.atr, so you dont need to make an animtree for your AI or models
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiesFixed issues with Lil Arnies and Double PaP - v1.0.2
i may or may not have found a bug, i had two spawn zones for Brutus the same spawn zone, not the spawner either only had one of those, & in co op it was fine till round 24, when two of them spawned it crashed the test map, i could have been the reason it crashed did not notice i put two down instead of one just reporting just in case to help out, could be nothing but a error on my part lol
I dont see why this would be an issue, but just to be sure I would limit it to one per zone
thanks for the reply ill keep that in mind and double check next time to make sure i only put one lol, i might try to figure out why it exactly crashes & let you know if i have time later & if i figure it out or not, it was probably something to do with co op as well as having two of those same spawners for the one zone? worked fine solo. glad if i helped at all though
ModmeBot:
Reply By: Ka0x_DeViL
Nothing, brutus stands still.
I have done the steps several times, with a machine, with several, with box and without it. I've re-created a map from scratch and nothing, brutus stands still.
I tried without machines and with level.brutus_lock_machines = false; In this way if it works well.
When I put the machines and level.brutus_lock_machines = true; Already fails
Can not you detach brutus from the machines?
ModmeBot:
Reply By: jjakob9696
natesmithzombiesjjakob9696good job NSZ :) however you could tell me you used scriptbundle to play anims ;) . i didn't know that they exist lol
I was told by a 3arc dev that the scriptbundles have many functions, the specific reason I used a scriptbundle is that it automatically adds the anims to generic.atr, so you dont need to make an animtree for your AI or models
do you know the way to play anims using asd file? because some 3arc script use some function related to animstates in a "asd" file and maybe this could be an alternative way to play anims but i don't know nothing about that but i think is similar to animtree file
ModmeBot:
Reply By: natesmithzombies
jjakob9696natesmithzombiesjjakob9696good job NSZ :) however you could tell me you used scriptbundle to play anims ;) . i didn't know that they exist lol
I was told by a 3arc dev that the scriptbundles have many functions, the specific reason I used a scriptbundle is that it automatically adds the anims to generic.atr, so you dont need to make an animtree for your AI or models
do you know the way to play anims using asd file? because some 3arc script use some function related to animstates in a "asd" file and maybe this could be an alternative way to play anims but i don't know nothing about that but i think is similar to animtree file
I dont know much more than what I did with Brutus. If you take a look at my gdt it should all make sense. Look specifically at the archetype of Brutus
ModmeBot:
Reply By: ByKris
Works with timed gameplay?
ModmeBot:
Reply By: natesmithzombies
ByKrisWorks with timed gameplay?
No. His spawning is round based
ModmeBot:
Reply By: D-2-K
Thanks man this is epic been testing it for a couple of days now on my map updated it to 1.0.3 today and it seems that the additional pack varients ie turned etc no longer work on regular zombies ?? they do however seem to work on dog rounds now is this a problem at my end if so what do i do to fix that ?? if not no worries its not a huge loss ide rather have brutus dogs and zombies than fireworks or turned etc
again huge thanks for all the work you have shared with the community
ModmeBot:
Reply By: natesmithzombies
D-2-KThanks man this is epic been testing it for a couple of days now on my map updated it to 1.0.3 today and it seems that the additional pack varients ie turned etc no longer work on regular zombies ?? they do however seem to work on dog rounds now is this a problem at my end if so what do i do to fix that ?? if not no worries its not a huge loss ide rather have brutus dogs and zombies than fireworks or turned etc
again huge thanks for all the work you have shared with the community
PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
ModmeBot:
Reply By: PentaFrost
natesmithzombiesD-2-KThanks man this is epic been testing it for a couple of days now on my map updated it to 1.0.3 today and it seems that the additional pack varients ie turned etc no longer work on regular zombies ?? they do however seem to work on dog rounds now is this a problem at my end if so what do i do to fix that ?? if not no worries its not a huge loss ide rather have brutus dogs and zombies than fireworks or turned etc
again huge thanks for all the work you have shared with the community
PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
It does seem they dont work at all once a brutus has been seen.
I also tried using them before he even spawned for the first time. Turned dindt work for me. I got thunder wall to work once only.
I think something has gone wrong. Not exactly sure what, since it does different things atm.
ModmeBot:
Reply By: natesmithzombies
Ka0x_DeViLNothing, brutus stands still.
I have done the steps several times, with a machine, with several, with box and without it. I've re-created a map from scratch and nothing, brutus stands still.
I tried without machines and with level.brutus_lock_machines = false; In this way if it works well.
When I put the machines and level.brutus_lock_machines = true; Already fails
Can not you detach brutus from the machines?
Please refer to the FAQ. This question has already been answered for you.
ModmeBot:
Reply By: natesmithzombies
PentaFrostnatesmithzombiesD-2-KThanks man this is epic been testing it for a couple of days now on my map updated it to 1.0.3 today and it seems that the additional pack varients ie turned etc no longer work on regular zombies ?? they do however seem to work on dog rounds now is this a problem at my end if so what do i do to fix that ?? if not no worries its not a huge loss ide rather have brutus dogs and zombies than fireworks or turned etc
again huge thanks for all the work you have shared with the community
PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
It does seem they dont work at all once a brutus has been seen.
I also tried using them before he even spawned for the first time. Turned dindt work for me. I got thunder wall to work once only.
I think something has gone wrong. Not exactly sure what, since it does different things atm.
As stated earlier: PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
ModmeBot:
Reply By: PentaFrost
natesmithzombiesPentaFrostnatesmithzombiesD-2-KThanks man this is epic been testing it for a couple of days now on my map updated it to 1.0.3 today and it seems that the additional pack varients ie turned etc no longer work on regular zombies ?? they do however seem to work on dog rounds now is this a problem at my end if so what do i do to fix that ?? if not no worries its not a huge loss ide rather have brutus dogs and zombies than fireworks or turned etc
again huge thanks for all the work you have shared with the community
PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
It does seem they dont work at all once a brutus has been seen.
I also tried using them before he even spawned for the first time. Turned dindt work for me. I got thunder wall to work once only.
I think something has gone wrong. Not exactly sure what, since it does different things atm.
As stated earlier: PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
Yeah i read that.
But as i read it, as long as he is alive. I tryed even before he even spawned and while he was dead. They still dindt work.
