Add zombie dog to Origins.

Fix zombie dog rush preset round max being 0 on early rounds.
This commit is contained in:
JezuzLizard 2024-03-02 19:35:31 -08:00
parent abec123219
commit 2a802fee08
6 changed files with 1475 additions and 6 deletions

File diff suppressed because it is too large Load Diff

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@ -94,7 +94,6 @@ main()
}
setup_interaction_matrix();
flag_wait( "start_zombie_round_logic" );
level.brutus_spawn_positions = getstructarray( "brutus_location", "script_noteworthy" );
level.sndbrutusistalking = 0;
@ -138,6 +137,8 @@ main()
level.brutus_shotgun_damage_mod = 1.5;
level.brutus_custom_goalradius = 48;
flag_wait( "start_zombie_round_logic" );
level thread brutus_spawning_logic();
if ( !level.brutus_in_grief )

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@ -13,8 +13,8 @@ main()
set_dvar_if_unset( "rm_special_round_chance", 33 );
set_dvar_if_unset( "rm_allow_same_round_as_last_round", 1 );
set_dvar_if_unset( "rm_allowed_special_rounds", "normal zombie_dog mechz brutus" );
set_dvar_if_unset( "rm_allowed_special_round_variants", "default" );
set_dvar_if_unset( "rm_allowed_special_rounds", "normal zombie_dog" );
set_dvar_if_unset( "rm_allowed_special_round_variants", "default rush" );
set_dvar_if_unset( "rm_forced_special_round", "" );
set_dvar_if_unset( "rm_forced_special_variant", "" );

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@ -21,7 +21,7 @@ spawning_wave()
level.round_manager_vars[ "mechz_wave_count" ]++;
scripts\zm\zm_ai_pack\mixed_presets\_wave::spawn_wave( "mechz" );
time = randomfloatrange( getdvarfloat( "rm_mixed_preset_wave_mechz_wave_variant_min_cooldown" ), getdvarfloat( "rm_mixed_preset_wave_mechz_wave_variant_max_cooldown" ) );
level.round_manager_vars[ "guaranteed_mechz_wave_time" ] = gettime() + ( time * 1000 );
level.round_manager_vars[ "guaranteed_mechz_wave_time" ] = int( gettime() + ( time * 1000 ) );
}
spawning_chance()

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@ -169,6 +169,10 @@ round_max_rush()
{
dog_max = max;
}
if ( dog_max <= 0 )
{
dog_max = 6;
}
dog_max = int( dog_max );
level.zombie_total = dog_max;

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@ -60,7 +60,7 @@ main()
if ( isDefined( level.ai_data[ keys[ i ] ].main ) && isDefined( level.ai_data[ keys[ i ] ].should_execute )
&& level.ai_data[ keys[ i ] ].should_execute )
{
level [[ level.ai_data[ keys[ i ] ].main ]]();
level thread [[ level.ai_data[ keys[ i ] ].main ]]();
}
}
if ( level.script != "zm_tomb" && level.script != "zm_prison" )