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Pandora box problem

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Created 10 years ago
by Deer2014
0 Members and 1 Guest are viewing this topic.
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I have a problem when I tested the Sniperbolt's pandora boxes...
I placed 6 chest on my map (start_chest, chest1, chest2, chest3, chest4, chest5)
When I get the teddy bear on the pandora box is formed in the same location.

my mapname.gsc code is:
Code Snippet
Plaintext
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;
and
Code Snippet
Plaintext
	// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;
level.random_pandora_box_start = true;

Why does not the random placement when I get my teddy bear?
What more needs to change it?
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☭ Soviet Commander ☭
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

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Did it do this before:

Code Snippet
Plaintext
level.random_pandora_box_start = true;

?

What mod tools patch do you use? Sniperbolts or UGX?
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Did it do this before:

Code Snippet
Plaintext
level.random_pandora_box_start = true;

?

What mod tools patch do you use? Sniperbolts or UGX?

I installed UGX tools patch.
What can cause this problem?
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☭ Soviet Commander ☭
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I installed UGX tools patch.
What can cause this problem?

A lot of things. I don't really know which one specifically since my works flawlessly.

Try sniperbolts _zombiemode_weapons.gsc(uses stock weapons) and see if it works or not:

Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
init_weapons();
init_weapon_upgrade();
init_pay_turret();
init_weapon_cabinet();
treasure_chest_init();
level thread add_limited_tesla_gun();
level.box_moved = false;
}

add_zombie_weapon( weapon_name, hint, cost, weaponVO, variation_count, ammo_cost  )
{
if( IsDefined( level.zombie_include_weapons ) && !IsDefined( level.zombie_include_weapons[weapon_name] ) )
{
return;
}

add_weapon_to_sound_array(weaponVO,variation_count);

// Check the table first
table = "mp/zombiemode.csv";
table_cost = TableLookUp( table, 0, weapon_name, 1 );
table_ammo_cost = TableLookUp( table, 0, weapon_name, 2 );

if( IsDefined( table_cost ) && table_cost != "" )
{
cost = round_up_to_ten( int( table_cost ) );
}

if( IsDefined( table_ammo_cost ) && table_ammo_cost != "" )
{
ammo_cost = round_up_to_ten( int( table_ammo_cost ) );
}

PrecacheItem( weapon_name );
PrecacheString( hint );

struct = SpawnStruct();

if( !IsDefined( level.zombie_weapons ) )
{
level.zombie_weapons = [];
}

struct.weapon_name = weapon_name;
struct.weapon_classname = "weapon_" + weapon_name;
struct.hint = hint;
struct.cost = cost;
struct.sound = weaponVO;
struct.variation_count = variation_count;
struct.is_in_box = level.zombie_include_weapons[weapon_name];

if( !IsDefined( ammo_cost ) )
{
ammo_cost = round_up_to_ten( int( cost * 0.5 ) );
}

struct.ammo_cost = ammo_cost;

level.zombie_weapons[weapon_name] = struct;
}

default_weighting_func()
{
return 1;
}

default_tesla_weighting_func()
{
num_to_add = 1;
if( isDefined( level.pulls_since_last_tesla_gun ) )
{
// player has dropped the tesla for another weapon, so we set all future polls to 20%
if( isDefined(level.player_drops_tesla_gun) && level.player_drops_tesla_gun == true )
{
num_to_add += int(.2 * level.zombie_include_weapons.size);
}

// player has not seen tesla gun in late rounds
if( !isDefined(level.player_seen_tesla_gun) || level.player_seen_tesla_gun == false )
{
// after round 10 the Tesla gun percentage increases to 20%
if( level.round_number > 10 )
{
num_to_add += int(.2 * level.zombie_include_weapons.size);
}
// after round 5 the Tesla gun percentage increases to 15%
else if( level.round_number > 5 )
{
// calculate the number of times we have to add it to the array to get the desired percent
num_to_add += int(.15 * level.zombie_include_weapons.size);
}
}
}
return num_to_add;
}

default_ray_gun_weighting_func()
{
if( level.box_moved == true )
{
num_to_add = 1;
// increase the percentage of ray gun
if( isDefined( level.pulls_since_last_ray_gun ) )
{
// after 12 pulls the ray gun percentage increases to 15%
if( level.pulls_since_last_ray_gun > 11 )
{
num_to_add += int(level.zombie_include_weapons.size*0.15);
}
// after 8 pulls the Ray Gun percentage increases to 10%
else if( level.pulls_since_last_ray_gun > 7 )
{
num_to_add += int(.1 * level.zombie_include_weapons.size);
}
}
return num_to_add;
}
else
{
return 0;
}
}


//
// Slightly elevate the chance to get it until someone has it, then make it even
default_cymbal_monkey_weighting_func()
{
players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] has_weapon_or_upgrade( "zombie_cymbal_monkey" ) )
{
count++;
}
}
if ( count > 0 )
{
return 1;
}
else
{
if( level.round_number < 10 )
{
return 3;
}
else
{
return 5;
}
}
}


include_zombie_weapon( weapon_name, in_box, weighting_func )
{
if( !IsDefined( level.zombie_include_weapons ) )
{
level.zombie_include_weapons = [];
}
if( !isDefined( in_box ) )
{
in_box = true;
}

level.zombie_include_weapons[weapon_name] = in_box;

if( !isDefined( weighting_func ) )
{
level.weapon_weighting_funcs[weapon_name] = maps\_zombiemode_weapons::default_weighting_func;
}
else
{
level.weapon_weighting_funcs[weapon_name] = weighting_func;
}
}

init_weapons()
{
iprintln("init_weapons");
// Zombify
PrecacheItem( "zombie_melee" );


// Pistols
add_zombie_weapon( "colt", &"ZOMBIE_WEAPON_COLT_50", 50, "vox_crappy", 8 );
add_zombie_weapon( "colt_dirty_harry", &"ZOMBIE_WEAPON_COLT_DH_100", 100, "vox_357", 5 );
add_zombie_weapon( "zombie_sw_357", &"ZOMBIE_WEAPON_SW357_100", 100, "vox_357", 5 );
add_zombie_weapon( "zombie_sw_357_upgraded", &"ZOMBIE_WEAPON_SW357_100", 100, "vox_357", 5 );
add_zombie_weapon( "zombie_colt", &"ZOMBIE_WEAPON_ZOMBIECOLT_25", 25, "vox_crappy", 8 );
add_zombie_weapon( "zombie_colt_upgraded", &"ZOMBIE_WEAPON_ZOMBIECOLT_25", 25, "vox_crappy", 8 );

// Bolt Action                                     
add_zombie_weapon( "zombie_kar98k", &"ZOMBIE_WEAPON_KAR98K_200", 200, "", 0);
add_zombie_weapon( "zombie_kar98k_upgraded", &"ZOMBIE_WEAPON_KAR98K_200", 200, "", 0);
add_zombie_weapon( "zombie_springfield", &"ZOMBIE_WEAPON_SPRINGFIELD_200", 200, "", 0 );
add_zombie_weapon( "zombie_type99_rifle", &"ZOMBIE_WEAPON_TYPE99_200", 200, "", 0 );
add_zombie_weapon( "zombie_type99_rifle_upgraded", &"ZOMBIE_WEAPON_TYPE99_200", 200, "", 0 );
// Semi Auto                                       
add_zombie_weapon( "zombie_gewehr43", &"ZOMBIE_WEAPON_GEWEHR43_600", 600, "" , 0 );
add_zombie_weapon( "zombie_gewehr43_upgraded", &"ZOMBIE_WEAPON_GEWEHR43_600", 600, "" , 0 );
add_zombie_weapon( "zombie_m1carbine", &"ZOMBIE_WEAPON_M1CARBINE_600", 600, "" , 0 );
add_zombie_weapon( "zombie_m1carbine_upgraded", &"ZOMBIE_WEAPON_M1CARBINE_600", 600, "" , 0 );
add_zombie_weapon( "zombie_m1garand", &"ZOMBIE_WEAPON_M1GARAND_600", 600, "" , 0 );
add_zombie_weapon( "zombie_m1garand_upgraded", &"ZOMBIE_WEAPON_M1GARAND_600", 600, "" , 0 );

// Grenades                                         
add_zombie_weapon( "fraggrenade", &"ZOMBIE_WEAPON_FRAGGRENADE_250", 250, "" , 0 );
add_zombie_weapon( "molotov", &"ZOMBIE_WEAPON_MOLOTOV_200", 200, "vox_crappy", 8 );
add_zombie_weapon( "molotov_zombie", &"ZOMBIE_WEAPON_MOLOTOV_200", 200, "vox_crappy", 8 );
add_zombie_weapon( "stielhandgranate", &"ZOMBIE_WEAPON_STIELHANDGRANATE_250", 250, "" , 0, 250 );

