Call of duty bo3: ZM Cleanup

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Revision as of 01:11, 24 February 2018 by Zeroy (talk | contribs) (Created page with "== Explanation == This code here will allow for 2 things: <br> * Removing and re-spawning Zombies too far from the player into a zone closer to the player * Add Point Of Inte...")
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Explanation

This code here will allow for 2 things:

  • Removing and re-spawning Zombies too far from the player into a zone closer to the player
  • Add Point Of Interest using "dog_location" for Zombies during Solo Revive or Zombie Blood

Code

  • In your Map GSC, before the first Main function add this:


#using scripts\zm\zm_giant_cleanup_mgr;
  • After the zm_usermap::main() in the Main function add this:


	level.enemy_location_override_func = &enemy_location_override;
	level.no_target_override = &no_target_override;
  • Now after the main function add this new functions:


function enemy_location_override( zombie, enemy )
{
	AIProfile_BeginEntry( "factory-enemy_location_override" );

	if ( IS_TRUE( zombie.is_trapped ) )
	{
		AIProfile_EndEntry();
		return zombie.origin;
	}

	AIProfile_EndEntry();
	return undefined;
}

// --------------------------------
//	NO TARGET OVERRIDE
// --------------------------------
function validate_and_set_no_target_position( position )
{
	if( IsDefined( position ) )
	{
		goal_point = GetClosestPointOnNavMesh( position.origin, 100 );
		if( IsDefined( goal_point ) )
		{
			self SetGoal( goal_point );
			self.has_exit_point = 1;
			return true;
		}
	}
	
	return false;
}

function no_target_override( zombie )
{
	if( isdefined( zombie.has_exit_point ) )
	{
		return;
	}
	
	players = level.players;
	
	dist_zombie = 0;
	dist_player = 0;
	dest = 0;

	if ( isdefined( level.zm_loc_types[ "dog_location" ] ) )
	{
		locs = array::randomize( level.zm_loc_types[ "dog_location" ] );
		
		for ( i = 0; i < locs.size; i++ )
		{
			found_point = false;
			foreach( player in players )
			{
				if( player laststand::player_is_in_laststand() )
				{
					continue;
				}
				
				away = VectorNormalize( self.origin - player.origin );
				endPos = self.origin + VectorScale( away, 600 );
				dist_zombie = DistanceSquared( locs[i].origin, endPos );
				dist_player = DistanceSquared( locs[i].origin, player.origin );
		
				if ( dist_zombie < dist_player )
				{
					dest = i;
					found_point= true;
				}
				else
				{
					found_point = false;
				}
			}
			if( found_point )
			{
				if( zombie validate_and_set_no_target_position( locs[i] ) )
				{
					return;
				}
			}
		}
	}
	
	
	escape_position = zombie giant_cleanup::get_escape_position_in_current_zone();
			
	if( zombie validate_and_set_no_target_position( escape_position ) )
	{
		return;
	}
	
	escape_position = zombie giant_cleanup::get_escape_position();
	
	if( zombie validate_and_set_no_target_position( escape_position ) )
	{
		return;
	}
	
	zombie.has_exit_point = 1;
	
	zombie SetGoal( zombie.origin );
}

Zone File

  • In your Zone file add this line:


scriptparsetree,scripts/zm/zm_giant_cleanup_mgr.gsc

Credits

This is Treyarch's code, as seen in The Giant

~~