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Topics - death_reaper0

basically i have a script that moves something toward something else using moveto();
what i need is a way to stop it before reaching its destination BEFORE reaching it after a variable is changed
or if theres another way to do this that could also work, thanks
8 years ago
basically this makes all buyable doors 250 points cheaper if the player is in solo, like in origins. good for maps with lots of doors or maps that can take a while to reach perks such as juggernog

IMPORTANT!
all door prices you use must have a hintsring set up already so that each door has a hintsting to use in _zombiemode.gsc that is 250 points less than all buyable doors, by default (without custom prices) this should already be set up.

this also only effects doors 500 points and over (otherwise they're too cheap)

first of all find _zombiemode_blockers_new.gsc in root/raw/maps and copy it into your mod
now open it and find
Code Snippet
Plaintext
	cost = 1000;
if( IsDefined( self.zombie_cost ) )
{
cost = self.zombie_cost;
}

and under it place

Code Snippet
Plaintext
 
//origins style door cheapened in solo ~ F3ARxReaper666
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
if (cost >= 500)
{
cost -=250;
self.zombie_cost = cost;
}

this will have to be done twice (just search them both and place under each)

this should be it, tick it of in mod builder and re-build
8 years ago
this is just a simple tweak to make sure that if you have the raygun you can not get the mark 2 from the box and visa versa (like in black ops 2).
this is assuming your mark 2 is named "ray_gun2" (name of harrybo21's version) if yours is named differently you will have to change it a bit to your rayguns name

this is a video of me having all guns but 2 (mark 2 being on of them) and as seen the box wont let me have it

note: this only affects the box, its still possible to get both though other ways if the mapper has something else that gives either gun

all you need to do is go into _zombiemode_weapons.gsc and find
Code Snippet
Plaintext
treasure_chest_ChooseWeightedRandomWeapon( player )

and directly under
Code Snippet
Plaintext
		if( !IsDefined( keys[i] ) )
{
continue;
}
place
Code Snippet
Plaintext
 
//filter out raygun duplicates
if (player HasWeapon( "ray_gun2" ) || player HasWeapon( "ray_gun2_upgraded" ))
{
if(keys[i] == "ray_gun")
continue;
}
if (player HasWeapon( "ray_gun" ) || player HasWeapon( "ray_gun_upgraded" ))
{
if(keys[i] == "ray_gun2")
continue;
}
and that's all you need to do (no need to credit if you don't want to, its nothing big after all)
8 years ago

v1.4 fixes:
various bugs
co-op bugs
added 3 more additions to the divinium store
lowered divinium store prices
rare divinium sale event (half off everything)
more guns! (all are papable)

v1.3 fixes:
various bugs
co-op bugs
all players receiving dug up weapons
all players being damaged by dug up grenades
changed divinium store prices
easier to obtain divinium
staying in one room stops zombies spawning
pap room less campable  :troll:

v1.2 fixes:
various bugs
added vision change for zombify
grenades now have sound when dug up :nyan:
added new side easter egg

v1.1 fixes:
some zombies get stuck, i fixed at least most of these (didnt see it happen when testing)
dying from lava restarts the game
taking damage in zombify mode
game ends if a player is in zombify and all others down
i also added to the features for stuff i forgot about :3

gameplay:

this is cracked, a town set after the effects of moon therefore the entire earth has been changed for the worst. lava flowed throughout the streets and those who were left alive found it even harder than ever to survive. however, zombies seamed to be immune to the effects of the earths new conditions, so they set out to harness such power, but now only 4 soldiers remain...

this map was inspired by town survival and shadows of evil

features:
liquid divinium - obtain divinium from purchases and use them to buy special things... (these stack between games)
zombify - like the afterlife and beast mode, except your a zombie! use this to open some doors and power up perks
13 perks - waw perks, staminup and mulekick (bo1) widows wine (bo3) and 6 custom perks (one is co-op only)
perma-perks - some perma perks from bo2 including perma jugg, cashback and insta-kill (stays after game-over or quiting)
guide:
Spoiler: click to open...
perma jugg
effect: 200 health (300 with jugg)
how to gain: go down round 1 or 2 in solo without quick revive
how to loose: automatically lost at round 15

