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ZW Bank
The first custom map to feature zombies climbing and jumping!
Last updated | 2 years ago |
Total downloads | 8606 |
Total rating | 5 |
Categories | Custom Maps |
Dependency string | extraes-ZW_Bank-1.0.3 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
WNP78-FieldInjection
A utility for other mods to inject monobehaviour fields
Preferred version: 1.0.0gnonme-ModThatIsNotMod
A mod for loading in custom items, making life easier for other mod creators, and a whole lot more.
Preferred version: 0.3.0extraes-JeviLib
A multifunction library for code modders, containing serialization utilities and tweening.
Preferred version: 1.0.1README
ZW_Bank
A port of a CS:GO map, being treated as a Payday 2 map, now as a BONEWORKS map.
This map contains a patch to allow any NPCs spawned to climb and jump as zombies do in the base game's Zombie Warehouse. Technically this can be used to make Nullbodies (or maybe custom NPCs?) climb in ZW.
I'm not as proficient as SLZ in using their tools, so a lot of it is spaghetti'd together to make it work, but I tried my best, and I made my own arena-like game controller, semi-complete with music fading and "music reactive gameplay*". Hit the teller's alarm button to start the game, after picking what banger tracks you want to listen to, from the PD2 OST of course (I did make a track set using BW music though, so you can use that). The music adheres to your music volume setting, so crank that and get headbangin'.
Performance issues beware, because I had to spaghetti together a method of optimization that consists of nuking every NPC every fourth round, and making NPCs fall through the floor.
I also janked together an Entanglement module. I'm not sure if it'll work, but you can try it.
If any map makers want to use the game controller, just ask me for some help and I'll gladly assist you in getting the controller to bind to your map.
* the gameplay reacts to the music, in that when the music hits a section, the game controller will spawn NPCs or change the spawn rate.
Shoutouts to Phoondos for giving me so many pointers throughout the mapping part of this map's creation
Known issues/FAQ/Me rambling to myself
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yea so for some reason if NPCs dont have enough headroom they just disappear.
- this happens (mostly?) below one of the ziplines.
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NPCs jump weirdly to get off buildings.
- the base game jump links were uncustomizable so i used my own. guess you can see how that turned out
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NPCs jump weirdly.
- yeah, they do. i tried lol.
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performance is bad, stop spawning so many NPCs.
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i tried man, i really did. just wait for round 4, or 8, or 12, or 16. or just any multiple of 4.
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also i ditched pooling because i didnt want to deal with it, so i spose thats what i get.
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why do they just stop moving randomly
- dude they just do, i tried fixing it to the best of my ability but they just feel like standing in front of a jump link and staring menacingly at the player.
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why do some NPCs take a multiple mags to kill
- cause im a little goblin and made a special NPC config that gives NPCs take a bazillion health
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why do the grabby elevators (yes that is their official name) start off like 2 inches from the floor
- i tried moving them up, but they just stuck there. they function though, and thats all that matters to me, so itll suffice until i get the motivation to change it
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entanglement doesnt work
- uhh, yeah it probably doesnt
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are you okay
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i spent a month on this map and could never fix the fucked up lightmap UVs, inconsistent NPC behavior (trying to brute force the link taking didnt quite work out), and lack of unity serialization support (fieldinjector LIES)
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im pretty sure i burnt myself out for a good while on making this map (waiting like 10 min to build, compress, launch, and load is very soul draining), so im gonna fill the time by playing TSP:UD
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do crablets work
- i dont think so, i built a navmeshsurface for them but didnt update it, and unity kept throwing errors at me about a missing navmesh for an agent id, so im gonna assume no
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why are you spamming my log file
- because i didnt feel like selectively removing log statements from my print debugging
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whats the easter egg
- what if i just said there was an easter egg and never put one in the map. thatd be funny lol. also its not the mesh collider backface thing, or the other mesh collider backface thing.
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can you add XYZ music
- ya sure, if it has a stealth, control, anticipation, and assault phase, tell me in the bonelab fan server. my music taste has been nearly consumed by payday recently.
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why are colliders so weird
- i did the ones for the bank by hand, and most of the rest is done via mesh colliders. make of that what you will.
Changelog
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1.0.3
- probably the last update; i forgot that i made the holdout game controller depend on something for the spectator cam. this update makes that optional
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1.0.2
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add more log points
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add fieldinjector as a dependency on TS
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1.0.1
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change startup order of execution & add more log points. this should make logs more useful
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fix thunderstore zip layout
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1.0.0
- Initial release