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Contact Support - Help Center Get help on the UGX Discord. Join it now!great dude, I made the "instant kill" bonus work, a pretty useful and logical function, can you still teach a lesson, for example, how to add a purchased elevator that works after turning on the power, with a closing door, and so that it makes sounds when you ride in it, and also preferably with switching light bulbs (red-green, like in a trap)?That would be very wonderful.
Double Post Merge: February 11, 2024, 03:44:09 pm
great dude, I made the "instant kill" bonus work, a pretty useful and logical function, can you still teach a lesson, for example, how to add a purchased elevator that works after turning on the power, with a closing door, and so that it makes sounds when you ride in it, and also preferably with switching light bulbs (red-green, like in a trap)?That would be very wonderful.
ammo_trig = getentarray( "max_ammo","targetname" );
array_thread( ammo_trig,::max_ammo );
//////Buyable bonus by Samoth
max_ammo()
{
user = undefined;
cost = 5000; // Cost here
self setCursorHint("HINT_NOICON");
self UseTriggerRequireLookAt();
self setHintString("press ^3&&1 ^7Max Ammo [Cost: "+cost+"]"); // Hintstring for buyable ammo
while(1)
{
self waittill("trigger", user);
if( is_player_valid(user) && user.score >= cost )
{
play_sound_at_pos( "cha_ching", self.origin );
user thread maps\_zombiemode_score::minus_to_player_score( cost );
//self delete(); add this if u want delete trigger after use
level notify( "max_ammo" );
level thread give_max_ammo();
}
else
{
play_sound_at_pos( "no_cha_ching", self.origin );
}
}
}
give_max_ammo()
{
struct = getstruct("maxammo_spawn","targetname"); // name of struct
maps\_zombiemode_powerups::specific_powerup_drop( "full_ammo", struct.origin ); // full ammo= name of bonus
}
////////