// Scoped
add_zombie_weapon( "kar98k_scoped_zombie", &"ZOMBIE_WEAPON_KAR98K_S_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "ptrs41_zombie", &"ZOMBIE_WEAPON_PTRS41_750", 750, "vox_ppsh", 5);
add_zombie_weapon( "ptrs41_zombie_upgraded", &"ZOMBIE_WEAPON_PTRS41_750", 750, "vox_ppsh", 5);

// Full Auto                                                                               
add_zombie_weapon( "zombie_mp40", &"ZOMBIE_WEAPON_MP40_1000", 1000, "vox_mp40", 2 );
add_zombie_weapon( "zombie_mp40_upgraded", &"ZOMBIE_WEAPON_MP40_1000", 1000, "vox_mp40", 2 );
add_zombie_weapon( "zombie_ppsh", &"ZOMBIE_WEAPON_PPSH_2000", 2000, "vox_ppsh", 5 );
add_zombie_weapon( "zombie_ppsh_upgraded", &"ZOMBIE_WEAPON_PPSH_2000", 2000, "vox_ppsh", 5 );
add_zombie_weapon( "zombie_stg44", &"ZOMBIE_WEAPON_STG44_1200", 1200, "vox_mg", 9 );
add_zombie_weapon( "zombie_stg44_upgraded", &"ZOMBIE_WEAPON_STG44_1200", 1200, "vox_mg", 9 );
add_zombie_weapon( "zombie_thompson", &"ZOMBIE_WEAPON_THOMPSON_1200", 1200, "", 0 );
add_zombie_weapon( "zombie_thompson_upgraded", &"ZOMBIE_WEAPON_THOMPSON_1200", 1200, "", 0 );
add_zombie_weapon( "zombie_type100_smg", &"ZOMBIE_WEAPON_TYPE100_1000", 1000, "", 0 );
add_zombie_weapon( "zombie_type100_smg_upgraded", &"ZOMBIE_WEAPON_TYPE100_1000", 1000, "", 0 );

// Shotguns                                         
add_zombie_weapon( "zombie_doublebarrel", &"ZOMBIE_WEAPON_DOUBLEBARREL_1200", 1200, "vox_shotgun", 6);
add_zombie_weapon( "zombie_doublebarrel_upgraded", &"ZOMBIE_WEAPON_DOUBLEBARREL_1200", 1200, "vox_shotgun", 6);
add_zombie_weapon( "zombie_doublebarrel_sawed", &"ZOMBIE_WEAPON_DOUBLEBARREL_SAWED_1200", 1200, "vox_shotgun", 6);
add_zombie_weapon( "zombie_doublebarrel_sawed_upgraded", &"ZOMBIE_WEAPON_DOUBLEBARREL_SAWED_1200", 1200, "vox_shotgun", 6);
add_zombie_weapon( "zombie_shotgun", &"ZOMBIE_WEAPON_SHOTGUN_1500", 1500, "vox_shotgun", 6);
add_zombie_weapon( "zombie_shotgun_upgraded", &"ZOMBIE_WEAPON_SHOTGUN_1500", 1500, "vox_shotgun", 6);

// Heavy Machineguns                               
add_zombie_weapon( "zombie_30cal", &"ZOMBIE_WEAPON_30CAL_3000", 3000, "vox_mg", 9 );
add_zombie_weapon( "zombie_30cal_upgraded", &"ZOMBIE_WEAPON_30CAL_3000", 3000, "vox_mg", 9 );
add_zombie_weapon( "zombie_bar", &"ZOMBIE_WEAPON_BAR_1800", 1800, "vox_bar", 5 );
add_zombie_weapon( "zombie_bar_upgraded", &"ZOMBIE_WEAPON_BAR_1800", 1800, "vox_bar", 5 );
add_zombie_weapon( "zombie_fg42", &"ZOMBIE_WEAPON_FG42_1500", 1500, "vox_mg" , 9 );
add_zombie_weapon( "zombie_fg42_upgraded", &"ZOMBIE_WEAPON_FG42_1500", 1500, "vox_mg" , 9 );
add_zombie_weapon( "zombie_mg42", &"ZOMBIE_WEAPON_MG42_3000", 3000, "vox_mg" , 9 );
add_zombie_weapon( "zombie_mg42_upgraded", &"ZOMBIE_WEAPON_MG42_3000", 3000, "vox_mg" , 9 );

// Grenade Launcher                                 
add_zombie_weapon( "m1garand_gl_zombie", &"ZOMBIE_WEAPON_M1GARAND_GL_1500", 1500, "", 0 );
add_zombie_weapon( "m1garand_gl_zombie_upgraded", &"ZOMBIE_WEAPON_M1GARAND_GL_1500", 1500, "", 0 );

// Rocket Launchers
add_zombie_weapon( "panzerschrek_zombie", &"ZOMBIE_WEAPON_PANZERSCHREK_2000", 2000, "vox_panzer", 5 );
add_zombie_weapon( "panzerschrek_zombie_upgraded", &"ZOMBIE_WEAPON_PANZERSCHREK_2000", 2000, "vox_panzer", 5 );

// Flamethrower                                     
add_zombie_weapon( "m2_flamethrower_zombie", &"ZOMBIE_WEAPON_M2_FLAMETHROWER_3000", 3000, "vox_flame", 7);
add_zombie_weapon( "m2_flamethrower_zombie_upgraded", &"ZOMBIE_WEAPON_M2_FLAMETHROWER_3000", 3000, "vox_flame", 7);

// Special                                         
add_zombie_weapon( "mine_bouncing_betty", &"ZOMBIE_WEAPON_SATCHEL_2000", 2000, "" );
add_zombie_weapon( "zombie_cymbal_monkey", &"ZOMBIE_WEAPON_SATCHEL_2000", 2000, "vox_monkey", 3 );
add_zombie_weapon( "ray_gun", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
add_zombie_weapon( "ray_gun_upgraded", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
add_zombie_weapon( "tesla_gun", &"ZOMBIE_BUY_TESLA", 10, "vox_tesla", 5 );
add_zombie_weapon( "tesla_gun_upgraded", &"ZOMBIE_BUY_TESLA", 10, "vox_tesla", 5 );

if(level.script != "nazi_zombie_prototype")
{
Precachemodel("zombie_teddybear");
}
// ONLY 1 OF THE BELOW SHOULD BE ALLOWED
add_limited_weapon( "m2_flamethrower_zombie", 1 );
add_limited_weapon( "tesla_gun", 1);
}   

//remove this function and whenever it's call for production. this is only for testing purpose.
add_limited_tesla_gun()
{

weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = weapon_spawns[i].zombie_weapon_upgrade;
if(hint_string == "tesla_gun")
{
weapon_spawns[i] waittill("trigger");
weapon_spawns[i] trigger_off();
break;

}

}

}


add_limited_weapon( weapon_name, amount )
{
if( !IsDefined( level.limited_weapons ) )
{
level.limited_weapons = [];
}

level.limited_weapons[weapon_name] = amount;
}                                         

// For pay turrets
init_pay_turret()
{
pay_turrets = [];
pay_turrets = GetEntArray( "pay_turret", "targetname" );

for( i = 0; i < pay_turrets.size; i++ )
{
cost = level.pay_turret_cost;
if( !isDefined( cost ) )
{
cost = 1000;
}
pay_turrets[i] SetHintString( &"ZOMBIE_PAY_TURRET", cost );
pay_turrets[i] SetCursorHint( "HINT_NOICON" );
pay_turrets[i] UseTriggerRequireLookAt();

pay_turrets[i] thread pay_turret_think( cost );
}
}

// For buying weapon upgrades in the environment
init_weapon_upgrade()
{
weapon_spawns = [];
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = get_weapon_hint( weapon_spawns[i].zombie_weapon_upgrade );

weapon_spawns[i] SetHintString( hint_string );
weapon_spawns[i] setCursorHint( "HINT_NOICON" );
weapon_spawns[i] UseTriggerRequireLookAt();

weapon_spawns[i] thread weapon_spawn_think();
model = getent( weapon_spawns[i].target, "targetname" );
model hide();
}
}

