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need help playen anime on custom zombie

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Created 7 years ago
by AllMoDs
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need help i mad ai zombies with my bones not cod just got cod bones i need 2 not a get error
i need to no how to set up the anime for it the walk shoot and run i looked at dogs and other stuff to not see how help if you can ty
Marked as best answer by AllMoDs 7 years ago
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dude, maybe instead of making the text all big and bold just use normal complete sentences? Maybe you're not actually from the usa and use some translator, or maybe i dont understand it because i'm not from the usa, or i'm to old or something but it's 50% guessing for me what you actually ask here..

Anyways.. If you get an error with your custom models about missing bones you do just need to add them. Bones like tag_eye and a few others simply need to be on an ai or the game will crash. If you get another error, let us know what the error actually is. If you need 2 not a get error, then i dont know man..  ??? :-\

Animations for zombies are setup in _zombiemode:
Code Snippet
Plaintext
init_standard_zombie_anims()
{
// deaths
level.scr_anim["zombie"]["death1"] = %ai_zombie_death_v1;
level.scr_anim["zombie"]["death2"] = %ai_zombie_death_v2;
level.scr_anim["zombie"]["death3"] = %ai_zombie_crawl_death_v1;
level.scr_anim["zombie"]["death4"] = %ai_zombie_crawl_death_v2;

// run cycles

level.scr_anim["zombie"]["walk1"] = %ai_zombie_walk_v1;
level.scr_anim["zombie"]["walk2"] = %ai_zombie_walk_v2;
level.scr_anim["zombie"]["walk3"] = %ai_zombie_walk_v3;
level.scr_anim["zombie"]["walk4"] = %ai_zombie_walk_v4;

level.scr_anim["zombie"]["run1"] = %ai_zombie_walk_fast_v1;
level.scr_anim["zombie"]["run2"] = %ai_zombie_walk_fast_v2;
level.scr_anim["zombie"]["run3"] = %ai_zombie_walk_fast_v3;
level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v2;
level.scr_anim["zombie"]["run5"] = %ai_zombie_run_v4;
level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v3;
//level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v1;
//level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v4;

level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint2"] = %ai_zombie_sprint_v2;
level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v2;
//level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v3;
//level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v4;
//level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v5;

// run cycles in prone
level.scr_anim["zombie"]["crawl1"] = %ai_zombie_crawl;
level.scr_anim["zombie"]["crawl2"] = %ai_zombie_crawl_v1;
level.scr_anim["zombie"]["crawl3"] = %ai_zombie_crawl_v2;
level.scr_anim["zombie"]["crawl4"] = %ai_zombie_crawl_v3;
level.scr_anim["zombie"]["crawl5"] = %ai_zombie_crawl_v4;
level.scr_anim["zombie"]["crawl6"] = %ai_zombie_crawl_v5;
level.scr_anim["zombie"]["crawl_hand_1"] = %ai_zombie_walk_on_hands_a;
level.scr_anim["zombie"]["crawl_hand_2"] = %ai_zombie_walk_on_hands_b;




level.scr_anim["zombie"]["crawl_sprint1"] = %ai_zombie_crawl_sprint;
level.scr_anim["zombie"]["crawl_sprint2"] = %ai_zombie_crawl_sprint_1;
level.scr_anim["zombie"]["crawl_sprint3"] = %ai_zombie_crawl_sprint_2;

if( !isDefined( level._zombie_melee ) )
{
level._zombie_melee = [];
}
if( !isDefined( level._zombie_walk_melee ) )
{
level._zombie_walk_melee = [];
}
if( !isDefined( level._zombie_run_melee ) )
{
level._zombie_run_melee = [];
}

level._zombie_melee["zombie"] = [];
level._zombie_walk_melee["zombie"] = [];
level._zombie_run_melee["zombie"] = [];

