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[SCRIPT] Fire Sale [HarryBo21's box + Stock box soon]

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Created 8 years ago
by Scobalula
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OnionmanVere Bo21
Location: ieu dnt wnt 2 no
Date Registered: 27 September 2013
Last active: 1 year ago
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Aye mate you don't know me so y don't you shut tf up ok buddy :)

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Some screenshots:

Spoiler: click to open...







This was done for sir Psh but since it's nice to have stuff people can add to their maps I decided to release.


Not many people know but Harry's box is actually set up for Fire Sale, it's as simple as calling a function to make it work, however I have taken to time to help out my non-scripting bois with this.

PLEASE NOTE: This is only for Harry Bo21's box and perks, please read below regarding stock version.
Adding the Scripts


Download the stuff and place them accordingly (puts stuff in mods\modname into your mods folder).

NOTE:
If you have not edited your _zombiemode_powerups.gsc, you can simple use the pre-edited version and skip all this. Just make sure to edit the drop increment and max per round since I forgot to edit these before upload (I set them for testing).



Copy _zombiemode_powerups.gsc to your mod's folder for danka editing effect and open it.

Add this:

Code Snippet
Plaintext
PrecacheShader( "specialty_firesale_zombies");

Under:

Code Snippet
Plaintext
PrecacheShader( "specialty_doublepoints_zombies" );
PrecacheShader( "specialty_instakill_zombies" );

So it should look like this:

Code Snippet
Plaintext
PrecacheShader( "specialty_doublepoints_zombies" );
PrecacheShader( "specialty_instakill_zombies" );
PrecacheShader( "specialty_firesale_zombies");


Now add this:

Code Snippet
Plaintext
set_zombie_var( "zombie_powerup_fire_sale_on", 		0 ); // Make sure its disabled at start of game, this won't turn it off, if you want it off, don't follow the tutorial!
set_zombie_var( "zombie_powerup_firesale_time", 30 ); // Firesale Length
set_zombie_var( "use_alt_firesale_sounds", "0" ); // Play alt sounds? (Listen to them in sounds folder) "1" = Yes, "0" = No.
set_zombie_var( "zombie_powerup_fire_sale_difficult", 1 ); // Enable extra difficulty, wait for the box to move first and only drop when there are more than x zombies (set this below)
set_zombie_var( "zombie_powerup_fire_sale_zombies_before_firesale", 15 ); // If the setting above is enabled, it will only drop when this amount of zombies are present, so it drops mid-round to make it harder on the player.

Under:

Code Snippet
Plaintext
set_zombie_var( "zombie_powerup_drop_max_per_round", 4 );	// lower this to make drop happen more often

So it should look like this:

Code Snippet
Plaintext
set_zombie_var( "zombie_insta_kill", 				0 );
set_zombie_var( "zombie_point_scalar", 1 );
set_zombie_var( "zombie_drop_item", 0 );
set_zombie_var( "zombie_timer_offset", 350 ); // hud offsets
set_zombie_var( "zombie_timer_offset_interval", 30 );
set_zombie_var( "zombie_powerup_insta_kill_on", false );
set_zombie_var( "zombie_powerup_point_doubler_on", false );
set_zombie_var( "zombie_powerup_point_doubler_time", 30 ); // length of point doubler
set_zombie_var( "zombie_powerup_insta_kill_time", 30 ); // length of insta kill
set_zombie_var( "zombie_powerup_drop_increment", 2000 ); // lower this to make drop happen more often
set_zombie_var( "zombie_powerup_drop_max_per_round", 4 ); // lower this to make drop happen more often
set_zombie_var( "zombie_powerup_fire_sale_on", 0 ); // Make sure its disabled at start of game, this won't turn it off, if you want it off, don't follow the tutorial!
set_zombie_var( "zombie_powerup_firesale_time", 30 ); // Firesale Length
set_zombie_var( "use_alt_firesale_sounds", "0" ); // Play alt sounds? (Listen to them in sounds folder) "1" = Yes, "0" = No.
set_zombie_var( "zombie_powerup_fire_sale_difficult", 1 ); // Enable extra difficulty, wait for the box to move first and only drop when there are more than x zombies (set this below)
set_zombie_var( "zombie_powerup_fire_sale_zombies_before_firesale", 10 ); // If the setting above is enabled, it will only drop when this amount of zombies are present, so it drops mid-round to make it harder on the player.