perma cashback
effect: 1000 points after buying a perk
how to gain: prone at a perk after buying it
how to loose: fail to prone at a perk after gaining one (this includes from powerups)

perma instakill
effect: kill zombies by touching them during an insta kill
how to gain: dont get any kills during an insta kill
how to loose: take damage during an insta kill (including lava damage)

perma phd
effect: explosive reloads
how to gain: reload a random amount of times in a single game
how to loose: reload too many times quickly (within 10 seconds)
bank - will store your points for future games! (stays after game-over or quiting)
weapon locker - stores your weapon for future games! (stays after game-over or quiting)
tranzit zombie models - because why not?
dig spots - grab a shovel and dig up power-ups, weapons and more (also has a golden shovel)
tons of cool guns - lots of guns from various cods (from cod4 to bo2)
easter egg for end game - a hidden easter egg, good luck!
various small easter eggs - this includes 7 ee songs and others...
buildable wonderweapon - a custom wonder weapon that you must build
Spoiler: click to open...
hint: keep digging

credits: (in no particular order)
TurnTheRAGE
MAKECENTS
TOM_BMX
UGX
RAY1235
HARRYBO21
RORKE
BAMSKATER33/JAI9363
ZK
TREYARCH

betas:
WhatTheWhatGaming
TurnTheRAGE
myself  ( death_reaper0 aka F3ARxReaper666 ) :lol:

sorry if i missed you  :nyan:

known bugs: (currently being fixed)
none currently, report back if you find one

download:

mega
mega.nz
8 years ago
this will play an animated lightning like effect on your perk icons after buying them. this may need to be adjusted if you changed the location the icons show up at

video:
https://youtu.be/zmO-hiy_gEc

image:

note: the lightning bolt is animated ingame

download for images:
mega: https://mega.nz/#!iAxkgSLA!UAznagJxwz9pB80Z5ifGD6g8Bj6IXJ72DAhpaMv8E9s
mediafire: http://www.mediafire.com/download/j4kaao6ovzaeank/bo3_lightning_perk.zip

first open up your maps _zombiemode.gsc and at the very bottom place this:
Code Snippet
Plaintext
electro_perk_start()
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] thread electro_perk();
}
}

electro_perk()//plays hud fx on buying a perk (bo3 style)
{
while (1)
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}

self.perv = self.perk_hud.size;
wait .1;
self.perv2 = self.perk_hud.size;
if (self.perv2  > self.perv )
self thread lightning_zap();
}
}

lightning_zap()
{
self endon( "disconnect" );
self endon("death");

wait 0.05;
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = self.perk_hud.size * 30 - 30;
hud.y = hud.y - 70;
hud.alpha = 1;
wait .1;
while (hud.alpha > 0){
for(i=1;i<4;i++){
hud SetShader( "electro"+i, 24, 24 );
wait .1;
}
hud.alpha -= 0.25;
}
hud destroy_hud();
}

then near the top under:
Code Snippet
Plaintext
init_flags();

place:
Code Snippet
Plaintext
	PrecacheShader( "electro1" );
PrecacheShader( "electro2" );
PrecacheShader( "electro3" );
PrecacheShader( "electro4" );

then under :
Code Snippet
Plaintext
	level thread players_playing();

place:
Code Snippet
Plaintext
	level thread electro_perk_start();

your now done with that file, save and close it

now if you already havent done so, move the contains of the file (the one from the link at the top) to where they need to be and add this to your mod.csv:
Code Snippet
Plaintext
material,electro1
material,electro2
material,electro3
material,electro4

that should be it, have fun and credit if used

note: i have not tested to work with harrybo21's perks, however it should be fine (tell me if not and i'll make a version for that :nyan:)
8 years ago
this is a script for a power-up that randomizes and stays forever until its picked up, like in Mob Of The Dead on bo2 or Shadows Of Evil in bo3. there can be as many locations as you like and will pick between max ammo, double points and insta-kill. they will stay untill picked up

first go into your _zombiemode.gsc inside of your mod and under this line:
Code Snippet
Plaintext
	level thread players_playing();
place
Code Snippet
Plaintext
	level thread free_powerup();

