I'm new to WaW modding (my first post here), and I'm trying to get double Pack-A-Punch weapons in a custom map I'm making. I have it working where you can pack the weapon twice, and I have edited _zombiemode_perks.gsc to increase the PAP price to 10,000 if you are double upgrading a weapon, but I'm having trouble with being able to buy ammo for double packed weapons. For example, I have a weapon zombie_ppsh_upgraded_upgraded that when I try to buy ammo for using the ppsh wall weapon it doesn't do anything. I have pasted my _zombiemode_weapons.gsc file below (I'm sorry, I couldn't find how to place an attachment to download) so someone can maybe tell me what I'm doing wrong or what I'm missing.
(Can a mod help me figure out how to attach a file I can't paste the entire contents of my _zombiemode_weapons without it being cut off.)
#include maps\_utility; #include common_scripts\utility; #include maps\_zombiemode_utility; init() { init_weapons(); init_weapon_upgrade(); init_pay_turret(); init_weapon_cabinet(); treasure_chest_init(); level thread add_limited_tesla_gun(); level.box_moved = true; } add_zombie_weapon( weapon_name, hint, cost, weaponVO, variation_count, ammo_cost ) { if( IsDefined( level.zombie_include_weapons ) && !IsDefined( level.zombie_include_weapons[weapon_name] ) ) { return; } add_weapon_to_sound_array(weaponVO,variation_count); // Check the table first table = "mp/zombiemode.csv"; table_cost = TableLookUp( table, 0, weapon_name, 1 ); table_ammo_cost = TableLookUp( table, 0, weapon_name, 2 ); if( IsDefined( table_cost ) && table_cost != "" ) { cost = round_up_to_ten( int( table_cost ) ); } if( IsDefined( table_ammo_cost ) && table_ammo_cost != "" ) { ammo_cost = round_up_to_ten( int( table_ammo_cost ) ); } PrecacheItem( weapon_name ); PrecacheString( hint ); struct = SpawnStruct(); if( !IsDefined( level.zombie_weapons ) ) { level.zombie_weapons = ; } struct.weapon_name = weapon_name; struct.weapon_classname = "weapon_" + weapon_name; struct.hint = hint; struct.cost = cost; struct.sound = weaponVO; struct.variation_count = variation_count; struct.is_in_box = level.zombie_include_weapons[weapon_name]; if( !IsDefined( ammo_cost ) ) { ammo_cost = round_up_to_ten( int( cost * 0.5 ) ); } struct.ammo_cost = ammo_cost; level.zombie_weapons[weapon_name] = struct; } default_weighting_func() { return 1; } default_tesla_weighting_func() { num_to_add = 1; if( isDefined( level.pulls_since_last_tesla_gun ) ) { // player has dropped the tesla for another weapon, so we set all future polls to 20% if( isDefined(level.player_drops_tesla_gun) && level.player_drops_tesla_gun == true ) { num_to_add += int(.2 * level.zombie_include_weapons.size); } // player has not seen tesla gun in late rounds if( !isDefined(level.player_seen_tesla_gun) || level.player_seen_tesla_gun == false ) { // after round 10 the Tesla gun percentage increases to 20% if( level.round_number > 10 ) { num_to_add += int(.2 * level.zombie_include_weapons.size); } // after round 5 the Tesla gun percentage increases to 15% else