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client fx/xmodels?

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Created 12 years ago
by jei9363
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Hey if you had tons of fun on playing my maps please DONATE :)

play ESTATE now, and claim your mansion back from the undead!
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1. is there a flag for when the player aims down site?

like for reload

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self waittill("reload_start");

my hopes are to use this and player angles to make deadshot legit.

2. can anyone point me to a good clientscripts tutorial to help fine tune my vulture aid? I need it so not everyone sees drops and the green mist
Last Edit: October 05, 2014, 06:40:28 pm by jei9363
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1. You don't need any notify, you can use
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if( self ADSButtonPressed() )
There are other ads functions like, playerADS(). But this is one of them.

2.
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I need it so not everyone sees drops and the green mist
I'm not sure what you mean there. :/

Edit, did the green smoke fx only showed for the clients in buried?
Last Edit: October 04, 2014, 04:30:41 pm by Ege115
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1. is there a flag for when the player aims down site?

like for reload

Code Snippet
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self waittill("reload_start");

my hopes are to use this and player angles to make deadshot legit.

2. can anyone point me to a good clientscripts tutorial to help fine tune my vulture aid? I need it so not everyone sees drops and the green mist

1. If you want to check how long they've been in ADS use playerADS() > time (playerADS returns a time.)
2. ClientScripts are basically GSC but per player. Only difference is that CSC can modify pretty much anything related to a player and their viewport. So it depends on what you exactly want out of 'Vulture Aid'
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right now my vulture aid

-shows (box,perk,weapons) waypoints to only the player
-has the green mist, but everyone can see it
-has ammo and points drops, only the player that got them can pick them up, but everyone can see them

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  • steviewonder87
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steviewonder87
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Also makes downed players in co-op still get attacked by zombies....which is kinda more gamebreaking than these other issues IMO.
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-has the green mist, but everyone can see it
Spawn the FX via clientscript.
You can send a clientnotify via serverscript and in clientscript, waittill the notify and spawn the fx at the players who have the vulture aid.
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sweet thanks guys.

and another thing.. the rarity of all bo1 weapons in the bo scripts are undefined.. does that mean theyre all even?

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	add_zombie_weapon( "aug_acog_zm",				"aug_acog_mk_upgraded_zm",				&"ZOMBIE_WEAPON_AUG",					1200,	"assault",			"",		undefined );
add_zombie_weapon( "galil_zm", "galil_upgraded_zm", &"ZOMBIE_WEAPON_GALIL", 100, "assault", "", undefined );
add_zombie_weapon( "commando_zm", "commando_upgraded_zm", &"ZOMBIE_WEAPON_COMMANDO", 100, "assault", "", undefined );
add_zombie_weapon( "fnfal_zm", "fnfal_upgraded_zm", &"ZOMBIE_WEAPON_FNFAL", 100, "burstrifle", "", undefined );
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  • steviewonder87
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That's not rarity, in WAW that number is the amount of players voxes for that weapon.
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how is the rarity set then? I forget
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  • steviewonder87
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It's not set. There is however a special function for the ray gun, tesla gun and monkeys.
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Spawn the FX via clientscript.
You can send a clientnotify via serverscript and in clientscript, waittill the notify and spawn the fx at the players who have the vulture aid.

can you provide an example? say playing an arbitrary fx that only player 3 can see on the map? and an xmodel?
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can you provide an example? say playing an arbitrary fx that only player 3 can see on the map? and an xmodel?
Through clientscript detect ent number and check it for #3 or ent[3] something like that should do it. Hold on....

 
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