then at the bottom of the GSC place this

Code Snippet
Plaintext
free_powerup()
{
level._effect["powerup_grabbed"] = loadfx( "misc/fx_zombie_powerup_grab" );
free_powerup = GetEntArray("free_powerup", "targetname");
if ( !isDefined( free_powerup ) || free_powerup.size < 1 )
{
iPrintLnBold( "YOU HAVENT PLACED THE POWER UP IN RADIANT OR ITS KVPS ARE WRONG" );
return;
}
else
for (i = 0; i < free_powerup.size; i++)
{
    free_pow = spawn("script_model",free_powerup[i].origin);
    free_pow thread wait_for_powerup();
}
}
wait_for_powerup()
{
self endon( "collected" );
rand = randomInt(3);
if (rand == 0)
modl = "zombie_ammocan"; //max ammo
else if (rand == 1)
modl = "zombie_skull"; //insta
else
modl = "zombie_x2_icon";//double points
self setmodel(modl);
self thread maps\_zombiemode_powerups::powerup_wobble();
while(1)
{
players = get_players();
for (i = 0; i < players.size; i++)
{
if(distance(players[i].origin,self.origin) < 64)
{
playfx (level._effect["powerup_grabbed"], self.origin);
if (modl == "zombie_skull"){players[i] thread maps\_zombiemode_powerups::insta_kill_powerup();}
if (modl == "zombie_x2_icon"){players[i] thread maps\_zombiemode_powerups::double_points_powerup();}
if (modl == "zombie_ammocan"){players[i] thread maps\_zombiemode_powerups::full_ammo_powerup();}
playfx (level._effect["powerup_grabbed"], self.origin);
self delete();
self notify( "collected" );
break;
}
}
wait .1;
}
}

lastly open up your map in radiant and right click on the 2D view and go script->origin
give it the targetname
Code Snippet
Plaintext
free_powerup

copy this as many times as you want to, this is where a power-up will spawn

have fun, please credit if used
8 years ago
this is my script for a black ops 2 styled bank system and behaves like it, including carrying points between each game!

v1.1 update:
script shortened
less delay between usage



https://www.youtube.com/watch?v=obPD2AAPkFU

part 1

first you will need to get this prefab and place it in your map. if you do not wish to do this move to step 1b, if you do want to, skip part 1b.

the prefab can be found here
https://mega.co.nz/#!2JhDCLxA!f6O06I2d45UVErRZPU4-GF7Q6JkAZRnc8-ro0rVo6zs
or here
http://www.mediafire.com/download/05bmhh8ub2361zw/F3ARxReaper666%27s+bank+system.zip

part 1b

use this if you do not want to use my prefab

make a trigger use by right clicking in radient on the 2d view, then go to trigger then trigger use. place it where you want and while its selected press N to bring up the KVPs
in the top text box at the bottom insert

Code Snippet
Plaintext
targetname

and in the bottom place

Code Snippet
Plaintext
bank_withdraw

press enter and it should appear with the other KVPs
this is where you can withdraw points

copy this by pressing space and give this one

Code Snippet
Plaintext
bank_deposit

instead of

Code Snippet
Plaintext
bank_withdraw

this is where you need to go to deposit your points

part 2

now you will need to go to waw root/raw/maps and find your MAPNAME.gsc and open it up

under

Code Snippet
Plaintext
	level thread DLC3_threadCalls2();

place

Code Snippet
Plaintext
	thread bank_begin();

then at the very bottom place this function

Code Snippet
Plaintext
bank_begin()
{
players = getplayers();
for(i=0; i<players.size; i++)
{
players[i].stored_points = players[i] GetStat(3005);
if (!(players[i].stored_points >= 0  || players[i].stored_points < 251))
{
players[i].stored_points = 0;
players[i] SetStat(3005,players[i].stored_points);
}
}
self thread bank_withdraw();
self thread bank_depostit();
}

bank_withdraw()
{
user = undefined;
bank_withdraw = getEnt("bank_withdraw", "targetname");
    bank_withdraw setHintString( "press & hold &&1 to withdraw 1000 points [cost: 100]" );
bank_withdraw setCursorHint("HINT_NOICON");
while(1)
{
bank_withdraw waittill( "trigger", user );
    if( is_player_valid(user) && user.stored_points >0 && user.score >= 100)
{
user maps\_zombiemode_score::add_to_player_score( -100 );
  user playlocalsound("cha_ching");
wait 0.1;
user maps\_zombiemode_score::add_to_player_score( 1000 );
user.stored_points -=1;
user SetStat(3005,user.stored_points);
}
}
}

