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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
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!
#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;
}
}
}
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;
}
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
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
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 SnippetPlaintextWunderfizz()
{
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;
}
}