UGX-Mods

Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Scripts => Topic started by: DeletedUser on January 07, 2016, 10:09:53 pm

Title: WARDOGSK93's Downloadables [BO Mod Creator|Perk System:V:0.2.5]
Post by: DeletedUser on January 07, 2016, 10:09:53 pm
WARDOGSK93's Downloadables

Releases

Click to see released projects
Black Ops Mod Creator - Download (http://ugx-mods.com/forum/index.php/topic,9526.0.html) - SRC (https://github.com/WARDOGSK93/Black-Ops-Mod-Creator)

Perk System -
SRC (https://github.com/WARDOGSK93/CoD-Perk-System)
Click to see WARDOGSK93's Perk System forum post
WARDOGSK93's Perk System - V:0.2.5


Mega

Media Fire


Screenshots

(http://images.akamai.steamusercontent.com/ugc/609477553693884318/42D434F35C1782D3DD7098B0E935A9CD44E81DA9/)

(http://images.akamai.steamusercontent.com/ugc/609477553693884160/0F00A9B5F6011E4A9FB2535200650EC5B49B69CF/)
Spoiler: click to open...
Perk Machines

(http://images.akamai.steamusercontent.com/ugc/609477553693883832/E068E39D83B59351F6867FF6DFF7589AFBFB9E5D/)

(http://images.akamai.steamusercontent.com/ugc/609477553693883679/3233E374E7B4CB8628438A31094A285F9FAB6EFF/)

(http://images.akamai.steamusercontent.com/ugc/609477553693883373/8A16281650FFFDCF8E8936F21276EC7B8B3EDFD4/)

(http://images.akamai.steamusercontent.com/ugc/609477553693883185/2F7791ECC4FD1020C683E4E11A00E0DEB62BB152/)

(http://images.akamai.steamusercontent.com/ugc/609477553693883013/0C8809457D33CC0AE576A5083199CD1BE68AC951/)

(http://images.akamai.steamusercontent.com/ugc/609477553693883523/7720846DEBEB9BA664B23BD309C05B295A7B562E/)

(http://images.akamai.steamusercontent.com/ugc/609477553693882860/68CF8FE2A384B6133AEF05E2F8936ED91FDD5204/)

(http://images.akamai.steamusercontent.com/ugc/609477553693882706/D5D5C7D482F882E09E61B6724A476DAE93F5901C/)

(http://images.akamai.steamusercontent.com/ugc/609477553693882588/C70F16C834F0EB118ED284733B80C6C146D7A0FF/)

(http://images.akamai.steamusercontent.com/ugc/609477553693881926/6E35E4C2E872518E0E58C7692FC7D9C661AE7140/)

(http://images.akamai.steamusercontent.com/ugc/609477553693881741/DA56C1C5FB0023850206D3EE8AE9423E37B32EB3/)

Wunderfizz Machine

(http://images.akamai.steamusercontent.com/ugc/609477553694611541/AFCAA2B8CEBF0578F76BAA74FDA2E50BFD4C1C57/)

(http://images.akamai.steamusercontent.com/ugc/609477553694611369/F02979F1C00377296C8473FA27B4313D0A68B495/)
Description

Simple perk system that allows you to create custom perks that do not need a "specialty_" perk name, Also comes with World at War, Black Ops 1 and Black Ops 2 perks

Der Wunderfizz is not in this release as it still needs more work but should be in the next release



Install

Spoiler: click to open...
animtrees\genric_human.atr

(Copy from root/raw/animtrees to root/mods/{MAPNAME}/animtrees/ if you dont have this file)

Add the following above '// modern stuff'

Code Snippet
Plaintext
// WARDOGSK93 Anim Start
// Electric Cherry
bo2_cherry_stun_0
bo2_cherry_stun_1
bo2_cherry_stun_2
bo2_cherry_stun_3
bo2_cherry_stun_4

// Whos Who Anims
pb_laststand_idle
pb_stand_alert
// WARDOGSK93 Anim End

maps\_zombiemode.gsc

In the function 'main(init_zombie_spawner_name)'