bank_depostit()
{
user = undefined;
bank_deposit = getEnt("bank_deposit", "targetname");
    bank_deposit setHintString( "press & hold &&1 to deposit 1000 points" );
bank_deposit setCursorHint("HINT_NOICON");
while(1)
{
  bank_deposit waittill( "trigger", user );
if( is_player_valid(user) && user.score >= 1000 && user.stored_points < 250)
{
  user playlocalsound("cha_ching");
user maps\_zombiemode_score::add_to_player_score( -1000 );
user.stored_points +=1;
user SetStat(3005,user.stored_points);
wait 0.1;
}
}
}

i would like to thank Ray1235 for helping with carrying on variables between games  :nyan:

that should be it, have fun with your new script (please credit if used)
8 years ago
FIRST OFF I WANT TO SAY THIS MAP ONLY WORKS WITH TWO PEOPLE, NO MORE, NO LESS, SO GRAB A FRIEND

deprived is a challenge map that places players in a situation where they can not help the other player, instead they must beat them to the finish line. but you can troll the other player with 5 buy able trolls each with a different effect. perks are randomized and each player only can buy the 4 that spawn on their own side, but dont worry there are other ways to get the other perks...

screenshots:







features:

9 perks (only 4 random available to each player)
no dogs
trolls  :troll:
buyable ending
1v1 style game play
a free perk awarded after every 5000 points earned
advanced warfare exo zombie credit dispensers (because why not)
box alternative (different advantages/disadvantages)
brand new op custom perk
2 new power-up drops (free perk, Tesla rain)

credits:

makecents
tom_bmx
ugx
lots of various people in chat :)

sorry if i missed someone

download

mediafire

MEGA
8 years ago
this is just something i made while bored, the map i was working on at the time had countless errors and i just couldn't be bothered fixing at the time, so i made this! (don't worry, its tested and working!)

video:
https://youtu.be/UlYowAZ43ko


features:
customization on the chances, and points it can give
is affected by double points
can have as many as you want!
will turn off when used and reactivate itself later on
random chance of a jackpot! (lots of points)


first of all you will need to find ANY gsc script found in codwaw root/raw/maps.
copy and paste that script (clone it) then rename it to
Code Snippet
Plaintext
aw_credit_dispense

open that file and replace EVERYTHING with the following code
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//tweekables - the following lines can be edited to your needs!
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//chances! these should be between 0-100 (zero means no chance)
level.is_active_chance = 75; //percent chance that it will be on at the start
level.jackpot_chance = 5; //percent chance of jackpot (LOTS of point, default between 600-1200) make 0 to disable
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//points!
level.normal_points = 100; //amount of points it will normally give
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//jackpot!
level.jackpot_lowest_points = 60; //lowest amount jackpot can give (note: it will multiply by 10)
level.jackpot_highest_points = 120; //highest amount jackpot can give (note: it will multiply by 10)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//down time /aka/ temporary disabled
level.down_time_min = 60; //min amount of seconds to wait til back online
level.down_time_max = 300; //max amount of seconds to wait til back online
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//end of tweekables, feel free to modify and scripts below if you know what your doing!
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

credit_dispense = GetEntArray( "credit_dispense", "targetname" );
for( i = 0; i < credit_dispense.size; i++ )
{
credit_dispense[i] thread check_if_on();
}

}

check_if_on()
{
self SetHintString( "" );
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();
if(randomint(100) < level.is_active_chance)
self.on =true;
else
self.on = false;
wait .1;
if (self.on == true)
self thread trigger_active();
else
self thread trigger_down_time();
}

trigger_down_time()
{
self.on = false;
self SetHintString( "" );
self.time_to_wait = randomintrange(level.down_time_min ,level.down_time_max);
wait self.time_to_wait;
self.on =true;
self thread trigger_active();
}

trigger_active()
{
self SetHintString( "HOLD &&1 FOR ^3CREDITS" );
self waittill( "trigger", player );
player thread point_gain( player );
self thread trigger_down_time();
}

