diff --git a/README.md b/README.md index fdb225e7..41ac619f 100644 --- a/README.md +++ b/README.md @@ -594,8 +594,9 @@ * Quick Revive elevator randomizes with Speed Cola and Who's Who elevators * Zombies killed by an elevator no longer respawn * Zombies are no longer killed while spawning in a stationary elevator -* Zombies no longer spawn in the Upper Blue Highrise zone when in the Green Highrise zone -* Zombies no longer spawn in the zone next to the Lower Orange Highrise zone when in the Lower Orange Highrise zone while the debris is closed +* Zombies no longer spawn in the Upper Blue Highrise area when in the Green Highrise area +* Zombies no longer spawn across from the debris in the Lower Orange Highrise area when the debris is closed +* Zombies no longer fall off the map traversing down to the Green Highrise Level 1 area * Fixed weapon model angle on upside down Mystery Box * Quest: elevator symbols can be activated without players on every symbol * Quest: elevator symbols stay active after activating once diff --git a/scripts/zm/zm_highrise/zm_highrise_reimagined.gsc b/scripts/zm/zm_highrise/zm_highrise_reimagined.gsc index 52072408..323c2e3d 100644 --- a/scripts/zm/zm_highrise/zm_highrise_reimagined.gsc +++ b/scripts/zm/zm_highrise/zm_highrise_reimagined.gsc @@ -55,6 +55,7 @@ init() level.zombie_init_done = ::zombie_init_done; level.special_weapon_magicbox_check = ::highrise_special_weapon_magicbox_check; level.check_for_valid_spawn_near_team_callback = ::highrise_respawn_override; + level.zm_traversal_override = ::zm_traversal_override; level.chugabud_laststand_func = scripts\zm\replaced\_zm_chugabud::chugabud_laststand; slipgun_change_ammo(); @@ -125,6 +126,24 @@ highrise_respawn_override( revivee, return_struct ) } } +zm_traversal_override( traversealias ) +{ + if ( traversealias == "dierise_traverse_3_high_to_low" ) + { + traversealias = "dierise_traverse_2_high_to_low"; + self.pre_traverse = ::change_origin; + } + + return traversealias; +} + +change_origin() +{ + self.pre_traverse = undefined; + self.origin += anglestoforward( self.traversestartnode.angles ) * -16; + self orientmode( "face angle", self.traversestartnode.angles[1] + 15 ); +} + slipgun_change_ammo() { foreach (buildable in level.zombie_include_buildables)