You can edit the 4 settings to your liking especially the difficulty one, using alt sounds (The announcer if set to one will do the "Attention Zombies shoppers!" and the sound that isn't from Kino), etc.

In the function "init_powerups" add this:

Code Snippet
Plaintext
add_zombie_powerup( "firesale",  	"zombie_firesale",	"Firesale!");

Below:

Code Snippet
Plaintext
add_zombie_powerup( "carpenter",  	"zombie_carpenter",	&"ZOMBIE_POWERUP_MAX_AMMO");

So it should look like this:

Code Snippet
Plaintext
add_zombie_powerup( "nuke", 		"zombie_bomb",		&"ZOMBIE_POWERUP_NUKE", 			"misc/fx_zombie_mini_nuke" );
add_zombie_powerup( "insta_kill", "zombie_skull", &"ZOMBIE_POWERUP_INSTA_KILL" );
add_zombie_powerup( "double_points","zombie_x2_icon", &"ZOMBIE_POWERUP_DOUBLE_POINTS" );
add_zombie_powerup( "full_ammo",  "zombie_ammocan", &"ZOMBIE_POWERUP_MAX_AMMO");
add_zombie_powerup( "carpenter",  "zombie_carpenter", &"ZOMBIE_POWERUP_MAX_AMMO");
add_zombie_powerup( "firesale",  "zombie_firesale", "Firesale!");

Find the function called "powerup_hud_overlay" and replace it with this:

Code Snippet
Plaintext
powerup_hud_overlay()
{

level.powerup_hud_array = [];
level.powerup_hud_array[0] = true;
level.powerup_hud_array[1] = true;

level.powerup_hud = [];
level.powerup_hud_cover = [];
level endon ("disconnect");


for(i = 0; i < 3; i++)
{
level.powerup_hud[i] = create_simple_hud();
level.powerup_hud[i].foreground = true;
level.powerup_hud[i].sort = 2;
level.powerup_hud[i].hidewheninmenu = false;
level.powerup_hud[i].alignX = "center";
level.powerup_hud[i].alignY = "bottom";
level.powerup_hud[i].horzAlign = "center";
level.powerup_hud[i].vertAlign = "bottom";
level.powerup_hud[i].x = -32 + (i * 15);
level.powerup_hud[i].y = level.powerup_hud[i].y - 35;
level.powerup_hud[i].alpha = 0.8;
}

shader_2x = "specialty_doublepoints_zombies";
shader_insta = "specialty_instakill_zombies";

while(true)
{
if(level.zombie_vars["zombie_powerup_insta_kill_time"] < 5)
{
wait(0.1);
level.powerup_hud[1].alpha = 0;
wait(0.1);


}
else if(level.zombie_vars["zombie_powerup_insta_kill_time"] < 10)
{
wait(0.2);
level.powerup_hud[1].alpha = 0;
wait(0.18);

}

if(level.zombie_vars["zombie_powerup_point_doubler_time"] < 5)
{
wait(0.1);
level.powerup_hud[0].alpha = 0;
wait(0.1);


}
else if(level.zombie_vars["zombie_powerup_point_doubler_time"] < 10)
{
wait(0.2);
level.powerup_hud[0].alpha = 0;
wait(0.18);
}

if(level.fire_sale_time  < 5)
{
wait(0.1);
level.powerup_hud[2].alpha = 0;
wait(0.1);
}
else if(level.fire_sale_time  < 10)
{
wait(0.2);
level.powerup_hud[2].alpha = 0;
wait(0.18);
}

if(level.zombie_vars["zombie_powerup_point_doubler_on"] == true && level.zombie_vars["zombie_powerup_insta_kill_on"] == true && level.zombie_vars["zombie_powerup_fire_sale_on"] == false) // X2 & INSTA
{
level.powerup_hud[0].x = -24;
level.powerup_hud[1].x = 24;
level.powerup_hud[0].alpha = 1;
level.powerup_hud[1].alpha = 1;
level.powerup_hud[0] setshader(shader_2x, 32, 32);
level.powerup_hud[1] setshader(shader_insta, 32, 32);

}
else if(level.zombie_vars["zombie_powerup_point_doubler_on"] == true && level.zombie_vars["zombie_powerup_insta_kill_on"] == false && level.zombie_vars["zombie_powerup_fire_sale_on"] == false) // X2
{
level.powerup_hud[0].x = 0;
level.powerup_hud[0] setshader(shader_2x, 32, 32);
level.powerup_hud[1].alpha = 0;
level.powerup_hud[0].alpha = 1;
level.powerup_hud[2].alpha = 0;

