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#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
init()
{
thread cherry_init();
}
cherry_init()
{
for( ;; )
{
level waittill( "connecting", player );
player thread wait_for_weapon_reload();
}
}
wait_for_weapon_reload()
{
self endon( "disconnect" );
self waittill( "spawned_player" );
for( ;; )
{
self waittill( "reload_start" );
if(self HasPerk( "specialty_fireproof" ))
{
self playlocalsound("mx_flash");
PlayFxOnTag( level._effect["dog_gib"], self, "tag_origin" );
level thread _Cherry_kill(self.origin);
}
}
}
_Cherry_kill(pos)
{
target = getAiSpeciesArray("axis", "all");
for(i=0;i<target.size;i++)
{
if(distance(pos, target[i].origin) < 150)
// if(!target.godtocherry)
{
//if(target[i] isfine())
//{
target[i] thread zombie_death_bolt();
//}
}
}
}
zombie_death_bolt()
{
if(!self.has_legs)
return;
self thread bolt_death_fx();
playSoundAtPosition("mx_shock", self.origin);
}
bolt_death_fx()
{
self thread maps\dlc3_code::zombie_elec_death( randomint(100) );
PlayFxOnTag( level._effect["dog_gib"], self, "tag_origin" );
}lose_cherry()
{
self waittill_any( "fake_death", "death", "player_downed" );
self UnsetPerk( "specialty_fireproof" );
}self cherry_shader destroy();![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
the shader was getting destroyed anyways but the black ops perks didnt had that unset perk function ._. what a fail, i thought it was my code which was causing problems. ok so now its official i have fully working electric cherry and vulture aid :'D!