Add 'maps\wardog\_wardog_init::pre_init();' above 'SetAILimit( 24 );'
Add 'maps\wardog\_wardog_init::init();' above 'init_utility();'
Comment Out 'maps\_zombiemode_perks::init();'
Add 'maps\wardog\_wardog_init::post_init();' above 'level thread players_playing();'


Add the following to the end of the function 'player_laststand()'


Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
if(maps\wardog\_wardog_util::is_coop_game() && self maps\wardog\perks\_wardog_perks_util::has_perk("tomb"))
self thread maps\wardog\perks\_wardog_perks_bo2::tombstone_spawn();
/********************WARDOGSK93 PERK CODE********************/

Find the function 'player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )'

Add BOX#1 above BOX#2


Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
if(self maps\wardog\perks\_wardog_perks_util::has_perk("cherry"))
self thread maps\wardog\perks\_wardog_perks_bo2::electric_cherry_laststand();

if(self maps\wardog\perks\_wardog_perks_util::has_perk("whos"))
{
self thread maps\wardog\perks\_wardog_perks_bo2::chugabud_laststand();
return;
}
/********************WARDOGSK93 PERK CODE********************/

Code Snippet
Plaintext
if( level.intermission )
{
level waittill( "forever" );
}

In the same function replace BOX#1 with BOX#2

Code Snippet
Plaintext
self.intermission = true;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self player_fake_death();

if( count == players.size )
{
level notify( "end_game" );
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}

Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
self.intermission = true;
self thread maps\_laststand::PlayerLastStand(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime);

if(maps\wardog\_wardog_util::is_solo_game() && self maps\wardog\perks\_wardog_perks_util::has_perk("revive"))
{
self thread maps\wardog\perks\_wardog_perks_waw::revive_solo_revive_think();
return;
}
else
self player_fake_death();

if(count == players.size)
level notify("end_game");
else
self maps\_callbackglobal::finishPlayerDamageWrapper(eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime);
/********************WARDOGSK93 PERK CODE********************/

maps\_laststand.gsc

Replace BOX#1 with BOX#2 in the function 'revive_trigger_think()'

Code Snippet
Plaintext
if ( revive_success )
{
self thread revive_success( reviver );
return;
}

Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
if(revive_success)
{
if(IsPlayer(self))
self thread revive_success(reviver);
else
self notify("player_revived", reviver);
return;
}
/********************WARDOGSK93 PERK CODE********************/

Add The Following to the end of the file

Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
auto_revive(reviver, dont_enable_weapons)
{
self.revivetrigger.auto_revive = true;
if(self.revivetrigger.beingRevived == 1)
{
for(;;)
{
if(self.revivetrigger.beingRevived == 0)
break;
wait_network_frame();
}
}
self notify("player_revived", self);
self RevivePlayer();
self.revives++;
self.stats["revives"] = self.revives;
self thread maps\_arcademode::arcadeMode_player_revive();
if(IsDefined(level.missionCallbacks))
{
maps\_challenges_coop::doMissionCallback("playerRevived", self);
}
setClientSysState("lsm", "0", self);
self.revivetrigger Delete();
self.revivetrigger = undefined;
if(!IsDefined(dont_enable_weapons) || !dont_enable_weapons)
{
self laststand_giveback_player_weapons();
}
self.ignoreme = false;
self thread maps\_laststand::say_revived_vo();
}
/********************WARDOGSK93 PERK CODE********************/

maps\_callbackglobal.gsc

Add the following to the start of the function 'Callback_PlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )'

Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
if(self maps\wardog\perks\_wardog_perks_util::has_perk("phd") && (sMeansOfDeath == "MOD_GRENADE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_EXPLOSIVE" || sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_BURNED" || sMeansOfDeath == "MOD_FALLING"))
{
health = self.health;

self RevivePlayer();

self.health = health;

if(self maps\wardog\perks\_wardog_perks_util::has_perk("jugg"))
self maps\wardog\_wardog_callback::callback("give_perk", "jugg");
  else
  {
  self.maxhealth = 100;

if(self.health > 100)
self.health = 100;
}
return;
}
/********************WARDOGSK93 PERK CODE********************/

maps\_zombiemode_weapons.gsc

Replace Function  'treasure_chest_give_weapon(weapon)' with the following

Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
treasure_chest_give_weapon(weapon)
{
self maps\wardog\perks\_wardog_perks_bo1::mule_weapon_give(weapon, true);
}
/********************WARDOGSK93 PERK CODE********************/

