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Need help with Custom Easter Egg

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Created 10 years ago
by ItsLowrider5
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So I have been making a custom map of my own and I've wanted to figure out how to make a custom Easter Egg? Like the Fly Trap from The Giant, shoot three things and a Pack A Punched Gun spawns in a certain spot in the map. I would love to learn how to do this, any help would be appreciated
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It's not hard to do. Place some triggers in Radiant, place one struct or multiple ones if you like where you would like to spawn the guns. Create a script where you wait untill a player shoot the triggers. Then spawn the model of the gun at the struct origins - if you would like to make them like a powerup, you can check the distance. If the player is near the struct/gun you give the gun to the player, delete the model and you a fine.

If you need more help, you can pm me ;)
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shoot three things and a Pack A Punched Gun spawns in a certain spot in the map. I would love to learn how to do this, any help would be appreciated

Here is a basic shoot things with a check for when all things are shot script

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ShootThingsInit(){
   //thread ShootThingsInit();//thread this somewhere
   things = GetEntArray( "things","targetname" );//triggers or ents to shoot
   level.things = things.size;
   array_thread( things,::ShootThings );
}
ShootThings(){
   self waittill( "trigger" );//can also use self waittill("damage");//for ents that are shootable
   level.things--;
   if(level.things<=0){
      //reward here, spawn pap, or weapons, or whatever
      IPrintLnBold( "You shot all things" );
   }
}
Last Edit: August 22, 2016, 12:17:22 pm by MakeCents
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Here is a basic shoot things with a check for when all things are shot script

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ShootThingsInit(){
   //thread ShootThingsInit();//thread this somewhere
   things = GetEntArray( "things","targetname" );//triggers or ents to shoot
   level.things = things.size;
   array_thread( things,::ShootThings );
}
ShootThings(){
   self waittill( "trigger" );//can also use self waittill("damage");//for ents that are shootable
   level.things--;
   if(level.things<=0){
      //reward here, spawn pap, or weapons, or whatever
      IPrintLnBold( "You shot all things" );
   }
}

Where would I put this, what items do I place, what keys and values would I put, and an example of how you would use this with a gun would be helpful thank you. Sorry if I seem like a noob at this, cause I am.
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You would place this at the end of your mapname.gsc and thread it at the top under
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maps\_zombiemode::main();
put
Code Snippet
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thread ShootThingsInit();

You can use any items you want, just make sure it is a script model with the Key: Targetname, Value: things.

Also instead of
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self waittill("trigger")
use
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self waittill("damage");
Last Edit: August 23, 2016, 02:21:30 am by Dust
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And I forgot to delete the trigger, after you waittill add this to delete it.
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   self delete();//for clean up of ents


 
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