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Adding zombie spawners bo3 modtools5/20/2023 ![]() Zombie_utility::set_zombie_var( "penalty_no_revive", 0.10, true, column ) // Percentage of money you lose if you let a teammate die Zombie_utility::set_zombie_var( "player_base_health", 100 ) // Base health of a player Zombie_utility::set_zombie_var( "game_start_delay", 0, false, column ) // How much time to give people a break before starting spawning Zombie_utility::set_zombie_var( "zombie_intermission_time", 15 ) // Length of time to show the end of game stats Zombie_utility::set_zombie_var( "zombie_between_round_time", 10 ) // How long to pause after the round ends Zombie_utility::set_zombie_var( "zombie_use_failsafe", true ) // Will slowly kill zombies who are stuck Zombie_utility::set_zombie_var( "spectators_respawn", true ) // Respawn in the spectators in between rounds Zombie_utility::set_zombie_var( "below_world_check", -1000 ) //Ĝheck height to see if a zombie has fallen through the world. Zombie_utility::set_zombie_var( "zombie_ai_per_player", 6, false, column ) // additional zombie modifier for each player in the game Zombie_utility::set_zombie_var( "zombie_max_ai", 24, false, column ) //ěase number of zombies per player (modified by round #) Zombie_utility::set_zombie_var( "zombie_move_speed_multiplier_easy", 2, false, column ) // Multiply by the round number to give the base speed value. Zombie_utility::set_zombie_var( "zombie_move_speed_multiplier", 4, false, column ) // Multiply by the round number to give the base speed value. Zombie_utility::set_zombie_var( "zombie_new_runner_interval", 10, false, column ) // Interval between changing walkers who are too far away into runners This is modified based on the round number. Zombie_utility::set_zombie_var( "zombie_spawn_delay", 2.0, true, column ) // Time to wait between spawning zombies. Zombie_utility::set_zombie_var( "zombie_health_start", 150, false, column ) // starting health of a zombie at round 1 ![]() Zombie_utility::set_zombie_var( "zombie_health_increase_multiplier",0.1, true, column ) // after round 10 multiply the zombies' starting health by this amount Zombie_utility::set_zombie_var( "zombie_health_increase", 100, false, column ) // cumulatively add this to the zombies' starting health each round (up to round 10) zombie_utility::set_zombie_var( identifier, value, float, column ) Level.zm_loc_types = // List of normal zombie spawners (other types will be added in the zone manager) ![]() Level.zombie_respawns = 0 // Total number of zombies that need to be respawned due to cleanup Level.zombie_total = 0 // Total number of zombies left to spawn ayer_starting_points = level.round_number * 500 Level.headshots_only = GetGametypeSetting( "headshotsonly" ) Level.enable_magic = GetGametypeSetting( "magic" ) ![]() Level.start_round = GetGametypeSetting( "startRound" ) Level.start_weapon = fault_laststandpistol Level.laststandpistol = fault_laststandpistol // so we dont get the uber colt when we're knocked out fault_solo_laststandpistol = GetWeapon( "pistol_standard_upgraded" ) fault_laststandpistol = GetWeapon( "pistol_standard" ) Note 2: This tutorial doesn't cover other aspect of customisation like Head Aliases, sub models but those are self explanatory.// used to a check in last stand for players to become zombies Note 1: Models from older COD are very hard to get working as the animation require BO3 rigged bodies It is up to you to obtain the models you want to import but here is some guidance on what is required to match Black Ops 3 Zombies: Now you are ready to edit the Character Asset which contains the models as shown here:.Select the Archertype you just created, go down to the Character Models, remove all the entries and enter your newly created Character(s), example:.Again copy it and paste into your own GDT with the name you want, for example:.Select the Variant, right click and do Derive, replace variant by spawner.Select the new archetype, right click and do Derive, replace archetype by variant.Now go back to your newly created GDT and paste the item, you will need to rename but keep a similar structure, for example:.Select and copy the item shown below for Der Rise Zombies.Create your own GDT in BO3root\source_data in APE.You can have up to 8 Characters per Spawner but using aliases within Character Asset you can have a multitude of variation (heads/ hats, etc.) These are the assets that will contain the various models. Inside the Archetype you will find Character Models:.Note: No changes are made to either Variant or Spawner derived spawners A Spawner is then present (derived from Variant) and this is the actual asset that will be available in Radiant to be dropped.A variant is also present (derived from Archetype), for slight changes within the Archetype (untested).An Archetype asset contains the Character definition as well as AI settings, you can lookup the example in Modtools:.Everything is done in APE - No Scripting.
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