[HELP] Zombies are weak

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  1. #1
    Apprentice Ghislanine is offline
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    Apr 2015 Join Date
    24Posts

    [HELP] Zombies are weak

    Using PandemicZ source, zombies too weak-minded how to modify


  2. #2
    DeadZone The Unknown is offline
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    Feb 2014 Join Date
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    442Posts

    Re: [HELP] Zopmbie are weak

    Quote Originally Posted by Ghislanine View Post
    Using PandemicZ source, zombies too weak-minded how to modify
    Look in the Server source, and the zombie cpp file.

  3. #3
    Apprentice Ghislanine is offline
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    Apr 2015 Join Date
    24Posts

    Re: [HELP] Zopmbie are weak

    Thanks, it has been working, so where to set the BOSS drop?

    - - - Updated - - -

    Quote Originally Posted by darkshadowm16 View Post
    Look in the Server source, and the zombie cpp file.
    void obj_Zombie::DoDeath(bool fakeDeath)
    {
    extern wiInventoryItem RollItem(const LootBoxConfig* lootCfg, int depth);

    // drop loot
    {
    if(u_GetRandom() < 0.8f) // 30% to drop that helmet
    {
    // create random position around zombie
    r3dPoint3D pos = GetPosition();
    pos.y += 0.4f;
    pos.x += u_GetRandom(-1, 1);
    pos.z += u_GetRandom(-1, 1);

    // create network object
    obj_DroppedItem* obj = (obj_DroppedItem*)srv_CreateGameObject("obj_DroppedItem", "obj_DroppedItem", pos);
    obj->SetNetworkID(gServerLogic.GetFreeNetId());
    obj->NetworkLocal = true;
    // vars
    obj->m_Item.itemID = 'GOLD'; // HGear_Pumpkin_01
    obj->m_Item.quantity = (int)u_GetRandom((float)25, (float)200) * 2;
    }

    if(!fakeDeath && spawnObject->lootBoxCfg)
    {
    wiInventoryItem wi = RollItem(spawnObject->lootBoxCfg, 0);
    if(wi.itemID > 0)
    {
    // create random position around zombie
    r3dPoint3D pos = GetPosition();
    pos.y += 0.4f;
    pos.x += u_GetRandom(-1, 1);
    pos.z += u_GetRandom(-1, 1);

    // create network object
    obj_DroppedItem* obj = (obj_DroppedItem*)srv_CreateGameObject("obj_DroppedItem", "obj_DroppedItem", pos);
    obj->SetNetworkID(gServerLogic.GetFreeNetId());
    obj->NetworkLocal = true;
    // vars
    obj->m_Item = wi;
    }
    }

    if(!fakeDeath && HalloweenZombie && u_GetRandom() < 0.3f) // 30% to drop that helmet//
    {
    // create random position around zombie
    r3dPoint3D pos = GetPosition();
    pos.y += 0.4f;
    pos.x += u_GetRandom(-1, 1);
    pos.z += u_GetRandom(-1, 1);

    // create network object
    obj_DroppedItem* obj = (obj_DroppedItem*)srv_CreateGameObject("obj_DroppedItem", "obj_DroppedItem", pos);
    obj->SetNetworkID(gServerLogic.GetFreeNetId());
    obj->NetworkLocal = true;
    // vars
    obj->m_Item.itemID = 101112; // Christmas special//
    obj->m_Item.quantity = 1;//
    }
    }
    // remove from active zombies, but keep object - so it'll be visible for some time on all clients
    StopNavAgent();
    DeleteZombieNavAgent(navAgent);
    navAgent = NULL;

    SetTarget( invalidGameObjectID );
    spawnObject->OnZombieKilled(this);

    SwitchToState(EZombieStates::ZState_Dead);
    }
    I would like to know the role of these codes?



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