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MakeCents
v1.4
Updated 12-20-16
Prefabs - in multiple folders (each folder is a different system with different kvps)
grow_soul_complete - everything you need with gun reward
grow_soul_complete_door - everything you need with door reward
grow_soul_complete_ending - everything you need with end game reward
grow_soul - just one of the soul collectors
grow_soul_door - just the door reward
grow_soul_ending - just the end game reward
grow_soul_with_clip - jus one of the soul collectors with a clip
grow_soul_door_rotate - door that rotates, script_string controls angle
To make this work you can use one of the complete prefabs, stamp once, and then chose the soul
collector with a clip or without and delete the other.
Next copy the soul collector you kept around where you want them and place the reward where you want it
- end game trigger, door, or gun structs
Then in the script there are notes at the top.
This goes in your main function in your mapname.gsc
grow_soul::init( );
This goes in your mapname.gsc with the other using's
#using scripts\zm\growing_soulbox;
This goes in your zone file:
scriptparsetree,scripts/zm/growing_soulbox.gsc
fx,zombie/fx_ritual_pap_energy_trail
1.3.1 fixes end game score
1.4 adds more prefabs, rotating door, updates normal door, edits endgame text
To make multiple systems work, do the same you did for the first system, but select from another folder.
In these other folders each item has a different kvp.
You can add more if you like, I provided 3 systems.
init()
{
thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill("connecting", player);
player thread onPlayerSpawned();
}
}
OnPlayerSpawned()
{
//do this
}
//put this up top of script
#using scripts\shared\callbacks_shared;
function init(){
callback::on_connect( &on_player_connect );
callback::on_spawned( &on_player_spawned );
}
function on_player_connect(){
//do stuff each time a player connects
}
function on_player_spawned(){
//do stuff stuff each time player spawns
}
#namespace testing;
function test(name){
wait(5);
iPrintLnBold(name);
}
#using scripts\zm\mc_test;
testing::test("MakeCents");
thread testing::test("MakeCents");
scriptparsetree,scripts/zm/mc_test.gsc
#using scripts\zm\sliding_door;
sliding_door::init( );
scriptparsetree,scripts/zm/sliding_door.gsc