}
else if(level.zombie_vars["zombie_powerup_point_doubler_on"] == false && level.zombie_vars["zombie_powerup_insta_kill_on"] == false && level.zombie_vars["zombie_powerup_fire_sale_on"] == true) // FIRE SALE
{
level.powerup_hud[2].x = 0;
level.powerup_hud[2] setshader("specialty_firesale_zombies", 32, 32);
level.powerup_hud[1].alpha = 0;
level.powerup_hud[2].alpha = 1;
level.powerup_hud[0].alpha = 0;

}
else if(level.zombie_vars["zombie_powerup_insta_kill_on"] == true && level.zombie_vars["zombie_powerup_point_doubler_on"] == false && level.zombie_vars["zombie_powerup_fire_sale_on"] == false) // INSTA
{
level.powerup_hud[1].x = 0;
level.powerup_hud[1] setshader(shader_insta, 32, 32);
level.powerup_hud[0].alpha = 0;
level.powerup_hud[1].alpha = 1;
level.powerup_hud[2].alpha = 0;

}
else if(level.zombie_vars["zombie_powerup_insta_kill_on"] == true && level.zombie_vars["zombie_powerup_point_doubler_on"] == true && level.zombie_vars["zombie_powerup_fire_sale_on"] == true) // INSTA & X2 & FIRE SALE
{
level.powerup_hud[0].x = -48;
level.powerup_hud[1].x = 0;
level.powerup_hud[2].x = 48;
level.powerup_hud[0].alpha = 1;
level.powerup_hud[1].alpha = 1;
level.powerup_hud[2].alpha = 1;
level.powerup_hud[0] setshader(shader_2x, 32, 32);
level.powerup_hud[1] setshader(shader_insta, 32, 32);
level.powerup_hud[2] setshader("specialty_firesale_zombies", 32, 32);
}
else if(level.zombie_vars["zombie_powerup_insta_kill_on"] == false && level.zombie_vars["zombie_powerup_point_doubler_on"] == true && level.zombie_vars["zombie_powerup_fire_sale_on"] == true) // X2 & FIRESALE
{
level.powerup_hud[0].x = -24;
level.powerup_hud[2].x = 24;
level.powerup_hud[0].alpha = 1;
level.powerup_hud[1].alpha = 0;
level.powerup_hud[2].alpha = 1;
level.powerup_hud[0] setshader(shader_2x, 32, 32);
level.powerup_hud[2] setshader("specialty_firesale_zombies", 32, 32);
}
else if(level.zombie_vars["zombie_powerup_insta_kill_on"] == true && level.zombie_vars["zombie_powerup_point_doubler_on"] == false && level.zombie_vars["zombie_powerup_fire_sale_on"] == true) // INSTA & FIRE SALE
{
level.powerup_hud[1].x = -24;
level.powerup_hud[2].x = 24;
level.powerup_hud[0].alpha = 0;
level.powerup_hud[1].alpha = 1;
level.powerup_hud[2].alpha = 1;
level.powerup_hud[1] setshader(shader_insta, 32, 32);
level.powerup_hud[2] setshader("specialty_firesale_zombies", 32, 32);
}
else
{
level.powerup_hud[2].alpha = 0;
level.powerup_hud[1].alpha = 0;
level.powerup_hud[0].alpha = 0;
}

wait(0.01);

}

}

Next find the function called "get_next_powerup()", replace it with this:

Code Snippet
Plaintext
get_next_powerup()
{


/#
if( isdefined( level.zombie_devgui_power ) && level.zombie_devgui_power == 1 )
return level.zombie_powerup_array[ level.zombie_powerup_index ];

#/


powerup = getNextPowerUp();

while(1)
{
if( powerup == "firesale" && (IsDefined(level.zombie_vars["zombie_powerup_fire_sale_difficult"]) && level.zombie_vars["zombie_powerup_fire_sale_difficult"]))
{
if( powerup == "firesale" && ((IsDefined(level.box_moved) && !level.box_moved)) &&(IsDefined(getaiarray( "axis" ) && getaiarray( "axis" ).size < level.zombie_vars["zombie_powerup_fire_sale_zombies_before_firesale"]) && (IsDefined(level.power_on) && level.power_on))
powerup = getNextPowerUp();
else
return powerup;
}
else if( powerup == "carpenter" && get_num_window_destroyed() < 5 )
{
powerup = getNextPowerUp();
}
else
{
return powerup;
}
wait(0.05);
}
}

