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Buyable Nuke

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Created 10 years ago
by holz
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Hi, i try to add a buyable Nuke as Emergency Trigger to my Map because sometimes a Dog runs away.

I add this
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buy_powerup()
{
     else if( powerup == "nuke" )
      {
         powerup_name = "Nuke Bomb";
         cost = 1000;
      }
}
and
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else if( powerup == "nuke" )
         {
            maps\_zombiemode_powerups::nuke_powerup();
         }
And at the Trigger
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script_noteworthy : nuke
classname : trigger_use
targetname : buy_powerup

When i buy the Nuke i hear the Kawoom Sound, but it doesnt take any effects, no one dies.
I think this: maps\_zombiemode_powerups::nuke_powerup(); is wrong.

Anyone knows what i must put here?
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Try level threading it.
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else if( powerup == "nuke" )
         {
            level thread maps\_zombiemode_powerups::nuke_powerup();
         }

Edit: Nevermind this! I was wrong.
Last Edit: August 06, 2014, 02:37:25 pm by Ege115
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Wouldn't it be easier to fix the dogs? ???
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Wouldn't it be easier to fix the dogs? ???

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  • steviewonder87
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because sometimes a Dog runs away.

Well put a lead on that naughty puppy and tie him to tree or something.
Marked as best answer by holz 10 years ago
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Alerion is right man. You should fix them rather than putting a band-aid on it. It will just look better.

As soon as a player goes somewhere and the dogs think they can't get to you or something, they give up and walk away like ghost. Is that whats happening?
My dogs were perfect and then I added a bunch of traverses to let the zombies travel where ever the player could go, and my dogs became a nightmare, so I removed them (dogs). Something to think about.

Do nukes kill dogs?  Probably, I don't know, I don't have the script in front of me to check.
If what Edge said doesn't do it for you, then you can get an array and kill them yourself with something like this:

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    aiarray = GetAISpeciesArray( "axis", "dog" ); //or "all" if you want
    for(i=0;i<aiarray.size;i++){
        aiarray[i] dodamage(aiarray[i].health + 529, aiarray[i].origin);
        aiarray[i] thread animscripts\death::flame_death_fx();
        wait (randomfloatrange(0.1, 0.5)); //Up to you
    }

Another option I contemplated was to set up trigger multiples outside and below the map, and script it so when the dogs walked off, they would trigger it, which would kill them. Still not the right way, but maybe a fail safe I guess.
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Yeah, try to fix this dog's at all ... give them water and a Bone, but ...  ;D

Another option I contemplated was to set up trigger multiples outside and below the map, and script it so when the dogs walked off, they would trigger it, which would kill them. Still not the right way, but maybe a fail safe I guess.
No Bad Idea.

@Ege - It doesnt help.

Thx, MakeCents that works fine!
Last Edit: August 06, 2014, 06:08:27 pm by holz
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On the issue of the dog running out of the map, I read about something called "dog clips" in _zombiemode_dogs.gsc.  If I had to guess they stop the dogs from using traversals which is what causes them to glitch out and run through walls.  I have never tested this, but I plan on looking into it more soon.  I will report back with what I find.
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Thx, MakeCents that works fine!

Cool, good luck.

On the issue of the dog running out of the map, I read about something called "dog clips" in _zombiemode_dogs.gsc.  If I had to guess they stop the dogs from using traversals which is what causes them to glitch out and run through walls.  I have never tested this, but I plan on looking into it more soon.  I will report back with what I find.

The Wedding Singer Brought to my attention yesterday

Lol, that would be awesome. I had traverses for zombies to jump fences, which the dogs would use and jump up, but then they wouldn't come down. You would see a bunch of dogs walking in the air. It was horrible, but funny.
Last Edit: August 06, 2014, 05:17:21 pm by MakeCents
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On the issue of the dog running out of the map, I read about something called "dog clips" in _zombiemode_dogs.gsc.  If I had to guess they stop the dogs from using traversals which is what causes them to glitch out and run through walls.  I have never tested this, but I plan on looking into it more soon.  I will report back with what I find.

I dont found a dog_clip, but you're right one Dog try to use a zombie traverse and sucks, i remove it and here we go.
Thx, for that Idea PieMan.  :)

 
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