ModmeBot:
Reply By: natesmithzombies
PentaFrostnatesmithzombiesPentaFrostnatesmithzombiesD-2-KThanks man this is epic been testing it for a couple of days now on my map updated it to 1.0.3 today and it seems that the additional pack varients ie turned etc no longer work on regular zombies ?? they do however seem to work on dog rounds now is this a problem at my end if so what do i do to fix that ?? if not no worries its not a huge loss ide rather have brutus dogs and zombies than fireworks or turned etc
again huge thanks for all the work you have shared with the community
PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
It does seem they dont work at all once a brutus has been seen.
I also tried using them before he even spawned for the first time. Turned dindt work for me. I got thunder wall to work once only.
I think something has gone wrong. Not exactly sure what, since it does different things atm.
As stated earlier: PaP abilities are currently disabled as long as Brutus is alive. It was the only fix until 3arc gives more information on archetypes
Yeah i read that.
But as i read it, as long as he is alive. I tryed even before he even spawned and while he was dead. They still dindt work.
This was indeed an error in my script. Updated and fixed. Redownload v1.0.3
ModmeBot:
Reply By: Ka0x_DeViL
Thank you very much for your effort and for sharing natesmithzombies.
Some quick way to make brutus appear only when a door is opened. (The final door). And not by rounds?
ModmeBot:
Reply By: natesmithzombies
Ka0x_DeViLThank you very much for your effort and for sharing natesmithzombies.
Some quick way to make brutus appear only when a door is opened. (The final door). And not by rounds?
Do not add the brutus::init() to your function main. Instead add this code to the bottom of your mapname.gsc:
On your final door give it the KVP:
script_string - final_door
Then at in your function main add this:
ModmeBot:
Reply By: Ka0x_DeViL
Thank you very much, I'll try it. Again thank you very much ;-)
ModmeBot:
Reply By: Gbergz
Hello!
I've got the Brutus on my map and it's working absolutely perfect.
But there is one thing though.
The Brutus does not appear to be spawning anymore after round 29 or 30, tried 3 times and he still doesn't spawn.
Any way to fix this annoying problem? :)
ModmeBot:
Reply By: natesmithzombies
GbergzHello!
I've got the Brutus on my map and it's working absolutely perfect.
But there is one thing though.
The Brutus does not appear to be spawning anymore after round 29 or 30, tried 3 times and he still doesn't spawn.
Any way to fix this annoying problem? :)
I dont see any reason why this would actually happen. Try replicating this again but before you waste anymore time, enter:
into console to speed up gameplay time
ModmeBot:
Reply By: Gbergz
natesmithzombiesGbergzHello!
I've got the Brutus on my map and it's working absolutely perfect.
But there is one thing though.
The Brutus does not appear to be spawning anymore after round 29 or 30, tried 3 times and he still doesn't spawn.
Any way to fix this annoying problem? :)
I dont see any reason why this would actually happen. Try replicating this again but before you waste anymore time, enter:
into console to speed up gameplay time
Hello, just tried and he stopped spawning after round 30 again.
I just dont know what could be causing this, it is really annoying.
Not blaming you ofcourse,
anyways love the release. great work nate!
ModmeBot:
Reply By: tbone-5
natesmithzombiesGbergzHello!
I've got the Brutus on my map and it's working absolutely perfect.
But there is one thing though.
The Brutus does not appear to be spawning anymore after round 29 or 30, tried 3 times and he still doesn't spawn.
Any way to fix this annoying problem? :)
I dont see any reason why this would actually happen. Try replicating this again but before you waste anymore time, enter:
into console to speed up gameplay time
he is right nate just tried it by going past round 30 with timescale went to 50+ Brutus stops spawning past 30.
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiesGbergzHello!
I've got the Brutus on my map and it's working absolutely perfect.
But there is one thing though.
The Brutus does not appear to be spawning anymore after round 29 or 30, tried 3 times and he still doesn't spawn.
Any way to fix this annoying problem? :)
I dont see any reason why this would actually happen. Try replicating this again but before you waste anymore time, enter:
into console to speed up gameplay time
he is right nate just tried it by going past round 30 with timescale went to 50+ Brutus stops spawning past 30.
Man that is so weird. I will take a look and test it myself. Hoping to solve it this weekend. I am busy until then
ModmeBot:
Reply By: tom5300
Hi Nate,
I'm noticing a minor issue when a player shoots above Brutus's dead body. The bullets spark as though they are hitting metal/armor.
An example here at 8:58
Super minor, but I didn't see anyone else report this on modme, so I figured I would.
Other than that, thanks so much for releasing this! You are a great member of this community.
ModmeBot:
Reply By: tbone-5
tom5300Hi Nate,
I'm noticing a minor issue when a player shoots above Brutus's dead body. The bullets spark as though they are hitting metal/armor.
An example here at 8:58
Super minor, but I didn't see anyone else report this on modme, so I figured I would.
Other than that, thanks so much for releasing this! You are a great member of this community.
i was going to say this but i forgot to when i confirmed him not spawning past round 30 for me as well, saves me time i guess
ModmeBot:
Reply By: natesmithzombies
I just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
ModmeBot:
Reply By: tbone-5
natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
The only thing I changed was the gdt file. This cant be from the latest update as I am running those same files as well. I would retrace your steps
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
The only thing I changed was the gdt file. This cant be from the latest update as I am running those same files as well. I would retrace your steps
i double checked everything & just tried to use the new version GDT again it crashes even reinstalled the whole file again, i just reverted back to your last version GDT file it works fine, everytime i try the new GDT file it crashes right as he spawns in the first time
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
The only thing I changed was the gdt file. This cant be from the latest update as I am running those same files as well. I would retrace your steps
i double checked everything & just tried to use the new version GDT again it crashes even reinstalled the whole file again, i just reverted back to your last version GDT file it works fine, everytime i try the new GDT file it crashes right as he spawns in the first time
oops just realized I had forgot to change back some tests I was doing to his archetype. v1.0.4 should be fine now
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
The only thing I changed was the gdt file. This cant be from the latest update as I am running those same files as well. I would retrace your steps
i double checked everything & just tried to use the new version GDT again it crashes even reinstalled the whole file again, i just reverted back to your last version GDT file it works fine, everytime i try the new GDT file it crashes right as he spawns in the first time
oops just realized I had forgot to change back some tests I was doing to his archetype. v1.0.4 should be fine now
no problem thanks, glad i could help you fix that fast before to many people got that version, glad to know i was not crazy lol
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
The only thing I changed was the gdt file. This cant be from the latest update as I am running those same files as well. I would retrace your steps
i double checked everything & just tried to use the new version GDT again it crashes even reinstalled the whole file again, i just reverted back to your last version GDT file it works fine, everytime i try the new GDT file it crashes right as he spawns in the first time
oops just realized I had forgot to change back some tests I was doing to his archetype. v1.0.4 should be fine now
no problem thanks, glad i could help you fix that fast before to many people got that version, glad to know i was not crazy lol
haha yeah just to be sure the latest DL is working?
