Originally Posted by
~Just IN~
Yes... Zombie health is the exact same as human.. Just its called a "Zombie" due to the concept of the game. :l
Originally Posted by
jimmynguyen3030
is there a way to makethe ai zombies mod so that each round it adds 10 health lets say
round 1 = 100 health
round 2 = 110 health
round 3 = 120 health
round 4 = 130 health
etc
-.-;
I'll try figuring it out for ya
Code:
CreateBotWave( )
{
level endon("game_ended");
level.Wave++;
level.BotsForWave = (10 * level.Wave);
level.RealSpawnedBots = 0;
level.zState = "playing";
level.ZombieHealth += 10;
level thread ZombieMarkers();
level notify("crate_gone");
foreach( player in level.players )
{
player iPrintLnBold("Total " + level.BotsForWave + " Zombies in Wave");
player PlayLocalSound("flag_spawned");
}
for( i = 0; i < level.BotsForWave; i++ )
{
while(AImod\_botUtil::ZombieCount() >= 25)//prevent massive lag [increase if u have a good computer]
wait 1;
if(level.RealSpawnedBots < level.BotsForWave)
level.RealSpawnedBots++;
level.bots[i] = spawn("script_model", AImod\_botUtil::GetMapSpawnPoint());
level.bots[i] setModel(AImod\_botUtil::GetSpawnModel());
level.bots[i].crate1 = spawn("script_model", level.bots[i].origin + (0,0,30) );
level.bots[i].crate1 setModel("com_plasticcase_enemy");
level.bots[i].crate1 Solid();
level.bots[i].crate1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
level.bots[i].crate1.angles = (90,0,0);
level.bots[i].crate1 hide();
level.bots[i].crate1.team = "axis";
level.bots[i].crate1.name = "botCrate" + i;
level.bots[i].crate1 setCanDamage(true);
level.bots[i].crate1.maxhealth = level.ZombieHealth;
level.bots[i].crate1.health = level.ZombieHealth;
level.bots[i].crate1 linkto( level.bots[i] );
level.bots[i].hasMarker = false;
level.bots[i].team = "axis";
level.bots[i].name = "bot" + i;
level.bots[i].targetname = "bot";
level.bots[i].classname = "bot";
level.bots[i].currentsurface = "default";
level.bots[i].kills = 0;
level.bots[i] Solid();
level.bots[i] thread MonitorAttackPlayers( );
level.bots[i] thread MonitorBotHealth();
level.bots[i] thread KillIfUnderMap( i );
level.bots[i] thread ClampToGround();
level.bots[i] thread GetBestPlayerAndMoveTo();
wait 0.3;
}
level thread MonitorFinish();
}
Replace it within _Bot.gsc