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custom zombies have no Collision bullets go right through them help

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Created 7 years ago
by AllMoDs
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I like to know how to add Collision to my custom zombies
so I can shoot them bullets go right through them whether they're custom FX or normal guns
I even put surface Types on the materials no luck

i do this
https://prnt.sc/gx6fez

get this error
my model has no errors on no Mash in maya
https://prnt.sc/gx69dg

Last Edit: October 14, 2017, 12:39:13 am by AllMoDs
Marked as best answer by AllMoDs 7 years ago
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In the hitbox spot you can put
anim_dependancies\base_character\base_character.xmodel_export
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In the hitbox spot you can put
anim_dependancies\base_character\base_character.xmodel_export
   + 1 work like a charm thank you now I got to figure out why my zombies don't Ragdoll after they die
and I added proper note tracks to death animation
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There should be an error about missing notetracks in the console when they die. If not you could try moving just the death versions of your guys level.scr_anim stuff right after zombiemode::main(); in your mapname.gsc
If that doesn't work I have used something like this before.
Add this after the ai spawns or around where you set the health for that specific AI in gsc
Code Snippet
Plaintext
self.deathfunction = ::allmodsdeathfunction;
Then make a function in the same script
Code Snippet
Plaintext
allmodsdeathfunction()
{
iprintln("allmodsdeathfunction running");
self animscripts\shared::dropallaiweapons();
self startragdoll();
wait .5;
return;
}
Or
Code Snippet
Plaintext
allmodsdeathfunction()
{
iprintln("allmodsdeathfunction running");
self setflaggedanimknoball ("deathanim", %rpg_stand_death_stagger, %root, 1, 0.05, 1);
self animscripts\shared::donotetracks("deathanim");
self animscripts\shared::dropallaiweapons();
return;
}
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There should be an error about missing notetracks in the console when they die. If not you could try moving just the death versions of your guys level.scr_anim stuff right after zombiemode::main(); in your mapname.gsc
If that doesn't work I have used something like this before.
Add this after the ai spawns or around where you set the health for that specific AI in gsc
Code Snippet
Plaintext
self.deathfunction = ::allmodsdeathfunction;
Then make a function in the same
Code Snippet
Plaintext
allmodsdeathfunction()
{
iprintln("allmodsdeathfunction running");
self animscripts\shared::dropallaiweapons();
self startragdoll();
wait .5;
return;
}
Or
Code Snippet
Plaintext
allmodsdeathfunction()
{
iprintln("allmodsdeathfunction running");
self setflaggedanimknoball ("deathanim", %rpg_stand_death_stagger, %root, 1, 0.05, 1);
self animscripts\shared::donotetracks("deathanim");
self animscripts\shared::dropallaiweapons();
return;
}

ty that fixed it you the best +1

 
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