point_gain( user )
{
if(randomint(100) < level.jackpot_chance)
{
user.point_total = randomintrange(level.down_time_min,level.down_time_max);
wait 2;
user iPrintLnBold("^7OVERIDE ENABLED");
wait 2;
while(user.point_total > 0)
{
user thread maps\_zombiemode_score::add_to_player_score( 10 * level.zombie_vars["zombie_point_scalar"] );
user.point_total-=1;
wait 0.1;
if (user.point_total < 1)
break;
}
}
else
{
points = level.normal_points * level.zombie_vars["zombie_point_scalar"];
user playlocalsound("cha_ching");
user iPrintLnBold("^7+" + points + " CREDITS");
user thread maps\_zombiemode_score::add_to_player_score( points );
}
}

you can change anything at the top of the script to your liking if you wish ( the parts with all the /'s )
note: ONLY change the numbers there

now save that file and copy it to codwaw root/mods/YOUR MAP NAME/maps

next open up your maps _zombimode.gsc and under
Code Snippet
Plaintext
	maps\_zombiemode_auto_turret::init();
place
Code Snippet
Plaintext
	maps\aw_credit_dispense::init();

now for the FUN part

open up you map in radiant and create a trigger use by right clicking on the 2D view and going trigger > trigger use

now while its selected press N on your keyboard and insert these KVPS
Code Snippet
Plaintext
targetname
Code Snippet
Plaintext
credit_dispense
you can copy and plaste this wherever and as many times as you want to!

please give credit if used, and have a nice day! :D

Fixed the centered text in the code box as was nearly unreadable lol - Harrybo21

Double Post Merge: November 10, 2015, 07:46:40 am
thanks harry, that was kinda last minute, didnt really preview it xD
8 years ago
this is a map i created a while ago i decided to finish so i can show off a new special perk...

https://www.youtube.com/watch?v=oXrEWrMiHRo
https://www.youtube.com/watch?v=lIsyZAiBrDY&feature=youtu.be


images







features
17 perks
tranzit zombies
no dogs
buyable ending
imported weapons (mw2, mw3, bo1)
custom power-ups (bonus points/blood money, free pack-a-punch)
perk limit increasing machine
bank
weapon locker

perks

world at war:

double tap
quick revive
speed cola
juggernog

black ops 1:

phd flopper
stam
deadshot
mule kick

black ops 2:

vulture aid
electric cherry

black ops 3:

widows wine

custom:

guardian angel
point crusher
blood bullets
power-down punch
blood sucker
pack-a-box


credits

shippuden1592 - tranzit models
Zombie madness aka rorke - gun imports
bamskater33 - bo1&2 perks
MrDunlop4 - character models
tom_BMX - lime/model exports
ZK - tutorials
OnlineX420 - minecraft textures

sorry if i missed anyone

mediafire
www.mediafire.com


mega
mega.nz
9 years ago
ARE YOU READY, TO RAVE, TO THE GRAVE?





i wanted to make this because there aren't many Halloween maps out there, and it uses very similar script to my previous map, saloon. this is because i wouldn't of had much time in the next few weeks leading up to Halloween (school stuff) but i really wanted to show this off. don't worry, i have done bug checks  ;D
additionally, i finished this in about 24 hours

features

15 perks
tranzit zombies
no dogs
small Easter Egg to unlock ending
 hint:
Spoiler: click to open...
gravedigger
imported weapons (mw2, mw3, bo1)
custom power-ups (bonus points/blood money, free pack-a-punch)
perk limit increasing machine
bank
weapon locker
spooky atmosphere

perks

juggernog
quick revive (black ops version)
speed cola
mule kick
vulture aid
electric cherry

custom perks

Point crusher - bonus points on every kill

Power down punch - power-up effects when downed

Deep impact - 10x more powerful knife and also now give a Bowie making it an instant knife kill for a very long time

Discount soda - 25% cash back after each purchase

Blood bullets - regenerating bullets

Guardian Angel ale - 5 second god mode after taking damage with a cool down

Dam-a-nade - 3 times more powerful explosions

Pack-a-box - 1-5 chance of your active gun getting paped when the box times out (when the weapon goes back in)