Replace Function  'weapon_give(weapon, is_upgraded)' with the following

Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
weapon_give(weapon, is_upgrade)
{
self maps\wardog\perks\_wardog_perks_bo1::mule_weapon_give(weapon, false);
}
/********************WARDOGSK93 PERK CODE********************/

maps\_zombiemode_tesla.gsc

Replace the function 'tesla_pvp_thread()' with the following

Code Snippet
Plaintext
 
tesla_pvp_thread()
{
self endon( "disconnect" );
self endon( "death" );
self waittill( "spawned_player" );

for( ;; )
{
self waittill( "weapon_pvp_attack", attacker, weapon, damage, mod );

if( self maps\_laststand::player_is_in_laststand() )
{
continue;
}

if ( weapon != "tesla_gun" && weapon != "tesla_gun_upgraded" )
{
continue;
}

if ( mod != "MOD_PROJECTILE" && mod != "MOD_PROJECTILE_SPLASH" )
{
continue;
}

self shellshock( "electrocution", 1.0 );
self playsound( "tesla_bounce" );
}
}

maps\_zombiemode_spawner.gsc

Add the following undeneath 'self thread zombie_damage_failsafe();' in the function 'zombie_spawn_init( animname_set )'

Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
self maps\wardog\_wardog_callback::callback("on_zombie_spawned");
/********************WARDOGSK93 PERK CODE********************/

maps\_zombiemode_powerups.gsc'

Add the following undeneath 'powerup thread powerup_grab();' in the function 'powerup_drop(drop_point)'


Code Snippet
Plaintext
/********************WARDOGSK93 PERK CODE********************/
powerup thread maps\wardog\perks\_wardog_perks_bo2::vulture_powerup_glow();
/********************WARDOGSK93 PERK CODE********************/

maps\_zombiemode_perks.gsc

Replace the whole with the following

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

pre_init()
{
PrecacheItem("zombie_knuckle_crack");
PrecacheModel("zombie_vending_packapunch_on");
PrecacheString(&"ZOMBIE_PERK_PACKAPUNCH");

level._effect["packapunch_fx"] = LoadFX("maps/zombie/fx_zombie_packapunch");

level.packa_jingle = 0;

set_zombie_var("zombie_perk_cost", 2000);
set_zombie_var("zombie_perk_juggernaut_health", 160);
}

init()
{
vending_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");

if(vending_upgrade_trigger.size >= 1)
array_thread(vending_upgrade_trigger, ::vending_upgrade);

if(!IsDefined(level.packapunch_timeout))
level.packapunch_timeout = 15;

level thread turn_PackAPunch_on();
level thread machine_watcher();
}

third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine )
{
forward = anglesToForward( angles );
interact_pos = origin + (forward*-25);

worldgun = spawn( "script_model", interact_pos );
worldgun.angles  = self.angles;
worldgun setModel( GetWeaponModel( current_weapon ) );
PlayFx( level._effect["packapunch_fx"], origin+(0,1,-34), forward );

worldgun rotateto( angles+(0,90,0), 0.35, 0, 0 );
wait( 0.5 );
worldgun moveto( origin, 0.5, 0, 0 );
packa_rollers playsound( "packa_weap_upgrade" );
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles+(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.35 );
worldgun delete();
wait( 3 );
packa_rollers playsound( "packa_weap_ready" );
worldgun = spawn( "script_model", origin );
worldgun.angles  = angles+(0,90,0);
worldgun setModel( GetWeaponModel( current_weapon+"_upgraded" ) );
worldgun moveto( interact_pos, 0.5, 0, 0 );
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles-(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.5 );
worldgun moveto( origin, level.packapunch_timeout, 0, 0);
return worldgun;
}

vending_upgrade()
{
perk_machine = GetEnt( self.target, "targetname" );
if( isDefined( perk_machine.target ) )
{
perk_machine.wait_flag = GetEnt( perk_machine.target, "targetname" );
}

