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DG-2 as Death Machine

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Created 5 years ago
by EmpGeneral
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Hello guys.So I'm making a zombie map and I want to put the DG-2 as death machine,just like on Call of the Dead.If anyone knows please help

Last Edit: November 01, 2016, 01:08:08 pm by EmpGeneral
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As far as I know, you probably have to copy the zombiemode_powerups.gsc into your mod. then you would have to edit the script to add a model, fx, and to give you the weapon, and also add the powerup itself. You are also going to need and image for the drop when you get it, just like double points and insta kill. You will also need the model. i do not know how to script so you'll have to go to someone else for that.
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As far as I know, you probably have to copy the zombiemode_powerups.gsc into your mod. then you would have to edit the script to add a model, fx, and to give you the weapon, and also add the powerup itself. You are also going to need and image for the drop when you get it, just like double points and insta kill. You will also need the model. i do not know how to script so you'll have to go to someone else for that.

This part I kinda know,the problem is the script,I don't understand nothing about it
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hi if you could post your deathmachine script and your zombiemode_powerups I could have a look for u and edit it using pastebin
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hi if you could post your deathmachine script and your zombiemode_powerups I could have a look for u and edit it using pastebin

Actually,I don't have a death machine script,because I know nothing about scripting,but I can get one from some other custom maps by opening it IWD fle
Marked as best answer by EmpGeneral on Today at 08:20:18 pm
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Open _zombiemode_powerups.gsc
search for this
   
add_zombie_powerup( "carpenter",  	"zombie_carpenter",	&"ZOMBIE_POWERUP_MAX_AMMO");
and add this under it
   
add_zombie_powerup( "dg", "weapon_usa_tesla", &"DG" );
go to the fuction powerup_grab() and search for this
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
and add this under it
case "dg":
players[i] thread dg_drop( self );
        break;
go to the fuction nuke_flash() and add this under it
   
dg_drop( drop_item, player_won )
{
primaryWeapons = self GetWeaponsListPrimaries();
for( i = 0; i < primaryWeapons.size; i++ )
{
self TakeWeapon( primaryWeapons[i] );
}
self giveWeapon( "tesla_gun" );
self switchToWeapon( "tesla_gun" );
self GiveMaxAmmo( "tesla_gun" );
wait (30);
self TakeWeapon("tesla_gun");
self giveWeapon(primaryWeapons[i]);
}
open dlc3_code.gsc and find the function include_powerups() and add this to it
   
 include_powerup( "dg" );
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Open _zombiemode_powerups.gsc
search for this
   
add_zombie_powerup( "carpenter",  	"zombie_carpenter",	&"ZOMBIE_POWERUP_MAX_AMMO");
and add this under it
   
add_zombie_powerup( "dg", "weapon_usa_tesla", &"DG" );
go to the fuction powerup_grab() and search for this
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
and add this under it
case "dg":
players[i] thread dg_drop( self );
        break;
go to the fuction nuke_flash() and add this under it
   
dg_drop( drop_item, player_won )
{
primaryWeapons = self GetWeaponsListPrimaries();
for( i = 0; i < primaryWeapons.size; i++ )
{
self TakeWeapon( primaryWeapons[i] );
}
self giveWeapon( "tesla_gun" );
self switchToWeapon( "tesla_gun" );
self GiveMaxAmmo( "tesla_gun" );
wait (30);
self TakeWeapon("tesla_gun");
self giveWeapon(primaryWeapons[i]);
}
open dlc3_code.gsc and find the function include_powerups() and add this to it
   
 include_powerup( "dg" );

Are You God?! that exactly what I was aout to type... thanks for helping me again
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Open _zombiemode_powerups.gsc
search for this
   
add_zombie_powerup( "carpenter",  	"zombie_carpenter",	&"ZOMBIE_POWERUP_MAX_AMMO");
and add this under it
   
add_zombie_powerup( "dg", "weapon_usa_tesla", &"DG" );
go to the fuction powerup_grab() and search for this
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
and add this under it
case "dg":
players[i] thread dg_drop( self );
        break;
go to the fuction nuke_flash() and add this under it
   
dg_drop( drop_item, player_won )
{
primaryWeapons = self GetWeaponsListPrimaries();
for( i = 0; i < primaryWeapons.size; i++ )
{
self TakeWeapon( primaryWeapons[i] );
}
self giveWeapon( "tesla_gun" );
self switchToWeapon( "tesla_gun" );
self GiveMaxAmmo( "tesla_gun" );
wait (30);
self TakeWeapon("tesla_gun");
self giveWeapon(primaryWeapons[i]);
}
open dlc3_code.gsc and find the function include_powerups() and add this to it
   
 include_powerup( "dg" );


OMG!THANK YOU!Gonna test it right now!
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Are You God?! that exactly what I was aout to type... thanks for helping me again
I'm a God? Ok :D
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I'm a God? Ok :D

It works man!!Thanks  :D :D.But just one thing:When you get the drop you can't change to your current weapons and when the powerup finish it take all of your weapons
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It works man!!Thanks  :D :D.But just one thing:When you get the drop you can't change to your current weapons and when the powerup finish it take all of your weapons
I thougth that you would like to only have the DG for 30s lol
Do you get your old weapons back after the drop finished?
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I thougth that you would like to only have the DG for 30s lol
Do you get your old weapons back after the drop finished?

No,thats what I said.The drop works fine,it just have this bug.Any idea how to fox it?
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No,thats what I said.The drop works fine,it just have this bug.Any idea how to fox it?
So if you take the drop you would like to replace your current weapon for the DG for the rest of the game? I'm a bit confused  :o
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So if you take the drop you would like to replace your current weapon for the DG for the rest of the game? I'm a bit confused  :o

No man,the death machine gives you a minigu(or a DG2) but you can alternate to your old weapons,and when the powerup finish you get your weapons back.And that's is not happening in my map,I mean,the DG2 "steal"  your guns
Last Edit: December 09, 2016, 08:21:21 pm by EmpGeneral
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Open _zombiemode_powerups.gsc
search for this
   
add_zombie_powerup( "carpenter",  	"zombie_carpenter",	&"ZOMBIE_POWERUP_MAX_AMMO");
and add this under it
   
add_zombie_powerup( "dg", "weapon_usa_tesla", &"DG" );
go to the fuction powerup_grab() and search for this
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
and add this under it
case "dg":
players[i] thread dg_drop( self );
        break;
go to the fuction nuke_flash() and add this under it
   
dg_drop( drop_item, player_won )
{
primaryWeapons = self GetWeaponsListPrimaries();
for( i = 0; i < primaryWeapons.size; i++ )
{
self TakeWeapon( primaryWeapons[i] );
}
self giveWeapon( "tesla_gun" );
self switchToWeapon( "tesla_gun" );
self GiveMaxAmmo( "tesla_gun" );
wait (30);
self TakeWeapon("tesla_gun");
self giveWeapon(primaryWeapons[i]);
}
open dlc3_code.gsc and find the function include_powerups() and add this to it
   
 include_powerup( "dg" );
We have a problem here: When the powerup finishes, it doesn't return your original weapons

 
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