MOTD grenade disposal

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Created 1532 days ago
by HitmanVere
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I was thinking of doing MOTD grenade disposal system, but more "futuristic". I know how to give players points with
maps\_zombiemode_score::minus_to_player_score( cost );
But how would I go with trigger noticing grenades and then deleting them?
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I was thinking of doing MOTD grenade disposal system, but more "futuristic". I know how to give players points with
maps\_zombiemode_score::minus_to_player_score( cost );
But how would I go with trigger noticing grenades and then deleting them?

This was the script I wanted as well but I forgot about it, lol
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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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i did this with cherry

player.score += 20;
then some function about the hud from zombiemode_score ();
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i did this with cherry

player.score += 20;
then some function about the hud from zombiemode_score ();

Not really what I was asking for, lol. But thanks for info
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Not really what I was asking for, lol. But thanks for info
whoops, i read again

youd need a trigger damage and a "waittill" to detect if its damaged, then a check to make sure its a grenade that hit it
Last Edit: June 12, 2015, 11:20:51 pm by Harry Bo21
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whoops, i read again

youd need a trigger damage and a "waittill" to detect if its damaged, then a check to make sure its a grenade that hit it

Something like this?
ent waittill("trigger", player);
if(player getCurrentWeapon() == stielhandgranate)
player maps\_zombiemode_score::minus_to_player_score( 20 );
Dunno, if that would work, lol, atleast from distances
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looks ok, except it would take not give 20 points, is that what you wanted?
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looks ok, except it would take not give 20 points, is that what you wanted?

Whoops, yeah, need to set it as -20, lol. How can I then remove the grenade like in MOTD?
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i cant remember exactly, but if you take a look at the better script, in there it shows you how to reference the betty itself

Otherwise i will look into it when i get back home, prob wont be too hard to get what you want

were talking about the pit under the first dogs head in motd right?
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i cant remember exactly, but if you take a look at the better script, in there it shows you how to reference the betty itself

Otherwise i will look into it when i get back home, prob wont be too hard to get what you want

were talking about the pit under the first dogs head in motd right?

Yes, that thing. Dunno, if betty script would work, since in same script it sets it, but in this the model is set in weaponfile
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The betty model in the file isnt used, but it still exists. They just set a "fake model" in the same place as the original placed model is, not sure why

but i remember you could access teh grenade that you fired

like :

grenade detonate()

would make it explode, grenade delete(), would just remove it, but you have to do the waittill before it correctly ( I would show you what i mean but im on my work pc, not at home ;) ), thats the only part youll need from the betty script
Last Edit: June 12, 2015, 11:40:40 pm by Harry Bo21
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watch_for_grenade()
{
self endon( "death" );
self endon( "disconnect" );

for (;;)
{
self waittill ( "grenade_fire", grenade, weaponName, parent );

switch( weaponName )
{
case "steilhandgrenate":
grenade disposal(self);
break;
}
}

}

disposal(player, trigger_targetname) {
for(;;) {
trig = getEnt("targetname", trigger_targetname);
trig waittill("trigger", who);
who maps\_zombiemode_score::add_to_player_score(20);
self delete();
player IPrintLnBold("Deleting Grenade");
}
}

If you thread that function in your mapname.gsc, it should wait until you've thrown a grenade, and then it should check for a grenade hitting the trigger. After the grenade hits, it will both delete the grenade so that it does not explode, and give the player 20 points.

Edit: Make sure to thread it on a player
Last Edit: June 13, 2015, 12:08:45 am by lilrifa
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watch_for_grenade()
{
self endon( "death" );
self endon( "disconnect" );

for (;;)
{
self waittill ( "grenade_fire", grenade, weaponName, parent );

switch( weaponName )
{
case "steilhandgrenate":
grenade disposal(self);
break;
}
}

}

disposal(player, trigger_targetname) {
for(;;) {
trig = getEnt("targetname", trigger_targetname);
trig waittill("trigger", who);
who maps\_zombiemode_score::add_to_player_score(20);
self delete();
player IPrintLnBold("Deleting Grenade");
}
}

If you thread that function in your mapname.gsc, it should wait until you've thrown a grenade, and then it should check for a grenade hitting the trigger. After the grenade hits, it will both delete the grenade so that it does not explode, and give the player 20 points.

Will test this tomorrow, thanks. Although I dont get this part:
trig = getEnt("targetname", trigger_targetname);
Do I change that and also in function name?
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I used trigger_targetname as a variable, so you can pass different triggers through the function. Just change it from trigger_targetname to the targetname of your trigger in the watch_for_grenade() function, and you should be all set.
Last Edit: June 13, 2015, 12:13:25 am by lilrifa
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I used trigger_targetname as a variable, so you can pass different triggers through the function. Just change it from trigger_targetname to the targetname of your trigger in the watch_for_grenade() function, and you should be all set.

Alright, thanks, will test tomorrow

 

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