self UseTriggerRequireLookAt();
self SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );
self SetCursorHint( "HINT_NOICON" );
level waittill("Pack_A_Punch_on");

self thread maps\_zombiemode_weapons::decide_hide_show_hint();

packa_rollers = spawn("script_origin", self.origin);
packa_timer = spawn("script_origin", self.origin);
packa_rollers playloopsound("packa_rollers_loop");

self SetHintString( &"ZOMBIE_PERK_PACKAPUNCH" );
cost = level.zombie_vars["zombie_perk_cost"];

for( ;; )
{
self waittill( "trigger", player );
index = maps\_zombiemode_weapons::get_player_index(player);
cost = 5000;
plr = "plr_" + index + "_";

if( !player maps\_zombiemode_weapons::can_buy_weapon() )
{
wait( 0.1 );
continue;
}

if (player maps\_laststand::player_is_in_laststand() )
{
wait( 0.1 );
continue;
}

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

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

current_weapon = player getCurrentWeapon();

if( !IsDefined( level.zombie_include_weapons[current_weapon] ) || !IsDefined( level.zombie_include_weapons[current_weapon + "_upgraded"] ) )
{
continue;
}

if ( player.score < cost )
{
//player iprintln( "Not enough points to buy Perk: " + perk );
self playsound("deny");
player thread play_no_money_perk_dialog();
continue;
}
player maps\_zombiemode_score::minus_to_player_score( cost );
self achievement_notify("perk_used");
sound = "bottle_dispense3d";
playsoundatposition(sound, self.origin);
rand = randomintrange(1,100);

if( rand <= 8 )
{
player thread play_packa_wait_dialog(plr);
}

self thread play_vendor_stings("mx_packa_sting");

origin = self.origin;
angles = self.angles;

if( isDefined(perk_machine))
{
origin = perk_machine.origin+(0,0,35);
angles = perk_machine.angles+(0,90,0);
}

self disable_trigger();

player thread do_knuckle_crack();

// Remember what weapon we have.  This is needed to check unique weapon counts.
self.current_weapon = current_weapon;

weaponmodel = player third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine );

self enable_trigger();
self SetHintString( &"ZOMBIE_GET_UPGRADED" );
self setvisibletoplayer( player );

self thread wait_for_player_to_take( player, current_weapon, packa_timer );
self thread wait_for_timeout( packa_timer );

self waittill_either( "pap_timeout", "pap_taken" );

self.current_weapon = "";
weaponmodel delete();
self SetHintString( &"ZOMBIE_PERK_PACKAPUNCH" );
self setvisibletoall();
}
}

wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= 2 )
{
player maps\_zombiemode_weapons::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

wait_for_timeout( packa_timer )
{
self endon( "pap_taken" );

wait( level.packapunch_timeout );

self notify( "pap_timeout" );
packa_timer stoploopsound(.05);
packa_timer playsound( "packa_deny" );
}

do_knuckle_crack()
{
gun = self upgrade_knuckle_crack_begin();

self.is_drinking = 1;
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );

self upgrade_knuckle_crack_end( gun );
self.is_drinking = undefined;
}

upgrade_knuckle_crack_begin()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );

if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}

primaries = self GetWeaponsListPrimaries();

gun = self GetCurrentWeapon();
weapon = "zombie_knuckle_crack";

if ( gun != "none" && gun != "mine_bouncing_betty" )
{
self TakeWeapon( gun );
}
else
{
return;
}

if( primaries.size <= 1 )
{
self GiveWeapon( "zombie_colt" );
}

self GiveWeapon( weapon );
self SwitchToWeapon( weapon );

return gun;
}

upgrade_knuckle_crack_end( gun )
{
assert( gun != "zombie_perk_bottle_doubletap" );
assert( gun != "zombie_perk_bottle_revive" );
assert( gun != "zombie_perk_bottle_jugg" );
assert( gun != "zombie_perk_bottle_sleight" );
assert( gun != "syrette" );

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
weapon = "zombie_knuckle_crack";