level._zombie_melee["zombie"][0] = %ai_zombie_attack_forward_v1;
level._zombie_melee["zombie"][1] = %ai_zombie_attack_forward_v2;
level._zombie_melee["zombie"][2] = %ai_zombie_attack_v1;
level._zombie_melee["zombie"][3] = %ai_zombie_attack_v2;
level._zombie_melee["zombie"][4] = %ai_zombie_attack_v1;
level._zombie_melee["zombie"][5] = %ai_zombie_attack_v4;
level._zombie_melee["zombie"][6] = %ai_zombie_attack_v6;
level._zombie_run_melee["zombie"][0] = %ai_zombie_run_attack_v1;
level._zombie_run_melee["zombie"][1] = %ai_zombie_run_attack_v2;
level._zombie_run_melee["zombie"][2] = %ai_zombie_run_attack_v3;
level.scr_anim["zombie"]["walk5"] = %ai_zombie_walk_v6;
level.scr_anim["zombie"]["walk6"] = %ai_zombie_walk_v7;
level.scr_anim["zombie"]["walk7"] = %ai_zombie_walk_v8;
level.scr_anim["zombie"]["walk8"] = %ai_zombie_walk_v9;

if( isDefined( level.zombie_anim_override ) )
{
[[ level.zombie_anim_override ]]();
}
......
.....
.....
.....
basicly if you give them a full set of anims and have their animname setup right, the rest should work by itself. Zombies dont use shooting anims though, so you need to script them in yourself, or look at how normal AI does it.
( if you setup stuff like aitype etc correctly you can make the ai shoot his weapon by adding a notetrack named 'fire' in the animation on the frame it needs to shoot )
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dude, maybe instead of making the text all big and bold just use normal complete sentences? Maybe you're not actually from the usa and use some translator, or maybe i dont understand it because i'm not from the usa, or i'm to old or something but it's 50% guessing for me what you actually ask here..

Anyways.. If you get an error with your custom models about missing bones you do just need to add them. Bones like tag_eye and a few others simply need to be on an ai or the game will crash. If you get another error, let us know what the error actually is. If you need 2 not a get error, then i dont know man..  ??? :-\

Animations for zombies are setup in _zombiemode:
Code Snippet
Plaintext
init_standard_zombie_anims()
{
// deaths
level.scr_anim["zombie"]["death1"] = %ai_zombie_death_v1;
level.scr_anim["zombie"]["death2"] = %ai_zombie_death_v2;
level.scr_anim["zombie"]["death3"] = %ai_zombie_crawl_death_v1;
level.scr_anim["zombie"]["death4"] = %ai_zombie_crawl_death_v2;

// run cycles

level.scr_anim["zombie"]["walk1"] = %ai_zombie_walk_v1;
level.scr_anim["zombie"]["walk2"] = %ai_zombie_walk_v2;
level.scr_anim["zombie"]["walk3"] = %ai_zombie_walk_v3;
level.scr_anim["zombie"]["walk4"] = %ai_zombie_walk_v4;

level.scr_anim["zombie"]["run1"] = %ai_zombie_walk_fast_v1;
level.scr_anim["zombie"]["run2"] = %ai_zombie_walk_fast_v2;
level.scr_anim["zombie"]["run3"] = %ai_zombie_walk_fast_v3;
level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v2;
level.scr_anim["zombie"]["run5"] = %ai_zombie_run_v4;
level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v3;
//level.scr_anim["zombie"]["run4"] = %ai_zombie_run_v1;
//level.scr_anim["zombie"]["run6"] = %ai_zombie_run_v4;

level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint2"] = %ai_zombie_sprint_v2;
level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v1;
level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v2;
//level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v3;
//level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v4;
//level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v5;

// run cycles in prone
level.scr_anim["zombie"]["crawl1"] = %ai_zombie_crawl;
level.scr_anim["zombie"]["crawl2"] = %ai_zombie_crawl_v1;
level.scr_anim["zombie"]["crawl3"] = %ai_zombie_crawl_v2;
level.scr_anim["zombie"]["crawl4"] = %ai_zombie_crawl_v3;
level.scr_anim["zombie"]["crawl5"] = %ai_zombie_crawl_v4;
level.scr_anim["zombie"]["crawl6"] = %ai_zombie_crawl_v5;
level.scr_anim["zombie"]["crawl_hand_1"] = %ai_zombie_walk_on_hands_a;
level.scr_anim["zombie"]["crawl_hand_2"] = %ai_zombie_walk_on_hands_b;




level.scr_anim["zombie"]["crawl_sprint1"] = %ai_zombie_crawl_sprint;
level.scr_anim["zombie"]["crawl_sprint2"] = %ai_zombie_crawl_sprint_1;
level.scr_anim["zombie"]["crawl_sprint3"] = %ai_zombie_crawl_sprint_2;

