thank you to TASK FORCE GHOST for you amazing warfare mod project outbreak for the amazing zombies morkmasher for being a homie
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Details
- Author
- ChuckyDUECE22
- Version
- 1.0.1
- Size
- 46 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 14 Oct 2026
- Updated
- 1 week ago
- Workshop ID
- 6A9C064C26ADF96A
Requires
6Often used with
8Version history
2-
v1.0.1 46 KB 14 Oct 2026
-
v1.0.0 46 KB 14 Oct 2026
Description from the Workshop
Build on a different map 1. Open the terrain in World Editor and create a saved sub-scene. Use a clean terrain, not an existing Conflict/Game Master mission with its own game mode and managers. 2. Place exactly one `Prefabs/ZombiePVE/Systems/FZP_ScenarioSetup.et`. Its root is the Conflict game mode; its children provide faction, radio, chat and repaired saved-loadout managers. Do not add duplicate managers. 3. Keep exactly one AI world, with the new map's soldier, vehicle and LowRes navigation meshes. Arland and Everon AI-world prefabs are provided; `FZP_AIWorld.et` is the neutral starting point for another terrain. Retain the terrain's existing MapEntity, camera and perception manager. Only use `FZP_WorldSupport.et` if the terrain is missing camera/perception; do not duplicate inherited support entities. The setup intentionally does not hardcode a map or navigation mesh. 4. Place one `Prefabs/ZombiePVE/Headquarters/FZP_MainBase.et` on solid navigable ground. It includes a US spawn point and arsenal. Place one `FZP_HiddenFIABase.et` well away from the playable camp and planned objectives. The hidden, noncapturable FIA HQ satisfies native Conflict initialization; it spawns no troops or starting vehicles. 5. Place/duplicate `Prefabs/ZombiePVE/CapturePoints/FZP_Outpost.et` or `FZP_Outpost_Feral.et`. Keep their children attached. Terrain-snap the roots and check that child spawn locations are on accessible land. Duplicate, rotate and rename freely. No point list or scripted entity names are required. Outposts register independently and victory counts them automatically. 6. Save all placements in your own scenario layer. Copy an example mission header from `Missions`, give it a new resource identity in Workbench, and set its World to your saved sub-scene. Keep `Configs/Systems/ZombiePVE.conf` as SystemsConfig. Add the chosen terrain addon as a dependency to your scenario project. 7. Start a fresh match and check native US deployment, the arsenal, the single Seize marker...