// weapon cabinets which open on use
init_weapon_cabinet()
{
// the triggers which are targeted at doors
weapon_cabs = GetEntArray( "weapon_cabinet_use", "targetname" );

for( i = 0; i < weapon_cabs.size; i++ )
{

weapon_cabs[i] SetHintString( &"ZOMBIE_CABINET_OPEN_1500" );
weapon_cabs[i] setCursorHint( "HINT_NOICON" );
weapon_cabs[i] UseTriggerRequireLookAt();
}

array_thread( weapon_cabs, ::weapon_cabinet_think );
}

// returns the trigger hint string for the given weapon
get_weapon_hint( weapon_name )
{
AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );

return level.zombie_weapons[weapon_name].hint;
}

get_weapon_cost( weapon_name )
{
AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );

return level.zombie_weapons[weapon_name].cost;
}

get_ammo_cost( weapon_name )
{
AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );

return level.zombie_weapons[weapon_name].ammo_cost;
}

get_is_in_box( weapon_name )
{
AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." );

return level.zombie_weapons[weapon_name].is_in_box;
}

is_weapon_upgraded( weaponname )
{
if( !isdefined( weaponname ) )
{
return false;
}

weaponname = ToLower( weaponname );

upgraded = issubstr( weaponname, "_upgraded" );

return upgraded;

}

has_upgrade( weaponname )
{
has_upgrade = false;
if( IsDefined( level.zombie_include_weapons[weaponname+"_upgraded"] ) )
{
has_upgrade = self HasWeapon( weaponname+"_upgraded" );
}
return has_upgrade;
}

has_weapon_or_upgrade( weaponname )
{
has_weapon = false;
if (self maps\_laststand::player_is_in_laststand())
{
for( m = 0; m < self.weaponInventory.size; m++ )
{
if (self.weaponInventory[m] == weaponname || self.weaponInventory[m] == weaponname+"_upgraded" )
{
has_weapon = true;
}
}
}
else
{
// If the weapon you're checking doesn't exist, it will return undefined
if( IsDefined( level.zombie_include_weapons[weaponname] ) )
{
has_weapon = self HasWeapon( weaponname );
}

if( !has_weapon && isdefined( level.zombie_include_weapons[weaponname+"_upgraded"] ) )
{
has_weapon = self HasWeapon( weaponname+"_upgraded" );
}
}

return has_weapon;
}

using_weapon_or_upgrade( weaponname )
{
if( self GetCurrentWeapon() == weaponname || self GetCurrentWeapon() == weaponname+"_upgraded" )
{
return true;
}
return false;
}

// for the random weapon chest
treasure_chest_init()
{
flag_init("moving_chest_enabled");
flag_init("moving_chest_now");


level.chests = GetEntArray( "treasure_chest_use", "targetname" );

if (level.chests.size > 1)
{

flag_set("moving_chest_enabled");

while ( 1 )
{
level.chests = array_randomize(level.chests);

if( isdefined( level.random_pandora_box_start ) )
break;
   
if ( !IsDefined( level.chests[0].script_noteworthy ) || ( level.chests[0].script_noteworthy != "start_chest" ) )
{
break;
}

}

level.chest_index = 0;

while(level.chest_index < level.chests.size)
{

if( isdefined( level.random_pandora_box_start ) )
break;

            if(level.chests[level.chest_index].script_noteworthy == "start_chest")
            {
                 break;
            }
           
            level.chest_index++;     
      }

//init time chest accessed amount.

if(level.script != "nazi_zombie_prototype")
{
level.chest_accessed = 0;
}

if(isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
//temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
level.pandora_light SetModel( "tag_origin" );
playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower.
else if(level.script == "nazi_zombie_paris")
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = (-90, 0, 0);
level.pandora_light SetModel( "tag_origin" );
//playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}

//determine magic box starting location at random or normal
init_starting_chest_location();

}

array_thread( level.chests, ::treasure_chest_think );

}

init_starting_chest_location()
{

for( i = 0; i < level.chests.size; i++ )
{

if( isdefined( level.random_pandora_box_start ) && level.random_pandora_box_start == true )
{
if( i != 0 )
{
level.chests[i] hide_chest();
}
else
{
level.chest_index = i;
unhide_magic_box( i );
}

}
else
{
if ( !IsDefined(level.chests[i].script_noteworthy ) || ( level.chests[i].script_noteworthy != "start_chest" ) )
{
level.chests[i] hide_chest();
}
else
{
level.chest_index = i;
unhide_magic_box( i );
}
}
}


}

unhide_magic_box( index )
{

//PI CHANGE - altered to allow for more than one piece of rubble
rubble = getentarray( level.chests[index].script_noteworthy + "_rubble", "script_noteworthy" );
if ( IsDefined( rubble ) )
{
for ( x = 0; x < rubble.size; x++ )
{
rubble[x] hide();
}
//END PI CHANGE
}
else
{
println( "^3Warning: No rubble found for magic box" );
}
}

set_treasure_chest_cost( cost )
{
level.zombie_treasure_chest_cost = cost;
}

hide_chest()
{
pieces = self get_chest_pieces();

for(i=0;i<pieces.size;i++)
{
pieces[i] disable_trigger();
pieces[i] hide();
}
}

get_chest_pieces()
{
// self = trigger

lid = GetEnt(self.target, "targetname");
org = GetEnt(lid.target, "targetname");
box = GetEnt(org.target, "targetname");

pieces = [];
pieces[pieces.size] = self;
pieces[pieces.size] = lid;
pieces[pieces.size] = org;
pieces[pieces.size] = box;

return pieces;
}

play_crazi_sound()
{
self playlocalsound("laugh_child");
}

show_magic_box()
{
pieces = self get_chest_pieces();
for(i=0;i<pieces.size;i++)
{
pieces[i] enable_trigger();
}

// PI_CHANGE_BEGIN - JMA - we want to play another effect on swamp
anchor = GetEnt(self.target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

if(isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight != true )
{
playfx( level._effect["poltergeist"],pieces[0].origin);
}
else
{
level.pandora_light.angles = (-90, anchorTarget.angles[1] + 180, 0);
level.pandora_light moveto(anchorTarget.origin, 0.05);
wait(1);
playfx( level._effect["lght_marker_flare"],level.pandora_light.origin );
// playfxontag(level._effect["lght_marker_flare"], level.pandora_light, "tag_origin");
}
// PI_CHANGE_END

playsoundatposition( "box_poof", pieces[0].origin );
wait(.5);
for(i=0;i<pieces.size;i++)
{
if( pieces[i].classname != "trigger_use" )
{
pieces[i] show();
}
}
pieces[0] playsound ( "box_poof_land" );
pieces[0] playsound( "couch_slam" );
}

treasure_chest_think()
{
cost = 950;
if( IsDefined( level.zombie_treasure_chest_cost ) )
{
cost = level.zombie_treasure_chest_cost;
}
else
{
cost = self.zombie_cost;
}

self set_hint_string( self, "default_treasure_chest_" + cost );
self setCursorHint( "HINT_NOICON" );

//self thread decide_hide_show_chest_hint( "move_imminent" );

// waittill someuses uses this
user = undefined;
while( 1 )
{
self waittill( "trigger", user );

if( user in_revive_trigger() )
{
wait( 0.1 );
continue;
}

// make sure the user is a player, and that they can afford it
if( is_player_valid( user ) && user.score >= cost )
{
user maps\_zombiemode_score::minus_to_player_score( cost );
break;
}
else if ( user.score < cost )
{
user thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}

wait 0.05;
}

// trigger_use->script_brushmodel lid->script_origin in radiant
lid = getent( self.target, "targetname" );
weapon_spawn_org = getent( lid.target, "targetname" );

//open the lid
lid thread treasure_chest_lid_open();

// SRS 9/3/2008: added to help other functions know if we timed out on grabbing the item
self.timedOut = false;

// mario kart style weapon spawning
weapon_spawn_org thread treasure_chest_weapon_spawn( self, user );

// the glowfx
weapon_spawn_org thread treasure_chest_glowfx();

// take away usability until model is done randomizing
self disable_trigger();

weapon_spawn_org waittill( "randomization_done" );

if (flag("moving_chest_now"))
{
user thread treasure_chest_move_vo();
self treasure_chest_move(lid);

}
else
{
// Let the player grab the weapon and re-enable the box //
self.grab_weapon_hint = true;
self.chest_user = user;
self sethintstring( &"ZOMBIE_TRADE_WEAPONS" );
self setCursorHint( "HINT_NOICON" );
self setvisibletoplayer( user );

// Limit its visibility to the player who bought the box
self enable_trigger();
self thread treasure_chest_timeout();

