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Is it possible to have dogs spawn during zombie waves like in der riese?

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Created 9 years ago
by pcmodder
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If any one could show me how to do this it would be a good thing to add to my map . Thanks
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it should do so by default from round 16 and up, ( if not, check if in your mapname.gsc this:
Code Snippet
Plaintext
 	level.DLC3.useMixedRounds = true; 

 is set to true. If you want to make that sooner in your _zombiemode.gsc look for this:

Code Snippet
Plaintext
		if ( IsDefined( level.mixed_rounds_enabled ) && level.mixed_rounds_enabled == 1 )
{
spawn_dog = false;
if ( level.round_number > 30 )
{

there's a few of the if( level.round_number > # ) right below each other there, change those round numbers to change it.
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Hey thanks for reply , i searched and i have not got that part of the code in my zombiemode.gsc in my UGX version. I will try add it in the right place , i will be back with the results shortly.

Double Post Merge: August 04, 2015, 11:21:53 pm
Code Snippet
Plaintext
ai_calculate_health(); 

count = 0;

//CODER MOD: TOMMY K
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i].zombification_time = 0;
}

max = level.zombie_vars["zombie_max_ai"];

multiplier = level.round_number / 5;
if( multiplier < 1 )
{
multiplier = 1;
}

// After round 10, exponentially have more AI attack the player
if( level.round_number >= 10 )
{
multiplier *= level.round_number * 0.15;
}

player_num = get_players().size;

if( player_num == 1 )
{
max += int( ( 0.5 * level.zombie_vars["zombie_ai_per_player"] ) * multiplier );
}
else
{
max += int( ( ( player_num - 1 ) * level.zombie_vars["zombie_ai_per_player"] ) * multiplier );
}

if(level.round_number < 3 && level.script == "nazi_zombie_asylum")
{
if(get_players().size > 1)
{
max = get_players().size * 3 + level.round_number;
}
else
{
max = 6;
}
}
else if ( level.first_round )
{
max = int( max * 0.2 );
}
else if (level.round_number < 3)
{
max = int( max * 0.4 );
}
else if (level.round_number < 4)
{
max = int( max * 0.6 );
}
else if (level.round_number < 5)
{
max = int( max * 0.8 );
}

        if ( IsDefined( level.mixed_rounds_enabled ) && level.mixed_rounds_enabled == 1 )
{
spawn_dog = false;
if ( level.round_number > 30 )
{
if ( RandomInt(100) < 3 )
{
spawn_dog = true;
}
}
else if ( level.round_number > 25 && mixed_spawns < 3 )
{
if ( RandomInt(100) < 2 )
{
spawn_dog = true;
}
}
else if ( level.round_number > 20 && mixed_spawns < 2 )
{
if ( RandomInt(100) < 2 )
{
spawn_dog = true;
}
}
else if ( level.round_number > 15 && mixed_spawns < 1 )
{
if ( RandomInt(100) < 1 )
{
spawn_dog = true;
}
}

if ( spawn_dog )
{
keys = GetArrayKeys( level.zones );
for ( i=0; i<keys.size; i++ )
{
if ( level.zones[ keys[i] ].is_occupied )
{
akeys = GetArrayKeys( level.zones[ keys[i] ].adjacent_zones );
for ( k=0; k<akeys.size; k++ )
{
if ( level.zones[ akeys[k] ].is_active &&
!level.zones[ akeys[k] ].is_occupied &&
level.zones[ akeys[k] ].dog_locations.size > 0 )
{
maps\_zombiemode_dogs::special_dog_spawn( undefined, 1 );
level.zombie_total--;
wait_network_frame();
}
}
}
}
}
}

ai = spawn_zombie( spawn_point );
if( IsDefined( ai ) )
{
level.zombie_total--;
ai thread round_spawn_failsafe();
count++;
}
wait( level.zombie_vars["zombie_spawn_delay"] );
wait_network_frame();
}

if( level.round_number > 3 )
{
zombies = getaiarray( "axis" );
while( zombies.size > 0 )
{
if( zombies.size == 1 && zombies[0].has_legs == true )
{
var = randomintrange(1, 4);
zombies[0] set_run_anim( "sprint" + var );                       
zombies[0].run_combatanim = level.scr_anim[zombies[0].animname]["sprint" + var];
}
wait(0.5);
zombies = getaiarray("axis");
}

