I'd say it is procedural because the so-call 'objects' are structures similar to C's struct. It's just how scripting is conceptually easier to understand when we turn different game entities into some metaphors of objects.
When OOP is mentioned, some concepts such as objects, classes, inheritance, polymorphism, are expected; though it is not a part of the 'CoDScript', so I don't think it is related to OOP
Welcome back! I'm kind of on and off with custom zombies lately as well. If by 'a long time' you mean a year or so, here are some maps that I REALLY loved playing:
I'm anticipating a super fast-paced zombies experience from Advanced Warfare personally. Since not only the player get to use the exo suits but the zombies as well, I would like to get a hectic gameplay and hopefully interesting map design around the advanced mechanics. I'm even more pumped to see Treyarch's next move
So this is the biggest troll ever? I really wish I could play this map If what Gun said is true, then I wish for the best with his development on the 'engine'. But the most important question is still 'Will this map be released at any given moment?'
the function - create_chalk_hud actually creates the round indicator HUD at the bottom right of the screen. The value inside the brackets are the horizontal distance from the edge of the screen. Therefore, 'chalk_hud1' in created on the very edge of the screen, while 'chalk_hud2' in created 64 (pixels?) from the edge. *'chalk_hud1' is actually the first 5 chalks drawings; 'chalk_hud2' is the second 5 chalks, which all makes up to 10 chalk drawings.
If you're trying to move the chalk hud further away from the edge, just change the values inside the brackets. e.g. I want the chalk hud to be 20 pixels further, then you'll have to change the lines of code to:
Just remember to have the second chalk hud 64 pixels away from the first one; of course you change it on your own to your liking
IMPORTANT NOTE: Be careful when modifying the chalk hud because there are many function within _zombiemode.gsc that dealt with the chalk hud. Find the keyword 'chalk' in the script and modify the distance, x/y-offsets, and shader sizes; to ensure that the chalk hud looks fine in-game. Test it in-game to see if something is messed up; look into the codes to understand how it works. There are more than just 2 lines of code that handle the chalk hud.
Perks Icons (Shaders) For the perks icons, you'll have to do similar adjustment, to the perk script. Again, copy _zombiemode_perks.gsc to your mod folder if you didn't have one.
Find the function 'perk_hud_create', and there should be a line:
Code Snippet
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hud.x = self.perk_hud.size * 30;
This essentially aligns all perks horizontally by setting the icons to be apart, multiplying the perk's count by 30. So, if the player buys the third perk, the icon will be created 90 pixels away from the edge of the screen.
Let's say you'd like to space out the perks as well for 20 pixels away from the edge, you can do this:
Code Snippet
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hud.x = (self.perk_hud.size * 30) + 20;
So that all of the perks' icons will be 20 pixels away as well. *The number '30' is NOT the distance between the icons because the x-position is only a point on the screen. The shaders are actually 24x24 pixels large so the perks' icons are effectively 6 pixels apart.
Looking into other lines in that function; you can modify anything about the perks' shaders. You can change it's y-position, alpha, even shader size, that is just mentioned. Be careful while modifying the shader' size because it correlates with the distance between icons, so you'll have to adjust 2 values.
Looking into _zombiemode.gsc and _zombiemode_perks.gsc gives you a lot of idea, of how the game works Hope this works.
I once thought about healing/no generation-type health system back in the older FPS. However, I just went through the DVARs in CoD5's engine and there's one DVAR called 'scr_player_healthregentime' which is set to 5 by default. it should be the time before health regenerates and after taking damage. Besides, there are scripts which also manages players' health regeneration too but I haven't dive in too deep yet...... It'd be very interesting to recreate this type of health system, to shape different gameplay and playstyle.
11 years ago
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