And add below it:

Code Snippet
Plaintext
getNextPowerUp()
{
powerup = level.zombie_powerup_array[ level.zombie_powerup_index ];

level.zombie_powerup_index++;
if( level.zombie_powerup_index >= level.zombie_powerup_array.size )
{
level.zombie_powerup_index = 0;
randomize_powerups();
}

return powerup;
}

Find function called "powerup_grab()", in the switch statement, find this:

Code Snippet
Plaintext
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;

Under it add this:

Code Snippet
Plaintext
case "firesale":
level thread firesale_harrybo21box( self );
break;

So it should look like this:

Code Snippet
Plaintext

switch (self.powerup_name)
{
case "nuke":
level thread nuke_powerup( self );

//chrisp - adding powerup VO sounds
players[i] thread powerup_vo("nuke");
zombies = getaiarray("axis");
players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
players[i] notify("nuke_triggered");

break;
case "full_ammo":
level thread full_ammo_powerup( self );
players[i] thread powerup_vo("full_ammo");
break;
case "double_points":
level thread double_points_powerup( self );
players[i] thread powerup_vo("double_points");
break;
case "insta_kill":
level thread insta_kill_powerup( self );
players[i] thread powerup_vo("insta_kill");
break;
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
case "firesale":
level thread firesale_harrybo21box( self );
break;

default:
println ("Unrecognized poweup.");
break;
}


Under this same function, add:

Code Snippet
Plaintext
firesale_harrybo21box()
{
if(IsDefined(level.zombie_vars[ "zombie_powerup_fire_sale_on" ]) && level.zombie_vars[ "zombie_powerup_fire_sale_on" ])
{
level.fire_sale_time = level.zombie_vars[ "zombie_powerup_firesale_time" ];
return;
}

level.zombie_vars[ "zombie_powerup_fire_sale_on" ] = 1;

if(IsDefined(level.zombie_vars[ "zombie_powerup_firesale_time" ]))
level.fire_sale_time = level.zombie_vars[ "zombie_powerup_firesale_time" ];
else
level.fire_sale_time = 30;

thread firesale_sound_thread();

level thread maps\_zombiemode_mysterybox::harrybo21_mysterybox_start_fire_sale();

while(level.fire_sale_time > 0)
{
level.fire_sale_time -= 0.1;
wait 0.1;
}

level.zombie_vars[ "zombie_powerup_fire_sale_on" ] = 0;
if(IsDefined(level.zombie_vars[ "zombie_powerup_firesale_time" ]))
level.fire_sale_time = level.zombie_vars[ "zombie_powerup_firesale_time" ];
else
level.fire_sale_time = 30;
}

firesale_sound_thread()
{
if(!IsDefined(level.zombie_vars["use_alt_firesale_sounds"]))
level.zombie_vars["use_alt_firesale_sounds"] = "0";

sound_firesale = "fs_vox" + level.zombie_vars["use_alt_firesale_sounds"];
sound_firesale_loop = "fs_loop" + level.zombie_vars["use_alt_firesale_sounds"];

level thread play_devil_dialog(sound_firesale);

fs_ent = spawn("script_origin", (0,0,0));
fs_ent playloopsound (sound_firesale_loop);

while ( level.fire_sale_time >= 0)
{
wait 0.1;
}

players = get_players();
for (i = 0; i < players.size; i++)
{
players[i] playsound("points_loop_off");
}

fs_ent stoploopsound(2);
fs_ent delete();
}

Adding the Assets


I've given a bit of choice regarding the ffs, if you want to include the alt and kino sounds, you can use the main ff, if you want only one set, you can use the extra folder.

It's just a case of pulling them into your mods folder. I won't be providing 500 ffs, if you want, it's easy to get the assets for it, the sounds are even in the IWD in the main folder, so all you need to export is the model from BO2/BO1.


And that should be it, credit if used (and Harry ofc. since you're using his box).

Please let me know of any issues. :)

Credits:

Harry Bo21 - Box Script.