// TODO: race condition?
if ( self maps\_laststand::player_is_in_laststand() )
{
self TakeWeapon(weapon);
return;
}

self TakeWeapon(weapon);
primaries = self GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size > 0 )
{
self SwitchToWeapon( primaries[0] );
}
else
{
self SwitchToWeapon( "zombie_colt" );
}
}

// PI_CHANGE_BEGIN
// JMA - in order to have multiple Pack-A-Punch machines in a map we're going to have
// to run a thread on each on.
// NOTE:  In the .map, you'll have to make sure that each Pack-A-Punch machine has a unique targetname
turn_PackAPunch_on()
{
level waittill("Pack_A_Punch_on");

vending_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");
for(i=0; i<vending_upgrade_trigger.size; i++ )
{
perk = getent(vending_upgrade_trigger[i].target, "targetname");
if(isDefined(perk))
{
perk thread activate_PackAPunch();
}
}
}

activate_PackAPunch()
{
self setmodel("zombie_vending_packapunch_on");
self playsound("perks_power_on");
self vibrate((0,-100,0), 0.3, 0.4, 3);
/*
self.flag = spawn( "script_model", machine GetTagOrigin( "tag_flag" ) );
self.angles = machine GetTagAngles( "tag_flag" );
self.flag setModel( "zombie_sign_please_wait" );
self.flag linkto( machine );
self.flag.origin = (0, 40, 40);
self.flag.angles = (0, 0, 0);
*/
timer = 0;
duration = 0.05;

level notify( "Carpenter_On" );
}
// PI_CHANGE_END

play_no_money_perk_dialog()
{

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

player_index = "plr_" + index + "_";
if(!IsDefined (self.vox_nomoney_perk))
{
num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_nomoney_perk");
self.vox_nomoney_perk = [];
for(i=0;i<num_variants;i++)
{
self.vox_nomoney_perk[self.vox_nomoney_perk.size] = "vox_nomoney_perk_" + i;
}
self.vox_nomoney_perk_available = self.vox_nomoney_perk;
}
sound_to_play = random(self.vox_nomoney_perk_available);

self.vox_nomoney_perk_available = array_remove(self.vox_nomoney_perk_available,sound_to_play);

if (self.vox_nomoney_perk_available.size < 1 )
{
self.vox_nomoney_perk_available = self.vox_nomoney_perk;
}

self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, 0.25);




}

machine_watcher()
{
//PI ESM - support for two level switches for Factory
if (isDefined(level.script) && level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_paris" || level.script == "nazi_zombie_coast")
{
level thread machine_watcher_factory("Pack_A_Punch_on");
}
else
{
level waittill("master_switch_activated");
//array_thread(getentarray( "zombie_vending", "targetname" ), ::perks_a_cola_jingle);

}

}

//PI ESM - added for support for two switches in factory
machine_watcher_factory(vending_name)
{
level waittill(vending_name);
switch(vending_name)
{
case "Pack_A_Punch_on":
temp_script_sound = "mx_packa_jingle";
break;

default:
temp_script_sound = "mx_jugger_jingle";
break;
}


temp_machines = getstructarray("perksacola", "targetname");
for (x = 0; x < temp_machines.size; x++)
{
if (temp_machines[x].script_sound == temp_script_sound)
temp_machines[x] thread perks_a_cola_jingle();
}

}

play_vendor_stings(sound)
{
if(!IsDefined (level.packa_jingle))
{
level.packa_jingle = 0;
}
if(!IsDefined (level.eggs))
{
level.eggs = 0;
}
if (level.eggs == 0)
{
if(sound == "mx_packa_sting" && level.packa_jingle == 0)
{
level.packa_jingle = 1;
// iprintlnbold("stinger packapunch:" + level.packa_jingle);
temp_org_pack_s = spawn("script_origin", self.origin);
temp_org_pack_s playsound (sound, "sound_done");
temp_org_pack_s waittill("sound_done");
level.packa_jingle = 0;
temp_org_pack_s delete();
// iprintlnbold("stinger packapunch:"  + level.packa_jingle);
}
}
}

