// special powerup list for the teleporter drop add_zombie_special_drop( powerup_name ) { level.zombie_special_drop_array[ level.zombie_special_drop_array.size ] = powerup_name; }
if( level.powerup_drop_count >= level.zombie_vars["zombie_powerup_drop_max_per_round"] ) { println( "^3POWERUP DROP EXCEEDED THE MAX PER ROUND!" ); return; }
// some guys randomly drop, but most of the time they check for the drop flag if (rand_drop > 2) { if (!level.zombie_vars["zombie_drop_item"]) { return; }
debug = "score"; } else { debug = "random"; }
// never drop unless in the playable area playable_area = getentarray("playable_area","targetname");
//chris_p - fixed bug where you could not have more than 1 playable area trigger for the whole map valid_drop = false; for (i = 0; i < playable_area.size; i++) { if (powerup istouching(playable_area[i])) { valid_drop = true; } }
// spawn the model, do a ground trace and place above // start the movement logic, spawn the fx // start the time out logic // start the grab logic }
// // Special power up drop - done outside of the powerup system. special_powerup_drop(drop_point) { // if( level.powerup_drop_count == level.zombie_vars["zombie_powerup_drop_max_per_round"] ) // { // println( "^3POWERUP DROP EXCEEDED THE MAX PER ROUND!" ); // return; // }
// never drop unless in the playable area playable_area = getentarray("playable_area","targetname"); //chris_p - fixed bug where you could not have more than 1 playable area trigger for the whole map valid_drop = false; for (i = 0; i < playable_area.size; i++) { if (powerup istouching(playable_area[i])) { valid_drop = true; break; } }
if(!valid_drop) { powerup Delete(); return; }
powerup special_drop_setup(); }
// // Pick the next powerup in the list powerup_setup() { powerup = get_next_powerup();
// // Get the special teleporter drop special_drop_setup() { powerup = undefined; is_powerup = true; // Always give something at lower rounds or if a player is in last stand mode. if ( level.round_number <= 10 || maps\_laststand::player_num_in_laststand() ) { powerup = get_next_powerup(); } // Gets harder now else { powerup = level.zombie_special_drop_array[ RandomInt(level.zombie_special_drop_array.size) ]; if ( level.round_number > 15 && ( RandomInt(100) < (level.round_number - 15)*5 ) ) { powerup = "nothing"; } } //MM test Change this if you want the same thing to keep spawning // powerup = "dog"; switch ( powerup ) { // Don't need to do anything special case "nuke": case "insta_kill": case "double_points": case "carpenter": break;
// Limit max ammo drops because it's too powerful case "full_ammo": if ( level.round_number > 10 && ( RandomInt(100) < (level.round_number - 10)*5 ) ) { // Randomly pick another one powerup = level.zombie_powerup_array[ RandomInt(level.zombie_powerup_array.size) ]; } break;
index = maps\_zombiemode_weapons::get_player_index(self); sound = undefined; rand = randomintrange(0,3); vox_rand = randomintrange(1,100); //RARE: This is to setup the Rare devil response lines percentage = 1; //What percent chance the rare devil response line has to play
//This keeps multiple voice overs from playing on the same player (both killstreaks and headshots). if (level.player_is_speaking != 1 && isDefined(sound)) { level.player_is_speaking = 1; self playsound(sound, "sound_done"); self waittill("sound_done"); level.player_is_speaking = 0; }
} teddy_powerup( drop_item ) { PlayFx( drop_item.fx, drop_item.origin ); players = get_players(); for (i = 0; i < players.size; i++) self iPrintLnBold("^2You move twice as fast, have fun"); self setmovespeedscale(2.0); // use this method if your map is time based wait(60); // how long you want this powerup to last // use this method if you map is round based // level waittill("between_round_over"); use this method if you map is round based self iPrintLnBold("^1You have returned to normal speed"); self setmovespeedscale(1.0); }
// check to see if this is on or not if ( level.zombie_vars["zombie_powerup_insta_kill_on"] ) { // reset the time and keep going level.zombie_vars["zombie_powerup_insta_kill_time"] = 30; return; }
/* players = get_players(); for (i = 0; i < players.size; i++) { players[i] playloopsound ("insta_kill_loop"); } */
// time it down! while ( level.zombie_vars["zombie_powerup_insta_kill_time"] >= 0) { wait 0.1; level.zombie_vars["zombie_powerup_insta_kill_time"] = level.zombie_vars["zombie_powerup_insta_kill_time"] - 0.1; // self setvalue( level.zombie_vars["zombie_powerup_insta_kill_time"] ); }
players = get_players(); for (i = 0; i < players.size; i++) { //players[i] stoploopsound (2);
players[i] playsound("insta_kill");
}
temp_enta stoploopsound(2); // turn off the timer level.zombie_vars["zombie_powerup_insta_kill_on"] = false;
// remove the offset to make room for new powerups, reset timer for next time level.zombie_vars["zombie_powerup_insta_kill_time"] = 30; //level.zombie_timer_offset += level.zombie_timer_offset_interval; //self destroy(); temp_enta delete(); }
// check to see if this is on or not if ( level.zombie_vars["zombie_powerup_point_doubler_on"] ) { // reset the time and keep going level.zombie_vars["zombie_powerup_point_doubler_time"] = 30; return; }
// time it down! while ( level.zombie_vars["zombie_powerup_point_doubler_time"] >= 0) { wait 0.1; level.zombie_vars["zombie_powerup_point_doubler_time"] = level.zombie_vars["zombie_powerup_point_doubler_time"] - 0.1; //self setvalue( level.zombie_vars["zombie_powerup_point_doubler_time"] ); }
// turn off the timer level.zombie_vars["zombie_powerup_point_doubler_on"] = false; players = get_players(); for (i = 0; i < players.size; i++) { //players[i] stoploopsound("double_point_loop", 2); players[i] playsound("points_loop_off"); } temp_ent stoploopsound(2);
// remove the offset to make room for new powerups, reset timer for next time level.zombie_vars["zombie_powerup_point_doubler_time"] = 30; //level.zombie_timer_offset += level.zombie_timer_offset_interval; //self destroy(); temp_ent delete(); } devil_dialog_delay() { wait(1.8); level thread play_devil_dialog("nuke_vox");
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
I'm not at my pc ATM but I will be soon and I can check it out, but from what I can remember there is a function in your maps main .gsc like include_powerups(); and you should have your new powerup in there.
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I'm not at my pc ATM but I will be soon and I can check it out, but from what I can remember there is a function in your maps main .gsc like include_powerups(); and you should have your new powerup in there.
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// Power Ups. Pointer function automatically loads power ups used in Der Riese. level.DLC3.powerUps = maps\dlc3_code::include_powerups;
and add this
Code Snippet
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// Power Ups. Pointer function automatically loads power ups used in Der Riese. level.DLC3.powerUps = maps\dlc3_code::include_powerups; include_powerup( "teddy" );
also make sure you call your model in zone source
Last Edit: May 01, 2012, 06:58:22 am by ZMBS DON GOONY
thats the model you called in your script by the way i lost my map gsc and csv but i still hav my mod folder and it works when i load it is the a way i can take what i build in radiant and add it to the mod some how ??
the powerup work but i grab it and odn't pass nothing i put fo increases the speed of the player
OK it looks like u have yo powerup code in the wrong spot try this im not sure but hopefully it works i will stay on and finish looking thru this if ur gonna test it quick
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