if( level.round_number > 5 ) { // calculate the number of times we have to add it to the array to get the desired percent num_to_add += int(.15 * level.zombie_include_weapons.size); } } } return num_to_add; } default_ray_gun_weighting_func() { if( level.box_moved == true ) { num_to_add = 1; // increase the percentage of ray gun if( isDefined( level.pulls_since_last_ray_gun ) ) { // after 12 pulls the ray gun percentage increases to 15% if( level.pulls_since_last_ray_gun > 11 ) { num_to_add += int(level.zombie_include_weapons.size*0.15); } // after 8 pulls the Ray Gun percentage increases to 10% else if( level.pulls_since_last_ray_gun > 7 ) { num_to_add += int(.1 * level.zombie_include_weapons.size); } } return num_to_add; } else { return 0; } } // // Slightly elevate the chance to get it until someone has it, then make it even default_cymbal_monkey_weighting_func() { players = get_players(); count = 0; for( i = 0; i < players.size; i++ ) { if( players[i] has_weapon_or_upgrade( "zombie_cymbal_monkey" ) ) { count++; } } if ( count > 0 ) { return 1; } else { if( level.round_number < 10 ) { return 3; } else { return 5; } } } include_zombie_weapon( weapon_name, in_box, weighting_func ) { if( !IsDefined( level.zombie_include_weapons ) ) { level.zombie_include_weapons = ; } if( !isDefined( in_box ) ) { in_box = true; } level.zombie_include_weapons[weapon_name] = in_box; if( !isDefined( weighting_func ) ) { level.weapon_weighting_funcs[weapon_name] = maps\_zombiemode_weapons::default_weighting_func; } else { level.weapon_weighting_funcs[weapon_name] = weighting_func; } } init_weapons() { // Zombify PrecacheItem( "zombie_melee" ); // Pistols add_zombie_weapon( "colt", &"ZOMBIE_WEAPON_COLT_50", 50, "vox_crappy", 8 ); add_zombie_weapon( "colt_dirty_harry", &"ZOMBIE_WEAPON_COLT_DH_100", 100, "vox_357", 5 ); add_zombie_weapon( "nambu", &"ZOMBIE_WEAPON_NAMBU_50", 50, "vox_crappy", 8 ); add_zombie_weapon( "sw_357", &"ZOMBIE_WEAPON_SW357_100", 100, "vox_357", 5 ); add_zombie_weapon( "zombie_sw_357", &"ZOMBIE_WEAPON_SW357_100", 100, "vox_357", 5 ); add_zombie_weapon( "zombie_sw_357_upgraded", &"ZOMBIE_WEAPON_SW357_100", 100, "vox_357", 5 ); add_zombie_weapon( "tokarev", &"ZOMBIE_WEAPON_TOKAREV_50", 50, "vox_crappy", 8 ); add_zombie_weapon( "walther", &"ZOMBIE_WEAPON_WALTHER_50", 50, "vox_crappy", 8 ); add_zombie_weapon( "zombie_colt", &"ZOMBIE_WEAPON_ZOMBIECOLT_25", 25, "vox_crappy", 8 ); add_zombie_weapon( "zombie_colt_upgraded", &"ZOMBIE_WEAPON_ZOMBIECOLT_25", 25, "vox_crappy", 8 ); // Bolt Action add_zombie_weapon( "kar98k", &"ZOMBIE_WEAPON_KAR98K_200", 200, "", 0); add_zombie_weapon( "zombie_kar98k", &"ZOMBIE_WEAPON_KAR98K_200", 200, "", 0); add_zombie_weapon( "zombie_kar98k_upgraded", &"ZOMBIE_WEAPON_KAR98K_200", 200, "", 0); add_zombie_weapon( "kar98k_bayonet", &"ZOMBIE_WEAPON_KAR98K_B_200", 200, "", 0); add_zombie_weapon( "mosin_rifle", &"ZOMBIE_WEAPON_MOSIN_200", 200, "", 0); add_zombie_weapon( "mosin_rifle_bayonet", &"ZOMBIE_WEAPON_MOSIN_B_200", 200, "", 0 ); add_zombie_weapon( "springfield", &"ZOMBIE_WEAPON_SPRINGFIELD_200", 