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
The only thing I changed was the gdt file. This cant be from the latest update as I am running those same files as well. I would retrace your steps
i double checked everything & just tried to use the new version GDT again it crashes even reinstalled the whole file again, i just reverted back to your last version GDT file it works fine, everytime i try the new GDT file it crashes right as he spawns in the first time
oops just realized I had forgot to change back some tests I was doing to his archetype. v1.0.4 should be fine now
no problem thanks, glad i could help you fix that fast before to many people got that version, glad to know i was not crazy lol
haha yeah just to be sure the latest DL is working?
yup it is working now just tested it no crash its all good now
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiesI just tested myself and he spawned fine past round 30. He spawned once at round 34 and at 42 before I quit testing. Idk what is causing your guys hang up but it is unlikely that it is the script. Have you guys modified something that changes the round logic? Also the GDT has been updated. I will reupload for the bullet fix issue
i do not think i have ever touched round logic, is there anything i can look for or test?
You could turn on level.nsz_debug at the top of the script. You should get various lines printed to screen. Maybe that could help you out. Retry and let me know how it goes
okay i figured it out nate it was something to do with spawn delay with zombies i had them faster just for my test map, also the new Brutus update is crashing on the very first Brutus everytime
The only thing I changed was the gdt file. This cant be from the latest update as I am running those same files as well. I would retrace your steps
i double checked everything & just tried to use the new version GDT again it crashes even reinstalled the whole file again, i just reverted back to your last version GDT file it works fine, everytime i try the new GDT file it crashes right as he spawns in the first time
oops just realized I had forgot to change back some tests I was doing to his archetype. v1.0.4 should be fine now
no problem thanks, glad i could help you fix that fast before to many people got that version, glad to know i was not crazy lol
haha yeah just to be sure the latest DL is working?
yup it is working now just tested it no crash its all good now
ModmeBot:
Reply By: Gbergz
Yeah, i was testing the round problem past 30 yesterday again.
Solo it seems to be working fine.. got up to round 60+ with Brutus spawning no problem.
But with people in your game past round 30 it doesn't seem to be working. Pretty strange.
ModmeBot:
Reply By: natesmithzombies
GbergzYeah, i was testing the round problem past 30 yesterday again.
Solo it seems to be working fine.. got up to round 60+ with Brutus spawning no problem.
But with people in your game past round 30 it doesn't seem to be working. Pretty strange.
That's certainly an interesting thought lol. I dont think this should affect anything with brutus. The only player dependent variables in the script are his health
ModmeBot:
Reply By: tbone-5
GbergzYeah, i was testing the round problem past 30 yesterday again.
Solo it seems to be working fine.. got up to round 60+ with Brutus spawning no problem.
But with people in your game past round 30 it doesn't seem to be working. Pretty strange.
check your scripts for anything to do with spawn delay on zombies or time between rounds, i took some of that stuff out of my test map & Brutus starting working fine after round 30
ModmeBot:
Reply By: Gbergz
tbone-5GbergzYeah, i was testing the round problem past 30 yesterday again.
Solo it seems to be working fine.. got up to round 60+ with Brutus spawning no problem.
But with people in your game past round 30 it doesn't seem to be working. Pretty strange.
check your scripts for anything to do with spawn delay on zombies or time between rounds, i took some of that stuff out of my test map & Brutus starting working fine after round 30
I do have the script that makes Zombies run on round 1, script by Nate himself.
But should this really affect the Brutus not spawning on round 30 and above?
hm..
ModmeBot:
Reply By: tbone-5
Gbergztbone-5GbergzYeah, i was testing the round problem past 30 yesterday again.
Solo it seems to be working fine.. got up to round 60+ with Brutus spawning no problem.
But with people in your game past round 30 it doesn't seem to be working. Pretty strange.
check your scripts for anything to do with spawn delay on zombies or time between rounds, i took some of that stuff out of my test map & Brutus starting working fine after round 30
I do have the script that makes Zombies run on round 1, script by Nate himself.
But should this really affect the Brutus not spawning on round 30 and above?
hm..
make a backup of your script, try removing scripts you added with anything to do with rounds or zombies till it works & find the cause of your problem
ModmeBot:
Reply By: D-2-K
Hi Nate quick question how do i get brutas to dissable the new perks we got from wardog i tried copying the one for quick revive then renaming the nodes but im such a noob at this it didn't work thought ide just ask the man who created it if he could help me plus and this really is just a thought i had as i was typing could we also get him to turn off the gobble gum machines ??
ModmeBot:
Reply By: tbone-5
D-2-KHi Nate quick question how do i get brutas to dissable the new perks we got from wardog i tried copying the one for quick revive then renaming the nodes but im such a noob at this it didn't work thought ide just ask the man who created it if he could help me plus and this really is just a thought i had as i was typing could we also get him to turn off the gobble gum machines ??
any new perks are easy to set up with brutus, go in the perk prefab for whatever perk you want find the script_noteworthy get the text in that copy it or whatever, get any of nates perk lock prefabs edit it the one that has the name of the sccript_noteworthy of that perk prefab save as a new prefab do not overwrite his, place it done, if you want me to send you the prefabs i made just ask & ill pm you, mostly wrote all that so people know how to do it in the future
ModmeBot:
Reply By: natesmithzombies
tbone-5D-2-KHi Nate quick question how do i get brutas to dissable the new perks we got from wardog i tried copying the one for quick revive then renaming the nodes but im such a noob at this it didn't work thought ide just ask the man who created it if he could help me plus and this really is just a thought i had as i was typing could we also get him to turn off the gobble gum machines ??
