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Bamskater Perks Improvement

broken avatar :(
Created 10 years ago
by sethnorris
0 Members and 1 Guest are viewing this topic.
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Location: es
Date Registered: 15 August 2013
Last active: 5 years ago
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Pack-a-Puncher
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Ok, first of all, I'm trying to improve the bamskater's BO perks (including the fix already done)

Most of modders, and I understant, simply does not care about the looking of the things they make, as long as it works. Bamskater is a very good scripter, but seems to have no interest in some parts of the mods like the visual part. So, If you have his perks (very good tutorial and prefabs) you'd probably noticed that models look awful, don't have bullet collision and of course, no animation or lights when turned on. Also, didn't come with jingles and stings.

I've been messing around with the scripts and achieved somethings, nealry nothing, cause I never succeded exporting a Black Ops model and the same goes for custom sounds. However, there are somethings that I nearly got working.


So, basically I'm asking for help to fix this and make a multi-author tutorial on how to really have working BO perks.

What we want?

- Working Jingles and Stings
- Working On/Off animation and lights
- Working Bottle models



Here are my archives:

- _zombiemode_perks_black_ops.gsc
Spoiler: click to open...
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{



vending_triggers = GetEntArray( "zombie_vending", "targetname" );


if ( vending_triggers.size < 1 )
{
return;
}


// this map uses atleast 1 perk machine
PrecacheItem( "zombie_perk_bottle_doubletap" );
PrecacheItem( "zombie_perk_bottle_jugg" );
PrecacheItem( "zombie_perk_bottle_revive" );
PrecacheItem( "zombie_perk_bottle_sleight" );

PrecacheShader( "vending_phd_shader" );       
PrecacheShader( "vending_staminup_shader" );
PrecacheShader( "vending_mule_kick_shader" );       
PrecacheShader( "vending_deadshot_shader" );

level._effect["sleight_light"] = loadfx("misc/fx_zombie_cola_on");
level._effect["doubletap_light"] = loadfx("misc/fx_zombie_cola_dtap_on");
level._effect["jugger_light"] = loadfx("misc/fx_zombie_cola_jugg_on");
level._effect["revive_light"] = loadfx("misc/fx_zombie_cola_revive_on");
level._effect["packapunch_fx"] = loadfx("maps/zombie/fx_zombie_packapunch");




//level._effect["sleight_light"] = loadfx("misc/fx_zombie_cola_on");


set_zombie_var( "zombie_perk_cost", 2000 );
set_zombie_var( "zombie_perk_juggernaut_health", 285 );

// this map uses atleast 1 perk machine



array_thread( vending_triggers, ::vending_trigger_think );
//array_thread( vending_triggers, :: electric_perks_dialog);


level thread turn_phd_flopper_on();
level thread turn_extraammo_on();
level thread turn_staminup_on();
level thread turn_deadshot_on();

level thread machine_watcher();
level.extraammo_jingle = 0;
level.staminup_jingle = 0;

}

turn_phd_flopper_on()
{
machine = getentarray("vending_phd_flopper", "targetname");

flag_wait("electricity_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx("jugger_light");
}
level notify( "specialty_detectexplosive_on" );
}

turn_deadshot_on()
{


machine = getentarray("vending_deadshot", "targetname");

level waittill("electricity_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "doubletap_light" );
}
level notify( "specialty_bulletaccuracy_on" );
}

turn_staminup_on()
{

machine = getentarray("vending_staminup", "targetname");

level waittill("staminup_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "doubletap_light" );
}
level notify( "specialty_longersprint_on" );
}

turn_extraammo_on()
{
machine = getentarray("vending_extraammo", "targetname");

level waittill("extraammo_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "sleight_light" );
}
level notify( "specialty_extraammo_on" );
}




perk_fx( fx )
{
wait(3);
playfxontag( level._effect[ fx ], self, "tag_origin" );
}






vending_trigger_think()
{

//self thread turn_cola_off();

perk = self.script_noteworthy;

self SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );

self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();

notify_name = perk + "_power_on";
flag_wait("electricity_on");
//level waittill( notify_name );

perk_hum = spawn("script_origin", self.origin);
perk_hum playloopsound("perks_machine_loop");

self thread check_player_has_perk(perk);

self vending_set_hintstring(perk);

for( ;; )
{
self waittill( "trigger", player );
index = maps\_zombiemode_weapons::get_player_index(player);

cost = level.zombie_vars["zombie_perk_cost"];
switch( perk )
{
case "specialty_detectexplosive": //phd flopper
cost = 2000;
break;

case "specialty_longersprint": //staminup
cost = 2000;
break;

case "specialty_extraammo": //mule kick
cost = 3000;
break;

case "specialty_bulletaccuracy": //deadshot
cost = 1500;
break;
}

if (player maps\_laststand::player_is_in_laststand() )
{
continue;
}

if(player in_revive_trigger())
{
continue;
}

if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}

if( player isSwitchingWeapons() )
{
wait(0.1);
continue;
}

if ( player HasPerk( perk ) )
{
cheat = false;

/#
if ( GetDVarInt( "zombie_cheat" ) >= 5 )
{
cheat = true;
}
#/

if ( cheat != true )
{
//player iprintln( "Already using Perk: " + perk );
self playsound("deny");
player thread play_no_money_perk_dialog();


continue;
}
}

if ( player.score < cost )
{
//player iprintln( "Not enough points to buy Perk: " + perk );
self playsound("deny");
player thread play_no_money_perk_dialog();
continue;
}

sound = "bottle_dispense3d";
player achievement_notify( "perk_used" );
playsoundatposition(sound, self.origin);
player maps\_zombiemode_score::minus_to_player_score( cost );
///bottle_dispense
switch( perk )
{
case "specialty_detectexplosive":
sound = "mx_jugger_sting";
break;


case "specialty_extraammo":
sound = "mx_extrammo_sting";
break;

case "specialty_longersprint":
sound = "mx_staminup_sting";
break;
default:
sound = "mx_jugger_sting";
break;
}

//self thread play_vendor_stings(sound);

//self waittill("sound_done");


// do the drink animation
gun = player perk_give_bottle_begin(perk);
player.is_drinking = 1;
player waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );

// restore player controls and movement
player perk_give_bottle_end( gun, perk);
player.is_drinking = undefined;
// TODO: race condition?
if ( player maps\_laststand::player_is_in_laststand() )
{
continue;
}

player SetPerk( perk );
//player thread perk_vo("specialty_armorvest");
player setblur( 4, 0.1 );
wait(0.1);
player setblur(0, 0.1);
//earthquake (0.4, 0.2, self.origin, 100);
if(perk == "specialty_armorvest")
{
player.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
player.health = level.zombie_vars["zombie_perk_juggernaut_health"];
player.health = 320;
}


player perk_hud_create( perk );

//stat tracking
player.stats["perks"]++;

//player iprintln( "Bought Perk: " + perk );
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type perk",
player.playername, player.score, level.round_number, cost, perk, self.origin );

player thread perk_think( perk );

}
}



vending_set_hintstring( perk )
{
switch( perk )
{

case "specialty_detectexplosive":
self SetHintString( "Press & hold &&1 to buy PHD-Flopper [Cost: 2000]" );
break;

case "specialty_longersprint":
self SetHintString( "Press & hold &&1 to buy Stamin-up [Cost: 2000]" );
break;

case "specialty_extraammo":
self SetHintString( "Press & hold &&1 to buy Mule Kick [Cost: 3000]" );
break;

case "specialty_bulletaccuracy":
self SetHintString( "Press & hold &&1 to buy DeadShot Daquiri [Cost: 1500]" );
break;

default:
self SetHintString( perk + " Cost: " + level.zombie_vars["zombie_perk_cost"] );
break;

}
}


perk_think( perk )
{
self waittill_any( "fake_death", "death", "player_downed" );

self UnsetPerk( "specialty_detectexplosive" );
self UnsetPerk( "specialty_longersprint" );
self UnsetPerk( "specialty_extraammo" );
self UnsetPerk( "specialty_bulletaccuracy" );
self.maxhealth = 100;
self perk_hud_destroy( perk );
//self iprintln( "Perk Lost: " + perk );
}


perk_hud_create( perk )
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}

shader = "";

switch( perk )
{
case "specialty_detectexplosive":
shader = "vending_phd_shader";
break;

case "specialty_longersprint":
shader = "vending_staminup_shader";
break;

case "specialty_extraammo":
shader = "vending_mule_kick_shader";
break;

case "specialty_bulletaccuracy":
shader = "vending_deadshot_shader";
break;

default:
shader = "";
break;
}

hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = self.perk_hud.size * 30;
hud.y = hud.y - 70;
hud.alpha = 1;
hud SetShader( shader, 24, 24 );

self.perk_hud[ perk ] = hud;
}


perk_hud_destroy( perk )
{
self.perk_hud[ perk ] destroy_hud();
self.perk_hud[ perk ] = undefined;
}




perk_give_bottle_end( gun, perk )
{
assert( gun != "zombie_perk_bottle_doubletap" );
assert( gun != "zombie_perk_bottle_revive" );
assert( gun != "zombie_perk_bottle_jugg" );
assert( gun != "zombie_perk_bottle_sleight" );
assert( gun != "syrette" );

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
weapon = "";
switch( perk )
{
case "specialty_detectexplosive":
weapon = "zombie_perk_bottle_revive";
break;

case "specialty_longersprint":
weapon = "zombie_perk_bottle_doubletap";
break;

case "specialty_extraammo":
weapon = "zombie_perk_bottle_sleight";
break;

case "specialty_bulletaccuracy":
weapon = "zombie_perk_bottle_doubletap";
break;
}

// TODO: race condition?
if ( self maps\_laststand::player_is_in_laststand() )
{
self TakeWeapon(weapon);
return;
}

if ( gun != "none" && gun != "mine_bouncing_betty" )
{
self SwitchToWeapon( gun );
}
else
{
// try to switch to first primary weapon
primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
{
self SwitchToWeapon( primaryWeapons[0] );
}
}

self TakeWeapon(weapon);
}

perk_vo(type)
{
self endon("death");
self endon("disconnect");

index = maps\_zombiemode_weapons::get_player_index(self);
sound = undefined;

if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
player_index = "plr_" + index + "_";
//wait(randomfloatrange(1,2));

//TUEY We need to eventually store the dialog in an array so you can add multiple variants...but we only have 1 now anyway.
switch(type)
{
case "specialty_armorvest":
sound_to_play = "vox_perk_jugga_0";
break;
case "specialty_fastreload":
sound_to_play = "vox_perk_speed_0";
break;
case "specialty_quickrevive":
sound_to_play = "vox_perk_revive_0";
break;
case "specialty_rof":
sound_to_play = "vox_perk_doubletap_0";
break;
default:
sound_to_play = "vox_perk_jugga_0";
break;
}

wait(1.0);
self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, 0.25);
}
machine_watcher()
{
//PI ESM - support for two level switches for Factory
if (isDefined(level.DLC3.perksNeedPowerOn) && level.DLC3.perksNeedPowerOn)
{
level thread machine_watcher_factory("juggernog_on");
level thread machine_watcher_factory("extraammo_on");
level thread machine_watcher_factory("staminup_on");
level thread machine_watcher_factory("sleight_on");
level thread machine_watcher_factory("doubletap_on");
level thread machine_watcher_factory("revive_on");
level thread machine_watcher_factory("Pack_A_Punch_on");
}
else
{
level waittill("master_switch_activated");
//array_thread(getentarray( "zombie_vending", "targetname" ), ::perks_a_cola_jingle);

}

}

//PI ESM - added for support for two switches in factory
machine_watcher_factory(vending_name)
{
level waittill(vending_name);
switch(vending_name)
{
case "juggernog_on":
temp_script_sound = "mx_jugger_jingle";
break;

case "sleight_on":
temp_script_sound = "mx_speed_jingle";
break;

case "doubletap_on":
temp_script_sound = "mx_doubletap_jingle";
break;

case "revive_on":
temp_script_sound = "mx_revive_jingle";
break;

case "extraammo_on":
temp_script_sound = "mx_extraammo_jingle";
break;

case "staminup_on":
temp_script_sound = "mx_staminup_jingle";
break;

case "Pack_A_Punch_on":
temp_script_sound = "mx_packa_jingle";
break;

default:
temp_script_sound = "mx_jugger_jingle";
break;
}


temp_machines = getstructarray("perksacola", "targetname");
for (x = 0; x < temp_machines.size; x++)
{
if (temp_machines[x].script_sound == temp_script_sound)
temp_machines[x] thread perks_a_cola_jingle();
}