200, "", 0 ); add_zombie_weapon( "zombie_springfield", &"ZOMBIE_WEAPON_SPRINGFIELD_200", 200, "", 0 ); add_zombie_weapon( "springfield_bayonet", &"ZOMBIE_WEAPON_SPRINGFIELD_B_200", 200, "", 0 ); add_zombie_weapon( "zombie_type99_rifle", &"ZOMBIE_WEAPON_TYPE99_200", 200, "", 0 ); add_zombie_weapon( "zombie_type99_rifle_upgraded", &"ZOMBIE_WEAPON_TYPE99_200", 200, "", 0 ); add_zombie_weapon( "type99_rifle_bayonet", &"ZOMBIE_WEAPON_TYPE99_B_200", 200, "", 0 ); // Semi Auto add_zombie_weapon( "zombie_gewehr43", &"ZOMBIE_WEAPON_GEWEHR43_600", 600, "" , 0 ); add_zombie_weapon( "zombie_gewehr43_upgraded", &"ZOMBIE_WEAPON_GEWEHR43_600", 600, "" , 0 ); add_zombie_weapon( "zombie_m1carbine", &"ZOMBIE_WEAPON_M1CARBINE_600", 600, "" , 0 ); add_zombie_weapon( "zombie_m1carbine_upgraded", &"ZOMBIE_WEAPON_M1CARBINE_600", 600, "" , 0 ); add_zombie_weapon( "m1carbine_bayonet", &"ZOMBIE_WEAPON_M1CARBINE_B_600", 600, "" , 0 ); add_zombie_weapon( "zombie_m1garand", &"ZOMBIE_WEAPON_M1GARAND_600", 600, "" , 0 ); add_zombie_weapon( "zombie_m1garand_upgraded", &"ZOMBIE_WEAPON_M1GARAND_600", 600, "" , 0 ); add_zombie_weapon( "m1garand_bayonet", &"ZOMBIE_WEAPON_M1GARAND_B_600", 600, "" , 0 ); add_zombie_weapon( "svt40", &"ZOMBIE_WEAPON_SVT40_600", 600, "" , 0 ); // Grenades add_zombie_weapon( "fraggrenade", &"ZOMBIE_WEAPON_FRAGGRENADE_250", 250, "" , 0 ); add_zombie_weapon( "molotov", &"ZOMBIE_WEAPON_MOLOTOV_200", 200, "vox_crappy", 8 ); add_zombie_weapon( "molotov_zombie", &"ZOMBIE_WEAPON_MOLOTOV_200", 200, "vox_crappy", 8 ); add_zombie_weapon( "stick_grenade", &"ZOMBIE_WEAPON_STICKGRENADE_250", 250, "" , 0 ); add_zombie_weapon( "stielhandgranate", &"ZOMBIE_WEAPON_STIELHANDGRANATE_250", 250, "" , 0, 250 ); add_zombie_weapon( "type97_frag", &"ZOMBIE_WEAPON_TYPE97FRAG_250", 250, "" , 0 ); // Scoped add_zombie_weapon( "kar98k_scoped_zombie", &"ZOMBIE_WEAPON_KAR98K_S_750", 750, "vox_ppsh", 5); add_zombie_weapon( "kar98k_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_KAR98K_S_B_750", 750, "vox_ppsh", 5); add_zombie_weapon( "mosin_rifle_scoped_zombie", &"ZOMBIE_WEAPON_MOSIN_S_750", 750, "vox_ppsh", 5); add_zombie_weapon( "mosin_rifle_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_MOSIN_S_B_750", 750, "vox_ppsh", 5); add_zombie_weapon( "ptrs41_zombie", &"ZOMBIE_WEAPON_PTRS41_750", 750, "vox_ppsh", 5); add_zombie_weapon( "ptrs41_zombie_upgraded", &"ZOMBIE_WEAPON_PTRS41_750", 750, "vox_ppsh", 5); add_zombie_weapon( "springfield_scoped_zombie", &"ZOMBIE_WEAPON_SPRINGFIELD_S_750", 750, "vox_ppsh", 5); add_zombie_weapon( "springfield_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_SPRINGFIELD_S_B_750", 750, "vox_ppsh", 5); add_zombie_weapon( "type99_rifle_scoped_zombie", &"ZOMBIE_WEAPON_TYPE99_S_750", 750, "vox_ppsh", 5); add_zombie_weapon( "type99_rifle_scoped_bayonet_zombie", &"ZOMBIE_WEAPON_TYPE99_S_B_750", 750, "vox_ppsh", 5); // Full Auto add_zombie_weapon( "zombie_mp40", &"ZOMBIE_WEAPON_MP40_1000", 1000, "vox_mp40", 2 ); add_zombie_weapon( "zombie_mp40_upgraded", &"ZOMBIE_WEAPON_MP40_1000", 