any new perks are easy to set up with brutus, go in the perk prefab for whatever perk you want find the script_noteworthy get the text in that copy it or whatever, get any of nates perk lock prefabs edit it the one that has the name of the sccript_noteworthy of that perk prefab save as a new prefab do not overwrite his, place it done, if you want me to send you the prefabs i made just ask & ill pm you, mostly wrote all that so people know how to do it in the future
this is correct
ModmeBot:
Reply By: D-2-K
tbone-5D-2-KHi Nate quick question how do i get brutas to dissable the new perks we got from wardog i tried copying the one for quick revive then renaming the nodes but im such a noob at this it didn't work thought ide just ask the man who created it if he could help me plus and this really is just a thought i had as i was typing could we also get him to turn off the gobble gum machines ??
any new perks are easy to set up with brutus, go in the perk prefab for whatever perk you want find the script_noteworthy get the text in that copy it or whatever, get any of nates perk lock prefabs edit it the one that has the name of the sccript_noteworthy of that perk prefab save as a new prefab do not overwrite his, place it done, if you want me to send you the prefabs i made just ask & ill pm you, mostly wrote all that so people know how to do it in the future
dude you are a star thanks for replying ill give it a go and if i do have any problems ill take you up on that offer for the prefabs ill let you know either way
gotta love this forum you guys are so helpfull to us beginers ;)
tbone-5 got them working buddy thanks for your help m8
P.s Nate brutas rocks bud :)
ModmeBot:
Reply By: natesmithzombies
D-2-Ktbone-5D-2-KHi Nate quick question how do i get brutas to dissable the new perks we got from wardog i tried copying the one for quick revive then renaming the nodes but im such a noob at this it didn't work thought ide just ask the man who created it if he could help me plus and this really is just a thought i had as i was typing could we also get him to turn off the gobble gum machines ??
any new perks are easy to set up with brutus, go in the perk prefab for whatever perk you want find the script_noteworthy get the text in that copy it or whatever, get any of nates perk lock prefabs edit it the one that has the name of the sccript_noteworthy of that perk prefab save as a new prefab do not overwrite his, place it done, if you want me to send you the prefabs i made just ask & ill pm you, mostly wrote all that so people know how to do it in the future
dude you are a star thanks for replying ill give it a go and if i do have any problems ill take you up on that offer for the prefabs ill let you know either way
gotta love this forum you guys are so helpfull to us beginers ;)
tbone-5 got them working buddy thanks for your help m8
P.s Nate brutas rocks bud :)
Glad to hear you like him :)
ModmeBot:
Reply By: XxCAFxX
Great work, Nate!
i'm having a bit of a problem, sometimes when he is spawning BO3 closes with no warning or error.. I've made sure i have all the prefabs lined up with the corrasponding perks but still happening. any ideas?
ModmeBot:
Reply By: tbone-5
XxCAFxXGreat work, Nate!
i'm having a bit of a problem, sometimes when he is spawning BO3 closes with no warning or error.. I've made sure i have all the prefabs lined up with the corrasponding perks but still happening. any ideas?
where you on co op? i have had a crash past round 30 co op before, you need to report round & if solo or co op or else it will not really help nate as much
ModmeBot:
Reply By: XxCAFxX
tbone-5XxCAFxXGreat work, Nate!
i'm having a bit of a problem, sometimes when he is spawning BO3 closes with no warning or error.. I've made sure i have all the prefabs lined up with the corrasponding perks but still happening. any ideas?
where you on co op? i have had a crash past round 30 co op before, you need to report round & if solo or co op or else it will not really help nate as much
Yes, I was on split screen co-op with just me and my second player, it normally happens from 16 ish and up.
ModmeBot:
Reply By: natesmithzombies
XxCAFxXtbone-5XxCAFxXGreat work, Nate!
i'm having a bit of a problem, sometimes when he is spawning BO3 closes with no warning or error.. I've made sure i have all the prefabs lined up with the corrasponding perks but still happening. any ideas?
where you on co op? i have had a crash past round 30 co op before, you need to report round & if solo or co op or else it will not really help nate as much
Yes, I was on split screen co-op with just me and my second player, it normally happens from 16 ish and up.
idk man, can you really be sure this is my script? many people have implemented with no issues
ModmeBot:
Reply By: tbone-5
XxCAFxXtbone-5XxCAFxXGreat work, Nate!
i'm having a bit of a problem, sometimes when he is spawning BO3 closes with no warning or error.. I've made sure i have all the prefabs lined up with the corrasponding perks but still happening. any ideas?
where you on co op? i have had a crash past round 30 co op before, you need to report round & if solo or co op or else it will not really help nate as much
Yes, I was on split screen co-op with just me and my second player, it normally happens from 16 ish and up.
yeah then there seems to be a possible issue with co op crashing, try on a new user map with no scripts add Brutus test co op with timescale, if it crashes its a problem with nates script, if it does not crash its a script your using causing it to crash, after you test report to nate properly with all the details maybe then he can fix it if it is a co op issue
ModmeBot:
Reply By: XxCAFxX
tbone-5XxCAFxXtbone-5XxCAFxXGreat work, Nate!
i'm having a bit of a problem, sometimes when he is spawning BO3 closes with no warning or error.. I've made sure i have all the prefabs lined up with the corrasponding perks but still happening. any ideas?
where you on co op? i have had a crash past round 30 co op before, you need to report round & if solo or co op or else it will not really help nate as much
Yes, I was on split screen co-op with just me and my second player, it normally happens from 16 ish and up.
yeah then there seems to be a possible issue with co op crashing, try on a new user map with no scripts add Brutus test co op with timescale, if it crashes its a problem with nates script, if it does not crash its a script your using causing it to crash, after you test report to nate properly with all the details maybe then he can fix it if it is a co op issue
Alright, ill try and get around to doing that tomorrow, thanks!
ModmeBot:
Reply By: Lokii
Hey Nate?
Is there any possible way i can make it so that when brutus dies the music stops? I made some custom music to go with the theme of the map and well yano
ModmeBot:
Reply By: natesmithzombies
LokiiHey Nate?
Is there any possible way i can make it so that when brutus dies the music stops? I made some custom music to go with the theme of the map and well yano
Idk how you are playing music to the player, but you would want to add lines to the function new_death() to stop the music
ModmeBot:
Reply By: D-2-K
Hi Nate may have just found a bug with either my map the game or brutus ???
I packed the Ray Gun Mk3 the Maelstrom or Eris fired with the left trigger shot with the right to clear some zombies (brutus in the middle of them) his body went through the animation of being disolved like the other zombies but then i had an invisable brutus chase me that i could not kill with a ppsh, raygun upgraded, or wonder waffle it was very amusing but just thought ide pass this on i have taken screen shots of this if you would like to see them ill pm them to you as you could see his shadow and torch on his chest but no brutus lol ;)
ModmeBot:
Reply By: natesmithzombies
D-2-KHi Nate may have just found a bug with either my map the game or brutus ???
