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Secret_trigger()
{
door = getEnt("secret_door","targetname");
trig = getEnt("secret_trigger","targetname");
trig = getEnt("secret_trigger1","targetname");
trig = getEnt("secret_trigger2","targetname");
trig waittill("trigger");
trig waittill("trigger1");
trig waittill("trigger2");
}![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_loadout;
init()
{
level thread init_ee();
}
init_ee()
{
level.num_trees_lit = 0;
level.ee_trees_captured = false;
trees = GetEntArray("ee_trees", "targetname");
array_thread(trees, ::trees_think);
level._effect["soul"] = LoadFX("rollon/zombie_soul");
level._effect["cc_lit"] = LoadFX("rollon/candy_cane_lit");
//DUKIP Easter Egg ftw
level.num_candy_canes_hit = 0;
canes = GetEntArray("ee_candy_canes", "targetname");
array_thread(canes, ::canes_think);
}
canes_think()
{
self SetCanDamage(true);
self waittill("damage");
PlayFXOnTag(level._effect["cc_lit"], self, "tag_origin");
level.num_candy_canes_hit++;
if(level.num_candy_canes_hit == 10)
level thread SpawnThePresent();
self SetCanDamage(false);
}
trees_think()
{
self.num_souls_absorbed = 0;
num_souls_required = 150;
waittillframeend;
while(self.num_souls_absorbed < num_souls_required)
{
self waittill("absorb_soul");
self.num_souls_absorbed++;
}
level.num_trees_lit++;
if(level.num_trees_lit == 4)
{
level.ee_trees_captured = true;
flag_set("ee_trees_done");
}
players = get_players();
for(i = 0; i < players.size; i++)
players[i] PlaySound("trees_complete");
self trigger_off();
}
SpawnThePresent()
{
players = get_players();
for(i = 0; i < players.size; i++)
players[i] PlaySound("present_gained");
presents = GetStructArray("ee_presents", "targetname");
whichPresent = RandomInt(presents.size);
swagPresent = Spawn("script_model", presents[whichPresent].origin - (0, 0, 12));
swagPresent SetModel("xmas_large_present_blue");
swagPresent Show();
swagPresent Solid();
presents[whichPresent] thread ThePresent();//is a lie
}
ThePresent()//jk it's real :o
{
self.trigger = Spawn("trigger_radius", self.origin, 9, 80, 64);
self.trigger UseTriggerRequireLookAt();
self.trigger SetCursorHint("HINT_NOICON");
self.trigger SetHintString("Press &&1 to pick up the ULTIMATE 1337 WEAPON");
while(true)
{
self.trigger waittill("trigger", player);
if(!player UseButtonPressed() && !player maps\_laststand::player_is_in_laststand())
continue;
self.trigger trigger_off();
hasWeapons = player GetWeaponsListPrimaries();
if(hasweapons.size > 1)
{
curWeapon = player GetCurrentWeapon();
player TakeWeapon(curWeapon);
player GiveWeapon("ray_gun_upgraded");
player GiveMaxAmmo("ray_gun_upgraded");
player SwitchToWeapon("ray_gun_upgraded");
}
else
{
player GiveWeapon("ray_gun_upgraded");
player GiveMaxAmmo("ray_gun_upgraded");
player SwitchToWeapon("ray_gun_upgraded");
}
IPrintLnBold("This reward is not final, will be changed in final release.");
wait 0.05;
self MoveTo(self.origin - (0,0,100), 0.5, 0.05, 0.05);
self waittill("movedone");
self Delete();
break;
}
}
doSoul(object, fx, override)
{
soul = Spawn("script_model", self.origin);
soul SetModel("tag_origin");
PlayFXOnTag(fx, soul, "tag_origin");
if(isDefined(override))
soul MoveTo((-312, 1360, 424), 10, 1, 1);
else
soul MoveTo(object.origin + (0, 0, 128), 2, 0.05, 0.05);
soul waittill("movedone");
wait 0.05;
soul delete();
}
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Thanks for that i appreciate all help you can give. but im still unsure of what id have to change to make it so it would call the perks script after shooting ie some perk bottles around the map
Sorry im still in the early stages of learning
again Thanks alot
-Tommy
