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Contact Support - Help Center Get help on the UGX Discord. Join it now!function CheckForPowerSwitchTZP()
{ level flag::wait_till( "initial_blackscreen_passed" ); wait 5;
Power = GetEntArray( "use_elec_switch", "targetname" );
if(!isdefined(Power) || !Power.size)
{
// level.PowerSwitchExist = false;
level flag::set("power_on");
// turns global power on - tzp
}
}
thread CheckForPowerSwitchTZP();
thread reviveoffatstart(true); // true or false
function reviveoffatstart(on_off){
if(!isDefined(on_off) || !on_off) return;
level.initial_quick_revive_power_off = true;
level flag::wait_till( "power_on" );
level notify( "revive_on" );
}
level.initial_quick_revive_power_off = true;
zm_powerups::powerup_remove_from_regular_drops( "minigun" );
function watchPlayersPerks()
{
level flag::wait_till( "initial_blackscreen_passed" );
players = GetPlayers();
for ( i = 0; i < players.size; i++ )
{
players[i] thread watchPerksBought();
}
}
function watchPerksBought()
{ self endon( "disconnect" );
self endon( "end_game" );
// self is player
while(1)
{
self waittill( "perk_purchased", perk ); wait 0.1;
while(isdefined(self.perk_purchased))
{ IPrintLnBold("player is drinking"); // remove later
wait 0.01;
} // after perk is purchased see if player is down.
if ( self laststand::player_is_in_laststand())
{
if ( isdefined( level._custom_perks[ perk ] ) && isdefined( level._custom_perks[ perk ].cost ) )
{
cost = level._custom_perks[ perk ].cost;
self zm_score::add_to_player_score(cost);
}
}
}
}
Okey ty give me the tuto when you have done pls
function CheckForPowerSwitchTZP()
{ level flag::wait_till( "initial_blackscreen_passed" ); wait 5;
Power = GetEntArray( "use_elec_switch", "targetname" );
if(!isdefined(Power) || !Power.size)
{
// level.PowerSwitchExist = false;
level flag::set("power_on");
// turns global power on - tzp
}
}
thread CheckForPowerSwitchTZP();
What logic can be used to solve my problem of collecting the zombie shot, the player who shot him, and the weapon used to doSomething(); perhaps I have the idea completely wrong but there is 0 documentation tutorials
or help on this subject.
self thread zombie_damage_check(amount , attacker , type);
zombie_damage_check(amount , attacker , type)
{
weapon = self.damageWeapon;
iprintlnBold("damage weapon "+weapon);
iprintlnBold("damage type "+type);
iprintlnBold("damage amount "+amount);
}