if( !isDefined( level._zombie_melee ) )
{
level._zombie_melee = [];
}
if( !isDefined( level._zombie_walk_melee ) )
{
level._zombie_walk_melee = [];
}
if( !isDefined( level._zombie_run_melee ) )
{
level._zombie_run_melee = [];
}

level._zombie_melee["zombie"] = [];
level._zombie_walk_melee["zombie"] = [];
level._zombie_run_melee["zombie"] = [];

level._zombie_melee["zombie"][0] = %ai_zombie_attack_forward_v1;
level._zombie_melee["zombie"][1] = %ai_zombie_attack_forward_v2;
level._zombie_melee["zombie"][2] = %ai_zombie_attack_v1;
level._zombie_melee["zombie"][3] = %ai_zombie_attack_v2;
level._zombie_melee["zombie"][4] = %ai_zombie_attack_v1;
level._zombie_melee["zombie"][5] = %ai_zombie_attack_v4;
level._zombie_melee["zombie"][6] = %ai_zombie_attack_v6;
level._zombie_run_melee["zombie"][0] = %ai_zombie_run_attack_v1;
level._zombie_run_melee["zombie"][1] = %ai_zombie_run_attack_v2;
level._zombie_run_melee["zombie"][2] = %ai_zombie_run_attack_v3;
level.scr_anim["zombie"]["walk5"] = %ai_zombie_walk_v6;
level.scr_anim["zombie"]["walk6"] = %ai_zombie_walk_v7;
level.scr_anim["zombie"]["walk7"] = %ai_zombie_walk_v8;
level.scr_anim["zombie"]["walk8"] = %ai_zombie_walk_v9;

if( isDefined( level.zombie_anim_override ) )
{
[[ level.zombie_anim_override ]]();
}
......
.....
.....
.....
basicly if you give them a full set of anims and have their animname setup right, the rest should work by itself. Zombies dont use shooting anims though, so you need to script them in yourself, or look at how normal AI does it.
( if you setup stuff like aitype etc correctly you can make the ai shoot his weapon by adding a notetrack named 'fire' in the animation on the frame it needs to shoot )



I've seen all that but how do I get my zombie to run the right ones
i added cod bones i need  model is in game no anime on it
do i set up my own init_standard_zombie_anims() for my zombie
and if so how i did it once didnt work my have dun it rong
Last Edit: October 05, 2017, 07:41:37 pm by AllMoDs
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It all depends on how you setup your ai, and how you spawn them and what scripts you run on them.



If your ai is using _zombiemode_spawner, there it's using the .animname to set the run-anims:
Code Snippet
Plaintext
set_zombie_run_cycle()
{
self set_run_speed();

death_anims = level._zombie_deaths[self.animname];

self.deathanim = random(death_anims);

//if(level.round_number < 3)
//{
// self.zombie_move_speed = "walk";
//}

switch(self.zombie_move_speed)
{
case "walk":
var = randomintrange(1, 8);         
self set_run_anim( "walk" + var );                         
self.run_combatanim = level.scr_anim[self.animname]["walk" + var];
break;
case "run":                               
var = randomintrange(1, 6);
self set_run_anim( "run" + var );               
self.run_combatanim = level.scr_anim[self.animname]["run" + var];
break;
case "sprint":                             
var = randomintrange(1, 4);
self set_run_anim( "sprint" + var );                       
self.run_combatanim = level.scr_anim[self.animname]["sprint" + var];
break;
}
}



You would have to add an exception in animscripts\melee.gsc to make melee anims work:
Code Snippet
Plaintext
pick_zombie_melee_anim( zombie_guy )
{
melee_anim = undefined;
if ( zombie_guy.has_legs )
{
switch(zombie_guy.zombie_move_speed)
{

case "walk":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_walk_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;

case "run":
case "sprint":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_run_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;
}
}
else if(zombie_guy.a.gib_ref == "no_legs")
{
// if zombie have no legs whatsoever.
melee_anim = random(level._zombie_stumpy_melee[zombie_guy.animname]);

}
else
{
  melee_anim = random(level._zombie_melee_crawl[zombie_guy.animname]);
}

return melee_anim;
}


as you can see it's using for example:
level.scr_anim[self.animname]["walk" + var]
level._zombie_melee[zombie_guy.animname]
wich is the stuff you set in _zombiemode
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It all depends on how you setup your ai, and how you spawn them and what scripts you run on them.