1000, "vox_mp40", 2 ); add_zombie_weapon( "zombie_ppsh", &"ZOMBIE_WEAPON_PPSH_2000", 2000, "vox_ppsh", 5 ); add_zombie_weapon( "zombie_ppsh_upgraded", &"ZOMBIE_WEAPON_PPSH_2000", 2000, "vox_ppsh", 5 ); add_zombie_weapon( "zombie_ppsh_upgraded_upgraded", "Press & hold &&1 to buy Pack A Punch Upgrade [Cost: 10000]", 2000, "vox_ppsh", 5 ); add_zombie_weapon( "zombie_stg44", &"ZOMBIE_WEAPON_STG44_1200", 1200, "vox_mg", 9 ); add_zombie_weapon( "zombie_stg44_upgraded", &"ZOMBIE_WEAPON_STG44_1200", 1200, "vox_mg", 9 ); add_zombie_weapon( "zombie_thompson", &"ZOMBIE_WEAPON_THOMPSON_1200", 1200, "", 0 ); add_zombie_weapon( "zombie_thompson_upgraded", &"ZOMBIE_WEAPON_THOMPSON_1200", 1200, "", 0 ); add_zombie_weapon( "zombie_type100_smg", &"ZOMBIE_WEAPON_TYPE100_1000", 1000, "", 0 ); add_zombie_weapon( "zombie_type100_smg_upgraded", &"ZOMBIE_WEAPON_TYPE100_1000", 1000, "", 0 ); // Shotguns add_zombie_weapon( "zombie_doublebarrel", &"ZOMBIE_WEAPON_DOUBLEBARREL_1200", 1200, "vox_shotgun", 6); add_zombie_weapon( "zombie_doublebarrel_upgraded", &"ZOMBIE_WEAPON_DOUBLEBARREL_1200", 1200, "vox_shotgun", 6); add_zombie_weapon( "zombie_doublebarrel_sawed", &"ZOMBIE_WEAPON_DOUBLEBARREL_SAWED_1200", 1200, "vox_shotgun", 6); add_zombie_weapon( "zombie_doublebarrel_sawed_upgraded", &"ZOMBIE_WEAPON_DOUBLEBARREL_SAWED_1200", 1200, "vox_shotgun", 6); add_zombie_weapon( "zombie_shotgun", &"ZOMBIE_WEAPON_SHOTGUN_1500", 1500, "vox_shotgun", 6); add_zombie_weapon( "zombie_shotgun_upgraded", &"ZOMBIE_WEAPON_SHOTGUN_1500", 1500, "vox_shotgun", 6); // Heavy Machineguns add_zombie_weapon( "zombie_30cal", &"ZOMBIE_WEAPON_30CAL_3000", 3000, "vox_mg", 9 ); add_zombie_weapon( "zombie_30cal_upgraded", &"ZOMBIE_WEAPON_30CAL_3000", 3000, "vox_mg", 9 ); add_zombie_weapon( "zombie_bar", &"ZOMBIE_WEAPON_BAR_1800", 1800, "vox_bar", 5 ); add_zombie_weapon( "zombie_bar_upgraded", &"ZOMBIE_WEAPON_BAR_1800", 1800, "vox_bar", 5 ); add_zombie_weapon( "dp28", &"ZOMBIE_WEAPON_DP28_2250", 2250, "vox_mg" , 9 ); add_zombie_weapon( "zombie_fg42", &"ZOMBIE_WEAPON_FG42_1500", 1500, "vox_mg" , 9 ); add_zombie_weapon( "zombie_fg42_upgraded", &"ZOMBIE_WEAPON_FG42_1500", 1500, "vox_mg" , 9 ); add_zombie_weapon( "fg42_scoped", &"ZOMBIE_WEAPON_FG42_S_1500", 1500, "vox_mg" , 9 ); add_zombie_weapon( "zombie_mg42", &"ZOMBIE_WEAPON_MG42_3000", 3000, "vox_mg" , 9 ); add_zombie_weapon( "zombie_mg42_upgraded", &"ZOMBIE_WEAPON_MG42_3000", 3000, "vox_mg" , 9 ); add_zombie_weapon( "type99_lmg", &"ZOMBIE_WEAPON_TYPE99_LMG_1750", 1750, "vox_mg" , 9 ); // Grenade Launcher add_zombie_weapon( "m1garand_gl_zombie", &"ZOMBIE_WEAPON_M1GARAND_GL_1500", 1500, "", 0 ); add_zombie_weapon( "m1garand_gl_zombie_upgraded", &"ZOMBIE_WEAPON_M1GARAND_GL_1500", 1500, "", 0 ); add_zombie_weapon( "mosin_launcher_zombie", &"ZOMBIE_WEAPON_MOSIN_GL_1200", 1200, "", 0 ); // Bipods add_zombie_weapon( "30cal_bipod", &"ZOMBIE_WEAPON_30CAL_BIPOD_3500", 3500, "vox_mg", 5 ); add_zombie_weapon( "bar_bipod", &"ZOMBIE_WEAPON_BAR_BIPOD_2500", 2500, "vox_bar", 5 ); add_zombie_weapon( "dp28_bipod", &"ZOMBIE_WEAPON_DP28_BIPOD_2500", 