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Need help with various issues I'm having

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Created 8 years ago
by Wunderful
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Alright, I've got a list of problems here that I'm hoping someone will be able to help me out with:

1. I'm using Bam's electric cherry with Harrybo21's perks (because I like area of effect of Bam's cherry more) I finally got it to completely work with Harry's power & perks except for one issue: the cherry perk shader doesn't disappear when I go down. How do I fix that? Done!

2. I'm currently using this tutorial for character randomization and character-specific viewhands: https://ugx-mods.com/forum/index.php?topic=7214.0

My friend gave me the Origins viewhands to use in my map, but I can only get 1 at a time to work (with the others my gun is just floating in my face) and furthermore the viewhands look like this in game: http://i.imgur.com/EJeJMYX.jpg

I had BO1 Nikolai's before and they looked fine, except my mauser had a scope on it for some odd reason.

3. How do I make the player able to take 3 hits without Jugg (2-hit redscreen, like BO3)? Done!

Thanks for any help  :alone:
Last Edit: May 08, 2016, 02:11:11 pm by Wunderful
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1. It would have been easier to just replace Harry's fx with Bam's one, but anyway. You probably didn't include the perk in self.perk_inventory or the shader in self.perk_hud.

2. Can't help you here.

3. I think you have to edit _load.gsc. Find onPlayerSpawned() function and replace "100" with "130" (maybe, not sure which number it should be) in this line:
Code Snippet
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self.maxhealth = 100;
Also, change its value in _zombiemode_perks so it works with jugg:
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set_zombie_var( "juggernog_health_normal",			130 );
Don't know if you have to do anything else.
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1. It would have been easier to just replace Harry's fx with Bam's one, but anyway. You probably didn't include the perk in self.perk_inventory or the shader in self.perk_hud.

2. Can't help you here.

3. I think you have to edit _load.gsc. Find onPlayerSpawned() function and replace "100" with "130" (maybe, not sure which number it should be) in this line:
Code Snippet
Plaintext
self.maxhealth = 100;
Also, change its value in _zombiemode_perks so it works with jugg:
Code Snippet
Plaintext
set_zombie_var( "juggernog_health_normal",			130 );
Don't know if you have to do anything else.
Ive been told that 50 is 1 hit, so 150 should be three its before going down.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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bams one is "infinite damage" at a pretty random range, and doesnt go off on down

my perks should "already" be taken on down so im guessing you havent set it up right

just go change my cherry code to his if you want it rather than adding it seperetely
Last Edit: May 05, 2016, 12:01:25 pm by Harry Bo21
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Ive been told that 50 is 1 hit, so 150 should be three its before going down.
It's actually 60 per hit, so 60*2=120; 130-120=10. If you get two hits, you have 10 points of health left, maybe enough to have red screen.
In fact, jugg health is 250 (60*4=240, 250-240=10, so you get red screen with four hits).
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You probably didn't include the perk in self.perk_inventory or the shader in self.perk_hud.

How do I do that?

3. I think you have to edit _load.gsc. Find onPlayerSpawned() function and replace "100" with "130" (maybe, not sure which number it should be) in this line:
Code Snippet
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self.maxhealth = 100;
Also, change its value in _zombiemode_perks so it works with jugg:
Code Snippet
Plaintext
set_zombie_var( "juggernog_health_normal",			130 );
Don't know if you have to do anything else.

Thanks! I just changed the maxhealth in _load & _zombiemode_perks and it worked! Can cross that one off the list.

bams one is "infinite damage" at a pretty random range, and doesnt go off on down

my perks should "already" be taken on down so im guessing you havent set it up right

just go change my cherry code to his if you want it rather than adding it seperetely

I dunno... i've already done a lot so that his cherry works perfectly with the rest of your perks, this is the only issue I'm having XD I feel like that would be a lot more complicated too

Anyone know what's going on with the viewhand problem?
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Did you use a valid specialty?

I'd need to see your code
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About the 3 Hits, do you tested it on COOP? and the Quick Revive in Solo? In my map as was having issues with this and i needed to change a lot of Health values. "_load.gsc ", "_laststand.gsc" and "_zombiemode_perks.gsc" i have created a tutorial for it. You can check the "Script/Tutotial Section. :)
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Did you use a valid specialty?

I'd need to see your code

I'm using specialty_boost

This is my _zombiemode_perks atm: http://pastebin.com/xQSaf6Zb

This definitely isn't the best way to do it, I'm awful at scripting so i basically just tacked code from the original _zombiemode_perks onto the end of your version until i stopped getting syntax errors  :poker: it works though except for the shader issue

This is the code for bam's electric cherry: http://pastebin.com/2DkrQQWZ

Thanks for taking a look :)

About the 3 Hits, do you tested it on COOP? and the Quick Revive in Solo? In my map as was having issues with this and i needed to change a lot of Health values. "_load.gsc ", "_laststand.gsc" and "_zombiemode_perks.gsc" i have created a tutorial for it. You can check the "Script/Tutotial Section. :)

It does work for after you go down and get revived with QR. In fact it even works with my Who's Who :D I haven't tested it in coop but if I have more problems I'll check out your tut for sure :)
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well this is why it isnt working

your not using my perk system at all, youve effectively got "two" perk systems now

perk_think "should" be a function for judging when to "lose" perks but for some odd reason i have the "give" perk code in there - thats your problem. But there will be others

i will edit it later for you
Last Edit: May 06, 2016, 02:16:17 pm by Harry Bo21
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I'm using specialty_boost

This is my _zombiemode_perks atm: http://pastebin.com/xQSaf6Zb

This definitely isn't the best way to do it, I'm awful at scripting so i basically just tacked code from the original _zombiemode_perks onto the end of your version until i stopped getting syntax errors  :poker: it works though except for the shader issue

This is the code for bam's electric cherry: http://pastebin.com/2DkrQQWZ

Thanks for taking a look :)

It does work for after you go down and get revived with QR. In fact it even works with my Who's Who :D I haven't tested it in coop but if I have more problems I'll check out your tut for sure :)
I going to update my topic. :)
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there, but i still really recommend against using this, i can see tons of issues instantly, removed the ridiculous second flag wait that would fuck up a restart game

use my cherry prefab, my cherry is disabled, his should run

let me know if theres any errors as i have no way to run the game to check

and disinclude his script, its now in the bottom of this


- note - you say you prefer his range and damage - his range doesnt check "height" so will hit zombies above and below you no matter how far away and im guessing you totally missed that you can edit one line at the top of my perks to adjust the damage, range and reward score for my cherry...
Last Edit: May 07, 2016, 10:36:53 am by Harry Bo21
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there, but i still really recommend against using this, i can see tons of issues instantly, removed the ridiculous second flag wait that would fuck up a restart game

use my cherry prefab, my cherry is disabled, his should run

let me know if theres any errors as i have no way to run the game to check

and disinclude his script, its now in the bottom of this


- note - you say you prefer his range and damage - his range doesnt check "height" so will hit zombies above and below you no matter how far away and im guessing you totally missed that you can edit one line at the top of my perks to adjust the damage, range and reward score for my cherry...

Thank you so much for fixing the script for me, but unfortunately I get an error: http://i.imgur.com/3nIqdWH.png
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#include maps\_zombiemode_net;

add that to the top
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#include maps\_zombiemode_net;

add that to the top

new error: http://i.imgur.com/meWIJk5.png

 
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