Regarding stock version:

Spoiler: click to open...
This was as mentioned orignally done for Psh but after a bit he mentioned it was for Harry's box, I am working on a stock version and will release it soon along side this.:



Currently what you see there is fully functional, and all boxes work, but it still need work obviously. Stay tuned my dudes!
Last Edit: July 25, 2016, 06:54:05 pm by Scobalula
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Cool you found my thingie lol

Btw the s riot also works with the default box for those not wanting to use a ff
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My man. Thank you. bookmarked for later use +1.
Edit : does it actually work like in Bo2. The box needs to move once and then Fire sale drop becomes available ?
Last Edit: July 25, 2016, 05:12:29 pm by Tim Smith
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My man. Thank you. bookmarked for later use +1.
Edit : does it actually work like in Bo2. The box needs to move once and then Fire sale drop becomes available ?
donesnt seem to but could be easily edited to be that way
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Code Snippet
Plaintext
set_zombie_var( "zombie_powerup_fire_sale_difficult", 1 ); // Enable extra difficulty, wait for the box to move first and only drop when there are more than x zombies (set this below)

If this is enabled (which it is by default) then it will, also you'll notice underneath it there is a var for how many zombies there's needs to be alive for it to drop, so it drops more or less mid-round in a way to make it harder, disabled by setting the number to 0, also Power much be on too, which can be disabled by changing this line:

Code Snippet
Plaintext
if( powerup == "firesale" && ((IsDefined(level.box_moved) && !level.box_moved)) && getaiarray( "axis" ).size < level.zombie_vars["zombie_powerup_fire_sale_zombies_before_firesale"] && (IsDefined(level.power_on) && level.power_on)) 

To:

Code Snippet
Plaintext
if( powerup == "firesale" && ((IsDefined(level.box_moved) && !level.box_moved)) && getaiarray( "axis" ).size < level.zombie_vars["zombie_powerup_fire_sale_zombies_before_firesale"]) 
Last Edit: July 25, 2016, 05:52:18 pm by Scobalula
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be careful with getAiArray

it may return "undefined"

should do something like this

Code Snippet
Plaintext
ai = getAiArray( "axis" );

if ( isDefined( ai ) && ai.size > 0 )

or

Code Snippet
Plaintext
if ( !isDefined( ai ) || ai.size < 1 )
    ai = [];


or write a function

( think cod already has this with isArray() )

Code Snippet
Plaintext
check_array_valid( array )
{
    if  ( !isDefined( array ) || array.size < 1 )
        return false;

    return true;
}
Last Edit: July 25, 2016, 06:04:02 pm by Harry Bo21
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be careful with getAiArray

it may return "undefined"

should do something like this

Code Snippet
Plaintext
ai = getAiArray( "axis" );

if ( isDefined( ai ) && ai.size > 0 )

or

Code Snippet
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if ( !isDefined( ai ) || ai.size < 1 )
    ai = [];


or write a function

( think cod already has this with isArray() )

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check_array_valid( array )
{
    if  ( !isDefined( array ) || array.size < 1 )
        return false;

    return true;
}

Oh damn, didn't know that, added a check. People using pre-edited one can just make that edit:

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if( powerup == "firesale" && ((IsDefined(level.box_moved) && !level.box_moved)) &&(IsDefined(getaiarray( "axis" ) && getaiarray( "axis" ).size < level.zombie_vars["zombie_powerup_fire_sale_zombies_before_firesale"]) && (IsDefined(level.power_on) && level.power_on)) 
Last Edit: July 25, 2016, 06:53:20 pm by Scobalula
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Thank you very much for releasing this  :rainbow:

I have all my ff's taken so i'll wait for the stock box version ^^
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be careful with getAiArray

it may return "undefined"
*cough* not true *cough*

and even if it does, use this instead

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GetAISpeciesArray( "axis", "all" );
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EmpGeneral's Groups
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Thanks for the script Scobalula,but the link to harry's box is down,when you will release the stock box script?
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*cough* not true *cough*

and even if it does, use this instead

Code Snippet
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GetAISpeciesArray( "axis", "all" );
just for the record, this isnt a response to * cough &* him, but to anyone who may stumble across this topic

it infact "can" return "undefined" if it runs between a round ending and the next starting - because there would be no ai to find

its not exactly rocket science
Spoiler: click to open...
also his function, due to looking for "all" does the EXACT same thing...  ???
Last Edit: January 08, 2017, 05:47:48 am by Harry Bo21
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is their a way to fix this

******* script runtime error *******
pair 'undefined' and '5' has unmatching types 'undefined' and 'int': (file 'maps/_zombiemode_powerups.gsc', line 139)
  if(level.fire_sale_time  < 5)
                           *
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Fancygamer1738's Contact & Social LinksH3X-4h3x_4H3X--4
Super helpful thanks!
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