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image,i_hud_tomb_capture_spin
material,hud_tomb_capture_spin
#precache( "material", "hud_tomb_capture_spin");
// other stuffs
// self == generator struct
function Create_generator_HUD()
{
self endon( "death" );
if( !isDefined(self.capture_hud ) )
{
hud_elem = NewHudElem();
hud_elem SetTargetEnt( self );
hud_elem SetShader( "hud_tomb_capture_spin", 8, 8 );
hud_elem SetWayPoint( true,"hud_tomb_capture_spin");
hud_elem.hidewheninmenu = true;
hud_elem.immunetodemogamehudsettings = true;
self.capture_hud = hud_elem;
}
}
hud_elem SetWayPoint( true);
// using etc...
#precache( "model", "p6_zm_tm_packapunch" );
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc1_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc2_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc3_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc4_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc5_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc6_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc7_anim");
#using_animtree( "zm_origins_pap" );
// init and other stuffs
function test_pap()
{
n_rate = 1;
// n_blend = .2;
n_blend = 10; // this allow multiple anims for 10 seconds -> after clear all other anims except frst
n_lerp = 0;
n_start_time = 0;
str_notify = undefined;
model = GetEnt("zm_origins_pap", "script_noteworthy");
// model UseAnimTree( "zm_origins_pap" );
model UseAnimTree( #animtree );
for( i = 1; i <= 7; i++ )
{
GetPlayers()[0] waittill("weapon_fired");
str_notify = "pap_part" + i + "_start";
switch( i )
{
case 1:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc1_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc1_anim );
break;
case 2:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc2_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc2_anim );
break;
case 3:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc3_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc3_anim );
break;
case 4:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc4_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc4_anim );
break;
case 5:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc5_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc5_anim );
break;
case 6:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc6_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc6_anim );
break;
case 7:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc7_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc7_anim );
break;
default:
IPrintLnBold("ERROR");
break;
}
}
test_pap();
}
wpnObj = level._custom_perks[ PERK_JUGGERNOG ].perk_bottle_weapon;
wpnname = GetWeaponName( wpnObj); // or GetWeaponScriptName --> is exist this function?
// other #using...
#precache( "model", "p6_zm_tm_packapunch" );
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc1_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc2_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc3_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc4_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc5_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc6_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc7_anim");
#using_animtree( "zm_origins_pap" );
#namespace zm_testing;
REGISTER_SYSTEM( "zm_testing", &__init__, undefined )
function __init__()
{
level flag::wait_till( "start_zombie_round_logic" );
thread test_pap();
}
function test_pap()
{
str_notify ="";
model = GetEnt("zm_origins_pap", "script_noteworthy"); // this is placed in radiant
model UseAnimTree( #animtree );
for( i = 1; i <= 7; i++ )
{
str_notify = "pap_part" + i + "_start";
switch( i )
{
case 1:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc1_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc1_anim );
break;
case 2:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc2_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc2_anim );
break;
case 3:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc3_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc3_anim );
break;
case 4:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc4_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc4_anim );
break;
case 5:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc5_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc5_anim );
break;
case 6:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc6_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc6_anim );
break;
case 7:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc7_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc7_anim );
break;
default:
IPrintLnBold("ERROR");
break;
}
GetPlayers()[0] waittill("weapon_fired");
}
test_pap();
}
SetDvar( "phys_gravity", -1*GetDvarInt( "phys_gravity" ) );