}

play_vendor_stings(sound)
{
if(!IsDefined (level.speed_jingle))
{
level.speed_jingle = 0;
}
if(!IsDefined (level.revive_jingle))
{
level.revive_jingle = 0;
}
if(!IsDefined (level.doubletap_jingle))
{
level.doubletap_jingle = 0;
}
if(!IsDefined (level.jugger_jingle))
{
level.jugger_jingle = 0;
}
if(!IsDefined (level.phd_flopper_jingle))
{
level.phd_flopper_jingle = 0;
}
if(!IsDefined (level.extraammo_jingle))
{
level.extraammo_jingle = 0;
}
if(!IsDefined (level.staminup_jingle))
{
level.staminup_jingle = 0;
}
if(!IsDefined (level.packa_jingle))
{
level.packa_jingle = 0;
}
if(!IsDefined (level.eggs))
{
level.eggs = 0;
}
if (level.eggs == 0)
{
if(sound == "mx_speed_sting" && level.speed_jingle == 0 )
{
// iprintlnbold("stinger speed:" + level.speed_jingle);
level.speed_jingle = 1;
temp_org_speed_s = spawn("script_origin", self.origin);
temp_org_speed_s playsound (sound, "sound_done");
temp_org_speed_s waittill("sound_done");
level.speed_jingle = 0;
temp_org_speed_s delete();
// iprintlnbold("stinger speed:" + level.speed_jingle);
}
else if(sound == "mx_revive_sting" && level.revive_jingle == 0)
{
level.revive_jingle = 1;
// iprintlnbold("stinger revive:" + level.revive_jingle);
temp_org_revive_s = spawn("script_origin", self.origin);
temp_org_revive_s playsound (sound, "sound_done");
temp_org_revive_s waittill("sound_done");
level.revive_jingle = 0;
temp_org_revive_s delete();
// iprintlnbold("stinger revive:" + level.revive_jingle);
}
else if(sound == "mx_doubletap_sting" && level.doubletap_jingle == 0)
{
level.doubletap_jingle = 1;
// iprintlnbold("stinger double:" + level.doubletap_jingle);
temp_org_dp_s = spawn("script_origin", self.origin);
temp_org_dp_s playsound (sound, "sound_done");
temp_org_dp_s waittill("sound_done");
level.doubletap_jingle = 0;
temp_org_dp_s delete();
// iprintlnbold("stinger double:" + level.doubletap_jingle);
}
else if(sound == "mx_jugger_sting" && level.jugger_jingle == 0)
{
level.jugger_jingle = 1;
// iprintlnbold("stinger juggernog" + level.jugger_jingle);
temp_org_jugs_s = spawn("script_origin", self.origin);
temp_org_jugs_s playsound (sound, "sound_done");
temp_org_jugs_s waittill("sound_done");
level.jugger_jingle = 0;
temp_org_jugs_s delete();
// iprintlnbold("stinger juggernog:"  + level.jugger_jingle);
}
else if(sound == "mx_phd_flopper_sting" && level.phd_flopper_jingle == 0)
{
level.phd_flopper_jingle = 1;
// iprintlnbold("stinger phd_flopper" + level.phd_flopper_jingle);
temp_org_phd_s = spawn("script_origin", self.origin);
temp_org_phd_s playsound (sound, "sound_done");
temp_org_phd_s waittill("sound_done");
level.phd_flopper_jingle = 0;
temp_org_phd_s delete();
// iprintlnbold("stinger phd_flopper:"  + level.phd_flopper_jingle);
}
else if(sound == "mx_extraammo_sting" && level.extrammo_jingle == 0)
{
level.extraammo_jingle = 1;
// iprintlnbold("stinger extraammo" + level.extrammo_jingle);
temp_org_vig_s = spawn("script_origin", self.origin);
temp_org_vig_s playsound (sound, "sound_done");
temp_org_vig_s waittill("sound_done");
level.extraammo_jingle = 0;
temp_org_vig_s delete();
// iprintlnbold("stinger extraammo:"  + level.extrammo_jingle);
}
else if(sound == "mx_staminup_sting" && level.staminup_jingle == 0)
{
level.staminup_jingle = 1;
// iprintlnbold("stinger staminup" + level.staminup);
temp_org_stam_s = spawn("script_origin", self.origin);
temp_org_stam_s playsound (sound, "sound_done");
temp_org_stam_s waittill("sound_done");
level.staminup_jingle = 0;
temp_org_stam_s delete();
// iprintlnbold("stinger staminup:"  + level.staminup);
}
else if(sound == "mx_packa_sting" && level.packa_jingle == 0)
{
level.packa_jingle = 1;
// iprintlnbold("stinger packapunch:" + level.packa_jingle);
temp_org_pack_s = spawn("script_origin", self.origin);
temp_org_pack_s playsound (sound, "sound_done");
temp_org_pack_s waittill("sound_done");
level.packa_jingle = 0;
temp_org_pack_s delete();
// iprintlnbold("stinger packapunch:"  + level.packa_jingle);
}
}
}

perks_a_cola_jingle()
{
self thread play_random_broken_sounds();
if(!IsDefined(self.perk_jingle_playing))
{
self.perk_jingle_playing = 0;
}
if (!IsDefined (level.eggs))
{
level.eggs = 0;
}
while(1)
{
//wait(randomfloatrange(60, 120));
wait(randomfloatrange(31,45));
if(randomint(100) < 15 && level.eggs == 0)
{
level notify ("jingle_playing");
//playfx (level._effect["electric_short_oneshot"], self.origin);
playsoundatposition ("electrical_surge", self.origin);

