Author Topic: FM's Napalm Zombie  (Read 2622 times)

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Offline fanmagic

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FM's Napalm Zombie

« on: June 02, 2017, 01:54:28 am »
FM's Napalm Zombie

I made this boss a while ago and and I would like to share it with you now.  ::)
He has basiclly all the features from the one in Black Ops and one or two new ones.
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_____________________________________________________________________

1. Create a zombie spawner with these kvp's:
Code: [Select]
targetname 			- 	napalmboss
count - 9999
script_forcespawn         - 1
spawnflags - 3
script_noteworthy         - zombie_spawner
________________________________________________

2. Extract the downloaded files.
________________________________________________

3. In your 'MAPNAME'.gsc add this:
Code: [Select]
maps\fm_napalm::init();
Under this:
Code: [Select]
maps\_zombiemode::main();
________________________________________________

5. Add this to your PreCacheMyFx() function in your 'MAPNAME'.gsc:
Code: [Select]
level._effect["fx_explosion_charge_large"]	= LoadFx ( "explosions/fx_explosion_charge_large" );
level._effect["napalm_head"] = LoadFx ( "fm/napalm_head" );
________________________________________________

6. Add this to your mod.csv:
Code: [Select]
fx,fm/napalm_head
fx,explosions/fx_explosion_charge_large
________________________________________________

7. Change the values for the Napalm if you want.
________________________________________________

8. Compile your map and build mod.
________________________________________________

Please give credits to MakeCents, BluntStuffy and me.
I hope you like it. Enjoy :)
« Last Edit: June 02, 2017, 04:04:57 am by fanmagic »
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Offline Pieternba2k

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Re: FM's Napalm Zombie

« Reply #1 on: June 12, 2017, 10:14:37 am »
Nice tutorial, however he is just standing still when compiling my map, maybe its because the targetname does not focus on my start_zone?
My maps:
Pietercity v1.0
Matrix V1.1

Offline gympie6

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Re: FM's Napalm Zombie

« Reply #2 on: June 13, 2017, 02:52:32 pm »
That's because this zombie spawner needs a barricade to go further.

Offline IamTIMMEHHH

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Re: FM's Napalm Zombie

« Reply #3 on: June 13, 2017, 09:57:07 pm »
I like the idea but the fx for being near you are really buggy and he doesn't explode when he is close enough for it, so it's not really the napalm zombie it's just a normal zombie that explodes on death.
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Offline Pieternba2k

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Re: FM\'s Napalm Zombie

« Reply #4 on: June 13, 2017, 11:55:18 pm »
That's because this zombie spawner needs a barricade to go further.

yes thank you :)

Double Post Merge: June 13, 2017, 11:56:12 pm
I like the idea but the fx for being near you are really buggy and he doesn't explode when he is close enough for it, so it's not really the napalm zombie it's just a normal zombie that explodes on death.

Iknow what you mean but atleast he tried :p
there are lot of people that got it fully working without wanting to share anything
« Last Edit: June 13, 2017, 11:56:12 pm by Pieternba2k »

Offline fanmagic

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Re: FM's Napalm Zombie

« Reply #5 on: June 14, 2017, 12:12:15 pm »
I like the idea but the fx for being near you are really buggy and he doesn't explode when he is close enough for it, so it's not really the napalm zombie it's just a normal zombie that explodes on death.
He explodes when you are 5 seconds close to him. And he makes radius damage and he changes his speed after you shoot him. So he's not just a "normal" zombie.
And it's "FM's Napalm Zombie" - my own version of a napalm with the basics and modified features of the one from Black Ops. :)

Thank you for sharing your opinion.

Offline Pieternba2k

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Re: FM's Napalm Zombie

« Reply #6 on: June 14, 2017, 12:35:27 pm »
He explodes when you are 5 seconds close to him. And he makes radius damage and he changes his speed after you shoot him. So he's not just a "normal" zombie.
And it's "FM's Napalm Zombie" - my own version of a napalm with the basics and modified features of the one from Black Ops. :)

yo man thanks alot, can you please add me on steam got a little question about the script,
steam: pieternba

Thanks alot :)

Offline Cannonthecat

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Re: FM's Napalm Zombie

« Reply #7 on: June 15, 2017, 12:01:39 am »
What round does he spawn on?

Offline Pieternba2k

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Re: FM's Napalm Zombie

« Reply #8 on: June 15, 2017, 03:55:43 am »
What round does he spawn on?

6 look at the script before asking questions ;)

Offline fanmagic

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Re: FM's Napalm Zombie

« Reply #9 on: June 15, 2017, 05:54:53 am »
What round does he spawn on?
I think that he spawns after 6 rounds.

Offline Pieternba2k

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Re: FM's Napalm Zombie

« Reply #10 on: June 17, 2017, 03:02:20 am »
Is it possible to get the napalm model from black ops 1? :o

Offline fanmagic

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Re: FM's Napalm Zombie

« Reply #11 on: June 17, 2017, 12:47:45 pm »
Is it possible to get the napalm model from black ops 1? :o
Sure - it's possible. You only have to port the model to WaW and set the zombie model to the ported one.

Offline Pieternba2k

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Re: FM's Napalm Zombie

« Reply #12 on: June 18, 2017, 01:19:42 am »
Sure - it's possible. You only have to port the model to WaW and set the zombie model to the ported one.

could you please help me with this? i dont have the model nor do I know how to change the model in this script?
If you dont have the model could you atleast help me with scripting on how to change this model?
Thanks alot :)

Offline Pieternba2k

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Re: FM's Napalm Zombie

« Reply #13 on: June 19, 2017, 05:12:26 am »
Sure - it's possible. You only have to port the model to WaW and set the zombie model to the ported one.

what do we have to edit in the script in order to change the model?
Thanks alot

Offline IamTIMMEHHH

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Re: FM's Napalm Zombie

« Reply #14 on: July 10, 2017, 08:57:02 am »
still like it tho :p