Blood sucker - gain health from kills that stack but wont stay after taking damage.  For example, without jug normal max
health is 100, if you get to 150 health and take 60 damage it goes to 90 but regenerates to 100 not 150

credits

shippuden1592 - TRANZIT models
Zombie madness aka rorke - gun imports
bamskater33 - bo1&2 perks
MrDunlop4 - character models
tom_BMX - lime/model exports
ZK - tutorials

sorry if i missed anyone

mediafire
www.mediafire.com


mega
mega.nz

9 years ago
welcome to the saloon!

videos:
TheRelaxingEnd
Me

pictures


the videos are from the beta of the map, there are some small changes and bug fixes since

features

23 perks! (most ever in a map!)
buried zombies
no dogs
small Easter Egg to unlock ending
imported weapons (mw2, mw3, bo1)
custom power-ups (bonus points/blood money, free pack-a-punch)
perk limit increasing machine
bank
weapon locker

perks

juggernog
quick revive (black ops version)
double tap 2.0 (stopping power)
speed cola
phd flopper
stamin-up
deadshot (lazer version)
mule kick
electric cherry
vulture aid

custom perks
Spoiler: click to open...
Point crusher - bonus points on every kill

Point palosa - extra points on each hit. 20 for hip firing and 15 for adsing

Flash cola - speed boost after each kill for a few seconds

No bear brew - no bear from the box for that player

Power down punch - power-up effects when downed

Deep impact - 10x more powerful knife and also now give a Bowie making it an instant knife kill for a very long time

Discount soda - 25% cash back after each purchase

Blood bullets - regenerating bullets

Guardian Angel ale - 5 second god mode after taking damage with a cool down

Repairman rum - instantly repair barriers

Dam-a-nade - 3 times more powerful explosions

Pack-a-box - 1-5 chance of your active gun getting paped when the box times out (when the weapon goes back in)

Blood sucker - gain health from kills that stack but wont stay after taking damage.  For example, without jug normal max
health is 100, if you get to 150 health and take 60 damage it goes to 90 but regenerates to 100 not 150



credits

TheRelaxingEnd - beta testing/idea input
shippuden1592 - buried models
Zombie madness aka rorke - gun imports
bamskater33 - bo1&2 perks
MrDunlop4 - character models
tom_BMX - lime/model exports
ZK - tutorials

sorry if i missed anyone

download

mediafire
www.mediafire.com


mega
mega.nz
9 years ago
this is my simple bonus points script that i'm happy to share with the UGX community!


feel free to use in your maps with credit


first of all you need to go into your map's _zombiemode.gsc script and add place


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    include_powerup( "bonus" );

under


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init_fx();

next open up your map's _zombiemode_powerups.gsc and scroll down to

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add_zombie_powerup( "nuke", "zombie_bomb",	&"ZOMBIE_POWERUP_NUKE", "misc/fx_zombie_mini_nuke" );
// add_zombie_powerup( "nuke", "zombie_bomb", &"ZOMBIE_POWERUP_NUKE", "misc/fx_zombie_mini_nuke_hotness" );
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");

and under that place

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	add_zombie_powerup( "bonus",        "zombie_points",  "bonus");

change the "zombie_points" to whatever model you want the bonus points powerup model to be


next find

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powerup_grab()

and under

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

place

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case "bonus":
    players[i] thread bonus_powerup( self );
     break;

scroll down until you find

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nuke_flash()

and under that piece of script place

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bonus_powerup( drop_item )
{
players = Get_Players();

low = 100; //lowest amount possible
high = 2000; //highest amount possible

points = randomIntRange(low,high);

// give the points funtion
for(i=0;i<players.size;i++) //gives points to all players
{
if(level.zombie_vars["zombie_point_scalar"] == 1) // if double points is off
{
players[i] maps\_zombiemode_score::add_to_player_score( points );
}
else // if double points is on
{
points = points * 2;
players[i] maps\_zombiemode_score::add_to_player_score( points );
}
}

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

}
}

change the number of high and low for the highest amount and lowest amount possible is


next you need to open your "mapname".csv in codwaw root folder/zone_source and put this at the bottom