// make sure the guy that spent the money gets the item
// SRS 9/3/2008: ...or item goes back into the box if we time out
while( 1 )
{
self waittill( "trigger", grabber );

if( grabber == user || grabber == level )
{


if( grabber == user && is_player_valid( user ) && user GetCurrentWeapon() != "mine_bouncing_betty" )
{
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type magic_accept",
user.playername, user.score, level.round_number, cost, weapon_spawn_org.weapon_string, self.origin );
self notify( "user_grabbed_weapon" );
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );
break;
}
else if( grabber == level )
{
// it timed out
self.timedOut = true;
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type magic_reject",
user.playername, user.score, level.round_number, cost, weapon_spawn_org.weapon_string, self.origin );
break;
}
}

wait 0.05;
}

self.grab_weapon_hint = false;
self.chest_user = undefined;

weapon_spawn_org notify( "weapon_grabbed" );

//increase counter of amount of time weapon grabbed.
if(level.script != "nazi_zombie_prototype")
{
level.chest_accessed += 1;

// PI_CHANGE_BEGIN
// JMA - we only update counters when it's available
if( isDefined(level.DLC3.useChestPulls) && level.DLC3.useChestPulls )
{
level.pulls_since_last_ray_gun += 1;
}

if( isDefined(level.DLC3.useChestPulls) && level.DLC3.useChestPulls )
{
level.pulls_since_last_tesla_gun += 1;
}
// PI_CHANGE_END
}
self disable_trigger();

// spend cash here...
// give weapon here...
lid thread treasure_chest_lid_close( self.timedOut );

//Chris_P
//magic box dissapears and moves to a new spot after a predetermined number of uses

wait 3;
self enable_trigger();
self setvisibletoall();
}

flag_clear("moving_chest_now");
self thread treasure_chest_think();
}


//
// Disable trigger if can't buy weapon and also if someone else is using the chest
decide_hide_show_chest_hint( endon_notify )
{
if( isDefined( endon_notify ) )
{
self endon( endon_notify );
}

while( true )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
// chest_user defined if someone bought a weapon spin, false when chest closed
if ( (IsDefined(self.chest_user) && players[i] != self.chest_user ) ||
!players[i] can_buy_weapon() )
{
self SetInvisibleToPlayer( players[i], true );
}
else
{
self SetInvisibleToPlayer( players[i], false );
}
}
wait( 0.1 );
}
}

decide_hide_show_hint( endon_notify )
{
if( isDefined( endon_notify ) )
{
self endon( endon_notify );
}

while( true )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if( players[i] can_buy_weapon() )
{
self SetInvisibleToPlayer( players[i], false );
}
else
{
self SetInvisibleToPlayer( players[i], true );
}
}
wait( 0.1 );
}
}

can_buy_weapon()
{
if( isDefined( self.is_drinking ) && self.is_drinking )
{
return false;
}
if( self GetCurrentWeapon() == "mine_bouncing_betty" )
{
return false;
}
if( self in_revive_trigger() )
{
return false;
}

return true;
}

treasure_chest_move_vo()
{

self endon("disconnect");

index = maps\_zombiemode_weapons::get_player_index(self);
sound = undefined;

if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
variation_count = 5;
sound = "plr_" + index + "_vox_box_move" + "_" + randomintrange(0, variation_count);


//This keeps multiple voice overs from playing on the same player (both killstreaks and headshots).
if (level.player_is_speaking != 1 && isDefined(sound))
{
level.player_is_speaking = 1;
self playsound(sound, "sound_done");
self waittill("sound_done");
level.player_is_speaking = 0;
}

}


treasure_chest_move(lid)
{
level waittill("weapon_fly_away_start");

players = get_players();

array_thread(players, ::play_crazi_sound);

level waittill("weapon_fly_away_end");

lid thread treasure_chest_lid_close(false);
self setvisibletoall();

fake_pieces = [];
pieces = self get_chest_pieces();

for(i=0;i<pieces.size;i++)
{
if(pieces[i].classname == "script_model")
{
fake_pieces[fake_pieces.size] = spawn("script_model",pieces[i].origin);
fake_pieces[fake_pieces.size - 1].angles = pieces[i].angles;
fake_pieces[fake_pieces.size - 1] setmodel(pieces[i].model);
pieces[i] disable_trigger();
pieces[i] hide();
}
else
{
pieces[i] disable_trigger();
pieces[i] hide();
}
}

anchor = spawn("script_origin",fake_pieces[0].origin);
soundpoint = spawn("script_origin", anchor.origin);
    playfx( level._effect["poltergeist"],anchor.origin);

anchor playsound("box_move");
for(i=0;i<fake_pieces.size;i++)
{
fake_pieces[i] linkto(anchor);
}

playsoundatposition ("whoosh", soundpoint.origin );
playsoundatposition ("ann_vox_magicbox", soundpoint.origin );


anchor moveto(anchor.origin + (0,0,50),5);
//anchor rotateyaw(360 * 10,5,5);
if(level.chests[level.chest_index].script_noteworthy == "magic_box_south" || level.chests[level.chest_index].script_noteworthy == "magic_box_bathroom" || level.chests[level.chest_index].script_noteworthy == "magic_box_hallway")
{
anchor Vibrate( (50, 0, 0), 10, 0.5, 5 );
}
else if(level.script != "nazi_zombie_sumpf")
{
anchor Vibrate( (0, 50, 0), 10, 0.5, 5 );
}
else
{
   //Get the normal of the box using the positional data of the box and lid
   direction = pieces[3].origin - pieces[1].origin;
   direction = (direction[1], direction[0], 0);
   
   if(direction[1] < 0 || (direction[0] > 0 && direction[1] > 0))
   {
            direction = (direction[0], direction[1] * -1, 0);
       }
       else if(direction[0] < 0)
       {
            direction = (direction[0] * -1, direction[1], 0);
       }
   
        anchor Vibrate( direction, 10, 0.5, 5);
}

//anchor thread rotateroll_box();
anchor waittill("movedone");
//players = get_players();
//array_thread(players, ::play_crazi_sound);
//wait(3.9);

playfx(level._effect["poltergeist"], anchor.origin);

//TUEY - Play the 'disappear' sound
playsoundatposition ("box_poof", soundpoint.origin);
for(i=0;i<fake_pieces.size;i++)
{
fake_pieces[i] delete();
}


//gzheng-Show the rubble
//PI CHANGE - allow for more than one object of rubble per box
rubble = getentarray(self.script_noteworthy + "_rubble", "script_noteworthy");

if ( IsDefined( rubble ) )
{
for (i = 0; i < rubble.size; i++)
{
rubble[i] show();
}
}
else
{
println( "^3Warning: No rubble found for magic box" );
}

wait(0.1);
anchor delete();
soundpoint delete();

old_chest_index = level.chest_index;

wait(5);

//chest moving logic
//PI CHANGE - for sumpf, this doesn't work because chest_index is always incremented twice (here and line 724) - while this would work with an odd number of chests,
//      with an even number it skips half of the chest locations in the map

level.verify_chest = false;
//wait(3);
//make sure level is asylum, factory, or sumpf and make magic box only appear in location player have open, it's off by default
//also make sure box doesn't respawn in old location.
//PI WJB: removed check on "magic_box_explore_only" dvar because it is only ever used here and when it is set in _zombiemode.gsc line 446
// where it is declared and set to 0, causing this while loop to never happen because the check was to see if it was equal to 1
if( isDefined(level.DLC3.useChestMoves) && level.DLC3.useChestMoves)
{
level.chest_index++;

/* while(level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
{
level.chest_index++;
}*/

if (level.chest_index >= level.chests.size)
{
//PI CHANGE - this way the chests won't move in the same order the second time around
temp_chest_name = level.chests[level.chest_index - 1].script_noteworthy;
level.chest_index = 0;
level.chests = array_randomize(level.chests);
//in case it happens to randomize in such a way that the chest_index now points to the same location
// JMA - want to avoid an infinite loop, so we use an if statement
if (temp_chest_name == level.chests[level.chest_index].script_noteworthy)
{
level.chest_index++;
}
//END PI CHANGE
}

//verify_chest_is_open();
wait(0.01);

}
level.chests[level.chest_index] show_magic_box();

//turn off magic box light.
level notify("magic_box_light_switch");
//PI CHANGE - altered to allow for more than one object of rubble per box
unhide_magic_box( level.chest_index );

}

rotateroll_box()
{
angles = 40;
angles2 = 0;
//self endon("movedone");
while(isdefined(self))
{
self RotateRoll(angles + angles2, 0.5);
wait(0.7);
angles2 = 40;
self RotateRoll(angles * -2, 0.5);
wait(0.7);
}