if(self.script_sound == "mx_speed_jingle" && level.speed_jingle == 0)
{
level.speed_jingle = 1;
temp_org_speed = spawn("script_origin", self.origin);
wait(0.05);
temp_org_speed playsound (self.script_sound, "sound_done");
temp_org_speed waittill("sound_done");
level.speed_jingle = 0;
temp_org_speed delete();
}
if(self.script_sound == "mx_revive_jingle" && level.revive_jingle == 0)
{
level.revive_jingle = 1;
temp_org_revive = spawn("script_origin", self.origin);
wait(0.05);
temp_org_revive playsound (self.script_sound, "sound_done");
temp_org_revive waittill("sound_done");
level.revive_jingle = 0;
temp_org_revive delete();
}
if(self.script_sound == "mx_doubletap_jingle" && level.doubletap_jingle == 0)
{
level.doubletap_jingle = 1;
temp_org_doubletap = spawn("script_origin", self.origin);
wait(0.05);
temp_org_doubletap playsound (self.script_sound, "sound_done");
temp_org_doubletap waittill("sound_done");
level.doubletap_jingle = 0;
temp_org_doubletap delete();
}
if(self.script_sound == "mx_jugger_jingle" && level.jugger_jingle == 0)
{
level.jugger_jingle = 1;
temp_org_jugger = spawn("script_origin", self.origin);
wait(0.05);
temp_org_jugger playsound (self.script_sound, "sound_done");
temp_org_jugger waittill("sound_done");
level.jugger_jingle = 0;
temp_org_jugger delete();
}
if(self.script_sound == "mx_phd_flopper_jingle" && level.phd_flopper_jingle == 0)
{
level.phd_flopper_jingle = 1;
temp_org_phd = spawn("script_origin", self.origin);
wait(0.05);
temp_org_phd playsound (self.script_sound, "sound_done");
temp_org_phd waittill("sound_done");
level.phd_flopper_jingle = 0;
temp_org_phd delete();
}
if(self.script_sound == "mx_extraammo_jingle" && level.extraammo_jingle == 0)
{
level.extraammo_jingle = 1;
temp_org_vig = spawn("script_origin", self.origin);
wait(0.05);
temp_org_vig playsound (self.script_sound, "sound_done");
temp_org_vig waittill("sound_done");
level.extrammo_jingle = 0;
temp_org_vig delete();
}
if(self.script_sound == "mx_staminup_jingle" && level.staminup_jingle == 0)
{
level.staminup_jingle = 1;
temp_org_stam = spawn("script_origin", self.origin);
wait(0.05);
temp_org_stam playsound (self.script_sound, "sound_done");
temp_org_stam waittill("sound_done");
level.staminup_jingle = 0;
temp_org_stam delete();
}
if(self.script_sound == "mx_packa_jingle" && level.packa_jingle == 0)
{
level.packa_jingle = 1;
temp_org_packa = spawn("script_origin", self.origin);
temp_org_packa playsound (self.script_sound, "sound_done");
temp_org_packa waittill("sound_done");
level.packa_jingle = 0;
temp_org_packa delete();
}

self thread play_random_broken_sounds();
}
}
}
play_random_broken_sounds()
{
level endon ("jingle_playing");
if (!isdefined (self.script_sound))
{
self.script_sound = "null";
}
if (self.script_sound == "mx_revive_jingle")
{
while(1)
{
wait(randomfloatrange(7, 18));
playsoundatposition ("broken_random_jingle", self.origin);
//playfx (level._effect["electric_short_oneshot"], self.origin);
playsoundatposition ("electrical_surge", self.origin);

}
}
else
{
while(1)
{
wait(randomfloatrange(7, 18));
// playfx (level._effect["electric_short_oneshot"], self.origin);
playsoundatposition ("electrical_surge", self.origin);
}
}
}

play_packa_wait_dialog(player_index)
{
waittime = 0.05;
if(!IsDefined (self.vox_perk_packa_wait))
{
num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_perk_packa_wait");
self.vox_perk_packa_wait = [];
for(i=0;i<num_variants;i++)
{
self.vox_perk_packa_wait[self.vox_perk_packa_wait.size] = "vox_perk_packa_wait_" + i;
}
self.vox_perk_packa_wait_available = self.vox_perk_packa_wait;
}
if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
sound_to_play = random(self.vox_perk_packa_wait_available);
self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, waittime);
self.vox_perk_packa_wait_available = array_remove(self.vox_perk_packa_wait_available,sound_to_play);

if (self.vox_perk_packa_wait_available.size < 1 )
{
self.vox_perk_packa_wait_available = self.vox_perk_packa_wait;
}
}

play_packa_get_dialog(player_index)
{
waittime = 0.05;
if(!IsDefined (self.vox_perk_packa_get))
{
num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_perk_packa_get");
self.vox_perk_packa_get = [];
for(i=0;i<num_variants;i++)
{
self.vox_perk_packa_get[self.vox_perk_packa_get.size] = "vox_perk_packa_get_" + i;
}
self.vox_perk_packa_get_available = self.vox_perk_packa_get;
}
if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
sound_to_play = random(self.vox_perk_packa_get_available);
self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, waittime);
self.vox_perk_packa_get_available = array_remove(self.vox_perk_packa_get_available,sound_to_play);

if (self.vox_perk_packa_get_available.size < 1 )
{
self.vox_perk_packa_get_available = self.vox_perk_packa_get;
}
}

perk_give_bottle_begin( perk )
{
self DisableOffhandWeapons();
self DisableWeaponCycling();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );

wait( 0.05 );

if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}

gun = self GetCurrentWeapon();
weapon = "";

switch( perk )
{
case "specialty_detectexplosive":
weapon = "zombie_perk_bottle_revive";
break;

case "specialty_longersprint":
weapon = "zombie_perk_bottle_doubletap";
break;

case "specialty_extraammo":
weapon = "zombie_perk_bottle_sleight";
break;

case "specialty_bulletaccuracy":
weapon = "zombie_perk_bottle_doubletap";
break;
}

self GiveWeapon( weapon );
self SwitchToWeapon( weapon );

return gun;
}

electric_perks_dialog()
{

self endon ("warning_dialog");
level endon("switch_flipped");
timer =0;
while(1)
{
wait(0.5);
players = get_players();
for(i = 0; i < players.size; i++)
{
dist = distancesquared(players[i].origin, self.origin );
if(dist > 70*70)
{
timer = 0;
continue;
}
if(dist < 70*70 && timer < 3)
{
wait(0.5);
timer ++;
}
if(dist < 70*70 && timer == 3)
{

players[i] thread do_player_vo("vox_start", 5);
wait(3);
self notify ("warning_dialog");
iprintlnbold("warning_given");
}
}
}
}

play_no_money_perk_dialog()
{

index = maps\_zombiemode_weapons::get_player_index(self);

player_index = "plr_" + index + "_";
if(!IsDefined (self.vox_nomoney_perk))
{
num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_nomoney_perk");
self.vox_nomoney_perk = [];
for(i=0;i<num_variants;i++)
{
self.vox_nomoney_perk[self.vox_nomoney_perk.size] = "vox_nomoney_perk_" + i;
}
self.vox_nomoney_perk_available = self.vox_nomoney_perk;
}
sound_to_play = random(self.vox_nomoney_perk_available);

self.vox_nomoney_perk_available = array_remove(self.vox_nomoney_perk_available,sound_to_play);

if (self.vox_nomoney_perk_available.size < 1 )
{
self.vox_nomoney_perk_available = self.vox_nomoney_perk;
}

self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, 0.25);