I packed the Ray Gun Mk3 the Maelstrom or Eris fired with the left trigger shot with the right to clear some zombies (brutus in the middle of them) his body went through the animation of being disolved like the other zombies but then i had an invisable brutus chase me that i could not kill with a ppsh, raygun upgraded, or wonder waffle it was very amusing but just thought ide pass this on i have taken screen shots of this if you would like to see them ill pm them to you as you could see his shadow and torch on his chest but no brutus lol ;)
I will PM you to see if you can test something for me
ModmeBot:
Reply By: Psh
D-2-KHi Nate may have just found a bug with either my map the game or brutus ???
I packed the Ray Gun Mk3 the Maelstrom or Eris fired with the left trigger shot with the right to clear some zombies (brutus in the middle of them) his body went through the animation of being disolved like the other zombies but then i had an invisable brutus chase me that i could not kill with a ppsh, raygun upgraded, or wonder waffle it was very amusing but just thought ide pass this on i have taken screen shots of this if you would like to see them ill pm them to you as you could see his shadow and torch on his chest but no brutus lol ;)Tth
This actually happens with normal zombies as well. Had to completely remove the MK3 because I had so many people complaining about invisible zombies.
ModmeBot:
Reply By: natesmithzombies
PshD-2-KHi Nate may have just found a bug with either my map the game or brutus ???
I packed the Ray Gun Mk3 the Maelstrom or Eris fired with the left trigger shot with the right to clear some zombies (brutus in the middle of them) his body went through the animation of being disolved like the other zombies but then i had an invisable brutus chase me that i could not kill with a ppsh, raygun upgraded, or wonder waffle it was very amusing but just thought ide pass this on i have taken screen shots of this if you would like to see them ill pm them to you as you could see his shadow and torch on his chest but no brutus lol ;)Tth
This actually happens with normal zombies as well. Had to completely remove the MK3 because I had so many people complaining about invisible zombies.
I know that it happens when you ragdoll a zombie or ragdoll launch without killing them. Something similar probably happens in their script. It is starting to sound like it might not even be my problem
ModmeBot:
Reply By: D-2-K
just back from work will be testing it in 5 mins
ModmeBot:
Reply By: soul-toktzt
Would it be possible to make him spawn only when you enter a certain room?
What about making him bigger? I've seen mini-hellhounds, so i'd think it's possible.(Like some kind of final boss :p)ModmeBot:
Reply By: natesmithzombies
soul-toktztWould it be possible to make him spawn only when you enter a certain room?
What about making him bigger? I've seen mini-hellhounds, so i'd think it's possible.
(Like some kind of final boss :p)
That much can be left up to you. I dont want to modify the script as it will only confuse other users.
ModmeBot:
Reply By: soul-toktzt
natesmithzombiessoul-toktztWould it be possible to make him spawn only when you enter a certain room?
What about making him bigger? I've seen mini-hellhounds, so i'd think it's possible.
(Like some kind of final boss :p)
That much can be left up to you. I dont want to modify the script as it will only confuse other users.
No i'm not saying / asking to change it, it's just a question if it would be possible. I don't mind looking at the script, i know a little bit of coding so i SHOULD be able to do it. Just wanted to know if it actually could be done.
ModmeBot:
Reply By: Lokii
Hmmm never happened on last map, maybe i didnt install properly ill retry but i get connection issue, i will follow you up if it doesnt fix so i can resolve this :)
ModmeBot:
Reply By: ii R3cKYOuRSOul x
Hey,my Brutus sound is not working.Can you guys please help me? I really want Brutus in my map. Thank You
ModmeBot:
Reply By: D-2-K
iiHey,my Brtus sound is not working.Can you guys please help me? I really want Brutus in my map. Thank You
have you followed Nates instructions properly
Open useraliases.csv in share>raw>sound>aliases and add the following lines:
# ====== NSZ Common Sounds =====
nsz_deny,,,_NSZ\common\deny.wav,,,UIN_MOD,,,,,,,,,0,0,100,100,0,200,200,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # ======= NSZ Brutus ======== brutus_step_00,,,_NSZ\Brutus\brutus_step_00.wav,,,UIN_MOD,,,,,,,,,0,0,90,95,0,750,1000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_step_01,,,_NSZ\Brutus\brutus_step_01.wav,,,UIN_MOD,,,,,,,,,0,0,90,95,0,750,1000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_prespawn,,,_NSZ\Brutus\prespawn.wav,,,UIN_MOD,,,,,,,,,0,0,85,95,0,1000,1250,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_defeated_00,,,_NSZ\Brutus\brutus_defeated_00.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,3000,3000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_defeated_01,,,_NSZ\Brutus\brutus_defeated_01.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,3000,3000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_defeated_02,,,_NSZ\Brutus\brutus_defeated_02.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,3000,3000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_clang,,,_NSZ\Brutus\clang.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,3000,3000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_spawn_short,,,_NSZ\Brutus\brutus_spawn_short.wav,,,UIN_MOD,,,,,,,,,0,0,85,95,0,1000,1250,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_vox_spawn,,,_NSZ\Brutus\vox_spawn.wav,,,UIN_MOD,,,,,,,,,0,0,85,95,0,1000,1250,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_spawn,,,_NSZ\Brutus\brutus_spawn.wav,,,UIN_MOD,,,,,,,,,0,0,85,95,0,1000,1250,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_swing_00,,,_NSZ\Brutus\brutus_swing_00.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,300,500,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_swing_01,,,_NSZ\Brutus\brutus_swing_01.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,300,500,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_lock,,,_NSZ\Brutus\lock.wav,,,UIN_MOD,,,,,,,,,0,0,100,100,0,3000,3000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_lock_loop,,,_NSZ\Brutus\perksacola_loop.wav,,,UIN_MOD,,,,,,,,,0,0,100,100,0,300,500,,,,,,,,,,,,,,,,3d,,,LOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_vox_swing,,,_NSZ\Brutus\vox_swing.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,1000,2000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_vox_yell,,,_NSZ\Brutus\vox_yell.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,1000,2000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_death,,,_NSZ\Brutus\death.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,3000,3000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brutus_helmet,,,_NSZ\Brutus\brutus_helmet.wav,,,UIN_MOD,,,,,,,,,0,0,95,100,0,3000,3000,,,,,,,,,,,,,,,,3d,,,NONLOOPING,,,0,0,0,0,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Open your mapname.gsc located in usermaps>zm_yourmapname>scripts>zm and add:
// NSZ Brutus
brutus::init(); Underneath: function main() { Also add this to your mapname.gsc: // NSZ Brutus #using scripts\_NSZ\nsz_brutus; Underneath: #using scripts\zm\zm_usermap;Open your maps zone file located in usermaps\zm_yourmapname\zone_source and add these lines:
// NSZ Brutus scriptparsetree,scripts/_NSZ/nsz_brutus.gsc scriptbundle,brutus_bundle xmodel,brutus_helmet xmodel,bo2_brutus_fb_death xmodel,perk_clip fx,_NSZ/Brutus/spawn_fx fx,_NSZ/Brutus/chest_fx fx,_NSZ/Brutus/helmet_smoke fx,fire/fx_fire_ground_rubble_50x50Ive had issues with sound in radiant just had to re link and compile for the audio to work plus if i added more sounds for example guns and done loads of then at once it wouldnt work i had to delete them and do 1 at a time dont no why but it resolved the issue for me
ModmeBot:
Reply By: ii R3cKYOuRSOul x
OMG THANK YOU!!!!!!!!!!!!!!! My sound works now, Thank You very much
ModmeBot:
Reply By: ItsJasonn
Hey there,
First of all: Thank you for making this possible.
