Post by ubiquitous on Jul 21, 2011 2:36:44 GMT -5
Alright lets do this now that I got a few minutes to spare. In order to spawn zombies in other areas it is not really that hard. At the same time not every type of zombie can be spawned at the same time in an area at least not as of yet I will be working on that when I got more time.
Things requiring modification:
***For this example/tutorial the safehouse will be used***
Missions.txt
Ok so in this one we need to make a simple mission or take advantage of one that has already been made. I prefer a new mission since if it breaks your game you can always delete it and everything will be ok.
Basic mission template:
Ok the objective in the mission is not the best to use as once the poster has seen the mission will end so you will want to set a different objective if you use it the way it is.
Let's break down the code the important part is the
cMissionZombieFactory
-Amount# = "# Value" Amount of zombies spawned.
-Type# = "zombie type" This is where you choose the zombie type you want spawned. It is limited as of now but you will still have a good amount of freedom.
-ZombieWarehouseName = "Warehouse_Name" This is where you choose which warehouse will be used. These are created in each levels.txt and it sets the location of where zombies spawn.
Now that your mission is complete we will save that and move on to the next file that needs modification.
Safehouse.txt
All warehouse zones are created here. These are in a way a boundary where zombies are allowed to spawn. Some contain a lot of vertex but you can make a simple one as I will show in here.
Place into your safehouse.txt file
That zombie warehouse creates a square area spawn that is between the tables close to the wall closes to the restroom in the cafeteria.
Ok last but not least the most important file needed in order for the zombies to spawn or you will not get em to work correctly.
Zombiesets.txt
Inside this file all information pertains to which zombie spawns in which area. You must locate the safehouse coding so you can modify the entry. Some will have multiple entries and I tried it with the safehouse but I am not sure how these are chosen yet so this is where the limitation comes in.
Ok first things first ignore this >_>
// AUTOGENERATED BY MIDDEN , DO NOT EDIT BY HAND
next locate safehouse code
easy enough now lets locate a section that contains the zombies you want spawned. In my mission I used
So lets locate a section that contains both of these zombies
Ok done we got all parts needed to complete our work Copy that code into the cZombieLoadSet LEVEL_SAFEHOUSE code block and erase the other entry that was in that code block so it reads this
Notice Start was set to 0 so that it starts at game time 12a.m. which is 0 and End was set to a high number to prevent zombies from not spawning due to time frame ending.
Ok save and you are done!
The limitation comes into play where only zombies can be spawned if the code section remains the same as the original. You can not make custom ZombieSets or at least not as of yet.
For example in the entry above
You could replace one of the types with "Looter" but the type will not spawn at all. I haven't tried other things yet so it might or might not be possible but for now it still gives you quite a bit of freedom to play around.
Things requiring modification:
- Missions.txt
- (Level_File).txt
- Zombiesets.txt
***For this example/tutorial the safehouse will be used***
Missions.txt
Ok so in this one we need to make a simple mission or take advantage of one that has already been made. I prefer a new mission since if it breaks your game you can always delete it and everything will be ok.
Basic mission template:
cMissionDefinition Basic_Mission_Layout
{
CantFailOnLevel = "SAFEHOUSE"
Color = "13058304"
DebugSpawnPoint = "Start"
DescriptionSummary = "80568"
DisplayName = "80040"
Duration = "380000"
IgnoreAction = "false"
LevelToStartAtIfDebuggingMission = "SAFEHOUSE"
MissionType = "4" //4 places into scoops in debug 8 into cases
ShowInDebugMenu = "true"
ShowInHUD = "false"
StartTime = "0"
cMissionObjective ObjectiveEvents
{
//Create mission objectives so mission won't finish
cMissionObjectiveEvent Basic_Objective_Set
{
EventString = "PosterSeen_LaserSword"
}
}
cMissionLevelReady Events_That_Load_When_Level_Loads
{
LevelName = "LEVEL_SAFEHOUSE"
cMissionZombieFactory Zombie_Types_to_Spawn
{
Amount0 = "5" //Amount to spawn of certain type
Amount1 = "10"
Amount2 = "10"
Amount3 = "2"
ClumpDiameterDelta = "3.0"
Type0 = "zombie_tir" //This is the zombie type spawned for amount0
Type1 = "mercenary_tk"
Type2 = "zombie_dealer"
Type3 = "zombie_fat"
ZombieWarehouseName = "CafeteriaZombies"
}
}
} // Mission End
Ok the objective in the mission is not the best to use as once the poster has seen the mission will end so you will want to set a different objective if you use it the way it is.