}
check_player_has_perk(perk)
{
/#
if ( GetDVarInt( "zombie_cheat" ) >= 5 )
{
return;
}
#/

dist = 128 * 128;
while(true)
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if(DistanceSquared( players[i].origin, self.origin ) < dist)
{
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))
{
//PI CHANGE: this change makes it so that if there are multiple players within the trigger for the perk machine, the hint string is still
//                   visible to all of them, rather than the last player this check is done for
if (IsDefined(level.script) && level.script == "nazi_zombie_theater")
self setinvisibletoplayer(players[i], false);
else
self setvisibletoplayer(players[i]);
//END PI CHANGE
//iprintlnbold("turn it off to player");

}
else
{
self SetInvisibleToPlayer(players[i]);
//iprintlnbold(players[i].health);
}
}


}

wait(0.1);

}

}

bo_perks_thread()
{
    players = getplayers();
    for(i=0;i<players.size;i++)
    {
        players[i] thread staminup();
        players[i] thread deadshot();
        players[i] thread mulekick();
    }
}

staminup()
{
while(1)
{
if(self hasperk("specialty_longersprint"))
self setmovespeedscale(1.3);
else
self setmovespeedscale(1);
wait .5;
}
}

deadshot()
{
while(1)
{
if(self hasperk("specialty_bulletaccuracy"))
self setClientDvar( "cg_laserForceOn", 1 );
else
self setClientDvar( "cg_laserForceOn", 0 );
wait .1;
}
}

mulekick()
{
    while(1)
    {
        if(self hasperk("specialty_extraammo"))
            self.inventorySize = 3;
        else
            self.inventorySize = 2;
        wait .1;
    }
}

- _zombiemode_perks.gsc

Spoiler: click to open...
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
vending_triggers = GetEntArray( "zombie_vending", "targetname" );

if ( vending_triggers.size < 1 )
{
return;
}

vending_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");

if ( vending_upgrade_trigger.size >= 1 )
{
array_thread( vending_upgrade_trigger, ::vending_upgrade );;
}


// this map uses atleast 1 perk machine
PrecacheItem( "zombie_perk_bottle_doubletap" );
PrecacheItem( "zombie_perk_bottle_jugg" );
PrecacheItem( "zombie_perk_bottle_revive" );
PrecacheItem( "zombie_perk_bottle_sleight" );
PrecacheItem( "zombie_knuckle_crack" );

PrecacheShader( "specialty_juggernaut_zombies" );
PrecacheShader( "specialty_fastreload_zombies" );
PrecacheShader( "specialty_doubletap_zombies" );
PrecacheShader( "specialty_quickrevive_zombies" );

//PI ESM - sumpf vending machine
if (isDefined(level.script) && level.script == "nazi_zombie_sumpf")
{
PrecacheModel("zombie_vending_jugg_on_price");
PrecacheModel("zombie_vending_doubletap_price");
PrecacheModel("zombie_vending_revive_on_price");
PrecacheModel("zombie_vending_sleight_on_price");
}
else
{
PrecacheModel("zombie_vending_jugg_on");
PrecacheModel("zombie_vending_doubletap_on");
PrecacheModel("zombie_vending_revive_on");
PrecacheModel("zombie_vending_sleight_on");
precachemodel("zombie_vending_packapunch_on");
}

level._effect["sleight_light"] = loadfx("misc/fx_zombie_cola_on");
level._effect["doubletap_light"] = loadfx("misc/fx_zombie_cola_dtap_on");
level._effect["jugger_light"] = loadfx("misc/fx_zombie_cola_jugg_on");
level._effect["revive_light"] = loadfx("misc/fx_zombie_cola_revive_on");
level._effect["packapunch_fx"] = loadfx("maps/zombie/fx_zombie_packapunch");

if( !isDefined( level.packapunch_timeout ) )
{
level.packapunch_timeout = 15;
}

PrecacheString( &"ZOMBIE_PERK_JUGGERNAUT" );
PrecacheString( &"ZOMBIE_PERK_QUICKREVIVE" );
PrecacheString( &"ZOMBIE_PERK_FASTRELOAD" );
PrecacheString( &"ZOMBIE_PERK_DOUBLETAP" );
PrecacheString( &"ZOMBIE_PERK_PACKAPUNCH" );

set_zombie_var( "zombie_perk_cost", 2000 );
set_zombie_var( "zombie_perk_juggernaut_health", 285 );

// this map uses atleast 1 perk machine
array_thread( vending_triggers, ::vending_trigger_think );
array_thread( vending_triggers, :: electric_perks_dialog);


level thread turn_jugger_on();
level thread turn_doubletap_on();
level thread turn_sleight_on();
level thread turn_revive_on();
level thread turn_PackAPunch_on();


level thread machine_watcher();
level.speed_jingle = 0;
level.revive_jingle = 0;
level.doubletap_jingle = 0;
level.jugger_jingle = 0;
level.packa_jingle = 0;

}

third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine )
{
forward = anglesToForward( angles );
interact_pos = origin + (forward*-25);

worldgun = spawn( "script_model", interact_pos );
worldgun.angles  = self.angles;
worldgun setModel( GetWeaponModel( current_weapon ) );
PlayFx( level._effect["packapunch_fx"], origin+(0,1,-34), forward );

worldgun rotateto( angles+(0,90,0), 0.35, 0, 0 );
wait( 0.5 );
worldgun moveto( origin, 0.5, 0, 0 );
packa_rollers playsound( "packa_weap_upgrade" );
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles+(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.35 );
worldgun delete();
wait( 3 );
packa_rollers playsound( "packa_weap_ready" );
worldgun = spawn( "script_model", origin );
worldgun.angles  = angles+(0,90,0);
worldgun setModel( GetWeaponModel( current_weapon+"_upgraded" ) );
worldgun moveto( interact_pos, 0.5, 0, 0 );
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles-(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.5 );
worldgun moveto( origin, level.packapunch_timeout, 0, 0);
return worldgun;
}
handleDisable()
{
while(1)
{
if(!level.paping)
{
if(level.disable_pap)
{
if(!self.disabled)
self disable_trigger();
}
else
{
if(self.disabled)
self enable_trigger();
}
}
wait 0.1;
}
}
vending_upgrade()
{
perk_machine = GetEnt( self.target, "targetname" );
if( isDefined( perk_machine.target ) )
{
perk_machine.wait_flag = GetEnt( perk_machine.target, "targetname" );
}

