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
i dont think your understanding how to manipulate stuff like this, its not as simple as just defining a variable?
You need to go edit the damage dealt in the zombiemode_spawner.gsc or thread a function on zombies waiting to catch damage, and deal more if needed
Something ^ like that, not just "have perk so do more", thats fine for stuff that "already exists" in WaW, but not for things that are not
example setting specialty detectexplosive in WaW does nothing, in black ops it automatically sets up the PHD stuff pretty much
You need to think about "what" you want
so
"I want to have a perk that deals damage"
next step
"Where is damag handling dealt"
zombiemode_spawner
"ok where could i catch it"
"zombie_damage() or zombie_damage_ads() functions"
bingo
is there another way i could do this?
well I could have a check on zombies to see when they get damaged and who by? Where would i put that?
"Oh, i can thread it on zombies, so i can literally put it anywhere, just needs to be in a loop, that constantly checks for a zombie spawning, and applies my new thread to it in that case"
^ The above is how i did my proper double tap, its all about working out what is being handled and where
i dont think your understanding how to manipulate stuff like this, its not as simple as just defining a variable?
You need to go edit the damage dealt in the zombiemode_spawner.gsc or thread a function on zombies waiting to catch damage, and deal more if needed
Something ^ like that, not just "have perk so do more", thats fine for stuff that "already exists" in WaW, but not for things that are not
example setting specialty detectexplosive in WaW does nothing, in black ops it automatically sets up the PHD stuff pretty much
You need to think about "what" you want
so
"I want to have a perk that deals damage"
next step
"Where is damag handling dealt"
zombiemode_spawner
"ok where could i catch it"
"zombie_damage() or zombie_damage_ads() functions"
bingo ;)
is there another way i could do this?
well I could have a check on zombies to see when they get damaged and who by? Where would i put that?
"Oh, i can thread it on zombies, so i can literally put it anywhere, just needs to be in a loop, that constantly checks for a zombie spawning, and applies my new thread to it in that case"
^ The above is how i did my proper double tap, its all about working out what is being handled and where
I've been looking threw it for a while now on those threads and it seems those are damage being inflicted by a certain gun.
It sounds like it would be under zombie_damage but I'm not good at scripting.
Last Edit: August 06, 2015, 11:10:58 pm by MJPWGaming
zombie_damage is called "after" the damage is dealt and used to distribute points and other specifics
the damage or damage "mod" used to deal that damage is used and available in that function, cant be more specific as i cant see it
and it has nothing to do with "which gun" hit them. Whe you hit a zombie, zombie.attacker is set to player and zombie.damageWeapon is set to their current weapon
on the next hit, these values are changed again
so you would "catch" the damage here, and deal "additional" damage on top, to give the effect of more power
Last Edit: August 06, 2015, 11:16:33 pm by Harry Bo21
You could also start from zombie_gib_on_damage() in _zombiemode_spawner, that's allready waiting for damage being applied to the zombie. You can get the amount of damage, damagemod, damageweapon etc etc
Code Snippet
Plaintext
while( 1 ) { self waittill( "damage", amount, attacker, direction_vec, point, type );
You could also start from zombie_gib_on_damage() in _zombiemode_spawner, that's allready waiting for damage being applied to the zombie. You can get the amount of damage, damagemod, damageweapon etc etc
Code Snippet
Plaintext
while( 1 ) { self waittill( "damage", amount, attacker, direction_vec, point, type );
What stuffy has showed you here, is pretty much the same as my double tap
to ensure it only added additional damage "once" i set self.doubletap = true;
after a frame, set is back to undefined, and had the check skipped if it was true
lol, without that, caused the wonderful infinite spawning points on Pros Nacht remake lol