}
//verify if that magic box is open to players or not.
verify_chest_is_open()
{

//for(i = 0; i < 5; i++)
//PI CHANGE - altered so that there can be more than 5 valid chest locations
for (i = 0; i < level.open_chest_location.size; i++)
{
if(isdefined(level.open_chest_location[i]))
{
if(level.open_chest_location[i] == level.chests[level.chest_index].script_noteworthy)
{
level.verify_chest = true;
return;
}
}

}

level.verify_chest = false;


}


treasure_chest_timeout()
{
self endon( "user_grabbed_weapon" );

wait( 12 );
self notify( "trigger", level );
}

treasure_chest_lid_open()
{
openRoll = 105;
openTime = 0.5;

self RotateRoll( 105, openTime, ( openTime * 0.5 ) );

play_sound_at_pos( "open_chest", self.origin );
play_sound_at_pos( "music_chest", self.origin );
}

treasure_chest_lid_close( timedOut )
{
closeRoll = -105;
closeTime = 0.5;

self RotateRoll( closeRoll, closeTime, ( closeTime * 0.5 ) );
play_sound_at_pos( "close_chest", self.origin );
}

treasure_chest_ChooseRandomWeapon( player )
{

keys = GetArrayKeys( level.zombie_weapons );

// Filter out any weapons the player already has
filtered = [];
for( i = 0; i < keys.size; i++ )
{
if( !get_is_in_box( keys[i] ) )
{
continue;
}

if( player has_weapon_or_upgrade( keys[i] ) )
{
continue;
}

if( !IsDefined( keys[i] ) )
{
continue;
}

filtered[filtered.size] = keys[i];
}

// Filter out the limited weapons
if( IsDefined( level.limited_weapons ) )
{
keys2 = GetArrayKeys( level.limited_weapons );
players = get_players();
pap_triggers = GetEntArray("zombie_vending_upgrade", "targetname");
for( q = 0; q < keys2.size; q++ )
{
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] has_weapon_or_upgrade( keys2[q] ) )
{
count++;
}
}

// Check the pack a punch machines to see if they are holding what we're looking for
for ( k=0; k<pap_triggers.size; k++ )
{
if ( IsDefined(pap_triggers[k].current_weapon) && pap_triggers[k].current_weapon == keys2[q] )
{
count++;
}
}

if( count >= level.limited_weapons[keys2[q]] )
{
filtered = array_remove( filtered, keys2[q] );
}
}
}

return filtered[RandomInt( filtered.size )];
}

treasure_chest_ChooseWeightedRandomWeapon( player )
{

keys = GetArrayKeys( level.zombie_weapons );

// Filter out any weapons the player already has
filtered = [];
for( i = 0; i < keys.size; i++ )
{
if( !get_is_in_box( keys[i] ) )
{
continue;
}

if( player has_weapon_or_upgrade( keys[i] ) )
{
continue;
}

if( !IsDefined( keys[i] ) )
{
continue;
}

num_entries = [[ level.weapon_weighting_funcs[keys[i]] ]]();

for( j = 0; j < num_entries; j++ )
{
filtered[filtered.size] = keys[i];
}
}

// Filter out the limited weapons
if( IsDefined( level.limited_weapons ) )
{
keys2 = GetArrayKeys( level.limited_weapons );
players = get_players();
pap_triggers = GetEntArray("zombie_vending_upgrade", "targetname");
for( q = 0; q < keys2.size; q++ )
{
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] has_weapon_or_upgrade( keys2[q] ) )
{
count++;
}
}

// Check the pack a punch machines to see if they are holding what we're looking for
for ( k=0; k<pap_triggers.size; k++ )
{
if ( IsDefined(pap_triggers[k].current_weapon) && pap_triggers[k].current_weapon == keys2[q] )
{
count++;
}
}

if( count >= level.limited_weapons[keys2[q]] )
{
filtered = array_remove( filtered, keys2[q] );
}
}
}

return filtered[RandomInt( filtered.size )];
}

treasure_chest_weapon_spawn( chest, player )
{
assert(IsDefined(player));
// spawn the model
model = spawn( "script_model", self.origin );
model.angles = self.angles +( 0, 90, 0 );

floatHeight = 40;

//move it up
model moveto( model.origin +( 0, 0, floatHeight ), 3, 2, 0.9 );

// rotation would go here

// make with the mario kart
modelname = undefined;
rand = undefined;
number_cycles = 40;
for( i = 0; i < number_cycles; i++ )
{

if( i < 20 )
{
wait( 0.05 );
}
else if( i < 30 )
{
wait( 0.1 );
}
else if( i < 35 )
{
wait( 0.2 );
}
else if( i < 38 )
{
wait( 0.3 );
}

if( i+1 < number_cycles )
{
rand = treasure_chest_ChooseRandomWeapon( player );
}
else
{
rand = treasure_chest_ChooseWeightedRandomWeapon( player );
}

/#
if( maps\_zombiemode_tesla::tesla_gun_exists() )
{
if ( i == 39 && GetDvar( "scr_spawn_tesla" ) != "" )
{
SetDvar( "scr_spawn_tesla", "" );
rand = "tesla_gun";
}
}
#/

modelname = GetWeaponModel( rand );
model setmodel( modelname );


}

self.weapon_string = rand; // here's where the org get it's weapon type for the give function

// random change of getting the joker that moves the box
random = Randomint(100);

if( !isdefined( level.chest_min_move_usage ) )
{
level.chest_min_move_usage = 4;
}

//increase the chance of joker appearing from 0-100 based on amount of the time chest has been opened.
if(level.script != "nazi_zombie_prototype" && getdvar("magic_chest_movable") == "1")
{

if(level.chest_accessed < level.chest_min_move_usage)
{
// PI_CHANGE_BEGIN - JMA - RandomInt(100) can return a number between 0-99.  If it's zero and chance_of_joker is zero
// we can possibly have a teddy bear one after another.
chance_of_joker = -1;
// PI_CHANGE_END
}
else
{
chance_of_joker = level.chest_accessed + 20;

// make sure teddy bear appears on the 8th pull if it hasn't moved from the initial spot
if( (!isDefined(level.magic_box_first_move) || level.magic_box_first_move == false ) && level.chest_accessed >= 8)
{
chance_of_joker = 100;
}

// pulls 4 thru 8, there is a 15% chance of getting the teddy bear
// NOTE:  this happens in all cases
if( level.chest_accessed >= 4 && level.chest_accessed < 8 )
{
if( random < 15 )
{
chance_of_joker = 100;
}
else
{
chance_of_joker = -1;
}
}

// after the first magic box move the teddy bear percentages changes
if( isDefined(level.magic_box_first_move) && level.magic_box_first_move == true )
{
// between pulls 8 thru 12, the teddy bear percent is 30%
if( level.chest_accessed >= 8 && level.chest_accessed < 13 )
{
if( random < 30 )
{
chance_of_joker = 100;
}
else
{
chance_of_joker = -1;
}
}

// after 12th pull, the teddy bear percent is 50%
if( level.chest_accessed >= 13 )
{
if( random < 50 )
{
chance_of_joker = 100;
}
else
{
chance_of_joker = -1;
}
}
}
}

if (random <= chance_of_joker)
{
model SetModel("zombie_teddybear");
// model rotateto(level.chests[level.chest_index].angles, 0.01);
//wait(1);
model.angles = self.angles;
wait 1;
flag_set("moving_chest_now");
self notify( "move_imminent" );
level.chest_accessed = 0;

player maps\_zombiemode_score::add_to_player_score( 950 );

//allow power weapon to be accessed.
level.box_moved = true;
}
}

self notify( "randomization_done" );

if (flag("moving_chest_now"))
{
wait .5; // we need a wait here before this notify
level notify("weapon_fly_away_start");
wait 2;
model MoveZ(500, 4, 3);
model waittill("movedone");
model delete();
self notify( "box_moving" );
level notify("weapon_fly_away_end");
}
else
{