self UseTriggerRequireLookAt();
self SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );
self SetCursorHint( "HINT_NOICON" );
level waittill("Pack_A_Punch_on");

self thread maps\_zombiemode_weapons::decide_hide_show_hint();

packa_rollers = spawn("script_origin", self.origin);
packa_timer = spawn("script_origin", self.origin);
packa_rollers playloopsound("packa_rollers_loop");

self SetHintString( &"ZOMBIE_PERK_PACKAPUNCH" );
cost = level.zombie_vars["zombie_perk_cost"];

for( ;; )
{
level.paping = false;
self waittill( "trigger", player );
if(level.disable_pap)
continue;
level.paping = true;
index = maps\_zombiemode_weapons::get_player_index(player);
cost = 5000;
plr = "plr_" + index + "_";

if( !player maps\_zombiemode_weapons::can_buy_weapon() )
{
wait( 0.1 );
continue;
}

if (player maps\_laststand::player_is_in_laststand() )
{
wait( 0.1 );
continue;
}

if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}

if( player isSwitchingWeapons() )
{
wait(0.1);
continue;
}

current_weapon = player getCurrentWeapon();

if( !IsDefined( level.zombie_include_weapons[current_weapon] ) || !IsDefined( level.zombie_include_weapons[current_weapon + "_upgraded"] ) )
{
continue;
}

if ( player.score < cost )
{
//player iprintln( "Not enough points to buy Perk: " + perk );
self playsound("deny");
player thread play_no_money_perk_dialog();
continue;
}
player maps\_zombiemode_score::minus_to_player_score( cost );
self achievement_notify("perk_used");
sound = "bottle_dispense3d";
playsoundatposition(sound, self.origin);
rand = randomintrange(1,100);

if( rand <= 8 )
{
player thread play_packa_wait_dialog(plr);
}

self thread play_vendor_stings("mx_packa_sting");

origin = self.origin;
angles = self.angles;

if( isDefined(perk_machine))
{
origin = perk_machine.origin+(0,0,35);
angles = perk_machine.angles+(0,90,0);
}

self disable_trigger();

player thread do_knuckle_crack();

// Remember what weapon we have.  This is needed to check unique weapon counts.
self.current_weapon = current_weapon;

weaponmodel = player third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine );

self enable_trigger();
self SetHintString( &"ZOMBIE_GET_UPGRADED" );
self setvisibletoplayer( player );

self thread wait_for_player_to_take( player, current_weapon, packa_timer );
self thread wait_for_timeout( packa_timer );

self waittill_either( "pap_timeout", "pap_taken" );

self.current_weapon = "";
weaponmodel delete();
self SetHintString( &"ZOMBIE_PERK_PACKAPUNCH" );
self setvisibletoall();
self disable_trigger();
wait 0.5;
self enable_trigger();
}
}

wait_for_player_to_take( player, weapon, packa_timer )
{
index = maps\_zombiemode_weapons::get_player_index(player);
plr = "plr_" + index + "_";

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "ticktock_loop" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
if( !player maps\_laststand::player_is_in_laststand() )
{
self notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= 2 && !(trigger_player hasPerk("speciality_extraammo")))
{
player maps\_zombiemode_weapons::weapon_give( weapon+"_upgraded" );
}
else
{
player GiveWeapon( weapon+"_upgraded" );
player GiveMaxAmmo( weapon+"_upgraded" );
}

player SwitchToWeapon( weapon+"_upgraded" );
player achievement_notify( "DLC3_ZOMBIE_PAP_ONCE" );
player achievement_notify( "DLC3_ZOMBIE_TWO_UPGRADED" );
player thread play_packa_get_dialog(plr);
return;
}
}
wait( 0.05 );
}
}

wait_for_timeout( packa_timer )
{
self endon( "pap_taken" );

wait( level.packapunch_timeout );

self notify( "pap_timeout" );
packa_timer stoploopsound(.05);
packa_timer playsound( "packa_deny" );
}

do_knuckle_crack()
{
gun = self upgrade_knuckle_crack_begin();

self.is_drinking = 1;
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );

self upgrade_knuckle_crack_end( gun );
self.is_drinking = undefined;
}

upgrade_knuckle_crack_begin()
{
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" );
}

primaries = self GetWeaponsListPrimaries();

gun = self GetCurrentWeapon();
weapon = "zombie_knuckle_crack";

if ( gun != "none" && gun != "mine_bouncing_betty" )
{
self TakeWeapon( gun );
}
else
{
return;
}

if( primaries.size <= 1 )
{
self GiveWeapon( "zombie_colt" );
}

self GiveWeapon( weapon );
self SwitchToWeapon( weapon );

return gun;
}

upgrade_knuckle_crack_end( gun )
{
assert( gun != "zombie_perk_bottle_doubletap" );
assert( gun != "zombie_perk_bottle_revive" );
assert( gun != "zombie_perk_bottle_jugg" );
assert( gun != "zombie_perk_bottle_sleight" );
assert( gun != "syrette" );

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
weapon = "zombie_knuckle_crack";

// TODO: race condition?
if ( self maps\_laststand::player_is_in_laststand() )
{
self TakeWeapon(weapon);
return;
}

self TakeWeapon(weapon);
primaries = self GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size > 0 )
{
self SwitchToWeapon( primaries[0] );
}
else
{
self SwitchToWeapon( "zombie_colt" );
}
}

