BO3 PHD Flopper

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Created 1094 days ago
by jbird
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I wasn't able to post in the scripting tutorial desk so I am posting this here.

I made a script for how PHD Flopper should activate in BO3

//call this after player buys phd
slidetonuke_explode_activation_watcher()
{
self SetPerk("specialty_flakjacket");
vel = self GetVelocity();
while(1)
{
while(self IsSliding()) //or whatever the check for sliding is, im sure there is one
{
wait .05;
while(!self IsOnGround())
{
vel = self GetVelocity();
wait .05;
}
if(vel[2] <= -300)
{
self thread maps\_zombiemode_perks::divetonuke_explode( self, self.origin );
vel = self GetVelocity();
//break; might need a break statement here
}
}
wait .05;
}
}

What it does is if the player slides, then jumps or falls while sliding, then falls a certain amount of height, you will do the PHD Flopper explosion.
Last Edit: September 16, 2016, 07:42:45 pm by jbird
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i can already tell you thaat his isnt even close to working in bo3, this is proper for waw but it is a bit different for bo3

as well the logic in this isnt very good, from what i can tell it would activate a explosion over and over until they hit the ground and the fall would havwe to be pretty far down to get to that velocity, and im pretty sure you come out of dive when you fall you come out of dive so this just overall wouldnt work properly even if the syyntaxing and function names were correct

And ontop of that you would constently explode while walking util you jump or something
Last Edit: September 16, 2016, 01:57:06 pm by arceus
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I would just check for fall damage and do it via that. Thats how its done in BO1 and forward. Also, syntax has changed a bit, but not majorly. Some of the lines would throw errors
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I would just check for fall damage and do it via that. Thats how its done in BO1 and forward. Also, syntax has changed a bit, but not majorly. Some of the lines would throw errors

But fall damage in BO3 zombies only happens from very high falls. This makes it activate the same as regular PHD would. And how has the syntax changed?
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function Phd_explode()
{
while(1)
{
firstOrigin = self.origin;
if(self isslideing() && !self isonground())
{
firstOrigin = self.origin;
while(!self isonground())
wait .05;

if(firstorigin[2] - self.origin[2] > 30)
//phd explode here
}
}
}

This is prolly closer to what you wanted, if you rea what i put above youll see all the issues yours had
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function Phd_explode()
{
while(1)
{
firstOrigin = self.origin;
if(self isslideing() && !self isonground())
{
firstOrigin = self.origin;
while(!self isonground())
wait .05;

if(firstorigin[2] - self.origin[2] > 30)
//phd explode here
}
}
}

This is prolly closer to what you wanted, if you rea what i put above youll see all the issues yours had

Using the player's velocity is much better since that way it wouldn't activate in Der Eisendrache's anti gravity area or Moon's low gravity area for example. I tested how much velocity it takes to activate PHD on BO1 and it's -300.

And I tested my script in BO1(commented out the isSliding() line) and it works just fine.

And how could you be sliding but not be on the ground at the same time? :P
Last Edit: September 16, 2016, 06:21:51 pm by jbird
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that script will detec t the instant your slide off the edge, unless theres no frame were sliding is true and the exact instint you go over the edge you are no longer sliding
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that script will detec t the instant your slide off the edge, unless theres no frame were sliding is true and the exact instint you go over the edge you are no longer sliding
No, it waits until you are on the ground again after not being on the ground to activate.
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I wasn't able to post in the scripting tutorial desk so I am posting this here.
Only people who have access to the alpha tools and can actually test the stuff they post are allowed to post threads in the WIP and tutorials section :) if you have alpha access shoot me any type of proof and I'll add the permissions to your account. Same goes for anyone else who's wondering why they cant post threads in certain BO3 sections lol.

 

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