how to make smarter zombies

helpmeplease

New Member
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hey. im making a zombie map and i want them to kill all civilians and hero's.. but at the moment they just stand there. a few in the front rows move but the rest stay back.. i want them to roam around killing aimlessly. any suggestions plz?
 

Ghan

Administrator - Servers are fun
Staff member
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889
A trigger like this might help out somewhat:

Trigger:
  • Random Move
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units of type Zombie)
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current order of (Picked unit)) Equal to (==) (Order(none))
            • Then - Actions
              • Set TempPoint = (Random point in (Playable map area))
              • Unit - Order (Picked unit) to Attack-Move To TempPoint
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)
 

Bloodydood

New Member
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14
Assuming the zombies are of Neutral Hostile and civilians are Neutral Passive, have Neutral Hostile unally Neutral Passive.

Give zombie units Wander (Makes them move by themselves).

If that won't work, set a variable to a random point in playable map area, set a variable to every zombie in playable map area, pick every unit in variable group and order picked unit to attack-move to variable point, then destroy variable point.

[Edit] Ghan beat me to it with an actual trigger, damn
 

helpmeplease

New Member
Reaction score
7
A trigger like this might help out somewhat:

Trigger:
  • Random Move
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units of type Zombie)
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current order of (Picked unit)) Equal to (==) (Order(none))
            • Then - Actions
              • Set TempPoint = (Random point in (Playable map area))
              • Unit - Order (Picked unit) to Attack-Move To TempPoint
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)


wats the variable for tempPointplz?
 

Avaleirra

Is back. Probably.
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128
Another thing you can do to make the zombies "smarter"/more exciting is to make an ability that gives them max movement speed for a few seconds, and trigger it so that they cast it when an enemy unit comes within it's aquisition range
 

Ghan

Administrator - Servers are fun
Staff member
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889
> wats the variable for tempPointplz?

It's a Point variable.
 

helpmeplease

New Member
Reaction score
7
thanks everyone. :D

> wats the variable for tempPointplz?

It's a Point variable.



ummm... i made the zombies neutral hostile and the civilains passive. but now the zombies walk around aimlessly... only attacking someone if its me... advice? i want the zombies to focus more on civilians than me..
 

Avaleirra

Is back. Probably.
Reaction score
128
Take off wander.


Make a trigger that orders the zombie to attack-move to a random point in your area every 12 seconds, so it looks like wander
 

kirinelf

New Member
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10
How many players max are you planning on having? If you plan on having a maximum of 10 players, then it might be easier to set Zombies to Player 12 and Civilians to Player 11, then use this trigger:

Trigger:
  • Alliances
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set inGamePlayers = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))
      • Player Group - Make inGamePlayers treat Player Group - Player 11 (Dark Green) as an Ally with shared vision
      • Player Group - Make inGamePlayers treat Player Group - Player 12 (Brown) as an Enemy
      • Player Group - Make Player Group - Player 11 (Dark Green) treat inGamePlayers as an Ally with shared vision
      • Player Group - Make Player Group - Player 11 (Dark Green) treat Player Group - Player 12 (Brown) as an Enemy
      • Player Group - Make Player Group - Player 12 (Brown) treat Player Group - Player 11 (Dark Green) as an Enemy
      • Player Group - Make Player Group - Player 12 (Brown) treat inGamePlayers as an Enemy


This will make all Zombies (Player 12) treat Civilians (Player 11) and all players (Player Group variable inGamePlayers) as enemies, while everyone treats them as enemies. Also, it'll ally Civilians and players. However, if you use that, make sure to set the settings like they are here:







Avaleirrra's idea of making them attack-move to random points in your region/playable map area every 12 seconds is a good one. In any case, to make them attack civilians, the best way I know is to use the trigger I have here and the command 'attack-move'.
 

Bloodydood

New Member
Reaction score
14
Another thing you can do to make the zombies "smarter"/more exciting is to make an ability that gives them max movement speed for a few seconds, and trigger it so that they cast it when an enemy unit comes within it's aquisition range

This is good.
 

Joccaren

You can change this now in User CP.
Reaction score
54
You could order them to Attack 'random unit from unit group (Units Matching Condition: (Owner of Matching) Unit is an ally of Player (Zombie Controller) equal to false)'
Note: Done freehand, tell me if too hard to understand
 
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