// PI_CHANGE_BEGIN
// JMA - in order to have multiple Pack-A-Punch machines in a map we're going to have
// to run a thread on each on.
// NOTE:  In the .map, you'll have to make sure that each Pack-A-Punch machine has a unique targetname
turn_PackAPunch_on()
{
level waittill("Pack_A_Punch_on");

vending_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");
for(i=0; i<vending_upgrade_trigger.size; i++ )
{
perk = getent(vending_upgrade_trigger[i].target, "targetname");
if(isDefined(perk))
{
perk thread activate_PackAPunch();
}
}
}

activate_PackAPunch()
{
self setmodel("zombie_vending_packapunch_on");
self playsound("perks_power_on");
self vibrate((0,-100,0), 0.3, 0.4, 3);
/*
self.flag = spawn( "script_model", machine GetTagOrigin( "tag_flag" ) );
self.angles = machine GetTagAngles( "tag_flag" );
self.flag setModel( "zombie_sign_please_wait" );
self.flag linkto( machine );
self.flag.origin = (0, 40, 40);
self.flag.angles = (0, 0, 0);
*/
timer = 0;
duration = 0.05;

level notify( "Carpenter_On" );
}
// PI_CHANGE_END

turn_sleight_on()
{
machine = getentarray("vending_sleight", "targetname");
level waittill("sleight_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_sleight_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "sleight_light" );
}

level notify( "specialty_fastreload_power_on" );
}

turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

solo_trig = getent("specialty_quickrevive","script_noteworthy");

flag_wait( "all_players_connected" );

players = get_players();

if(players.size > 1)
level waittill("revive_on");
else
solo_trig SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );


for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );


}

turn_jugger_on()
{
machine = getentarray("vending_jugg", "targetname");
//temp until I can get the wire to jugger.
level waittill("juggernog_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_jugg_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "jugger_light" );

}
level notify( "specialty_armorvest_power_on" );

}

turn_doubletap_on()
{
machine = getentarray("vending_doubletap", "targetname");
level waittill("doubletap_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_doubletap_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "doubletap_light" );
}
level notify( "specialty_rof_power_on" );
}

perk_fx( fx )
{
wait(3);
playfxontag( level._effect[ fx ], self, "tag_origin" );
}




electric_perks_dialog()
{

self endon ("warning_dialog");
level endon("switch_flipped");
timer =0;
while(1)
{
wait(0.5);
players = get_players();
for(i = 0; i < players.size; i++)
{
dist = distancesquared(players[i].origin, self.origin );
if(dist > 70*70)
{
timer = 0;
continue;
}
if(dist < 70*70 && timer < 3)
{
wait(0.5);
timer ++;
}
if(dist < 70*70 && timer == 3)
{

players[i] thread do_player_vo("vox_start", 5);
wait(3);
self notify ("warning_dialog");
iprintlnbold("warning_given");
}
}
}
}
vending_trigger_think()
{

//self thread turn_cola_off();
perk = self.script_noteworthy;


self SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );

self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();

notify_name = perk + "_power_on";
level waittill( notify_name );

perk_hum = spawn("script_origin", self.origin);
perk_hum playloopsound("perks_machine_loop");

self thread check_player_has_perk(perk);

self vending_set_hintstring(perk);

for( ;; )
{
self waittill( "trigger", player );
index = maps\_zombiemode_weapons::get_player_index(player);

cost = level.zombie_vars["zombie_perk_cost"];
switch( perk )
{
case "specialty_armorvest":
cost = 2500;
break;

case "specialty_quickrevive":
players = get_players();
if (players.size == 1)
cost = 500;
else
cost = 1500;
break;

case "specialty_fastreload":
cost = 3000;
break;

case "specialty_rof":
cost = 2000;
break;

}

if (player maps\_laststand::player_is_in_laststand() )
{
continue;
}

if(player in_revive_trigger())
{
continue;
}

if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}

if( player isSwitchingWeapons() )
{
wait(0.1);
continue;
}

if ( player HasPerk( perk ) )
{
cheat = false;

/#
if ( GetDVarInt( "zombie_cheat" ) >= 5 )
{
cheat = true;
}
#/

if ( cheat != true )
{
//player iprintln( "Already using Perk: " + perk );
self playsound("deny");
player thread play_no_money_perk_dialog();


continue;
}
}

if ( player.score < cost )
{
//player iprintln( "Not enough points to buy Perk: " + perk );
self playsound("deny");
player thread play_no_money_perk_dialog();
continue;
}

sound = "bottle_dispense3d";
player achievement_notify( "perk_used" );
playsoundatposition(sound, self.origin);
player maps\_zombiemode_score::minus_to_player_score( cost );
///bottle_dispense
switch( perk )
{
case "specialty_armorvest":
sound = "mx_jugger_sting";
break;

case "specialty_quickrevive":
sound = "mx_revive_sting";
break;

case "specialty_fastreload":
sound = "mx_speed_sting";
break;

case "specialty_rof":
sound = "mx_doubletap_sting";
break;

default:
sound = "mx_jugger_sting";
break;
}

self thread play_vendor_stings(sound);

// self waittill("sound_done");


// do the drink animation
gun = player perk_give_bottle_begin( perk );
player.is_drinking = 1;
player waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );

// restore player controls and movement
player perk_give_bottle_end( gun, perk );
player.is_drinking = undefined;
// TODO: race condition?
if ( player maps\_laststand::player_is_in_laststand() )
{
continue;
}

player SetPerk( perk );
player thread perk_vo(perk);
player setblur( 4, 0.1 );
wait(0.1);
player setblur(0, 0.1);
//earthquake (0.4, 0.2, self.origin, 100);
if(perk == "specialty_armorvest")
{
player.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
player.health = level.zombie_vars["zombie_perk_juggernaut_health"];
//player.health = 160;
}


player perk_hud_create( perk );

//stat tracking
player.stats["perks"]++;

//player iprintln( "Bought Perk: " + perk );
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type perk",
player.playername, player.score, level.round_number, cost, perk, self.origin );

player thread perk_think( perk );

}
}
play_no_money_perk_dialog()
{

index = maps\_zombiemode_weapons::get_player_index(self);

player_index = "plr_" + index + "_";
if(!IsDefined (self.vox_nomoney_perk))
{
num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_nomoney_perk");
self.vox_nomoney_perk = [];
for(i=0;i<num_variants;i++)
{
self.vox_nomoney_perk[self.vox_nomoney_perk.size] = "vox_nomoney_perk_" + i;
}
self.vox_nomoney_perk_available = self.vox_nomoney_perk;
}
sound_to_play = random(self.vox_nomoney_perk_available);

self.vox_nomoney_perk_available = array_remove(self.vox_nomoney_perk_available,sound_to_play);

if (self.vox_nomoney_perk_available.size < 1 )
{
self.vox_nomoney_perk_available = self.vox_nomoney_perk;
}

self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, 0.25);




