1. It would have been easier to just replace Harry's fx with Bam's one, but anyway. You probably didn't include the perk in self.perk_inventory or the shader in self.perk_hud.Ive been told that 50 is 1 hit, so 150 should be three its before going down.
2. Can't help you here.
3. I think you have to edit _load.gsc. Find onPlayerSpawned() function and replace "100" with "130" (maybe, not sure which number it should be) in this line:
Also, change its value in _zombiemode_perks so it works with jugg:
Don't know if you have to do anything else.
Ive been told that 50 is 1 hit, so 150 should be three its before going down.It's actually 60 per hit, so 60*2=120; 130-120=10. If you get two hits, you have 10 points of health left, maybe enough to have red screen.
You probably didn't include the perk in self.perk_inventory or the shader in self.perk_hud.
3. I think you have to edit _load.gsc. Find onPlayerSpawned() function and replace "100" with "130" (maybe, not sure which number it should be) in this line:
Also, change its value in _zombiemode_perks so it works with jugg:
Don't know if you have to do anything else.
bams one is "infinite damage" at a pretty random range, and doesnt go off on down
my perks should "already" be taken on down so im guessing you havent set it up right
just go change my cherry code to his if you want it rather than adding it seperetely
Did you use a valid specialty?
I'd need to see your code
About the 3 Hits, do you tested it on COOP? and the Quick Revive in Solo? In my map as was having issues with this and i needed to change a lot of Health values. "_load.gsc ", "_laststand.gsc" and "_zombiemode_perks.gsc" i have created a tutorial for it. You can check the "Script/Tutotial Section. :)
I'm using specialty_boostI going to update my topic. :)
This is my _zombiemode_perks atm: http://pastebin.com/xQSaf6Zb (http://pastebin.com/xQSaf6Zb)
This definitely isn't the best way to do it, I'm awful at scripting so i basically just tacked code from the original _zombiemode_perks onto the end of your version until i stopped getting syntax errors :poker: it works though except for the shader issue
This is the code for bam's electric cherry: http://pastebin.com/2DkrQQWZ (http://pastebin.com/2DkrQQWZ)
Thanks for taking a look :)
It does work for after you go down and get revived with QR. In fact it even works with my Who's Who :D I haven't tested it in coop but if I have more problems I'll check out your tut for sure :)
there, but i still really recommend against using this, i can see tons of issues instantly, removed the ridiculous second flag wait that would fuck up a restart game
use my cherry prefab, my cherry is disabled, his should run
let me know if theres any errors as i have no way to run the game to check
and disinclude his script, its now in the bottom of this
- note - you say you prefer his range and damage - his range doesnt check "height" so will hit zombies above and below you no matter how far away and im guessing you totally missed that you can edit one line at the top of my perks to adjust the damage, range and reward score for my cherry...
add that to the top
at a guess they are not precached
before zombiemode::main();
in mapname.gsc