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Topics - lordkurt6

I was just seeing is there anyway to add weapons from bo3 base game like hg-40 or kt-4 surely they already there the files just need script it I know I am very bad at spelling and putting full stops etc I have learning disabity
8 years ago
plz check out the new dying light developer tools were u can make ur own open world maps using over 30000asset and more make mission everything type in dying light developer tools into youtube ur find it so much better than this
9 years ago
right when I goto the trigger in game it tell me to hit f on keyboard but nofink happeds like it not pressing the key
this script works in game as well with no errors

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

PreCache_climb()
{
// precachemodel( "p6_zm_tm_dig_mound" );
precacheitem( "zombie_knuckle_crack" );
}

main()
{
player = get_players();
for(i=0;i<player.size;i++)
{
player[i].climb_done = true ;
trigger = GetEntArray("climbto","targetname");
array_thread(trigger, ::climbto1);
}
}

climbto1()
{
player = undefined;
self usetriggerrequirelookat();
self setCursorHint("HINT_NOICON");
self sethintstring( "Press and hold &&1 to climb up" );

while(player ButtonPressed())
{
self waittill( "trigger" , player );
if( player.climb_done == false )
{

climb = GetEntArray("climbto","targetname");
player.climb_done = false ;
climb = thread do_knuckle_crack();
self GiveWeapon( "zombie_knuckle_crack" );
wait 1;

while(player useButtonPressed())
{
if( player.climb_done == true )
{
climb = level.player setPlayerAngles((2,240,0));
climb iprintln( "setplayangles" );
player.climb_done = true ;
// player thread climbto2();
self delete();
wait 1;
}
}
wait 1;
}
}
}

do_knuckle_crack()
{
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");

// self ForceViewmodelAnimation("data_glove_cloak","reload");
gun = self GetCurrentWeapon();
self GiveWeapon( "zombie_knuckle_crack" );
self SwitchToWeapon( "zombie_knuckle_crack" );
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete", "buildable_complete" );

self EnableOffhandWeapons();
self EnableWeaponCycling();
self GiveWeapon( gun );
self SwitchToWeapon( gun );

self AllowLean(true);
self AllowAds(true);
self AllowSprint(true);
self AllowProne(true);
self AllowMelee(true);
self notify("knuckle_crack_done");
}

Double Post Merge: January 17, 2015, 11:46:23 am
right when I goto the trigger in game it tell me to hit f on keyboard but nofink happeds like it not pressing the key
this script works in game as well with no errors and this testing only everything changes one get past this bit

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

PreCache_climb()
{
// precachemodel( "p6_zm_tm_dig_mound" );
precacheitem( "zombie_knuckle_crack" );
}

main()
{
player = get_players();
for(i=0;i<player.size;i++)
{
player[i].climb_done = true ;
trigger = GetEntArray("climbto","targetname");
array_thread(trigger, ::climbto1);
}
}

climbto1()
{
player = undefined;
self usetriggerrequirelookat();
self setCursorHint("HINT_NOICON");
self sethintstring( "Press and hold &&1 to climb up" );

while(player ButtonPressed())
{
self waittill( "trigger" , player );
if( player.climb_done == false )
{

climb = GetEntArray("climbto","targetname");
player.climb_done = false ;
climb = thread do_knuckle_crack();
self GiveWeapon( "zombie_knuckle_crack" );
wait 1;

while(player useButtonPressed())
{
if( player.climb_done == true )
{
climb = level.player setPlayerAngles((2,240,0));
climb iprintln( "setplayangles" );
player.climb_done = true ;
// player thread climbto2();
self delete();
wait 1;
}
}
wait 1;
}
}
}

do_knuckle_crack()
{
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");

// self ForceViewmodelAnimation("data_glove_cloak","reload");
gun = self GetCurrentWeapon();
self GiveWeapon( "zombie_knuckle_crack" );
self SwitchToWeapon( "zombie_knuckle_crack" );
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete", "buildable_complete" );

self EnableOffhandWeapons();
self EnableWeaponCycling();
self GiveWeapon( gun );
self SwitchToWeapon( gun );

self AllowLean(true);
self AllowAds(true);
self AllowSprint(true);
self AllowProne(true);
self AllowMelee(true);
self notify("knuckle_crack_done");
}
9 years ago
right here my script been making btw its only for testing only just wanna see what I can make atm soon I go the trigger and hit f on keyboard nofink happeds not sure why as still all new to scripting im bad at spelling as well bcuz of learning disabitsy lol and baseic I just adding in stuff see if it go with what im making like I said this is just testing so script in ur eyes be like wtf (;

