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making the player say a line when a powerup is picked up

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Created 3 years ago
by Bac0NM0nst3r
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Hello, i recently added in a custom powerup into my map by breaking someone else's custom power up (whoops). It works fine, but i would like to make the player say the quote as if the player picked up a max ammo powerup when they picl up my custom power up. How would i go about doing that?
Last Edit: October 24, 2020, 02:50:23 am by Bac0NM0nst3r
Marked as best answer by Bac0NM0nst3r 3 years ago
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Date Registered: 20 September 2013
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My published cod maps:

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Enclosed (a.k.a baconcube)
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Black Ops Perks: https://www.ugx-mods.com/forum/scripts/55/call-of-duty-world-at-war-black-ops-perks/22180/
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Nice you stole someone his powerup (Atleast credit the guy you stole it from) but I will help with the sound:
  • Tutorial adding sounds: https://youtu.be/wVmWFarXQpk
  • I guess at the beginning you add this?: add_zombie_powerup( "CUSTOM PERK NAME", "MODEL", "TEXT");
  • Then you need to find this: powerup_grab()
In the method you see this:
Code Snippet
Plaintext
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);    

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }    
}
change it to this:
Code Snippet
Plaintext
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);    

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;
                    case "CUSTOM PERK NAME":
                        // FUNCTION METHOD
                        players[i] thread powerup_vo("full_ammo");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }    
}
And you are done.
Last Edit: October 25, 2020, 10:41:59 pm by gympie6
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Date Registered: 9 August 2016
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Nice you stole someone his powerup (Atleast credit the guy you stole it from) but I will help with the sound:
  • Tutorial adding sounds: https://youtu.be/wVmWFarXQpk
  • I guess at the beginning you add this?: add_zombie_powerup( "CUSTOM PERK NAME", "MODEL", "TEXT");
  • Then you need to find this: powerup_grab()
In the method you see this:
Code Snippet
Plaintext
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);    

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }    
}
change it to this:
Code Snippet
Plaintext
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);    

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;
                    case "CUSTOM PERK NAME":
                        // FUNCTION METHOD
                        players[i] thread powerup_vo("full_ammo");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }    
}
And you are done.
Thanks! and whoops, didnt know i shouldve credited outside a map post. I broke Gogeta's death machine powerup and somehow edited it to be an unlimited ammo powerup, now if i can just learn how to put images onto my posts because im ready to relesase  a map now...

 
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