If your ai is using _zombiemode_spawner, there it's using the .animname to set the run-anims:
Code Snippet
Plaintext
set_zombie_run_cycle()
{
self set_run_speed();

death_anims = level._zombie_deaths[self.animname];

self.deathanim = random(death_anims);

//if(level.round_number < 3)
//{
// self.zombie_move_speed = "walk";
//}

switch(self.zombie_move_speed)
{
case "walk":
var = randomintrange(1, 8);         
self set_run_anim( "walk" + var );                         
self.run_combatanim = level.scr_anim[self.animname]["walk" + var];
break;
case "run":                               
var = randomintrange(1, 6);
self set_run_anim( "run" + var );               
self.run_combatanim = level.scr_anim[self.animname]["run" + var];
break;
case "sprint":                             
var = randomintrange(1, 4);
self set_run_anim( "sprint" + var );                       
self.run_combatanim = level.scr_anim[self.animname]["sprint" + var];
break;
}
}



You would have to add an exception in animscripts\melee.gsc to make melee anims work:
Code Snippet
Plaintext
pick_zombie_melee_anim( zombie_guy )
{
melee_anim = undefined;
if ( zombie_guy.has_legs )
{
switch(zombie_guy.zombie_move_speed)
{

case "walk":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_walk_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;

case "run":
case "sprint":
anims = array_combine(level._zombie_melee[zombie_guy.animname],level._zombie_run_melee[zombie_guy.animname]);
melee_anim = random(anims);
break;
}
}
else if(zombie_guy.a.gib_ref == "no_legs")
{
// if zombie have no legs whatsoever.
melee_anim = random(level._zombie_stumpy_melee[zombie_guy.animname]);

}
else
{
  melee_anim = random(level._zombie_melee_crawl[zombie_guy.animname]);
}

return melee_anim;
}


as you can see it's using for example:
level.scr_anim[self.animname]["walk" + var]
level._zombie_melee[zombie_guy.animname]
wich is the stuff you set in _zombiemode



this is my zombie spawn and set up gsc
need to add anime to it
Code Snippet
Plaintext
#include maps\_anim; 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_hud_util;
#include maps\_zombiemode_utility;
#include animscripts\utility;
#include animscripts\traverse\shared;
#using_animtree ("generic_human");

freeze1_init()
{
thread spawn_freeze();
Precachemodel("fre_gun");
precachemodel("frez2");
Precacheitem("freazas_gun");
level._effect["quakeit_fx"] = loadfx( "maps/zombie/freza_land" );
}

spawn_freeze()
{

freezeSpawns = GetEnt( "freeze_boss1", "targetname" );

wait 2;
thread spawn_freeze_zombie(freezeSpawns);
wait 1;

}

spawn_freeze_zombie(freezeSpawn)
{

zombies = getaiarray( "axis" );

while(zombies.size > 23)
{
wait .1;
}
level waittill( "free2up" );
wait 3.5;
zombie = spawn_zombie(freezeSpawn);
level.freeza = 2;
playfx(level._effect[ "elec_torso" ],freezeSpawn.origin);

wait 1.5;


zombie.team = "axis";
zombie.isfreeze = true;
zombie thread WatchHealth();

//zombie setModel("frez2", true); //add properly rigged model

zombie.zombie_move_speed = "run";


zombie thread makefreeze();
zombie thread frezaAsbility();
zombie.IsGunner = true;
zombie.gibbed = true;
                zombie.head_gibbed = true;
                zombie.grenadeawareness = 1;
                zombie.ignoreSuppression = false;
                zombie.suppressionThreshold = 0;
                zombie.noDodgeMove = false;
                zombie.dontShootWhileMoving = false;
                zombie.animname = "boss_zombie";
zombie.goalradius = 1000;
zombie.pathenemyfightdist = 1000;
zombie.pathenemylookahead = 1000;
               
zombie.chatInitialized = true;
               