//turn off power weapon, since player just got one
if( rand == "tesla_gun" || rand == "ray_gun" )
{
// PI_CHANGE_BEGIN - JMA - reset the counters for tesla gun and ray gun pulls
if(isDefined(level.DLC3.useWeaponSpawn) && level.DLC3.useWeaponSpawn )
{
if( rand == "ray_gun" )
{
level.box_moved = false;
level.pulls_since_last_ray_gun = 0;
}

if( rand == "tesla_gun" )
{
level.pulls_since_last_tesla_gun = 0;
level.player_seen_tesla_gun = true;
}
}
else
{
level.box_moved = false;
}
// PI_CHANGE_END
}

model thread timer_til_despawn(floatHeight);
self waittill( "weapon_grabbed" );

if( !chest.timedOut )
{
model Delete();
}


}
}
timer_til_despawn(floatHeight)
{


// SRS 9/3/2008: if we timed out, move the weapon back into the box instead of deleting it
putBackTime = 12;
self MoveTo( self.origin - ( 0, 0, floatHeight ), putBackTime, ( putBackTime * 0.5 ) );
wait( putBackTime );

if(isdefined(self))
{
self Delete();
}
}

treasure_chest_glowfx()
{
fxObj = spawn( "script_model", self.origin +( 0, 0, 0 ) );
fxobj setmodel( "tag_origin" );
fxobj.angles = self.angles +( 90, 0, 0 );

playfxontag( level._effect["chest_light"], fxObj, "tag_origin"  );

self waittill_any( "weapon_grabbed", "box_moving" );

fxobj delete();
}

// self is the player string comes from the randomization function
treasure_chest_give_weapon( weapon_string )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;

if( self HasWeapon( weapon_string ) )
{
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
return;
}

// This should never be true for the first time.
if( primaryWeapons.size >= 2 ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get hiss current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" ) )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.DLC3.useGiveWeapon) && level.DLC3.useGiveWeapon)
{
if( current_weapon == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END

self TakeWeapon( current_weapon );
}
}
}

if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}

if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.DLC3.useGiveWeapon) && level.DLC3.useGiveWeapon )
{
if( primaryWeapons[i] == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END

self TakeWeapon( primaryWeapons[i] );
}
}
}

self play_sound_on_ent( "purchase" );

if( weapon_string == "molotov" || weapon_string == "molotov_zombie" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "zombie_cymbal_monkey" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}
// PI_CHANGE_END
}
if( weapon_string == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}

if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END

self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
play_weapon_vo(weapon_string);
return;
}

self GiveWeapon( weapon_string, 0 );
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );

play_weapon_vo(weapon_string);

// self playsound (level.zombie_weapons[weapon_string].sound);
}

weapon_cabinet_think()
{
weapons = getentarray( "cabinet_weapon", "targetname" );

doors = getentarray( self.target, "targetname" );
for( i = 0; i < doors.size; i++ )
{
doors[i] NotSolid();
}

self.has_been_used_once = false;

self thread decide_hide_show_hint();

while( 1 )
{
self waittill( "trigger", player );

if( !player can_buy_weapon() )
{
wait( 0.1 );
continue;
}

cost = 1500;
if( self.has_been_used_once )
{
cost = get_weapon_cost( self.zombie_weapon_upgrade );
}
else
{
if( IsDefined( self.zombie_cost ) )
{
cost = self.zombie_cost;
}
}

ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );

if( !is_player_valid( player ) )
{
player thread ignore_triggers( 0.5 );
continue;
}

if( self.has_been_used_once )
{
player_has_weapon = player has_weapon_or_upgrade( self.zombie_weapon_upgrade );
/*
player_has_weapon = false;
weapons = player GetWeaponsList();
if( IsDefined( weapons ) )
{
for( i = 0; i < weapons.size; i++ )
{
if( weapons[i] == self.zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
}
*/

if( !player_has_weapon )
{
if( player.score >= cost )
{
self play_sound_on_ent( "purchase" );
player maps\_zombiemode_score::minus_to_player_score( cost );
player weapon_give( self.zombie_weapon_upgrade );
}
else // not enough money
{
play_sound_on_ent( "no_purchase" );
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
}
}
else if ( player.score >= ammo_cost )
{
ammo_given = player ammo_give( self.zombie_weapon_upgrade );
if( ammo_given )
{
self play_sound_on_ent( "purchase" );
player maps\_zombiemode_score::minus_to_player_score( ammo_cost ); // this give him ammo to early
}
}
else // not enough money
{
play_sound_on_ent( "no_purchase" );
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
}
}
else if( player.score >= cost ) // First time the player opens the cabinet
{
self.has_been_used_once = true;

self play_sound_on_ent( "purchase" );

self SetHintString( &"ZOMBIE_WEAPONCOSTAMMO", cost, ammo_cost );
// self SetHintString( get_weapon_hint( self.zombie_weapon_upgrade ) );
self setCursorHint( "HINT_NOICON" );
player maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );

doors = getentarray( self.target, "targetname" );

for( i = 0; i < doors.size; i++ )
{
if( doors[i].model == "dest_test_cabinet_ldoor_dmg0" )
{
doors[i] thread weapon_cabinet_door_open( "left" );
}
else if( doors[i].model == "dest_test_cabinet_rdoor_dmg0" )
{
doors[i] thread weapon_cabinet_door_open( "right" );
}
}

player_has_weapon = player has_weapon_or_upgrade( self.zombie_weapon_upgrade );
/*
player_has_weapon = false;
weapons = player GetWeaponsList();
if( IsDefined( weapons ) )
{
for( i = 0; i < weapons.size; i++ )
{
if( weapons[i] == self.zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
}
*/

if( !player_has_weapon )
{
player weapon_give( self.zombie_weapon_upgrade );
}
else
{
if( player has_upgrade( self.zombie_weapon_upgrade ) )
{
player ammo_give( self.zombie_weapon_upgrade+"_upgraded" );
}
else
{
player ammo_give( self.zombie_weapon_upgrade );
}
}
}
else // not enough money
{
play_sound_on_ent( "no_purchase" );
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
}
}
}

pay_turret_think( cost )
{
if( !isDefined( self.target ) )
{
return;
}
turret = GetEnt( self.target, "targetname" );

if( !isDefined( turret ) )
{
return;
}

turret makeTurretUnusable();

while( true )
{
self waittill( "trigger", player );

if( !is_player_valid( player ) )
{
player thread ignore_triggers( 0.5 );
continue;
}

if( player in_revive_trigger() )
{
wait( 0.1 );
continue;
}

if(isdefined(player.is_drinking))
{
wait(0.1);
continue;
}

if( player.score >= cost )
{
player maps\_zombiemode_score::minus_to_player_score( cost );
turret makeTurretUsable();
turret UseBy( player );
self disable_trigger();

player.curr_pay_turret = turret;

turret thread watch_for_laststand( player );
turret thread watch_for_fake_death( player );
if( isDefined( level.turret_timer ) )
{
turret thread watch_for_timeout( player, level.turret_timer );
}

while( isDefined( turret getTurretOwner() ) && turret getTurretOwner() == player )
{
wait( 0.05 );
}

turret notify( "stop watching" );

player.curr_pay_turret = undefined;

turret makeTurretUnusable();
self enable_trigger();
}
else // not enough money
{
play_sound_on_ent( "no_purchase" );
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
}
}
}

watch_for_laststand( player )
{
self endon( "stop watching" );

while( !player maps\_laststand::player_is_in_laststand() )
{
if( isDefined( level.intermission ) && level.intermission )
{
intermission = true;
}
wait( 0.05 );
}

if( isDefined( self getTurretOwner() ) && self getTurretOwner() == player )
{
self UseBy( player );
}
}

watch_for_fake_death( player )
{
self endon( "stop watching" );

player waittill( "fake_death" );

if( isDefined( self getTurretOwner() ) && self getTurretOwner() == player )
{
self UseBy( player );
}
}

watch_for_timeout( player, time )
{
self endon( "stop watching" );

self thread cancel_timer_on_end( player );

player thread maps\_zombiemode_timer::start_timer( time, "stop watching" );

wait( time );

if( isDefined( self getTurretOwner() ) && self getTurretOwner() == player )
{
self UseBy( player );
}
}

cancel_timer_on_end( player )
{
self waittill( "stop watching" );
player notify( "stop watching" );
}

weapon_cabinet_door_open( left_or_right )
{
if( left_or_right == "left" )
{
self rotateyaw( 120, 0.3, 0.2, 0.1 );
}
else if( left_or_right == "right" )
{
self rotateyaw( -120, 0.3, 0.2, 0.1 );
}
}

weapon_spawn_think()
{
cost = get_weapon_cost( self.zombie_weapon_upgrade );
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
is_grenade = (WeaponType( self.zombie_weapon_upgrade ) == "grenade");
if(is_grenade)
{
ammo_cost = cost;
}

self thread decide_hide_show_hint();

self.first_time_triggered = false;
for( ;; )
{
self waittill( "trigger", player );
// if not first time and they have the weapon give ammo

if( !is_player_valid( player ) )
{
player thread ignore_triggers( 0.5 );
continue;
}

if( !player can_buy_weapon() )
{
wait( 0.1 );
continue;
}

// Allow people to get ammo off the wall for upgraded weapons
player_has_weapon = player has_weapon_or_upgrade( self.zombie_weapon_upgrade );
/*
player_has_weapon = false;
weapons = player GetWeaponsList();
if( IsDefined( weapons ) )
{
for( i = 0; i < weapons.size; i++ )
{
if( weapons[i] == self.zombie_weapon_upgrade )
{
player_has_weapon = true;
}
}
}
*/

if( !player_has_weapon )
{
// else make the weapon show and give it
if( player.score >= cost )
{
if( self.first_time_triggered == false )
{
model = getent( self.target, "targetname" );
// model show();
model thread weapon_show( player );
self.first_time_triggered = true;

if(!is_grenade)
{
self SetHintString( &"ZOMBIE_WEAPONCOSTAMMO", cost, ammo_cost );
}
}

player maps\_zombiemode_score::minus_to_player_score( cost );

bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type weapon",
player.playername, player.score, level.round_number, cost, self.zombie_weapon_upgrade, self.origin );

player weapon_give( self.zombie_weapon_upgrade );
}
else
{
play_sound_on_ent( "no_purchase" );
player thread maps\nazi_zombie_sumpf_blockers::play_no_money_purchase_dialog();

