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[HELP (Please)] Scripting easter egg, zone, and starting loadout

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Created 11 years ago
by SadBoyPro
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Date Registered: 11 July 2014
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Hey guys I am in need of some help. I am new to modding however I have an issue with an idea that I've got in my head (I have not a clue what I'm doing  :o... yet)

Basically I want to create an easter egg of say 6 teddies which then opens a door as a result.

Also have 3 guns which are only purchasable by 3 players respective to each gun.


If you can help me solve this I will credit you in the final version once the build is complete  ;)

Post Merge: July 11, 2014, 08:25:11 pm
Ok so I've been doing some digging and figured out some code for the teddies especially the objective notification to trigger at the beginning.

If anyone could clarify if this is correct as i currently don't have access to my Windows PC that would be great :)

—————————————————
CUSTOM INTRO OBJECTIVE TEXT
—————————————————
objective ()
{
   trig = getent ( “objective”, “targetname” );
   trig waittill (“trigger”);
   wait(10);
   iprintln ( “Objective: In order to return to your time..” );
   wait(5);
   iprintln ( “Find the teddies to unlock the secret room” );
   wait(2);
   iprintln ( “Travel to the pit.. you will need the points” );
   wait(2);
   iprintln ( “Use the Eintein Rosenbridge to traverse time and space” );
   wait(5);
   iprintln ( “Good luck” );
}

thread objective();

—————————
SBP EASTER EGG
—————————
*teddy holding knife*

tmdewait( trig )
{
   trig waittill ( “trigger”, player );
   trig delete ();
   imprint inbold ( “You found a savage teddy” );
   self notify ( “got_easter” );
}

thread secret_teddies();


Post Merge: July 12, 2014, 06:43:31 am
Hey I've done some more thinking and what not with respects to the load out and id like to start the player with a weapon then replace it. I was wondering if these strings are correct?

add_weapon( “weaponname1”);
wait 20;
remove_weapon( “weaponname1”);
wait 0.5;
add_weapon(“weaponname2”);

set_switch_weapon( “weaponname1”);
wait 20.5;
set_switch_weapon( “weaponname2”);

set_laststand_pistol(“weaponname2”);
Last Edit: July 12, 2014, 06:43:31 am by SadBoyPro
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You have alot of bad syntax errors in there i would fix those but im on mobile
look in some scripts wich are posted here and look how theyare setup
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Basically I want to create an easter egg of say 6 teddies which then opens a door as a result.


I have a script specifically for this purpose. It is here: http://ugx-mods.com/forum/index.php?topic=2880.0

Follow the Initial Setup instructions and then:

You would change this line:
Code Snippet
Plaintext

thread Each_puzzle(0,"ee","ee_b","",0,"secret_door","","");


to this:

Code Snippet
Plaintext

thread Each_puzzle(6,"ee","ee_b","",0,"secret_door","","");


Make the targetname kvps of the script_model teddies: ee_b1, ee_b2, ee_b3, ee_b4, ee_b5, ee_b6
Make the targetname kvps of the triggers for the teddies: ee_b1_trig, ee_b2_trig, ee_b3_trig, ee_b4_trig, ee_b5_trig, ee_b6_trig
Make the targetname kvps of the script_brushmodel doors: secret_door
Make the script_vector kvps of the script_brushmodel doors, the x y z movement for the secret door, i.e: 0 0 100

And I am pretty sure that is it.
Last Edit: July 15, 2014, 04:48:53 pm by MakeCents

 
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