Author Topic: Aware14's Zombie and Ai you dont need it  (Read 13033 times)

Thanks but I'll pass, I don't need another edit of a zombie mod, even if it's a very nice edit.

sadly no D: im not that good into scripting to do that
kk cause it made me think of AOM


I just checked these add-ons and I noticed that the server.cs in your Ai_extra add-on is wrong.

Code: [Select]
%error = ForceRequiredAddOn("Script_zombies_addon");

if(%error == $Error::AddOn_Disabled)
{
RotNormalZombie.uiName = "";
HorseArmor.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
   error("ERROR: Script_zombies_addon - required add-on zombies not found");
}
else
{
exec("./Zombie_Boss.cs");
exec("./Zombie_Small.cs");
exec("./Zombie_MiniBoss.cs");
exec("./Zombie_Jungle.cs");
}

If they have gamemode_zombie disabled you remove the rotnormal zombie, and for some reason their horse as well, also "script_zombies_addon" is wrong unless this is supposed to be for another mod.

Change it to this.
Code: [Select]
%error = ForceRequiredAddOn("Gamemode_zombie");

if(%error == $Error::AddOn_Disabled)
{
//RotNormalZombie.uiName = "";
//HorseArmor.uiName = "";
}

if(%error == $Error::AddOn_NotFound)
{
   error("ERROR: Gamemode_zombie - required add-on zombies not found");
}
else
{
exec("./Zombie_Boss.cs");
exec("./Zombie_Small.cs");
exec("./Zombie_MiniBoss.cs");
exec("./Zombie_Jungle.cs");
}

You can also change rotnormalzombie to the name of your zombie if you want it to not appear when the required add-on isn't present.

Also about the boss and mini boss ones you should make them do something interesting, like jump on the ground causing the earth to shake damaging everyone who's on the ground. Also you need to lower their max damage, all variables in the playerdatablock are scaled up when the player is scaled, so while his damage started at 10,000 it ended up being a  50,000.

Not to mention the datablock for mini boss and boss aren't really set up too well, they can't run correctly, and have a few other problems. You could also mess with the maxyawspeed and maxpitchspeed in the boss datablock to make them turn slower.
« Last Edit: September 15, 2009, 01:59:41 PM by Rotondo »

ok

edit: Fixed :cookieMonster:

Not to mention the datablock for mini boss and boss aren't really set up too well, they can't run correctly, and have a few other problems. You could also mess with the maxyawspeed and maxpitchspeed in the boss datablock to make them turn slower.

well i made those befor you updated the Gamemode
« Last Edit: September 15, 2009, 05:11:42 PM by aware14 »

ive run into some trouble :/
My pest its a small little water creature "costom model" wont work ingame :/
Code:
Code: [Select]
datablock PlayerData(PestZombie : PlayerStandardArmor)
{
cameraVerticalOffset = 3;
shapefile = "./pest.dts";
canJet = 0;
mass = 120;
   drag = 0.02;
   density = 0.6;
   runSurfaceAngle = 1;
   jumpSurfaceAngle = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxForwardCrouchSpeed = 0;
   maxSideSpeed = 0;
   maxSideCrouchSpeed = 0;
   maxStepHeight = 0;
    maxUnderwaterSideSpeed = 0;
showEnergyBar = false;

   minJumpSpeed = 0;
   maxJumpSpeed = 200;

rideable = true;
canRide = false;
paintable = true;

   boundingBox = vectorScale(".2 .2 .1", .3); //".2 .2 .2";
   crouchBoundingBox = vectorScale(".2 .2 .1", .3); //".2 .2 .2";
   proneBoundingBox = vectorScale(".2 .2 .1", .3); //".2 .2 .2";

   lookUpLimit = 0.65;
lookDownLimit = 0.45;
   upMaxSpeed = 1;
   upResistSpeed = 1;
   upResistFactor = 1;

attackpower = 40;
maxDamage = 500;
//jumpForce = 40 * 90; //8.3 * 90;
jumpForce = 100 * 90; //8.3 * 90;
jumpsound = "";
BrickDestroyMaxVolume = 250;
BrickMaxJumpHeight = 20;
uiName = "Pest";
rideable = true;
canRide = false;
BrickKillRadius = 1;
skinColor = "0 0 0 1";
FollowAnim = "ArmReadyright";
randomwalk = 1;
SearchRadius = 30;
DoNotZombify = 1;
};
function PestZombie::ondisabled(%this,%obj)
{
parent::ondisabled(%this,%obj);
ZombieDefault::ondisabled(%this,%obj);
}
function PestZombie::onCollision(%this, %obj, %col, %fade, %pos, %norm)
{
parent::oncollision(%this, %obj, %col, %fade, %pos, %norm);
ZombieDefault::onCollision(%this, %obj, %col, %fade, %pos, %norm);
}
function PestZombie::onMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onMount(%a,%player,%vehicle,%d,%e,%f);
parent::onMount(%a,%player,%vehicle,%d,%e,%f);
}
function PestZombie::onUnMount(%a,%player,%vehicle,%d,%e,%f)
{
ZombieDefault::onUnMount(%a,%player,%vehicle,%d,%e,%f);
parent::onUnMount(%a,%player,%vehicle,%d,%e,%f);
}
function PestZombie::onAdd(%this,%obj)
{
parent::onAdd(%this,%obj);
ZombieDefault::onAdd(%this,%obj);
if(getrandom(0,10) == 3)
{
%obj.name = "Pest";
return;
}
%obj.name = "Pest";
schedule(15,0,Pestify,%obj);
//national socialistfy(%obj);
//schedule(20,0,ghostifybot,%obj);
//%obj.playthread(1,armreadyright);
//%obj.setarmthread(crouch);

//%obj.schedule(20,setfacename,smileyblonde);
//%obj.schedule(20,setdecalname,"mod-suit");
}
function Pestify(%obj)
{
%obj.setnodecolor("ALL",%obj.chestcolor);
}

is there something wrong? becuse i cant tell

epic i really like it.  :cookieMonster: i give you  :cookie:x1000

I meant run as in when they physically are walking around, they slide around like crazy.

Also you need all the player animations for custom models to work. Look at the horse add-on for example of all the animations you need.

Bump becuse i added an Ai_Badspot becuse i saw a request.

oh god!
its the hammer!!!!!



i downloaded.They look cool.

Badspot's avatar is not the Blockhead...

Go look up his current avatar, and by the way, he would just ban you not run around hitting you with a hammer.

What have you done.....



I don't want this "ai" turning into another City Rp