}
}
else
{
// MM - need to check and see if the player has an upgraded weapon.  If so, the ammo cost is much higher
if ( player has_upgrade( self.zombie_weapon_upgrade ) )
{
ammo_cost = 4500;
}
else
{
ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade );
}

// if the player does have this then give him ammo.
if( player.score >= ammo_cost )
{
if( self.first_time_triggered == false )
{
model = getent( self.target, "targetname" );
// model show();
model thread weapon_show( player );
self.first_time_triggered = true;
if(!is_grenade)
{
self SetHintString( &"ZOMBIE_WEAPONCOSTAMMO", cost, get_ammo_cost( self.zombie_weapon_upgrade ) );
}
}

if( player HasWeapon( self.zombie_weapon_upgrade ) && player has_upgrade( self.zombie_weapon_upgrade ) )
{
ammo_given = player ammo_give( self.zombie_weapon_upgrade, true );
}
else if( player has_upgrade( self.zombie_weapon_upgrade ) )
{
ammo_given = player ammo_give( self.zombie_weapon_upgrade+"_upgraded" );
}
else
{
ammo_given = player ammo_give( self.zombie_weapon_upgrade );
}

if( ammo_given )
{
player maps\_zombiemode_score::minus_to_player_score( ammo_cost ); // this give him ammo to early

bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type ammo",
player.playername, player.score, level.round_number, ammo_cost, self.zombie_weapon_upgrade, self.origin );
}
}
else
{
play_sound_on_ent( "no_purchase" );
}
}
}
}

weapon_show( player )
{
player_angles = VectorToAngles( player.origin - self.origin );

player_yaw = player_angles[1];
weapon_yaw = self.angles[1];

yaw_diff = AngleClamp180( player_yaw - weapon_yaw );

if( yaw_diff > 0 )
{
yaw = weapon_yaw - 90;
}
else
{
yaw = weapon_yaw + 90;
}

self.og_origin = self.origin;
self.origin = self.origin +( AnglesToForward( ( 0, yaw, 0 ) ) * 8 );

wait( 0.05 );
self Show();

play_sound_at_pos( "weapon_show", self.origin, self );

time = 1;
self MoveTo( self.og_origin, time );
}

weapon_give( weapon, is_upgrade )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;

//if is not an upgraded perk purchase
if( !IsDefined( is_upgrade ) )
{
is_upgrade = false;
}

// This should never be true for the first time.
if( primaryWeapons.size >= 2 ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon

if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}

if( isdefined( current_weapon ) )
{
if( !( weapon == "fraggrenade" || weapon == "stielhandgranate" || weapon == "molotov" || weapon == "zombie_cymbal_monkey" ) )
{
self TakeWeapon( current_weapon );
}
}
}

if( weapon == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}

if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END

self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
play_weapon_vo( weapon );
return;
}
if( (weapon == "molotov" || weapon == "molotov_zombie") )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}

self play_sound_on_ent( "purchase" );
self GiveWeapon( weapon, 0 );
self GiveMaxAmmo( weapon );
self SwitchToWeapon( weapon );

play_weapon_vo(weapon);
}
play_weapon_vo(weapon)
{
index = get_player_index(self);
if(!IsDefined (level.zombie_weapons[weapon].sound))
{
return;
}

if( level.zombie_weapons[weapon].sound == "vox_monkey" )
{
plr = "plr_" + index + "_";
create_and_play_dialog( plr, "vox_monkey", .25, "resp_monk" );
return;
}
// iprintlnbold (index);
if( level.zombie_weapons[weapon].sound != "" )
{
weap = level.zombie_weapons[weapon].sound;
// iprintlnbold("Play_Weap_VO_" + weap);
switch(weap)
{
case "vox_crappy":
if (level.vox_crappy_available.size < 1 )
{
level.vox_crappy_available = level.vox_crappy;
}
sound_to_play = random(level.vox_crappy_available);
level.vox_crappy_available = array_remove(level.vox_crappy_available,sound_to_play);
break;

case "vox_mg":
if (level.vox_mg_available.size < 1 )
{
level.vox_mg_available = level.vox_mg;
}
sound_to_play = random(level.vox_mg_available);
level.vox_mg_available = array_remove(level.vox_mg_available,sound_to_play);
break;
case "vox_shotgun":
if (level.vox_shotgun_available.size < 1 )
{
level.vox_shotgun_available = level.vox_shotgun;
}
sound_to_play = random(level.vox_shotgun_available);
level.vox_shotgun_available = array_remove(level.vox_shotgun_available,sound_to_play);
break;
case "vox_357":
if (level.vox_357_available.size < 1 )
{
level.vox_357_available = level.vox_357;
}
sound_to_play = random(level.vox_357_available);
level.vox_357_available = array_remove(level.vox_357_available,sound_to_play);
break;
case "vox_bar":
if (level.vox_bar_available.size < 1 )
{
level.vox_bar_available = level.vox_bar;
}
sound_to_play = random(level.vox_bar_available);
level.vox_bar_available = array_remove(level.vox_bar_available,sound_to_play);
break;
case "vox_flame":
if (level.vox_flame_available.size < 1 )
{
level.vox_flame_available = level.vox_flame;
}
sound_to_play = random(level.vox_flame_available);
level.vox_flame_available = array_remove(level.vox_flame_available,sound_to_play);
break;
case "vox_raygun":
if (level.vox_raygun_available.size < 1 )
{
level.vox_raygun_available = level.vox_raygun;
}
sound_to_play = random(level.vox_raygun_available);
level.vox_raygun_available = array_remove(level.vox_raygun_available,sound_to_play);
break;
case "vox_tesla":
if (level.vox_tesla_available.size < 1 )
{
level.vox_tesla_available = level.vox_tesla;
}
sound_to_play = random(level.vox_tesla_available);
level.vox_tesla_available = array_remove(level.vox_tesla_available,sound_to_play);
break;
case "vox_sticky":
if (level.vox_sticky_available.size < 1 )
{
level.vox_sticky_available = level.vox_sticky;
}
sound_to_play = random(level.vox_sticky_available);
level.vox_sticky_available = array_remove(level.vox_sticky_available,sound_to_play);
break;
case "vox_ppsh":
if (level.vox_ppsh_available.size < 1 )
{
level.vox_ppsh_available = level.vox_ppsh;
}
sound_to_play = random(level.vox_ppsh_available);
level.vox_ppsh_available = array_remove(level.vox_ppsh_available,sound_to_play);
break;
case "vox_mp40":
if (level.vox_mp40_available.size < 1 )
{
level.vox_mp40_available = level.vox_mp40;
}
sound_to_play = random(level.vox_mp40_available);
level.vox_mp40_available = array_remove(level.vox_mp40_available,sound_to_play);
break;

default:
sound_var = randomintrange(0, level.zombie_weapons[weapon].variation_count);
sound_to_play = level.zombie_weapons[weapon].sound + "_" + sound_var;

}

plr = "plr_" + index + "_";
//self playsound ("plr_" + index + "_" + sound_to_play);
//iprintlnbold (sound_to_play);

//thread setup_response_line( self, index, "monk" );
self maps\_zombiemode_spawner::do_player_playdialog(plr, sound_to_play, 0.05);
}
}
do_player_weap_dialog(player_index, sound_to_play, waittime)
{
if(!IsDefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
if(level.player_is_speaking != 1)
{
level.player_is_speaking = 1;
self playsound(player_index + sound_to_play, "sound_done" + sound_to_play);
self waittill("sound_done" + sound_to_play);
wait(waittime);
level.player_is_speaking = 0;
}