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xmodel,zombie_points

change the "zombie_points" to whatever model you had set earlier


that should be everything you have to do, enjoy your new bonus points! feel free to use in maps with credit
9 years ago
this is my script for a weapon locker like in black ops 2 TranZit, die rise and buried. if you don't know what that is, then basically its a place to store a weapon and keep it between games!. it will keep track of your stored weapons ammo in reserve and in clip and can be modified to not accept certain weapons.

v1.2 update
players can now take the weapon if they have a free weapon slot, without it placing your current weapon in


https://www.youtube.com/watch?v=F_1gGypc5CQ

part 1

first you will need to get this prefab and place it in your map. if you do not wish to do this move to step 1b, if you do want to, skip part 1b.

the prefab can be found here
https://mega.co.nz/#!PFZQXBaA!XyiHpYPvG4_-6mwye7vupBU5E1P80H1FKwRG_Rta7ls
or here
http://www.mediafire.com/download/05bmhh8ub2361zw/F3ARxReaper666%27s_bank_system.zip

part 1b

use this if you do not want to use my prefab

make a trigger use by right clicking in radiant on the 2d view, then go to trigger then trigger use. place it where you want and while its selected press N to bring up the KVPs
in the top text box at the bottom insert

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targetname

and in the bottom place

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weapon_locker

press enter and it should appear with the other KVPs

this is where you need to go to use the locker

part 2

now you will need to go to waw root/raw/maps and find your MAPNAME.gsc and open it up

under

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	level thread DLC3_threadCalls2();

place

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	thread weapon_locker_begin();

now at the very bottom of that file place:

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weapon_locker_begin()
{
players = getplayers();
for(i=0; i<players.size; i++)
{
players[i] thread get_stored_gun();
}
self thread weapon_locker();
}

get_stored_gun()
{
wait 1;
self.stored_gun_ammo = self GetStat(3007);
self.stored_ammo_clip = self GetStat(3008);
self.has_stored_weapon = self GetStat(3009);
keys = GetArrayKeys( level.zombie_weapons );
self.stored_weapon = keys[ self GetStat( 3006 ) ];
}

weapon_locker()
{
wait 2;
weapon_locker = getEnt("weapon_locker", "targetname");
    weapon_locker setHintString( "press & hold &&1 to store current weapon" );
weapon_locker setCursorHint("HINT_NOICON");
while(1)
{
weapon_locker waittill( "trigger", user );
    if( is_player_valid(user))
{
user.old_gun = user getcurrentweapon();
user.gun_ammo = user GetAmmoCount( user.old_gun );
user.gun_ammo_clip = user GetWeaponAmmoClip(user.old_gun);

// this line is for non valid weapons, such as perk bottles, knuckle crack and the syringe when reviving, this should only need to be changed if adding extra perks etc.
if (!( user.old_gun == "none" || user.old_gun == "syrette" || user.old_gun == "zombie_melee" || user.old_gun == "zombie_perk_bottle_revive" || user.old_gun == "zombie_perk_bottle_doubletap" || user.old_gun == "zombie_perk_bottle_jugg" || user.old_gun == "zombie_perk_bottle_sleight" || user.old_gun == "zombie_perk_bottle_staminup" || user.old_gun == "zombie_perk_bottle_phd" || user.old_gun == "zombie_perk_bottle_mulekick" || user.old_gun == "zombie_perk_bottle_deadshot" || user.old_gun == "zombie_perk_bottle_cherry" || user.old_gun == "zombie_perk_bottle_vulture" || user.old_gun == "zombie_knuckle_crack" || user.old_gun == "stielhandgranate" || user.old_gun == "zombie_cymbal_monkey" || user.old_gun == "zombie_bowie_flourish" ))
{
primaryWeapons = user GetWeaponsListPrimaries();
if( (IsDefined( primaryWeapons ) && primaryWeapons.size == 1 ||  IsDefined( primaryWeapons ) && primaryWeapons.size == 2 && user hasPerk ("specialty_extraammo")) && user.has_stored_weapon == 1)
{
user giveweapon( user.stored_weapon );
user SetWeaponAmmoStock(user.stored_weapon,user.stored_gun_ammo);
user SetWeaponAmmoClip(user.stored_weapon,user.stored_ammo_clip);
user switchtoweapon( user.stored_weapon );
user.has_stored_weapon = 0;
user SetStat(3009,0);
}
else
// the following line is for weapons that you do not want storeable, i added some from my own map and advise customizing for weapons in your own map. zombie colt should be changed to your starting weapon
if ( user.old_gun == "colt" || user.old_gun == "zombie_colt" || user.old_gun == "zombie_colt_upgraded" || user.old_gun == "tesla_gun" || user.old_gun == "tesla_gun_upgraded" || user.old_gun == "thundergun" || user.old_gun == "thundergun_upgraded" || user.old_gun == "ray_gun" || user.old_gun == "ray_gun_upgraded" || user.old_gun == "scavenger" || user.old_gun == "scavenger_upgraded" || user.old_gun == "vorkuta_knife" || user.old_gun == "vorkuta_knife_upgraded" )
{
user iPrintLnBold("^7cannot store this weapon");
wait 2;
}
else
{
primaryWeapons = user GetWeaponsListPrimaries();
if(!( IsDefined( primaryWeapons ) && primaryWeapons.size == 1 ||  IsDefined( primaryWeapons ) && primaryWeapons.size == 2 && user hasPerk ("specialty_extraammo") ))
user takeweapon( user.old_gun );

