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Scripter Need!!

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Created 11 years ago
by Chunkdogg9
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I am in need of someone that can script me the wonderfizz.

I have the model just need the scripts and the things to make it work!

Please and Thank You!
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I am in need of someone that can script me the wonderfizz.

I have the model just need the scripts and the things to make it work!

Please and Thank You!

look at the waw zombie scripts, i think it is as easy as puting the perks in an array and randomize it when the player buys the trigger. i would help but i got no time right now :L

edit: this might help you  :o

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

wonder_perks()
{
thread fizz_init();
}

fizz_init()
{

perks_array = [];
perks_array[perks_array.size] = "specialty_armorvest";
perks_array[perks_array.size] = "specialty_quickrevive";
perks_array[perks_array.size] = "specialty_fastreload";
perks_array[perks_array.size] = "specialty_rof";

level.Perks = perks_array;

zombie_cost = 2000;
trigger = getEnt("perks","targetname");
trigger setHintString("yolo needs power xD");
trigger SetCursorHint( "HINT_NOICON" );


flag_wait("electricity_on");

wait 1;

while(1)
{
player = undefined
machine = getEnt("fizz","targetname");
trigger setCursorHint("HINT_NOICON");
trigger setHintString("Press &&1 to Buy WonderFizz [Cost: "+zombie_cost+"]");
trigger waittill("trigger",player);
if(player.score >= zombie_cost)
{
player maps\_zombiemode_score::minus_to_player_score( zombie_cost );
trigger setHintString("Please wait...");

player SetPerk( "perks_array" );
    //player SetPerk( "level.Perks" );

wait 1;

}
}
}
Last Edit: February 02, 2014, 08:08:50 pm by jjbradman
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Here you go, a script for the wunderfizz. Just to give you some hints, it only gives the perk, there are no effects that will happen. Script may also need to be modified just a bit but hopefully not much. If you would like it to work with other perks than the main four, then just message back. But here you go hopefully nothing else I forgot.
Code Snippet
Plaintext
Wunderfizz()
{
Cost = 2000;
Trigger = GetEnt( "Wunderfizz", "targetname" ); //Wunderfizz might have to be changed to whatever targetname is or other way around
Trigger SetHintString( "Activate Power" );
Trigger SetCursorHint( "HINT_NOICON" );

flag_wait( "electricity_on" );

while(1)
{
Trigger SetCursorHint( "HINT_NOICON" );
Trigger SetHintString( "Press &&1 for Wunderfizz Perk [Cost: " + Cost + "]" );
Trigger waittill( "trigger", Player );

if(Player.score >= Cost && !Player AllPerks())
{
Player maps\_zombiemode_score::minus_to_player_score( Cost );
Trigger SetHintString( "-Giving Random Perk-" );

while(1)
{
Rand = RandomIntRange( 0, 3 );

if(Rand == 0)
Perk = "specialty_armorvest";
else if(Rand == 1)
Perk = "specialty_quickrevive";
else if(Rand == 2)
Perk = "specialty_fastreload";
else if(Rand == 3)
Perk = "specialty_rof";

if(!Player HasPerk(Perk))
{
Player thread GivePerk( Perk ); //Weapon/Drinking
Player SetPerk( Perk ); //Sets Perk
        Player perk_hud_create( Perk ); //Creates Icon
        Player thread perk_think( Perk ); //Checks if down
        break;
}
else
continue;
}
}
else
self playsound("deny");
}
}
AllPerks()
{
if( self HasPerk("specialty_armorvest") && self HasPerk("specialty_quickrevive") && self HasPerk("specialty_fastreload") && self HasPerk("specialty_rof") )
return true;
return false;
}
GivePerk()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );

if ( self GetStance() == "prone" )
self SetStance( "crouch" );

gun = self GetCurrentWeapon();
weapon = "";

switch( perk )
{
case "specialty_armorvest":
weapon = "zombie_perk_bottle_jugg";
break;

case "specialty_quickrevive":
weapon = "zombie_perk_bottle_revive";
break;

case "specialty_fastreload":
weapon = "zombie_perk_bottle_sleight";
break;

case "specialty_rof":
weapon = "zombie_perk_bottle_doubletap";
break;
}

self GiveWeapon( weapon );
self SwitchToWeapon( weapon );

self waittill_any("fake_death", "death", "player_downed", "weapon_change_complete");