perks_a_cola_jingle()
{
self thread play_random_broken_sounds();
if(!IsDefined(self.perk_jingle_playing))
{
self.perk_jingle_playing = 0;
}
if (!IsDefined (level.eggs))
{
level.eggs = 0;
}
while(1)
{
//wait(randomfloatrange(60, 120));
wait(randomfloatrange(31,45));
if(randomint(100) < 15 && level.eggs == 0)
{
level notify ("jingle_playing");
//playfx (level._effect["electric_short_oneshot"], self.origin);
playsoundatposition ("electrical_surge", self.origin);

if(self.script_sound == "mx_packa_jingle" && level.packa_jingle == 0)
{
level.packa_jingle = 1;
temp_org_packa = spawn("script_origin", self.origin);
temp_org_packa playsound (self.script_sound, "sound_done");
temp_org_packa waittill("sound_done");
level.packa_jingle = 0;
temp_org_packa delete();
}

self thread play_random_broken_sounds();
}
}
}
play_random_broken_sounds()
{
level endon ("jingle_playing");
if (!isdefined (self.script_sound))
{
self.script_sound = "null";
}
if (self.script_sound == "mx_revive_jingle")
{
while(1)
{
wait(randomfloatrange(7, 18));
playsoundatposition ("broken_random_jingle", self.origin);
//playfx (level._effect["electric_short_oneshot"], self.origin);
playsoundatposition ("electrical_surge", self.origin);

}
}
else
{
while(1)
{
wait(randomfloatrange(7, 18));
// playfx (level._effect["electric_short_oneshot"], self.origin);
playsoundatposition ("electrical_surge", self.origin);
}
}
}

play_packa_wait_dialog(player_index)
{
waittime = 0.05;
if(!IsDefined (self.vox_perk_packa_wait))
{
num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_perk_packa_wait");
self.vox_perk_packa_wait = [];
for(i=0;i<num_variants;i++)
{
self.vox_perk_packa_wait[self.vox_perk_packa_wait.size] = "vox_perk_packa_wait_" + i;
}
self.vox_perk_packa_wait_available = self.vox_perk_packa_wait;
}
if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
sound_to_play = random(self.vox_perk_packa_wait_available);
self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, waittime);
self.vox_perk_packa_wait_available = array_remove(self.vox_perk_packa_wait_available,sound_to_play);

if (self.vox_perk_packa_wait_available.size < 1 )
{
self.vox_perk_packa_wait_available = self.vox_perk_packa_wait;
}
}

play_packa_get_dialog(player_index)
{
waittime = 0.05;
if(!IsDefined (self.vox_perk_packa_get))
{
num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_perk_packa_get");
self.vox_perk_packa_get = [];
for(i=0;i<num_variants;i++)
{
self.vox_perk_packa_get[self.vox_perk_packa_get.size] = "vox_perk_packa_get_" + i;
}
self.vox_perk_packa_get_available = self.vox_perk_packa_get;
}
if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
sound_to_play = random(self.vox_perk_packa_get_available);
self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, waittime);
self.vox_perk_packa_get_available = array_remove(self.vox_perk_packa_get_available,sound_to_play);

if (self.vox_perk_packa_get_available.size < 1 )
{
self.vox_perk_packa_get_available = self.vox_perk_packa_get;
}
}

clientscripts\{MAPNAME}.csc

Code Snippet
Plaintext
Add 	'clientscripts\sanchez\_xS78_fx_system::init();'  Above 'thread clientscripts\_audio::audio_init(0);'

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Click to see projects soon to be released

In Development

Click to see projects still in development a.k.a W.I.P

Mods / Maps

Title: Re: WARDOGSK93's Downloadables
Post by: HitmanVere on January 09, 2016, 01:25:24 pm
Spoiler: click to open...
On a side note just so that you know I have removed all of your assets you sent me and the only reason I wanted to use yours was so I couldve finally tested my stuff instead of having it sitting around waiting for xSanchez78 to make the fx