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

init()
{
players = get_players();

climb = GetEntArray("climbto","targetname");
array_thread(climb, ::climbto1);
}
}

climbto1()
{
// player = undefined;

self usetriggerrequirelookat();
self setCursorHint("HINT_NOICON");
self sethintstring( "Press and hold &&1 to climb up" );

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

self GiveWeapon("zombie_knuckle_crack");

self.cloak_timer = 1;
self.is_cloaked = true;
while(1){
if(self GetCurrentWeapon() == "zombie_knuckle_crack" && self.is_using_datapad == false && self.is_cloaked == false && self.cloak_timer > 0.100){
self do_knuckle_crack();
self SetViewModel("viewmodel_hands_cloth");
self.ignoreme = true;
self.is_cloaked = true;
} else if(self GetCurrentWeapon() == "zombie_knuckle_crack" && self.is_using_datapad == false && self.is_cloaked == true) {
self do_knuckle_crack();
self SetViewModel("viewmodel_hands_cloth");
self.ignoreme = false;
self.is_cloaked = true;
} else if(self GetCurrentWeapon() == "zombie_knuckle_crack" && self.is_using_datapad == false && self.is_cloaked == true && self.cloak_timer <= 0.100){
self do_knuckle_crack();
self iPrintLnBold("Insufficent energy");
}
if(self.is_cloaked == true && self.cloak_timer < 0) {
self.cloak_timer = 0;
self iPrintLnBold("No energy");
self SetViewModel("viewmodel_hands_cloth");
self.ignoreme = false;
self.is_cloaked = true;
} else if(self.is_cloaked == true) {
self.cloak_timer -= 0.010;
} else if(self.cloak_timer < 0) {
self.cloak_timer = 0;
} else if(self.cloak_timer < 1){
self.cloak_timer += 0.001;

}
//self SetWeaponAmmoClip("zombie_knuckle_crack",self.cloak_timer*1000);
//self iPrintLn(self.cloak_timer);
wait(0.5);

}
}
}

do_knuckle_crack()
{
self.is_using_datapad = true;
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
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" );
}*/
self ForceViewmodelAnimation("data_glove_cloak","reload");
wait(0.85);
self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
//self AllowProne( true );
self AllowMelee( true );
primaries = self GetWeaponsListPrimaries();
self SwitchToWeapon(primaries[0]);
self waittill_any( "fake_death", "death", "player_downed", "weapon_change" );
self.is_using_datapad = false;
}
9 years ago
what the line code to play anim on a player like climbing up on the high wall
9 years ago
I been making a script but I need 1st person climbing anim to climb up on high wall would anyone make me one so test my script (:
9 years ago
 right I wanted to ask would radiant handle like open world size map like need know how big u can build well me lol
I had idea as just got my new gaming pc is change waw zombie feel to open world may take a lot time take out round base etc. make it so u can go anyway change everything almost as I spent almost year and half on one map and then my laptop broke so now im starting all over I want open world game but using world at war game engines im bad at spelling as well that my weak spot
9 years ago
does anyone know how to port xmodel out of cod aw as im remaking riot as a zombie map iv started the map as well defo %100 going in devment with this if people wanna helpe map that fine im good at mapping just the scripting part
9 years ago
I need help I got an error. look in staff_part_drop() and ur find,
Code Snippet
Plaintext
if( user[i] player_is_in_laststand() && user[i].haspart == true )
that is the error. I wanted it so when player goes down in laststand part drops respawn back were it came from. im just learning this is my 1st buildable script trying make it like bo2 atm just testing so staff part a shovel for now   I tried my best make guys understand bad at spelling (:



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

precache_test_script()
{
   PrecacheItem( "zombie_knuckle_crack" );
   precacheshader( "staff_part_hud");
}     

main()
{
   flag_init("staff_part_build");
   staff_part_pickup = GetEnt("staff_part_pickup","targetname"); // Pickup trigger
   staff_part_pickup thread staff_part_pickup();
   staff_part_build = GetEnt("staff_part_build","targetname"); // Build trigger
   staff_part_build thread staff_part_build();
}

staff_part_pickup()
{
 while(1)
  {
   self.haspart = undefined;

   self sethintstring( "Press &&1 to pick up staff part"  );
   self setCursorHint( "HINT_NOICON" );
   self UseTriggerRequireLookat();
   player = undefined;
   staff_part_model = getent("staff_part_model", "targetname"); // Pickup model
   self waittill("trigger", player);
   staff_part_model hide();
   player thread staff_hud_create();
   self.haspart = true;
   playfx (level._effect["fx_fire_barrel_med"], self.origin);
   self disable_trigger();
  }
}