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );

if ( self maps\_laststand::player_is_in_laststand() )
{
self TakeWeapon(weapon);
return;
}

if ( gun != "none" && gun != "mine_bouncing_betty" )
self SwitchToWeapon( gun );
else
{
// try to switch to first primary weapon
primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
self SwitchToWeapon( primaryWeapons[0] );
}

self TakeWeapon(weapon);

if(perk == "specialty_armorvest")
{
self.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
self.health = self.maxhealth;
}
}
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look at the waw zombie scripts, i think it is as easy as puting the perks in an array and randomize it when the player buys the trigger. i would help but i got no time right now :L

I dont know how to script man. I never liked that side of mapping haha

But thanks does yours have the fx and stuff or just a random perk showing up?
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Here you go, a script for the wunderfizz. Just to give you some hints, it only gives the perk, there are no effects that will happen. Script may also need to be modified just a bit but hopefully not much. If you would like it to work with other perks than the main four, then just message back. But here you go hopefully nothing else I forgot.
Code Snippet
Plaintext
Wunderfizz()
{
Cost = 2000;
Trigger = GetEnt( "Wunderfizz", "targetname" ); //Wunderfizz might have to be changed to whatever targetname is or other way around
Trigger SetHintString( "Activate Power" );
Trigger SetCursorHint( "HINT_NOICON" );

flag_wait( "electricity_on" );

while(1)
{
Trigger SetCursorHint( "HINT_NOICON" );
Trigger SetHintString( "Press &&1 for Wunderfizz Perk [Cost: " + Cost + "]" );
Trigger waittill( "trigger", Player );

if(Player.score >= Cost && !Player AllPerks())
{
Player maps\_zombiemode_score::minus_to_player_score( Cost );
Trigger SetHintString( "-Giving Random Perk-" );

while(1)
{
Rand = RandomIntRange( 0, 3 );

if(Rand == 0)
Perk = "specialty_armorvest";
else if(Rand == 1)
Perk = "specialty_quickrevive";
else if(Rand == 2)
Perk = "specialty_fastreload";
else if(Rand == 3)
Perk = "specialty_rof";

if(!Player HasPerk(Perk))
{
Player thread GivePerk( Perk ); //Weapon/Drinking
Player SetPerk( Perk ); //Sets Perk
        Player perk_hud_create( Perk ); //Creates Icon
        Player thread perk_think( Perk ); //Checks if down
        break;
}
else
continue;
}
}
else
self playsound("deny");
}
}
AllPerks()
{
if( self HasPerk("specialty_armorvest") && self HasPerk("specialty_quickrevive") && self HasPerk("specialty_fastreload") && self HasPerk("specialty_rof") )
return true;
return false;
}
GivePerk()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );

if ( self GetStance() == "prone" )
self SetStance( "crouch" );

gun = self GetCurrentWeapon();
weapon = "";

switch( perk )
{
case "specialty_armorvest":
weapon = "zombie_perk_bottle_jugg";
break;

case "specialty_quickrevive":
weapon = "zombie_perk_bottle_revive";
break;

case "specialty_fastreload":
weapon = "zombie_perk_bottle_sleight";
break;

case "specialty_rof":
weapon = "zombie_perk_bottle_doubletap";
break;
}

self GiveWeapon( weapon );
self SwitchToWeapon( weapon );

self waittill_any("fake_death", "death", "player_downed", "weapon_change_complete");

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );

if ( self maps\_laststand::player_is_in_laststand() )
{
self TakeWeapon(weapon);
return;
}

if ( gun != "none" && gun != "mine_bouncing_betty" )
self SwitchToWeapon( gun );
else
{
// try to switch to first primary weapon
primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
self SwitchToWeapon( primaryWeapons[0] );
}

self TakeWeapon(weapon);

if(perk == "specialty_armorvest")
{
self.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
self.health = self.maxhealth;
}
}
Do you install this to _zombiemode_perks.gsc

 
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