Spoiler: click to open...
That was the reason you both went nuts last time :D
Title: Re: WARDOGSK93's Downloadables
Post by: Rorke on January 09, 2016, 03:28:52 pm
What is this black ops mod creator? What's it do?
Title: Re: WARDOGSK93\'s Downloadables
Post by: DeletedUser on January 09, 2016, 06:09:40 pm
What is this black ops mod creator? What's it do?
Its just a simple application i made to make creating mods for Black Ops abit eaiser and less of a pain

Spoiler: click to open...
If you didnt know to make a Black Ops  mod you have recreate the _patch ff for the map of your choice, This app just downloads the required 3arc scripts so you dont have to extract the 2 ff's

It also comes with a handy mod.csv so you dont have to add all the files to the mod.csv

Double Post Merge: January 09, 2016, 06:14:15 pm
Update: Added a new "mod" started today, CarePackages in Zombies (Under "Development")

lilrifa gave me the idea and i made it a reality

Title: Re: WARDOGSK93's Downloadables
Post by: DeletedUser on January 12, 2016, 09:26:59 pm
Update:-

Replaced "CarePackage System" with a "KillStreak System"

EDIT:
If you come up with any ideas for killstreaks you would like implemented could you add them to my "TODO List (Issue)" on Github (https://github.com/WARDOGSK93/CoD-Killstreak/issues/1)
Title: Re: WARDOGSK93's Downloadables
Post by: DeletedUser on January 19, 2016, 06:11:56 pm
-Update:

Added "GumBall System" (my version of 3arc's GobbleGums)

See here for a list of all the GumBalls (i want to implement) (https://github.com/WARDOGSK93/CoD-GumBalls/issues/1)
Title: Re: WARDOGSK93\'s Downloadables
Post by: DeletedUser on January 20, 2016, 06:29:55 pm
-Update:

Completly rewritten the perk system and should be released very soon

Double Post Merge: January 20, 2016, 08:46:21 pm
ive come across a very strange issue with my perks

See here for more info (https://github.com/WARDOGSK93/CoD-Perk-System/issues/2)

if anyone can exlpain why this is happening that would be greatly appreciated

Edit: Once
this (http://ugx-mods.com/forum/index.php?topic=9853) is solved and ive done a good coop test my perk system will be released
Title: Re: WARDOGSK93\\\'s Downloadables
Post by: DeletedUser on January 24, 2016, 01:46:22 am
-Update: WARDOGSK93's Perk System

Fully rewritten Whos Who, Tombstone and Electric Cherry they now work perfectly

Will be released once i get some fx for Fizz, Cherry and Vulture Aid (stink), if all goes to plan should be very soon

Double Post Merge: January 24, 2016, 10:09:07 pm
-Update:

Sanchez just got around to porting his FX to WaW that means my perk system is about ready for release

Just afew more coop tests to make sure eveything is in working order

Double Post Merge: January 24, 2016, 10:38:40 pm
-Update:

Added a basic layout to my released perk system post (See OP, New Release)
Title: Re: WARDOGSK93's Downloadables
Post by: DeletedUser on January 25, 2016, 02:19:17 am
-Update:

Merged Double Tap 1.0 and Double Tap 2.0 into one perk
Title: Re: WARDOGSK93\'s Downloadables [BO Mod Creator|Perk System:V:0.2.5]
Post by: DeletedUser on January 26, 2016, 06:02:13 am
-Update:

Released Perk System (Does not have Der Wunderfizz as it still needs more work - Should be in the next release / update)

Double Post Merge: January 26, 2016, 06:53:16 am
-Update:

added missing step from install (You need to add afew anim names to generic_human.atr)
Title: Re: WARDOGSK93's Downloadables [BO Mod Creator|Perk System:V:0.2.5]
Post by: DeletedUser on January 29, 2016, 08:57:27 am
Update

Start work on my Forge Mode mod again

You can currently spawn Perks, Treasure Chests, Zombies and Dogs in this mod


(http://images.akamai.steamusercontent.com/ugc/609478105734656374/EBD45B47F9C978C7D2C34880F090CE2FF00128A9/)

Title: Re: WARDOGSK93's Downloadables [BO Mod Creator|Perk System:V:0.2.5]
Post by: Reaper_9382 on September 10, 2019, 12:06:48 am
does it work for bo3?