                setdvar("zombie_taunt_freq","9999999");
                setdvar("zombie_reachin_freq","9999999");
setdvar("player_meleeRange ","100");
setdvar("ai_eventDistGunShot","2048");
setdvar("ai_eventDistNewEnemy","1024");
                zombie AllowedStances( "crouch" );
zombie animscripts\init::initWeapon( "freazas_gun", "primary" );  // new gun
zombie animscripts\shared::placeWeaponOn( "freazas_gun", "right" ); // new gun
                zombie PushPlayer( false );
                zombie.disableArrivals = false;
                zombie.disableExits = false;
                zombie OrientMode( "face point" );
zombie.is_zombie = false;
zombie thread zombshoot2();
zombie notify( "zombie_acquire_enemy" );
zombie GiveWeapon( "freazas_gun", 0 );
zombie SwitchToWeapon( "freazas_gun" );
self thread maps\_gsc_dbz_models::fretalk( 1 );
zombie thread uphim();
zombie waittill( "death" );
{
level notify( "BossIsDead" );
level.Bosslife = 0;
//iprintlnbold("^1talk: ^4" + level.Bosslife + "  ^1life:  ^3" + level.BossHealth );
}
}
uphim()
{
level notify( "BossIsup" );
}

makefreeze()
{
self maps\_zombiemode_spawner::zombie_spawn_init("zombie");
self maps\_zombiemode_spawner::zombie_think();
self maps\_zombiemode_spawner::zombie_setup_attack_properties();
self maps\_zombiemode_spawner::find_flesh();
wait 1;
self maps\_zombiemode_spawner::find_flesh();
}

frezaAsbility()
{
self.maxbosshealth = 60000;
self.maxhealth = 60000;
self.health = self.maxhealth;
level.SaveBossHealth = self.health;
level.boss = self;
self endon ( "death" );
for(;;)
{
wait 0.1;
teleportsetting0 = level.SaveBossHealth * 0.90;
teleportsetting1 = level.SaveBossHealth * 0.60;
teleportsetting2 = level.SaveBossHealth * 0.40;
teleportsetting3 = level.SaveBossHealth * 0.20;
level.nearByplayer = get_closest_valid_player( self.origin, false );
self.offset1 = (0,0,10);
self.offset2 = (0,0,20);
self.offset3 = (0,0,30);
self.offset4 = (0,0,40);
self.offset5 = (0,0,50);
self.offset6 = (0,0,60);
self.offset7 = (0,0,70);
if( self.health <= teleportsetting0 && !IsDefined( self.teleport0 ) )
{
self.teleport0 = true;
if( self == level.boss )
{
self thread DoBossAbility();
}
else
{
self thread StrightUpAbility();
}
}
else if( self.health <= teleportsetting1 && !IsDefined( self.teleport1 ) )
{
self.teleport1 = true;
if( self == level.boss )
{
self thread DoBossAbility();
}
else
{
self thread StrightUpAbility();
}
}
else if( self.health <= teleportsetting2 && !IsDefined( self.teleport2 ) )
{
self.teleport2 = true;
if( self == level.boss )
{
self thread DoBossAbility();
}
else
{
self thread StrightUpAbility();
}
}
else if( self.health <= teleportsetting3 && !IsDefined( self.teleport3 ) )
{
self.teleport3 = true;
if( self == level.boss )
{
self thread DoBossAbility();
}
else
{
self thread StrightUpAbility();
}
}
else
{
wait 0.01;
}
//maps\friza();
}
}

DoBossAbility()
{
self thread maps\_gsc_dbz_models::fretalk( 1 );
//iprintlnbold("^1talk: ^4" + level.Bosslife + "  ^1life:  ^3" + level.BossHealth );
PlayFxOnTag( level._effect["lightning_dog_spawn"], self, "J_SpineLower" );
playsoundatposition( "??????????", self.origin );
wait 0.2;
self thread StrightUpAbility();
wait( 1.45 );
playsoundatposition( "????????", self.origin );
Earthquake( 0.5, 0.75, self.origin, 1000);
//PlayRumbleOnPosition("explosion_generic", self.origin);
playsoundatposition( "???????", self.origin );
}