}

}

if(level.ugxm_boss["is_boss_round"])
max = level.ugxm_boss["boss_backup_zombies"] + 1;

if(!isDefined(level.ugxm_settings["zombies_at_once"]))
level.ugxm_settings["zombies_at_once"] = 32;

if(!isDefined(level.ugxm_settings["zombies_at_once_tgp"]))
level.ugxm_settings["zombies_at_once_tgp"] = 20;

if(level.ugxm_settings["zombies_at_once"] > 32)
level.ugxm_settings["zombies_at_once"] = 32;

if(level.ugxm_settings["zombies_at_once_tgp"] > 32)
level.ugxm_settings["zombies_at_once_tgp"] = 32;

if(level.ugxm_settings["zombies_at_once"] < 1)
level.ugxm_settings["zombies_at_once"] = 1;

if(level.ugxm_settings["zombies_at_once_tgp"] < 1)
level.ugxm_settings["zombies_at_once_tgp"] = 1;

max_zombies = level.ugxm_settings["zombies_at_once"];
level.zombies_spawned = 0;
level.zombie_total = max;
old_spawn = undefined;

if(level.ugxm_settings["timed"])
max_zombies = level.ugxm_settings["zombies_at_once_tgp"];

bountyhunter_zombies_until_next_target = maps\ugxm_bountyhunter::get_zombies_until_next_target();

while( count < max )
{
spawn_point = level.enemy_spawns[RandomInt( level.enemy_spawns.size )];

if( !IsDefined( old_spawn ) )
{
old_spawn = spawn_point;
}
else if( Spawn_point == old_spawn )
{
spawn_point = level.enemy_spawns[RandomInt( level.enemy_spawns.size )];
}
old_spawn = spawn_point;

while( get_enemy_count() >= max_zombies )
{
wait( 0.05 );
}

if(level.ugxm_boss["is_boss_round"] && level.zombies_spawned >= level.ugxm_boss["boss_backup_zombies"] && level.ugxm_boss["boss_spawned"])
{
level.zombies_spawned = 0;
level notify("TimedGameplayNewRound");
wait( level.zombie_vars["zombie_spawn_delay"] );
}
else
{
ai = spawn_zombie( spawn_point );
if( IsDefined( ai ) )
{
ai thread round_spawn_failsafe();

if(!level.ugxm_settings["timed"])
{
level.zombie_total--;
count++;
}

if(level.ugxm_settings["gamemode"] == 4)
{
bountyhunter_zombies_until_next_target --;
if(bountyhunter_zombies_until_next_target < 0)
{
ai maps\ugxm_bountyhunter::set_zombie_as_target();
bountyhunter_zombies_until_next_target = maps\ugxm_bountyhunter::get_zombies_until_next_target();
}
}
}

if(level.ugxm_boss["is_boss_round"])
wait 1;
else
wait( level.zombie_vars["zombie_spawn_delay"] );

if(!level.ugxm_boss["is_boss_round"] && level.zombies_spawned >= int(18 * (level.round_number / 4)))
{
level.zombies_spawned = 0;
level notify("TimedGameplayNewRound");
}
}

wait_network_frame();
}

if( level.round_number > 3 )
{
zombies = getaiarray( "axis" );
while( zombies.size > 0 )
{
if( zombies.size == 1 && zombies[0].has_legs == true && !zombies[0].isbosszombie)
{
var = randomintrange(1, 4);
zombies[0] set_run_anim( "sprint" + var );                       
zombies[0].run_combatanim = level.scr_anim[zombies[0].animname]["sprint" + var];
}
wait(0.5);
zombies = getaiarray("axis");
}

}
}


It gives a bad syntax when i copy paste the dog part into where it would be in zombiemode.gsc. It gives the error for this part in developer 1 .
Last Edit: August 04, 2015, 11:21:53 pm by pcmodder
Marked as best answer by pcmodder 9 years ago
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Adding it to Ugx mod will not work, Ugx mod has no dogs
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Ah that explains my difficulty getting it working :D. Nevermind i will be doing the map in 2 versions so i will add dog spawns to the "Standard" mod version.  Thanks for helps.
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Ah that explains my difficulty getting it working :D. Nevermind i will be doing the map in 2 versions so i will add dog spawns to the "Standard" mod version.  Thanks for helps.

yeah i think ugx removed the dogs for asset room, depending on the amount of custom textures/models u have, u may not have enough room for dogs

 
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