this will be my 2nd map I've been working on this mod on and off for about 8 months my idea for this mod it will be just like the tournament of power I will add every model that was in the show when you first start your pick which Universe you want to play with no player will be able to pick the same universe when you first start your pick which Universe you want to play with when you die you will lose a character once you lose all your characters you're out the tournament last two players will have to fight each other plus the zombies Last Man Standing wins and the center timer will be counting down as well every so many quarters you lose a character from your universe
the reason why I'm posting this I needed something to grab path nodes to a set point with no problem this dont work good no mater what i use it on ingame i loos fps
GetAllNodes works fine but get_array_of_closest dus not work good at all or getNodeArray() didnt ever get it to work for what i need so i made a diff script based off a default cod one works like a charm
can use this with path_node grabber in game will show grabbed path nodes count and origin of the number 7 node "iPrintLn(" array 2 nodes origin " + new_nods[7].origin);" when you shoot your gun this can allso help you find bad paths if nods are not spaced out good for zombies
a good count is 23 and up if in a open space with 400 being how far you look if lower might need to look at help if you no you got bad nodes and zombies dont do right in a spot in your map now you can check the nodes ingame as you walk
update physically see your path node layout in game shoot 1 time to play fx on all grabbed path nodes shoot 2nd time to delete fx and script model and repeat
add you own nun looping fx where ??????? is and you get fx on your path nodes they delete when you shoot 2nd time or use way point just add pick here //self.target_scan = "????????"; un comment all take fx off
There’s already pvp hit detection it’s just set to do nothing
You simply need to turn that off and it passes all info, including attacker, attacked, origin, hitlocation, closest bone, model - etc etc
if that is the case you can't tell me where it is? I did do away where the game picked up everything on its own but the player took the weapon's damage and didn't work every single shot
I believe that is me. Hi Mom! I'm in a YouTube video!
ty 4 the help
added head shot detection will add chest shot detection when I'm done every weapon in the game will be able to attack a teammate molotov cocktail and flamethrower will catch them on fire your grenades will hurt your teammates the last thing I wanted to do was be able to the check where you're shooting and hitting the player at which as you can see in this video I'm able to do now the reason I'm making this mod is because us at Team Salaj are making a gladiator Arena map no wall guns no Pack-a-Punch no perks all gets dropped from Gladiator Arena opponents
but on the other hand I thought that a lot of people would like to have this mod for different things player-versus-player style or otherwise I like to see the mods that get made using this very creative things can be done with this I've already have people asked for it and told me what they wanted it for and their ideas are very creative
the numbers after the text is how far away the bullet hit the actual model from the "tag origin" I'm checking for and the tag is about the size of a ant
I've been working on this on and off for over a year last thing I have left to do is get the projectile entity better so the damage is taken when the bullet or projectile hits the other player better than the way I have it now
I finally figured out how to get the entity of every projectile shot for each client now I can take damage based on where the projectile hits the player like headshots , torso to shoulders and torso and down
having this on will ignore all RadiusDamage other than using this you would have to do a damage override script to ignore any self damage from the Wunderwaffe or add somthing in
in _zombiemode.gsc to not affect you from the Wunderwaffe and if it ShellShocks you use this in player_damage_override have it check if the damage is coming from the wonderwaffle and stop it there