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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Zombies Don't Spawn... at all
Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, May. 7, 2010 01:46 pm
I haven't written a Zombie map since they released all the patches, perk-a-cola machines etc. so this was going to be my first attempt with the new DLC3 zombies.

I tossed my spawn points in, tossed in my zombie spawners, remembering that if you can see the zombie spawn point, they wont' spawn so I was careful to hide the spawn points, compiled to test and.... nothing.

So I started a brand-new map to troubleshoot the problem. Checked the tutorials, put the zombie spawn points in, set the KVP's, compiled again and.... nothing.

ALL the tutorials for ALL versions of the map tools say the exact same thing for zombie spawn points:

Use: zombie_ger_ber_sshonor

And set the KVP's as:
"script_noteworthy" "zombie_spawner"
"count" "9999"
"script_forcespawn" "1"
"targetname" "zombie_spawner_init"
"spawnflags" "3"

Toss "include,zombiemode" into your zone file and your off.

So far, so bad. No matter what I do I can't get these stupid things to spawn under under the DLC3 mod tools. I'm thinking about stripping all the mod tools off my system and going back to the original zombie tools.

What the heck am I doing wrong? Or do I just need to reinstall all my mod tools?

Any help (before I shoot myself) would be greatly appreciated. :)

{Edited to add}
Woops, it seems in all my searching I missed the post I was looking for. http://modsonline.com/Forums-top-121750.html

Lemme give this a try and I'll post back :)

edited on May. 7, 2010 11:36 am by Raven21633
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, May. 10, 2010 05:02 pm
Okay I gave that a try and still no avail.

For some reason the zombies just are not spawning at all.

I've tried everything I can find short of completly re-installing my mod tools.

What am I doing wrong? [duh]

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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, May. 10, 2010 07:43 pm
You can actually just reinstall any version of the tools in order to have that version as your current one.

For instance if you install the Asylum scripts they will replace any files that you would need.

http://www.modsonwiki.com/index.php/World_at_War:_SP_Nazi_Zombies/Asylum_Style

The above is quite an in depth tutorial that I wrote after making a few test levels and is based on sparkymcsparks original test level.

If your having more issues then I would suggest loading in developer mode and posting any errors here for us to work out.
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, May. 10, 2010 08:16 pm
Thanks Techno,

I just don't understand why they stopped spawning in the first place. Other than the "zone" spawns they really didn't change anything from version to version, so simply popping in a spawn point and giving it the correct KVP's should have done the trick.

I even went back and recompiled an old zombie map that my friends and I have played many times just to test it and sure enough, no zombies.

Very odd. :)

Thanks again Techno :)
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, May. 10, 2010 08:34 pm
It's odd for them not to spawn at all, I can make some suggestion for this but you've probably already covered them.

Script errors - Obviously script errors, specifically runtime errors can cause a whole bunch of problems. Running in developer mode is the only way to grab each one of these.

Incorrect zombie setup - The keys and values appear to be correct but making sure the info_volume is targeted to the zombie correctly and info volume in turn has the correct key values is the only new step since the original zombie mode that can prevent them from spawning. Info_volumes in shi no numa style also require doors and magic boxes setup correctly, while Der Reise requires a script with custom zones defined aswell.

Missing Assets - Specifically scripts and/or animations and models will normally cause the game to crash or not load the level but if it does load then when a zombie goes to spawn it should error out.

Mod - In most cases the zombie mode requires a mod.ff to over ride the zombie scripts that are in the default fast files and load the zombie scripts that you need for your custom level.

If you find out what's wrong or have any questions then ask away as although I haven't been doing zombies in awhile I have experience with each version.
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, May. 12, 2010 01:40 pm
Thanks Techo,

If I get too frustrated I may send you my Geo and a 5th of Jagermeister and beg you to set them up for me ha ha.

I tried that last tutorial you sent me but got an unknown script error.

What I ended up doing was renaming my whole WaW folder "backup" and completely reinstalling the game and version 1 of the mod tools.

I figure I will get them working in ver. 1, then install ver. 2 and debug, then install ver. 3 and debug....

I wouldn't even bother with ver. 4 if it weren't for the weapons upgrade machine.

Thanks again Techno. :)
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, May. 13, 2010 07:48 am
hehe, Yeah send me the map if you have any more problems. Sometimes it just helps to get a new perspective of things [thumbs_up]
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, May. 17, 2010 11:41 pm
I think I may have found the problem. I didn't create a "patch.csv" for the new mod tools. [duh]

I'll try that tonight and let ya know :)

Thanks again Techno :)
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 18, 2010 04:12 am
Techno,

Just another quick question, I have one area where I want to use sandbags as a blocker (like they did in nazi_zombie_dead_sand and dead_sand_elite). The problem is that you can't make an xmodel a "script/brushmodel"

I'm following this tut: http://modsonline.com/Tutorials-read-554.html but my big question is will the sand bags move if I simply skip the script/brushmodel step?

Thanks. [thumbs_up]
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 18, 2010 10:59 am
Brushes and patches can be script_brushmodels. This is so they are read as an 'entity' by the game engine and can be given keys and values.

For script_models. Right click the 2d grid and click "script" > "model".

Now choose your sandbag xmodel for it and your good to go, it's work exactly the same as a brushmodel would.
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