    if(user.has_stored_weapon == 1)
{
user giveweapon( user.stored_weapon );
user SetWeaponAmmoStock(user.stored_weapon,user.stored_gun_ammo);
user SetWeaponAmmoClip(user.stored_weapon,user.stored_ammo_clip);
user switchtoweapon( user.stored_weapon );
}
user.switch_weapon = user.stored_weapon;
wait 0.1;
user.stored_weapon = user.old_gun;
user.stored_ammo_clip = user.gun_ammo_clip;
user.stored_gun_ammo = user.gun_ammo - user.stored_ammo_clip;
wait 0.1;

keys = GetArrayKeys( level.zombie_weapons );
for( i = 0; i < keys.size; i ++ )
{
if( keys[i] == user.stored_weapon )
{
user SetStat( 3006, i );
break;
}
}
user SetStat(3007,user.stored_gun_ammo);
user SetStat(3008,user.stored_ammo_clip);
user.has_stored_weapon = 1;
user SetStat(3009,1);

  user playlocalsound("cha_ching");
user.cur_gun = user getcurrentweapon();
primaryWeapons = user GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 && (!(user.cur_gun == user.switch_weapon)))
{
user SwitchToWeapon( primaryWeapons[0] );
}
wait 2;
}
}
}
}
}

thanks to alaurenc9 and Ray1235 for their help!

that should be it, have fun with your new script (please credit if used)
9 years ago
this is just a quick map i created over a long weekend

http://www.youtube.com/watch?v=Ppuu1s8t4fQ

there is no story line but it is set in Beijing China

features:
20 perks (new one added in v1.1)
MOTD zombies
custom power-ups
teddy bear song
no dogs
buyable ending
solo quick revive
double tap 2.0
der wunderfizz
imported weapons (papable but without camo or lasers)
zombie counter
custom perks appear in the wunderfizz
origins styled perk bottle drops
8 perk limit to start
no power switch (power already on)

1.1 update
new perk!
easter egg
electric cherry gives points
new wall weapons
thundergun and scavenger
fixed constant freezing in solo
better guardian angel ale


custom perks and their effects:
 
deep impact - increased knife damage
flash cola - double running speed
point crusher - double points on the kill
discount soda - 25% of everything (need original price)
no bear brew - no bear from box for that player
blood bullets - regenerating bullets
repairman rum - instantly repair barriers
power-down punch - power-up effects when downed
guardian angel ale - 5 seconds of god mode when hit by zombie (icon inverts when in use, black and white when cooling down)
point palosa - multiplies points on when damaging zombies

pictures:









how to unlock pap:
Spoiler: click to open...
1. shoot the pink light in the other building (this will open a new perk)
2. find all 6 parts
3. look for the monkey and offer to it
4. a new door will open reveling a hidden room with the pap and buyable ending

credits: (all stated also in map opening credits)

bamskater33 for bo1&2 perks as well as MOTD zombies
Zombie madness aka rorke for the gun imports
WARDOGSK93 for the increasing perk limit
ZOMB1E-KLLR aka ZK for his map making tutorials

www.mediafire.com
9 years ago
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