StrightUpAbility()
{
PlayFxOnTag( level._effect["elec_torso"], self, "J_SpineLower" );
PlayFxOnTag( level._effect["elec_sm"], self, "J_SpineLower" );
self ForceTeleport( self.origin+self.offset1 );
wait 0.1;
self ForceTeleport( self.origin+self.offset2 );
wait 0.1;
self ForceTeleport( self.origin+self.offset3 );
wait 0.1;
self ForceTeleport( self.origin+self.offset4 );
wait 0.1;
PlayFxOnTag( level._effect["elec_torso"], self, "J_SpineLower" );
PlayFxOnTag( level._effect["elec_sm"], self, "J_SpineLower" );
self ForceTeleport( self.origin );
wait 0.1;
self ForceTeleport( self.origin );
wait 0.1;
self ForceTeleport( self.origin );
wait 0.1;
self ForceTeleport( self.origin );
wait 0.1;
self ForceTeleport( self.origin );
wait 0.1;
self ForceTeleport( self.origin );
wait 0.1;
self ForceTeleport( self.origin );
wait 0.1;
PlayFxOnTag( level._effect["elec_torso"], self, "J_SpineLower" );
PlayFxOnTag( level._effect["elec_sm"], self, "J_SpineLower" );
self ForceTeleport( self.origin+self.offset1 );
wait 0.05;
self ForceTeleport( self.origin+self.offset2 );
wait 0.05;
self ForceTeleport( self.origin+self.offset3 );
wait 0.05;
self ForceTeleport( self.origin+self.offset4 );
wait 0.05;
self ForceTeleport( self.origin+self.offset5 );
wait 0.05;
self ForceTeleport( self.origin+self.offset6 );
wait 0.05;
self ForceTeleport( self.origin+self.offset7 );
wait 0.05;
self ForceTeleport( level.nearByplayer.origin );
}


zombshoot2()

{
self endon( "death" );
for(;;)

{
//(left,back,up)
//(- right,- forword,- down)
self notify( "zombie_acquire_enemy" );
close_zombie = get_players( self.origin, true );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("b_c_head");


if ( self IsKnownEnemyInRadius( self.origin, 300 ) )
{

//self DumpAnims();
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.09 );
self shoot(5.1);
}
else
{
self thread quakeitsound();
self UseAnimTree( "generic_human" );
self ClearAnim(%ai_zombie_jump_gol_flip, 0);
self animscripted( "damage_time", self.origin, self.angles, %ai_zombie_jump_gol_flip );
self quakeit();
wait(4.2);
}

wait (randomfloatrange(0.2, 0.6));

}

}

quakeitsound()
{
if ( level.bsound == 0 )
{
self playsound( "freza_quack");
}
}

quakeit()
{
//getPlayers()[z] StopShellShock();
self waittill( "damage_time" );
Earthquake(1.5,1.5,self.origin,1000);
Playfx( level._effect["quakeit_fx"], self.origin);
players = getPlayers();
for(z = 0; z < players.size; z++)
{
if(distance(players[z].origin, self.origin) <= 200)
{
getPlayers()[z] shellShock("death", 5);
getPlayers()[z] DoDamage( 1000, getPlayers()[z].origin );
}
else if(distance(players[z].origin, self.origin) <= 300)
{
getPlayers()[z] shellShock("death", 5);
getPlayers()[z] DoDamage( 800, getPlayers()[z].origin );
}
else if(distance(players[z].origin, self.origin) <= 400)
{
getPlayers()[z] shellShock("death", 5);
getPlayers()[z] DoDamage( 500, getPlayers()[z].origin );
}
}
}

WatchHealth()
{
self endon ( "death" );
for(;;)
{
wait 0.1;
level.BossHealth = self.health;
}
}
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johndoe's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
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dude, maybe instead of making the text all big and bold just use normal complete sentences? Maybe you're not actually from the usa and use some translator, or maybe i dont understand it because i'm not from the usa, or i'm to old or something but it's 50% guessing for me what you actually ask here..
english teacher here. i have no idea what the fuck he's going on about either.
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I ported in a custom zombie with custom bones I want to play animations run and normal stuff
 so I want to know how to set up default animations for my custom zombie
Because of my custom Bones the zombie moves but he's in t pose I need to add the animation to gsc above
I posted
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Location: nlApeldoorn
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BluntStuffy's Groups
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Quickly looked over it, noticed here you use the animname "zombie"
Code Snippet
Plaintext
	self maps\_zombiemode_spawner::zombie_spawn_init("zombie");

And later you use "boss_zombie"
Code Snippet
Plaintext
               zombie.animname = "boss_zombie";


Make sure that actually matches, and that the anims are loaded in a .csv
Have you tested the animations by just putting in a acript_model of the ai and playing the anim on it?
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ya they work and this ant there  zombie.animname = "boss_zombie";  put wrong 1 in post but i got the anime to play by changing the zombie 1ns but the model stays in 1 spot but the anime plays dont no what to do to fix
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BluntStuffy's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
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move tag_origin over the X-axis in maya to make it move forward ingame

 
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