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FPSC Classic Scripts / working zombie waypoint script

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shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 29th May 2009 12:38 Edited at: 30th May 2009 18:46
i recently edited the pace.fpi script in scriptbank/people so the model pack 4 zombie surgeon, or indeed, any melee entity can follow it.

basically, the entity will follow a waypoint around, but when it sees the player, instead of glitching up and doing a wierd dance (hockey cockey?) it starts following the player and hits you when he is next to you.

it is perfect for COD5 style zombie games and you can use it in any games, commercial or non-commercial.

bearing in mind that this is my first script, please don't kill me if there are still some bugs.

enjoy!



the onion mind probes are coming for your soul...
they take your humanity... and give you...
onionity.
A r e n a s
15
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 30th May 2009 16:30
The normal waypoints will work fine with bond1's zombies providing you correct the script that will be run if the entity sees you. If it works with bond1 then it should also work with most other models...

http://arenas4146.webs.com/
shadowfire
15
Years of Service
User Offline
Joined: 24th Mar 2009
Location: England
Posted: 30th May 2009 18:49
well, this isn't a request...
i made this so melee entities can use waypoints, because normally, a mellee entitie will glitch and rotate randomly when it sees the player, i've just made a new script allowing zombies and/or melee entities to follow it, i really don't see any problem with the waypoints...

the onion mind probes are coming for your soul...
they take your humanity... and give you...
onionity.

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