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Custom Perk: Reload while sprinting & melee speed

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Created 8 years ago
by BrandynNew
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Hello, I am trying to make a perk that I would like to do two things at the moment:

(1) Allow you to reload while sprinting
(2) Make you melee twice as fast

For the first one, I would think there might be a function that says if sprinting=melee(false) or something, like when you drink a perk, while holding the perk bottle you can't crouch and reload and ADS and stuff. I hope it is as simple as that.

For the second one, I would hope for something of the same, kind of like whatever StaminUp does, but if there is one for melee. I came across this script a LONG time ago for StaminUp, could this be modified to melee faster?

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

Thank you! Credit will definitely be given.
Last Edit: October 31, 2016, 01:40:14 am by BrandynNew
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As far as melee goes you can't modify it's speed without editing the weaponfile
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Alrighty, how could we go about doing that?

I have ported weapons and edited them using UGX WeaponsEditor++, could we copy the knife file, reskin it possibly, and change the speed of it there, and write an if-then to see if the player has the perk, or would we have to change the speed of the animations in Maya or another program?
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Alrighty, how could we go about doing that?

I have ported weapons and edited them using UGX WeaponsEditor++, could we copy the knife file, reskin it possibly, and change the speed of it there, and write an if-then to see if the player has the perk, or would we have to change the speed of the animations in Maya or another program?

You can use the WeaponsEditor. You would have to give the play a new knife with a faster melee time
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Sounds good! So, with my very little scripting knowledge,
(1) where would the knife file be
(2) I'm thinking an if-then statement that sees if the player has the perk and replaces it with the new one. Would that be correct?

Double Post Merge: October 31, 2016, 11:11:19 am
We'll also need a function checking if the player has the Bowie Knife, and create a weapon file for that.
Last Edit: October 31, 2016, 11:11:19 am by BrandynNew
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Sounds good! So, with my very little scripting knowledge,
(1) where would the knife file be
(2) I'm thinking an if-then statement that sees if the player has the perk and replaces it with the new one. Would that be correct?

Double Post Merge: October 31, 2016, 11:11:19 am
We'll also need a function checking if the player has the Bowie Knife, and create a weapon file for that.

Not very sure on the scripting side, but you can find the knife at root\raw\weapons\sp and grab the zombie_melee
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Got it, thank you. I though it would be called "knife" or "zombie_knife"  :P
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That's the zombies weapon not the player

The melee in waw is controlled by each weapon file directly. To do this perk you'd need a duplicate of every weapon
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Alrighty, thank you. I suppose I'll have to move to my second perk idea: Box Booze. The box takes half the usual time and only costs 700. Help?

Would I still write an if-then statement that checks for the perk and changes level.box_cost = 700 or something, I would think. I don't know about the time, and what about the hintstring?
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Box is in zombiemode_weapons.gsc

Think you'll need to look at two functions - the chest logic and the weapon spinning logic - as both are separate but also linked

 
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