The next thing I want to tell you: The spawning is not working for me. It keeps spawning for me in the start_zone, and yes, I have checked the FAQ and put in the right flag. But still brutus doesn't want to spawn in the closest zone.
script_string: https://gyazo.com/e995f119069fb646e0143c8026e2c153
zone flag: https://gyazo.com/65cd3267fdd163c44088033336adc486
ModmeBot:
Reply By: dreamzyy
Some people that played private property complained about brutus spawning to much.
A guy posted a video where brutus spawned 6 Times in 1 Round, while "level.max_brutus" was set at 3.
Well after looking at the spawn logic, I figured that if you kill brutus right after he spawns ( before the " wait( RandomIntRange( 1, 20 ) ); " is done waiting )
he keeps respawning till "level.current_brutuses < level.max_brutus".
That means that I have to have (level.max_brutus = X) X Amount of brutus spawned and walking on the map till the while loop stops and waits for the next round.
Idk if that is intentional or not but I added a var that keeps track of the brutus spawns per round and only lets him spawn (level.max_brutus = X) X Amount of times per round.
ModmeBot:
Reply By: D-2-K
dreamzyy
Some people that played private property complained about brutus spawning to much. A guy posted a video where brutus spawned 6 Times in 1 Round, while "level.max_brutus" was set at 3. Well after looking at the spawn logic, I figured that if you kill brutus right after he spawns ( before the " wait( RandomIntRange( 1, 20 ) ); " is done waiting ) he keeps respawning till "level.current_brutuses < level.max_brutus". That means that I have to have (level.max_brutus = X) X Amount of brutus spawned and walking on the map till the while loop stops and waits for the next round. Idk if that is intentional or not but I added a var that keeps track of the brutus spawns per round and only lets him spawn (level.max_brutus = X) X Amount of times per round. function brutus_spawn_logic() { level endon( "intermission" ); if( isDefined( level.brutus_debug ) && level.brutus_debug ) level thread spawn_brutus(); level.next_brutus_round = RandomIntRange( level.min_brutus_round, level.max_brutus_round+1 ); nsz_iprintlnbold( "The Next brutus Round: "+level.next_brutus_round ); while(1) { level waittill( "between_round_over" ); level.current_round_brutuses = 0; // keeps track of the brutus spawns per round and resets when the next round starts if( level.round_number == level.next_brutus_round ) { level.next_brutus_round = level.round_number + RandomIntRange( level.min_brutus_round, level.max_brutus_round+1 ); if( isDefined(level.next_dog_round) && level.next_brutus_round == level.next_dog_round ) level.next_brutus_round++; while( level.current_brutuses < level.max_brutus && level.current_round_brutuses < level.max_brutus ) // stops the loop when spawns hit the max brutus you want ( per round ) { wait( RandomIntRange( 1, 20 ) ); if( level.current_brutuses < level.max_brutus && level.round_number >= level.multiple_brutus_round ) { level.current_round_brutuses++; level spawn_brutus(); } else if( level.current_brutuses < level.max_brutus ) { level spawn_brutus(); break; } } } } }
Been testing your update to the script for a couple of days as i was having the brutus spawn issues myself and i can confirm that your tweek to the script has been working perfectly on every occasion of testing
+1 from me
P.S Does anyone know how Nates Getting on haven't seen him in a while
ModmeBot:
Reply By: Exofile
D-2-K
Been testing your update to the script for a couple of days as i was having the brutus spawn issues myself and i can confirm that your tweek to the script has been working perfectly on every occasion of testing +1 from me P.S Does anyone know how Nates Getting on haven't seen him in a while
ModmeBot:
Reply By: D-2-K
Nice cheers man :)
ModmeBot:
Reply By: huevosduros
And if i want to put only brutus spawn only when players buy some magic boxes like motd, how i can do?
ModmeBot:
Reply By: huevosduros
huevosduros
And if i want to put only brutus spawn only when players buy some magic boxes like motd, how i can do?
ModmeBot:
Reply By: huevosduros
huevosduros
huevosduros And if i want to put only brutus spawn only when players buy some magic boxes like motd, how i can do? INACTIVE? hi?
ModmeBot:
Reply By: huevosduros
?????
ModmeBot:
Reply By: Abnormal202
huevosduros
?????
ModmeBot:
Reply By: TheRipppa
Hey Nate, Brutus was working awesome, but just played my map til round 28..but they quit spawning around round 15..i have the min at 5 max at 7 rounds. Is there something else need to change?
ModmeBot:
Reply By: Kabe
Good job
Is it possible to create a node_negotation_begin for brutus?
My brutus breaks when using node_negotation_begin for a normal zombie
ModmeBot:
Reply By: D-2-K
Im sure nate stated in the instructions that Brutus cant use traversals
Edit: double checked for you it was bugging me lol
6) Edit all zombie traversals in your map to ignore Brutus so he doesnt get stuck!