staff_part_build()
{
   self setCursorHint( "HINT_NOICON" );
   self UseTriggerRequireLookat();
   staff_part_model = getent("staff_part_build", "targetname"); // Build Model
   staff_part_model hide();
   user = undefined;
   self sethintstring( "Press and hold &&1 to build staff part"  );
   
    while(1)                                                                              //////////////// Don Gooney's Hacker Function ////////////////
    {
self waittill( "trigger" , user );
if(user.haspart == true)
{
thread staff_part_drop();
self playsound( "soul_fly" );
timer = 0;
if(level.timedout)
{
hack_time = 2;
}
else
{
hack_time = 2;
}
Texthud = newClientHudElem(user);
Texthud.alignX = "center";
Texthud.alignY = "middle";
Texthud.horzAlign = "center";
Texthud.vertAlign = "bottom";
Texthud.y = -148;
Texthud.foreground = true;
Texthud.font = "default";
Texthud.fontScale = 1.8;
Texthud.alpha = 1;
Texthud.color = ( 1.0, 1.0, 1.0 );
Texthud setText( "BUILDING PART" );
ProgressBar = user createPrimaryProgressBar();                   
ProgressBar updateBar( 0.02, 2 / hack_time );
ProgressBar.color = ( .5, 1, 1 );
while(user useButtonPressed())
{
wait 0.05;               
timer += 0.05;
                 
user thread do_knuckle_crack();
                 
if ( player maps\_laststand::player_is_in_laststand())
{
break;
}
if( timer >=  hack_time)
{
ProgressBar = user destroyElem();
                                Texthud = user destroy();
playfx (level._effect["fx_fire_barrel_med"], staff_part_model.origin);
staff_part_model = Spawn( "script_model" , self.origin -(0,0,0) );
staff_part_model SetModel( "static_seelow_shovel" );
self playsound( "soul_fly" );
self disable_trigger();
self sethintstring( "need other part to add"  );
{
break;
}
}
}
}
ProgressBar = user destroyElem();
        Texthud = user destroy();
    }
}

staff_part_drop()
{
user = getplayers();
for( i = 0; i < user[i].size; i++ )
{
if( user[i] player_is_in_laststand() && user[i].haspart == true )
{
user = getent("staff_part_model", "targetname"); // Pickup model
staff_part_model = Spawn( "script_model" , self.origin -(0,0,20) );
staff_part_model SetModel( "static_seelow_shovel" );

user = GetEnt("staff_part_pickup","targetname"); // Pickup trigger
staff_part_pickup enable_trigger();
user[i].haspart = false ;
}
wait 0.05;
}


staff_hud_create()
{
      hud = create_simple_hud( self );
      hud.foreground = true;
      hud.sort = 1;
      hud.hidewheninmenu = false;
      hud.alignX = "right";
      hud.alignY = "bottom";
      hud.horzAlign = "right";
      hud.vertAlign = "bottom";
      hud.x = hud.x + 2;
      hud.y = hud.y - 75;
      hud.alpha = 1;
      hud SetShader( "staff_part_hud" , 75, 40 );
}

do_knuckle_crack()
{
   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" );
   }

   gun = self GetCurrentWeapon();
   weapon = "zombie_knuckle_crack";   
   self GiveWeapon( weapon );
   self SwitchToWeapon( weapon );
   self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
   self EnableOffhandWeapons();
   self EnableWeaponCycling();
   self GiveWeapon( gun );
   self SwitchToWeapon( gun );
   self AllowLean( true );
   self AllowAds( true );
   self AllowSprint( true );
   self AllowProne( true );     
   self AllowMelee( true );
   return gun;
}
10 years ago
right im going to do this best I can right I got blundergat fullyworking in games custom fx I made and everything eles is working like sounds but It shoot like the real one from mob of the dead and it got no script I needed someone to help make so when I shoot blundergat acid 3little models come out stick to the gound and then bang kill then but the zombies don't go to the little models where u shoot I need help with that making script telling zombies to go to the 3little models were I shot then zombies go to it and then 2sec after bang kill them like real one

Post Merge: July 20, 2014, 08:52:38 pm


Post Merge: July 21, 2014, 05:01:25 pm
https://www.youtube.com/watch?v=LN0ZbH_wK9M&list=UUSFyylFYsAlAbCed_XV8-qg
10 years ago
plz can someone tell me howw im good at scripting i know what it base about plz im making a map and the map called dead rise idea was from die rise making sky buildig it need elevators plzz
10 years ago
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