}
get_player_index(player)
{
assert( IsPlayer( player ) );
assert( IsDefined( player.entity_num ) );
/#
// used for testing to switch player's VO in-game from devgui
if( player.entity_num == 0 && GetDVar( "zombie_player_vo_overwrite" ) != "" )
{
new_vo_index = GetDVarInt( "zombie_player_vo_overwrite" );
return new_vo_index;
}
#/
return player.entity_num;
}

ammo_give( weapon, also_has_upgrade )
{
// We assume before calling this function we already checked to see if the player has this weapon...

if( !isDefined( also_has_upgrade ) )
{
also_has_upgrade = false;
}

// Should we give ammo to the player
give_ammo = false;

// Check to see if ammo belongs to a primary weapon
if( weapon != "fraggrenade" && weapon != "stielhandgranate" && weapon != "molotov" )
{
if( isdefined( weapon ) ) 
{
// get the max allowed ammo on the current weapon
stockMax = WeaponMaxAmmo( weapon );
if( also_has_upgrade )
{
stockMax += WeaponMaxAmmo( weapon+"_upgraded" );
}

// Get the current weapon clip count
clipCount = self GetWeaponAmmoClip( weapon );

currStock = self GetAmmoCount( weapon );

// compare it with the ammo player actually has, if more or equal just dont give the ammo, else do
if( ( currStock - clipcount ) >= stockMax )
{
give_ammo = false;
}
else
{
give_ammo = true; // give the ammo to the player
}
}
}
else
{
// Ammo belongs to secondary weapon
if( self has_weapon_or_upgrade( weapon ) )
{
// Check if the player has less than max stock, if no give ammo
if( self getammocount( weapon ) < WeaponMaxAmmo( weapon ) )
{
// give the ammo to the player
give_ammo = true;
}
}
}

if( give_ammo )
{
self playsound( "cha_ching" );
self GivemaxAmmo( weapon );
if( also_has_upgrade )
{
self GiveMaxAmmo( weapon+"_upgraded" );
}
return true;
}

if( !give_ammo )
{
return false;
}
}
add_weapon_to_sound_array(vo,num)
{
if(!isDefined(vo))
{
return;
}
player = getplayers();
for(i=0;i<player.size;i++)
{
index = maps\_zombiemode_weapons::get_player_index(player);
player_index = "plr_" + index + "_";
num = maps\_zombiemode_spawner::get_number_variants(player_index + vo);
}
// iprintlnbold(vo);

switch(vo)
{
case "vox_crappy":
if(!isDefined(level.vox_crappy))
{
level.vox_crappy = [];
for(i=0;i<num;i++)
{
level.vox_crappy[level.vox_crappy.size] = "vox_crappy_" + i;
}
}
level.vox_crappy_available = level.vox_crappy;
break;

case "vox_mg":
if(!isDefined(level.vox_mg))
{
level.vox_mg = [];
for(i=0;i<num;i++)
{
level.vox_mg[level.vox_mg.size] = "vox_mg_" + i;
}
}
level.vox_mg_available = level.vox_mg;
break;
case "vox_shotgun":
if(!isDefined(level.vox_shotgun))
{
level.vox_shotgun = [];
for(i=0;i<num;i++)
{
level.vox_shotgun[level.vox_shotgun.size] = "vox_shotgun_" + i;
}
}
level.vox_shotgun_available = level.vox_shotgun;
break;
case "vox_357":
if(!isDefined(level.vox_357))
{
level.vox_357 = [];
for(i=0;i<num;i++)
{
level.vox_357[level.vox_357.size] = "vox_357_" + i;
}
}
level.vox_357_available = level.vox_357;
break;
case "vox_bar":
if(!isDefined(level.vox_bar))
{
level.vox_bar = [];
for(i=0;i<num;i++)
{
level.vox_bar[level.vox_bar.size] = "vox_bar_" + i;
}
}
level.vox_bar_available = level.vox_bar;
break;
case "vox_flame":
if(!isDefined(level.vox_flame))
{
level.vox_flame = [];
for(i=0;i<num;i++)
{
level.vox_flame[level.vox_flame.size] = "vox_flame_" + i;
}
}
level.vox_flame_available = level.vox_flame;
break;

case "vox_raygun":
if(!isDefined(level.vox_raygun))
{
level.vox_raygun = [];
for(i=0;i<num;i++)
{
level.vox_raygun[level.vox_raygun.size] = "vox_raygun_" + i;
}
}
level.vox_raygun_available = level.vox_raygun;
break;
case "vox_tesla":
if(!isDefined(level.vox_tesla))
{
level.vox_tesla = [];
for(i=0;i<num;i++)
{
level.vox_tesla[level.vox_tesla.size] = "vox_tesla_" + i;
}
}
level.vox_tesla_available = level.vox_tesla;
break;
case "vox_sticky":
if(!isDefined(level.vox_sticky))
{
level.vox_sticky = [];
for(i=0;i<num;i++)
{
level.vox_sticky[level.vox_sticky.size] = "vox_sticky_" + i;
}
}
level.vox_sticky_available = level.vox_sticky;
break;
case "vox_ppsh":
if(!isDefined(level.vox_ppsh))
{
level.vox_ppsh = [];
for(i=0;i<num;i++)
{
level.vox_ppsh[level.vox_ppsh.size] = "vox_ppsh_" + i;
}
}
level.vox_ppsh_available = level.vox_ppsh;
break;
case "vox_mp40":
if(!isDefined(level.vox_mp40))
{
level.vox_mp40 = [];
for(i=0;i<num;i++)
{
level.vox_mp40[level.vox_mp40.size] = "vox_mp40_" + i;
}
}
level.vox_mp40_available = level.vox_mp40;
break;
case "vox_monkey":
if(!isDefined(level.vox_monkey))
{
level.vox_monkey = [];
for(i=0;i<num;i++)
{
level.vox_monkey[level.vox_monkey.size] = "vox_monkey_" + i;
}
}
level.vox_monkey_available = level.vox_monkey;
break;
}

}



Last Edit: February 06, 2015, 03:12:22 pm by daedra descent
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I tried it and it works. But I experienced a strange thing when the treasure_chest_1 box arrives, immediately disappears. I have no idea where, so no more lottery.
Maybe it does not work in the case, if there are six boxes (start_chest, chest1, chest2, chest3, chest4 and chest5).
Eh?
Last Edit: February 06, 2015, 07:45:04 pm by Deer2014
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donate to purplemanwomen www.paypal.me/bwc66930
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^^^ that quote tho
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^^^ that quote tho

Sorry, my mistake... I got a timeout... This site is very slow for me.
Fixed it.
Marked as best answer by Deer2014 10 years ago
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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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did you set all the KVPs right on the box in radiant?

Id suggest just having two until you can resolve the issue

comment out :

Code Snippet
Plaintext
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
// boxArray[ boxArray.size ] = "chest2";
// boxArray[ boxArray.size ] = "chest3";
// boxArray[ boxArray.size ] = "chest4";
// boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

and show us screen shots of what KVPs you have set on the two chests
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I tried it and it works. But I experienced a strange thing when the treasure_chest_1 box arrives, immediately disappears. I have no idea where, so no more lottery.
Maybe it does not work in the case, if there are six boxes (start_chest, chest1, chest2, chest3, chest4 and chest5).
Eh?

Haven't tried with all the boxes but i have tried with 4 and it works.

Looks like random start chest doesn't work with the UGX mod tools patch - sorry.
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Haven't tried with all the boxes but i have tried with 4 and it works.

Looks like random start chest doesn't work with the UGX mod tools patch - sorry.

Oops, I found the cause of the problem. Earlier I tested and put on "ugx_random_box" prefab on my map, but I forgot it.
Oh, my god, I'm a stupid lama.

I checked, and  script_noteworthy of the ugx_random_box value was the same as the script_noteworthy of Sniperbolt's chest1. I'ts suck.

So, I have removed ugx_random_box and put 6 Sniperbolt's chest again on my map.

my mapname.gsc code is:

Code Snippet
Plaintext
	// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

and

Code Snippet
Plaintext
	level.random_pandora_box_start = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = false;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

I build it and test, so....
It's working the level start random and lottery random when there are six boxes with UGX Mod Tools patch, plus I use daedra descent's _zombiemode_weapon.gsc.

I thank you for your guidance, daedra descent and Harry Bo21!.
Last Edit: February 07, 2015, 04:36:31 pm by Deer2014

 
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