}
check_player_has_perk(perk)
{
/#
if ( GetDVarInt( "zombie_cheat" ) >= 5 )
{
return;
}
#/

dist = 128 * 128;
while(true)
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if(DistanceSquared( players[i].origin, self.origin ) < dist)
{
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))
{
//PI CHANGE: this change makes it so that if there are multiple players within the trigger for the perk machine, the hint string is still
//                   visible to all of them, rather than the last player this check is done for
if (IsDefined(level.script) && level.script == "nazi_zombie_theater")
self setinvisibletoplayer(players[i], false);
else
self setvisibletoplayer(players[i]);
//END PI CHANGE
//iprintlnbold("turn it off to player");

}
else
{
self SetInvisibleToPlayer(players[i]);
//iprintlnbold(players[i].health);
}
}


}

wait(0.1);

}

}


vending_set_hintstring( perk )
{
switch( perk )
{

case "specialty_armorvest":
self SetHintString( &"ZOMBIE_PERK_JUGGERNAUT" );
break;

case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if (players.size == 1)
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
else
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 1500]" );
break;

case "specialty_fastreload":
self SetHintString( &"ZOMBIE_PERK_FASTRELOAD" );
break;

case "specialty_rof":
self SetHintString( &"ZOMBIE_PERK_DOUBLETAP" );
break;

default:
self SetHintString( perk + " Cost: " + level.zombie_vars["zombie_perk_cost"] );
break;

}
}


perk_think( perk )
{
/#
if ( GetDVarInt( "zombie_cheat" ) >= 5 )
{
if ( IsDefined( self.perk_hud[ perk ] ) )
{
return;
}
}
#/

self waittill_any( "fake_death", "death", "player_downed" );

self UnsetPerk( perk );
self.maxhealth = 100;
self perk_hud_destroy( perk );
//self iprintln( "Perk Lost: " + perk );
}


perk_hud_create( perk )
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}

/#
if ( GetDVarInt( "zombie_cheat" ) >= 5 )
{
if ( IsDefined( self.perk_hud[ perk ] ) )
{
return;
}
}
#/


shader = "";

switch( perk )
{
case "specialty_armorvest":
shader = "specialty_juggernaut_zombies";
break;

case "specialty_quickrevive":
shader = "specialty_quickrevive_zombies";
break;

case "specialty_fastreload":
shader = "specialty_fastreload_zombies";
break;

case "specialty_rof":
shader = "specialty_doubletap_zombies";
break;

default:
shader = "";
break;
}

hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";<br
Last Edit: January 18, 2014, 10:57:44 pm by sethnorris
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Constants and Variables
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I don't know much about scripting, but I'll pull some shit out of my butt and guess. Okay, so the jingles are .WAV files and you need the jingles from black ops. You have two options: get black ops if you don't have it and use Tom's sound tool to port from Black Ops to WAW. Or find some videos on the internet that use those jingles that are from the game and use some sort of sound recorder, Amplify is a good one I believe, and record the sound out of your computer speakers and convert to .WAV files. I'm iffy about that second option, but it's worth a shot. The lighting up for perk machines is actually two different models I believe. Not sure, but I've heard of it. In this case, you would have to give it some sort of light source or make an illuminated model, which is just giving the model a light material in Maya. Bamskater does have the machine bump I believe, so I guess that's all I can think of besides connecting it to the power switch. Please remember this was a not-very-educated guess, so no hate if I'm completely wrong please.
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yup theres a tuned off and  turned on model which i think you make by using texture override in assman and for the model to recieve lighting from the environment there was a tut that involved stamping the prefab and etc
and for the sound, recording it from youtube isnt an option cause quality is bulshit and that cause a lot of issues when converting it to 16bit(or whatever waw uses) and aplying pcm(or whatever it is supposed to be called xL) compression
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I've downloaded the jingles from youtube, I heard there's some problem with this process, maybe the main issue?

No rule breaking indeed, I have BO and Waw, both for pc and xbox. But never used the sound extracting tool. I just get it for youtube  cause I wanted the jingles in my ipod too.  :P


So, can somebody take a look at the script? I'll try to export the models again and try also the tom sound tool
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This may help with your sound so it goes off when players are in a certain radius of the machine. http://www.zeroy.com/script/
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Ok, I made some process, but got a strange error. Now seems that the script is messed up that if I buy the perks the shaders don't go in order. The mule kick seems to always take the position far left, stamin up the second, the third always empty and quick revive and duble tap take the same slot. Also, when you die, quick revive shader remains. Also Quick revive, when the power is activated says speciality_quickrevive_2000
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

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Ok, I made some process, but got a strange error. Now seems that the script is messed up that if I buy the perks the shaders don't go in order. The mule kick seems to always take the position far left, stamin up the second, the third always empty and quick revive and duble tap take the same slot. Also, when you die, quick revive shader remains. Also Quick revive, when the power is activated says speciality_quickrevive_2000

perk shaders having predetermined places doesn't make sense, all perk shaders are created when a player buys the perk, so it would be stupid to pre define the location.

also quick revive's shader isn't being destroyed, which means that it isn't being included in the shader hud logic or something, and the hintstring just needs to be defined, though why it says "specialty_quickrevive_2000 is beyond me, because Quick revive isn't 2000.
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I might have broke something, but yeah. If I die, all perks then start to acumulate in the second slot, like the first is already occupied. Where is the perk shader behaviour determined? Maybe I can find what is wrong there
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I might have broke something, but yeah. If I die, all perks then start to acumulate in the second slot, like the first is already occupied. Where is the perk shader behaviour determined? Maybe I can find what is wrong there

From _zombiemode_perks.gsc:

Code Snippet
Plaintext
perk_hud_destroy( perk )
{
self.perk_hud[ perk ] destroy_hud();
self.perk_hud[ perk ] = undefined;
}

This is whats used for default perks.
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No clue, all my scripts seem right, I compared em with bamskater and old backups. Nothing. I don't know what is causing the error. Also, when the power turns on, the solo quick revive changes it cost to 2000...

Post Merge: January 19, 2014, 09:59:48 pm
Ok, i found it! I messed up the _zombiemode_perks by changing a variable wrongly. Now it works fine.

So, I'm really close to get everything working, just remaining the jingles and getting AssMan to make glowing textures. How do you make that materials that glow, like the Quick Revive in ON mode?
Last Edit: January 19, 2014, 09:59:48 pm by sethnorris
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So, I'm really close to get everything working, just remaining the jingles and getting AssMan to make glowing textures. How do you make that materials that glow, like the Quick Revive in ON mode?

The glow when the machine is on is a combination of the model and an FX. I don't know how to get either so i can't help with that.

 
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