Stamp your traversal and edit the starting node to have the box checked: here
ModmeBot:
Reply By: Kabe
D-2-K
Im sure nate stated in the instructions that Brutus cant use traversals Edit: double checked for you it was bugging me lol 6) Edit all zombie traversals in your map to ignore Brutus so he doesnt get stuck! Stamp your traversal and edit the starting node to have the box checked: here
ModmeBot:
Reply By: OWNSAUCEPIMP
I think I'm following all of the steps correctly and I don't get an error when I compile and link, but when I try to load my map it gives me the error: "width not specified for trigger_box at (0 0 0)".
Does anyone know how to fix this?
ModmeBot:
Reply By: TCM
If you use the black hole gun with him he gets god mode goes invisible and all you can see is the light on his head.
ModmeBot:
Reply By: mathfag
TCM
If you use the black hole gun with him he gets god mode goes invisible and all you can see is the light on his head.
ModmeBot:
Reply By: Harry Bo21
TCM
If you use the black hole gun with him he gets god mode goes invisible and all you can see is the light on his head.
ModmeBot:
Reply By: TCM
Harry Bo21
TCM If you use the black hole gun with him he gets god mode goes invisible and all you can see is the light on his head. dude your just shoveling everything that passes your eyes in to your map without a seconds thought... you need to tick "ignorevortex" on brutus' aitype in ape and he will need a callback overridden on him in script. Im not even gonna try and explain that to you tho lol Remove brutus - or remove the apothican
ModmeBot:
Reply By: Harry Bo21
erm no - i was the cunt who spent 2 hours looking through someone elses pile of dog shit so i could tell you whats wrong and advise against using it ( unless ofc you want a completely mother fucked map )
I was the one who told you how to fix your Apothican servant making invisible zombies - ( fuck i was the one who even posted the page you got it from )
In response to your question "here" I also just told you exactly what to tick in ape, and made you aware the remaining fix that you still need is related to a "callback override in script" - I just said mi no gonna write the code to correct it "for you" - but thats "no help at all?"
Ive merely pointed out that your making a MISTAKE by just throwing every piece of shit you find at a wall to see what sticks - BECAUSE you will just end up, with a completely FUCKED map - and considering im the only prick thats been helping you, but you just spoke to me like that - youll prob get fuck all help at all you ingrate
good day
ModmeBot:
Reply By: TCM
Harry Bo21
erm no - i was the cunt who spent 2 hours looking through someone elses pile of dog shit so i could tell you whats wrong and advise against using it ( unless ofc you want a completely mother fucked map ) I was the one who told you how to fix your apothican servant making invisible zombies I also just told you exactly what to tick in ape, and made you aware the remaining fix that you still need is related to a "callback override in script" - but thats "no help at all?" and ive merely here pointed out that your making a MISTAKE by just throwing every piece of shit you find at a wall to see what sticks - BECAUSE you will just end up, with a completely FUCKED map - and considering im the only prick thats been helping you, but you just spoke to me like that - youll prob get fuck all help at all you ingrate good day
ModmeBot:
Reply By: Harry Bo21
TCM
Harry Bo21 erm no - i was the cunt who spent 2 hours looking through someone elses pile of dog shit so i could tell you whats wrong and advise against using it ( unless ofc you want a completely mother fucked map ) I was the one who told you how to fix your apothican servant making invisible zombies I also just told you exactly what to tick in ape, and made you aware the remaining fix that you still need is related to a "callback override in script" - but thats "no help at all?" and ive merely here pointed out that your making a MISTAKE by just throwing every piece of shit you find at a wall to see what sticks - BECAUSE you will just end up, with a completely FUCKED map - and considering im the only prick thats been helping you, but you just spoke to me like that - youll prob get fuck all help at all you ingrate good day I'm sick and not in the mood to deal with bs, Not to mention you have helped and argued with them for two days, Then told me what I should be doing and laugh and stuff, It is what it is I stay as nice as possible but always a snarky comment when you reply to anyone not just me.
ModmeBot:
Reply By: TCM
Harry Bo21
TCM Harry Bo21 erm no - i was the cunt who spent 2 hours looking through someone elses pile of dog shit so i could tell you whats wrong and advise against using it ( unless ofc you want a completely mother fucked map ) I was the one who told you how to fix your apothican servant making invisible zombies I also just told you exactly what to tick in ape, and made you aware the remaining fix that you still need is related to a "callback override in script" - but thats "no help at all?" and ive merely here pointed out that your making a MISTAKE by just throwing every piece of shit you find at a wall to see what sticks - BECAUSE you will just end up, with a completely FUCKED map - and considering im the only prick thats been helping you, but you just spoke to me like that - youll prob get fuck all help at all you ingrate good day I'm sick and not in the mood to deal with bs, Not to mention you have helped and argued with them for two days, Then told me what I should be doing and laugh and stuff, It is what it is I stay as nice as possible but always a snarky comment when you reply to anyone not just me. if i saw someone walk into a road without looking - i would tell them that was a stupid thing to do if i see someone walking in to problem after problem with the mod tools because they wanna grab EVERYTHNG they come across instead of thinking and taking it slowly - i will tell them they are mindlessly walking in to problems theres nothing insulting - its advice from a stand point of - ive been doing this for years, and if you cant take that? well good luck in this community kid
ModmeBot:
Reply By: Harry Bo21
I called you kid - because compared to me - you most likely are?
and again - i haven't insulted you at all
Writing some little standard GSC cheat menu and some basic extras really makes very little difference in the scheme of things - This is "real" modding, not slapping a aimbot or godmode function together ( Being a youtuber - most definitely means nothing around here ). I was designing entire UIs for expansive 2D joint game ventures, Involved in a extremely large project recreation of the Classic Final Fantasy engines and involved in a successful Metroid clonse when I was younger, makes no difference
If you really were "advanced at GSC" like you claim - you would not be getting stuck with all the things I have seen so far. I remind you again - pretend i'm "being a big meanie" all you like - do you see anyone else answering your questions?
This menu and youtube channel seems far from the "biggest and most widely used one" like you claim, and yes i watched it - im sure those 10 - 15 people thought it was just the bomb. 75% of that is setting Dvars and properties that already exist. Almost every "function" is either a API command or the code is listed on the many - many - MANY posts about this kinda stuff on dodgy sites like se7ensins. This is not real scripting, this is data entry. Congratulations on being one of the "Cheat content mod" creators though pal - that just what people absolutely love to see, ruining their day when they go into online matches - go you!
