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making a shoot able perk ee

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Created 11 years ago
by Tommy Rampage
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Location: gbUnited Kingdom
Date Registered: 25 February 2015
Last active: 9 years ago
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Tommy Rampage's Groups
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hello guys wondering if i could get some help please im trying to make a EE where you have to shoot things to get all the perks using Ege115  BO1/BO2 style easter egg reward so far i have this but im not sure how i would call the perk script after the last bottle has been shot sorry if this is nooby but im still learning

Thanks Alot
-Tommy


Code Snippet
Plaintext
//Secret_Easter_Egg
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");

}
Marked as best answer by Tommy Rampage 11 years ago
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[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
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Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
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This user has access to the Black Ops 3 Modtools Alpha
Code Snippet
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#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();
}
Code is from Rollonmath42's maps "Refinery"
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Location: gbUnited Kingdom
Date Registered: 25 February 2015
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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
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[UGX] Documentation Writer & Programmer
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DidUknowiPwn's Groups
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Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
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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
Primary one is canes_think(), update teh self waittill("damage") with the player mod and other bullshit related to it and increase their limit. The rest of the script is basically useless (apart from the init stuff).
broken avatar :(
×
broken avatar :(
Location: gbUnited Kingdom
Date Registered: 25 February 2015
Last active: 9 years ago
Posts
42
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
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Personal Quote
Lets Slay Some Stiff's
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Tommy Rampage's Groups
Tommy Rampage's Contact & Social LinksTommyRampagedaslovegloveTommy_rampage@DASLOVEGLOVE
Thanks alot for taking the time to help man +2000  ;D

 
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