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Custom perk issues

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Created 11 years ago
by Deleted User
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  • DeletedUser
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DeletedUser
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I have added the following perks to my map along with their black ops 2 perk bottles

(I have added Speed Cola, Juggernog and Quick Revives Black Ops 2 perk bottles and the ywork fine)

Double Tap 2.0
PHD Flopper
Deadshot
Stamin Up
Mule Kick
Vulture Aid
Electric Cherry

Works fine now

Vulture Aid and Cherry work perfectly fine apart from the perk bottle issue

The Black Ops 1 perks when triggered the models move to the spawn of my map and even though i have 50000 points it still acts like i don't have enough to purchase them (yes the cost is the same as the Black Ops 1 versions on console)

and when i buy any of the new perks the player does not get a perk bottle you have to roll the box get a weapon then you get the perk for some reason


if you want to see the scripts just ask me and ill send you a link to download them
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Date Registered: 11 March 2014
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"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live."
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The Black Ops 1 perks when triggered the models move to the spawn of my map and even though i have 50000 points it still acts like i don't have enough to purchase them (yes the cost is the same as the Black Ops 1 versions on console)
i dont fully understand what you mean by it moves to the spawn of my map?

Quote
and even though i have 50000 points it still acts like i don't have enough to purchase them (yes the cost is the same as the Black Ops 1 versions on console)

but i had this problem when i was scripting my Black ops perks and the problem had something to do with the "Specuialty_whatever_i_was_using" so i changed it since the game kept thinking i always had the perk even at the start
 
Quote
and when i buy any of the new perks the player does not get a perk bottle you have to roll the box get a weapon then you get the perk for some reason

and i fixed this problem by calling the scripts in _zombiemode.gsc like so
Code Snippet
Plaintext
        maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();
maps\bo_perks::main();

i hope that helps :)
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  • DeletedUser
  • Deleted Member
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broken avatar :(
DeletedUser
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i dont fully understand what you mean by it moves to the spawn of my map?

but i had this problem when i was scripting my Black ops perks and the problem had something to do with the "Specuialty_whatever_i_was_using" so i changed it since the game kept thinking i always had the perk even at the start
 
and i fixed this problem by calling the scripts in _zombiemode.gsc like so
Code Snippet
Plaintext
        maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();
maps\bo_perks::main();

i hope that helps :)

Ege115 helped me out and now i have fixed my issues and  it was along same line as what you said
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Date Registered: 11 March 2014
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ok, glad its working :) good luck with your perks!

 
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