I wasn't even the only person to point this out either - and informing the creator - Nate : who i taught to script by the way - who hasn't been around in about 2 years - on the most notoriously hated script on the forums ( BECAUSE everyone shoves him in every map regardless of the fact he has pretty massive bugs and issues ) really isn't gonna help anyone. lol come on who do you think you are kidding with that anyway? You didn't ask to help the creator, you asked because it didn't work perfectly straight away and you have no intention of trying to find you why yourself
I sure don't, so maybe its time to drop the attitude - kid
ModmeBot:
Reply By: TCM
Harry Bo21
I called you kid - because compared to me - you most likely are? and again - i haven't insulted you at all Writing some little standard GSC cheat menu and some basic extras really makes very little difference in the scheme of things - This is "real" modding, not slapping a aimbot or godmode function together ( Being a youtuber - most definitely means nothing around here ). I was designing entire UIs for expansive 2D joint game ventures, Involved in a extremely large project recreation of the Classic Final Fantasy engines and involved in a successful Metroid clonse when I was younger, makes no difference If you really were "advanced at GSC" like you claim - you would not be getting stuck with all the things I have seen so far. I remind you again - pretend i'm "being a big meanie" all you like - do you see anyone else answering your questions? This menu and youtube channel seems far from the "biggest and most widely used one" like you claim, and yes i watched it - im sure those 10 - 15 people thought it was just the bomb. 75% of that is setting Dvars and properties that already exist. Almost every "function" is either a API command or the code is listed on the many - many - MANY posts about this kinda stuff on dodgy sites like se7ensins. This is not real scripting, this is data entry. Congratulations on being one of the "Cheat content mod" creators though pal - that just what people absolutely love to see, ruining their day when they go into online matches - go you! I wasn't even the only person to point this out either - and informing the creator - Nate : who i taught to script by the way - who hasn't been around in about 2 years - on the most notoriously hated script on the forums ( BECAUSE everyone shoves him in every map regardless of the fact he has pretty massive bugs and issues ) really isn't gonna help anyone. lol come on who do you think you are kidding with that anyway? You didn't ask to help the creator, you asked because it didn't work perfectly straight away and you have no intention of trying to find you why yourself I sure don't, so maybe its time to drop the attitude - kid
ModmeBot:
Reply By: TrueGamerCalls
You guys realize this is the page for NSZ's Brutus, right?
IDK why you guys turned it into this, but there is a few things I want to say.
1. Mate if you consider Harry to be a prick than you must be ungrateful, look at the shit this mans released, 100+ fucking weapon ports and more.
2. Places like CabCon and shit are easy learning places for Mod Menus (especially BO2) so its not like you're the Jimmy Neutron of scripting.
3. tbh Mod Menus are just boxes, text, dvars, and overrides.
4. The videos you showed in the screenshot are all Ripped Robby, which the dude gets pretty good views on any video relating to BO2 Modding, if you really want to show that your mod menu gets traction, just provide a screenshot with 5 videos from different Youtubers
5. shut the fuck up about your flu
6. "Kid" is just a saying, what kind of privilege do you have?
7. You're on ModMe, not on a Twitter Debate.
I would get back on track with this thread before one of the mods yell at us.
ModmeBot:
Reply By: TCM
TrueGamerCalls
You guys realize this is the page for NSZ's Brutus, right? IDK why you guys turned it into this, but there is a few things I want to say. 1. Mate if you consider Harry to be a prick than you must be ungrateful, look at the shit this mans released, 100+ fucking weapon ports and more. 2. Places like CabCon and shit are easy learning places for Mod Menus (especially BO2) so its not like you're the Jimmy Neutron of scripting. 3. tbh Mod Menus are just boxes, text, dvars, and overrides. 4. The videos you showed in the screenshot are all Ripped Robby, which the dude gets pretty good views on any video relating to BO2 Modding, if you really want to show that your mod menu gets traction, just provide a screenshot with 5 videos from different Youtubers 5. shut the fuck up about your flu 6. "Kid" is just a saying, what kind of privilege do you have? 7. You're on ModMe, not on a Twitter Debate. I would get back on track with this thread before one of the mods yell at us.
ModmeBot:
Reply By: Harry Bo21
lol im just gonna laugh at the fact he pointed out that "its more than just dvars" when "dvars" is just "one" of the things i mentioned ( dvars.... AND engine / api functions and functions other people made and share on those dodgy websites )
and "one or two things you have created" ... LOLOLOLOLOLOLOOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOOLOOL
and if by "have a go at everyone" you mean "point out to people who grab absolutely anything and shove it in over and over and over again" - yes - i do lol
I wouldnt have "put your stuff down" if you hadnt brought it up to "prove" you know "a lot about gsc" either
and never gave you attitude in the first place, just literally said "remove brutus or remove the IDgun" - and told you the answer to your question...
also company? lol uh huh
I had a shit this morning, you wanna know about that?
Also if that video link to "nazi_zombie_beast" was supposed to prove your "skill" - protip, dont bother next time lol. anything that wasnt stock in that - was downloaded of ugx, including the bank, which says UGX BANK at the top, or ugxs zombie counter, the hintstrings are fucked trying to load localized ones that dont exist, your fps is a steady "11", your textures cant even load in, the map is god awful -using textures for a barbed fence around a outside area with no background ( just endless void ), or using the corner brick blend texture as a floor for example, theres nothing at all unique in it and i can tell what few things you have done, because its the dumb stuff you had to use words like "shit" or "beast" in - eg the barrier "hold F to clear this shit" or the colt called "best pistol" lol
^ has more dislikes than likes, even considering how low both numbers are and one of the few comments is "
<span class="style-scope ytd-comment-renderer">Tinne</span>5 years ago
full of glitches and its a bit to "rainbowy/gay" for me. No thanks"
now - lets stop measuring dicks, grow some balls to go with it and move on with life
p.s - learn the meaning of "hypocritical"
ModmeBot:
Reply By: Abnormal202
TCM
" I'm sick and not in the mood to deal with bs" " I am done arguing with you" " I am tired of the arguing"
ModmeBot:
Reply By: ComboMachine
YOU ATE ALL MY BEANS
YobYz:
Hey sorry but why brutus don't hit me, he doesn't do the animation to hit me, yet he's attracted to me but don't do anything more
would there be a trick?
Thanks