Let's break down the code the important part is the
cMissionZombieFactory
-Amount# = "# Value" Amount of zombies spawned.
-Type# = "zombie type" This is where you choose the zombie type you want spawned. It is limited as of now but you will still have a good amount of freedom.
-ZombieWarehouseName = "Warehouse_Name" This is where you choose which warehouse will be used. These are created in each levels.txt and it sets the location of where zombies spawn.
Now that your mission is complete we will save that and move on to the next file that needs modification.
Safehouse.txt
All warehouse zones are created here. These are in a way a boundary where zombies are allowed to spawn. Some contain a lot of vertex but you can make a simple one as I will show in here.
Place into your safehouse.txt file
cZombieWarehouse SafeLooters
{
cPolygonSmall Looters_R219
{
Height = "2.0"
NumVertex = "4"
Vertex0 = "-2.8,-1.12,20.6"
Vertex1 = "-5.4,-1.10,20.5"
Vertex2 = "-4.4,-1.10,23.4"
Vertex3 = "-2.7,-1.10,23.4"
}
}
That zombie warehouse creates a square area spawn that is between the tables close to the wall closes to the restroom in the cafeteria.
Ok last but not least the most important file needed in order for the zombies to spawn or you will not get em to work correctly.
Zombiesets.txt
Inside this file all information pertains to which zombie spawns in which area. You must locate the safehouse coding so you can modify the entry. Some will have multiple entries and I tried it with the safehouse but I am not sure how these are chosen yet so this is where the limitation comes in.
Ok first things first ignore this >_>
// AUTOGENERATED BY MIDDEN , DO NOT EDIT BY HAND
next locate safehouse code
cZombieLoadSet LEVEL_SAFEHOUSE
{
cZombieLoadSetEntry e0
{
start = "291600" //Day 4 at 9:0
end = "752400" //Day 9 at 17:0
type0 = "zombie_skinny" // 2200
type1 = "zombie_fat_female" // 4828
type2 = "zombie_gas" // 1740
number = "3"
total_cost = "8768"
total_vert = "7031"
}
// HWM: 8768 Entry 0
}
easy enough now lets locate a section that contains the zombies you want spawned. In my mission I used
Type0 = "zombie_tir"
Type1 = "mercenary_tk"
So lets locate a section that contains both of these zombies
cZombieLoadSetEntry e5
{
start = "241200" //Day 3 at 19:0
end = "259200" //Day 4 at 0:0
type0 = "zombie_skinny" // 2200
type1 = "zombie_fat" // 6176
type2 = "zombie_fat_female" // 4828
type3 = "zombie_maintenance" // 640
type4 = "zombie_tir" // 840
type5 = "zombie_dealer" // 684
type6 = "zombie_construction" // 828
type7 = "zombie_protester_female" // 1560
type8 = "mercenary_tk" // 1088
number = "9"
total_cost = "18844"
total_vert = "13219"
}
Ok done we got all parts needed to complete our work Copy that code into the cZombieLoadSet LEVEL_SAFEHOUSE code block and erase the other entry that was in that code block so it reads this
cZombieLoadSet LEVEL_SAFEHOUSE
{
cZombieLoadSetEntry e0
{
start = "0" //Day 3 at 19:0
end = "518400" //Day 4 at 0:0
type0 = "zombie_skinny" // 2200
type1 = "zombie_fat" // 6176
type2 = "zombie_fat_female" // 4828
type3 = "zombie_maintenance" // 640
type4 = "zombie_tir" // 840
type5 = "zombie_dealer" // 684
type6 = "zombie_construction" // 828
type7 = "zombie_protester_female" // 1560
type8 = "mercenary_tk" // 1088
number = "9"
total_cost = "18844"
total_vert = "13219"
}
// HWM: 8768 Entry 0
}
Notice Start was set to 0 so that it starts at game time 12a.m. which is 0 and End was set to a high number to prevent zombies from not spawning due to time frame ending.
Ok save and you are done!
The limitation comes into play where only zombies can be spawned if the code section remains the same as the original. You can not make custom ZombieSets or at least not as of yet.
For example in the entry above
cZombieLoadSetEntry e0
{
start = "291600" //Day 4 at 9:0
end = "752400" //Day 9 at 17:0
type0 = "zombie_skinny" // 2200
type1 = "zombie_fat_female" // 4828
type2 = "zombie_gas" // 1740
number = "3"
total_cost = "8768"
total_vert = "7031"
}
You could replace one of the types with "Looter" but the type will not spawn at all. I haven't tried other things yet so it might or might not be possible but for now it still gives you quite a bit of freedom to play around.