2500, "vox_mg", 5 ); add_zombie_weapon( "fg42_bipod", &"ZOMBIE_WEAPON_FG42_BIPOD_2000", 2000, "vox_mg", 5 ); add_zombie_weapon( "mg42_bipod", &"ZOMBIE_WEAPON_MG42_BIPOD_3250", 3250, "vox_mg", 5 ); add_zombie_weapon( "type99_lmg_bipod", &"ZOMBIE_WEAPON_TYPE99_LMG_BIPOD_2250", 2250, "vox_mg", 5 ); // Rocket Launchers add_zombie_weapon( "bazooka", &"ZOMBIE_WEAPON_BAZOOKA_2000", 2000, "", 0 ); add_zombie_weapon( "panzerschrek_zombie", &"ZOMBIE_WEAPON_PANZERSCHREK_2000", 2000, "vox_panzer", 5 ); add_zombie_weapon( "panzerschrek_zombie_upgraded", &"ZOMBIE_WEAPON_PANZERSCHREK_2000", 2000, "vox_panzer", 5 ); // Flamethrower add_zombie_weapon( "m2_flamethrower_zombie", &"ZOMBIE_WEAPON_M2_FLAMETHROWER_3000", 3000, "vox_flame", 7); add_zombie_weapon( "m2_flamethrower_zombie_upgraded", &"ZOMBIE_WEAPON_M2_FLAMETHROWER_3000", 3000, "vox_flame", 7); // Special add_zombie_weapon( "mine_bouncing_betty", &"ZOMBIE_WEAPON_SATCHEL_2000", 2000, "" ); add_zombie_weapon( "mortar_round", &"ZOMBIE_WEAPON_MORTARROUND_2000", 2000, "" ); add_zombie_weapon( "satchel_charge", &"ZOMBIE_WEAPON_SATCHEL_2000", 2000, "vox_monkey", 3 ); add_zombie_weapon( "zombie_cymbal_monkey", &"ZOMBIE_WEAPON_SATCHEL_2000", 2000, "vox_monkey", 3 ); add_zombie_weapon( "ray_gun", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 ); add_zombie_weapon( "ray_gun_upgraded", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 ); add_zombie_weapon( "tesla_gun", &"ZOMBIE_BUY_TESLA", 10, "vox_tesla", 5 ); add_zombie_weapon( "tesla_gun_upgraded", &"ZOMBIE_BUY_TESLA", 10, "vox_tesla", 5 ); if(level.script != "nazi_zombie_prototype") { Precachemodel("zombie_teddybear"); } // ONLY 1 OF THE BELOW SHOULD BE ALLOWED add_limited_weapon( "m2_flamethrower_zombie", 1 ); add_limited_weapon( "tesla_gun", 1); } //remove this function and whenever it's call for production. this is only for testing purpose. add_limited_tesla_gun() { weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" ); for( i = 0; i < weapon_spawns.size; i++ ) { hint_string = weapon_spawns[i].zombie_weapon_upgrade; if(hint_string == "tesla_gun") { weapon_spawns[i] waittill("trigger"); weapon_spawns[i] trigger_off(); break; } } } add_limited_weapon( weapon_name, amount ) { if( !IsDefined( level.limited_weapons ) ) { level.limited_weapons = ; } level.limited_weapons[weapon_name] = amount; } // For pay turrets init_pay_turret() { pay_turrets = ; pay_turrets = GetEntArray( "pay_turret", "targetname" ); for( i = 0; i < pay_turrets.size; i++ ) { cost = level.pay_turret_cost; if( !isDefined( cost ) ) { cost = 1000; } pay_turrets[i] SetHintString( &"ZOMBIE_PAY_TURRET", cost ); pay_turrets[i] SetCursorHint( "HINT_NOICON" ); pay_turrets[i] UseTriggerRequireLookAt(); pay_turrets[i] thread pay_turret_think( cost ); } } // For buying weapon upgrades in the environment init_weapon_upgrade() { weapon_spawns = ; weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" ); for( i = 0; i < weapon_spawns.size; i++ ) { hint_string = get_weapon_hint( weapon_spawns[i].zombie_weapon_upgrade ); weapon_spawns[i] SetHintString( hint_string ); weapon_spawns[i] setCursorHint( "HINT_NOICON" ); weapon_spawns[i] UseTriggerRequireLookAt(); weapon_spawns[i] thread weapon_spawn_think(); model = getent( weapon_spawns[i].target, "targetname" ); model hide(); } } // weapon cabinets which open on use init_weapon_cabinet() { // the triggers which are targeted at doors weapon_cabs = GetEntArray( "weapon_cabinet_use", "targetname" ); for( i = 0; i < weapon_cabs.size; i++ ) { weapon_cabs[i] SetHintString( &"ZOMBIE_CABINET_OPEN_1500" ); weapon_cabs[i] setCursorHint( "HINT_NOICON" ); weapon_cabs[i] UseTriggerRequireLookAt(); } array_thread( weapon_cabs, ::weapon_cabinet_think ); } // returns the trigger hint string for the given weapon get_weapon_hint( weapon_name ) { AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." ); return level.zombie_weapons[weapon_name].hint; } get_weapon_cost( weapon_name ) { AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." ); return level.zombie_weapons[weapon_name].cost; } get_ammo_cost( weapon_name ) { AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." ); return level.zombie_weapons[weapon_name].ammo_cost; } get_is_in_box( weapon_name ) { AssertEx( IsDefined( level.zombie_weapons[weapon_name] ), weapon_name + " was not included or is not part of the zombie weapon list." ); return level.zombie_weapons[weapon_name].is_in_box; } is_weapon_upgraded( weaponname ) { if( !isdefined( weaponname ) ) { return false; } weaponname = ToLower( weaponname ); upgraded = issubstr( weaponname, "_upgraded" ); return upgraded; } has_upgrade( weaponname ) { has_upgrade = false; if( IsDefined( level.zombie_include_weapons[weaponname+"_upgraded"] ) ) { has_upgrade = self HasWeapon( weaponname+"_upgraded" ); } return has_upgrade; } has_weapon_or_upgrade( weaponname ) { has_weapon = false; if (self maps\_laststand::player_is_in_laststand()) { for( m = 0; m < self.weaponInventory.size; m++ ) { if (self.weaponInventory[m] == weaponname || self.weaponInventory[m] == weaponname+"_upgraded" || self.weaponInventory[m] == weaponname+"_upgraded_upgraded") { has_weapon = true; } } } else { // If the weapon you're checking doesn't exist, it will return undefined if( IsDefined( level.zombie_include_weapons[weaponname] ) ) { has_weapon = self HasWeapon( weaponname ); } if( !has_weapon && isdefined( level.zombie_include_weapons[weaponname+"_upgraded"] ) ) { has_weapon = self HasWeapon( weaponname+"_upgraded" ); } if( !has_weapon && isdefined( level.zombie_include_weapons[weaponname+"_upgraded_upgraded"] ) ) { has_weapon = self HasWeapon( weaponname+"_upgraded_upgraded" ); } } return has_weapon; } using_weapon_or_upgrade( weaponname ) { if( self GetCurrentWeapon() == weaponname || self GetCurrentWeapon() == weaponname+"_upgraded" || self GetCurrentWeapon() == weaponname+"_upgraded_upgraded" ) { return true; } return false; } // for the random weapon chest treasure_chest_init() { flag_init("moving_chest_enabled"); flag_init("moving_chest_now"); level.chests = GetEntArray( "treasure_chest_use", "targetname" ); if (level.chests.size > 1) { flag_set("moving_chest_enabled"); while ( 1 ) { level.chests = array_randomize(level.chests); if( isdefined( level.random_pandora_box_start ) ) break; if ( !IsDefined( level.chests[0].script_noteworthy ) || ( level.chests[0].script_noteworthy != "start_chest" ) ) { break; } } level.chest_index = 0; while(level.chest_index < level.chests.size) { if( isdefined( level.random_pandora_box_start ) ) break; if(level.chests[level.chest_index].script_noteworthy == "start_chest") { break; } level.chest_index++; } //init time chest accessed amount. if(level.script != "nazi_zombie_prototype") { level.chest_accessed = 0; } if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "hallway" ) { // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too anchor = GetEnt(level.chests[level.chest_index].target, "targetname"); anchorTarget = GetEnt(anchor.target, "targetname"); level.pandora_light = Spawn( "script_model", anchorTarget.origin ); level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0); //temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05); level.pandora_light SetModel( "tag_origin" ); playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin"); } // DCS:) { // Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too anchor = GetEnt(level.chests[level.chest_index].target, "targetname"); anchorTarget = GetEnt(anchor.target, "targetname"); level.pandora_light = Spawn( "script_model", anchorTarget.origin ); level.pandora_light.angles = (-90, 0, 0); level.pandora_light SetModel( "tag_origin" ); //playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin"); } //determine magic box starting location at random or normal init_starting_chest_location(); } array_thread( level.chests, ::treasure_chest_think ); } init_starting_chest_location() { for( i = 0; i < level.chests.size; i++ ) { if( isdefined( level.random_pandora_box_start ) && level.random_pandora_box_start == true ) { if( i != 0 ) { level.chests[i] hide_chest(); } else { level.chest_index = i; unhide_magic_box( i ); } } else { if ( !IsDefined(level.chests[i].script_noteworthy ) || ( level.chests[i].script_noteworthy != "start_chest" ) ) { level.chests[i] hide_chest(); } else { level.chest_index = i; unhide_magic_box( i ); } } } } unhide_magic_box( index ) { //PI CHANGE - altered to allow for more than one piece of rubble rubble = getentarray( level.chests[index].script_noteworthy + "_rubble", "script_noteworthy" ); if ( IsDefined( rubble ) ) { for ( x = 0; x < rubble.size; x++ ) { rubble[x] hide(); } //END PI CHANGE } else { println( "^3Warning: No rubble found for magic box" ); } } set_treasure_chest_cost( cost ) { level.zombie_treasure_chest_cost = cost; } hide_chest() { pieces = self get_chest_pieces(); for(i=0;i<pieces.size;i++) { pieces[i] disable_trigger(); pieces[i] hide(); } } get_chest_pieces() { // self = trigger lid = GetEnt(self.target, "targetname"); org = GetEnt(lid.target, "targetname"); box = GetEnt(org.target, "targetname"); pieces = ; pieces[pieces.size] = self; pieces[pieces.size] = lid; pieces[pieces.size] = org; pieces[pieces.size] = box; return pieces; } play_crazi_sound() { self playlocalsound("laugh_child"); } show_magic_box() { pieces = self get_chest_pieces(); for(i=0;i<pieces.size;i++) { pieces[i] enable_trigger(); } // PI_CHANGE_BEGIN - JMA - we want to play another effect on swamp anchor = GetEnt(self.target, "targetname"); anchorTarget = GetEnt(anchor.target, "targetname"); if(isDefined(level.script) && (level.script != "nazi_zombie_sumpf") && (level.script != "nazi_zombie_factory") ) { playfx( level._effect["poltergeist"],pieces[0].origin); } else { level.pandora_light.angles = (-90, anchorTarget.angles[1] + 180, 0); level.pandora_light moveto(anchorTarget.origin, 0.05); wait(1); playfx( level._effect["lght_marker_flare"],level.pandora_light.origin ); // playfxontag(level._effect["lght_marker_flare"], level.pandora_light, "tag_origin"); } // PI_CHANGE_END playsoundatposition( "box_poof", pieces[0].origin ); wait(.5); for(i=0;i<pieces.size;i++) { if( pieces[i].classname != "trigger_use" ) { pieces[i] show(); } } pieces[0] playsound ( "box_poof_land" ); pieces[0] playsound( "couch_slam" ); } treasure_chest_think() { cost = 950; if( IsDefined( level.zombie_treasure_chest_cost ) ) { cost = level.zombie_treasure_chest_cost; } else { cost = self.zombie_cost; } self set_hint_string( self, "default_treasure_chest_" + cost ); self setCursorHint( "HINT_NOICON" ); //self thread decide_hide_show_chest_hint( "move_imminent" ); // waittill someuses uses this user = undefined; while( 1 ) { self waittill( "trigger", user ); if( user in_revive_trigger() ) { wait( 0.1 ); continue; } // make sure the user is a player, and that they can afford it if( is_player_valid( user ) && user.score >= cost ) { user maps\_zombiemode_score::minus_to_player_score( cost ); break; } else if ( user.score < cost ) { user thread maps\_zombiemode_perks::play_no_money_perk_dialog(); continue; } wait 0.05; } // trigger_use->script_brushmodel lid->script_origin in radiant lid = getent( self.target, "targetname" ); weapon_spawn_org = getent( lid.target, "targetname" ); //open the lid lid thread treasure_chest_lid_open(); // SRS 9/3/2008: added to help other functions know if we timed out on grabbing the item self.timedOut = false; // mario kart style weapon spawning weapon_spawn_org thread treasure_chest_weapon_spawn( self, user ); // the glowfx weapon_spawn_org thread treasure_chest_glowfx(); // take away usability until model is done randomizing self disable_trigger(); weapon_spawn_org waittill( "randomization_done" ); if (flag("moving_chest_now")) { user thread treasure_chest_move_vo(); self treasure_chest_move(lid); } else { // Let the player grab the weapon and re-enable the box // self.grab_weapon_hint = true; self.chest_user = user; self sethintstring( &"ZOMBIE_TRADE_WEAPONS" ); self setCursorHint( "HINT_NOICON" ); self setvisibletoplayer( user ); // Limit its visibility to the player who bought the box self enable_trigger(); self thread treasure_chest_timeout(); // make sure the guy that spent the mo