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Scripting perks into pre-existing maps

HOT
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Created 8 years ago
by jiggy22
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Finally! It's working perfectly now (except for the perk icon showing up as a checkered box, but I'm sure that's an easy fix). Thanks again for all the help, I really appreciate it!
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respect the dead

donates greatly appreciated :) paypal.me/F3ARxReaper666
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Finally! It's working perfectly now (except for the perk icon showing up as a checkered box, but I'm sure that's an easy fix). Thanks again for all the help, I really appreciate it!
[/quote
that meant the image hasnt been added to your mod, do you have the image converted in asset manager?
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I don't believe so. I know about converting materials in asset manager, but how would I go about with converting images?
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when i say image i mean material
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Yeah, so I just tried that in the asset manager, and it didn't work for some reason. If it helps, I'm using the shaders provided in Harry's perk pack. I think the shaders are my least concern at the moment though. So I've gotten Mule Kick to work just fine, but with Deadshot, I'm looking to add other functions to the perk, such as increased head multipliers and 40 bonus points being awarded per headshot. Gotta make it worth those 1500 points! So I know how to add additional functions, but I'm stuck on what exactly I'd have to input in the code.

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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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if your using all my shaders dont forget a load of them were done by hitman ( credit )
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if your using all my shaders dont forget a load of them were done by hitman ( credit )

Thanks for telling me, I'll be sure to give credit once I get them to work :)
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i suggest you get the .dds images and convert them manually, heres the setting for shaders i use


you will need to convert an image in paint.net (or any other program that can export .dds, but i only know of paint.net)
make sure its a power of two image and should be 32x32 or 64x64 to look the best (i recommend 64x64 for a more HD image)
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Should use tga - they always convert without fail, dds is "iffy"
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Should use tga - they always convert without fail, dds is "iffy"
ive never had a problem with dds personally, but tga is always a good alternative in case
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Thanks, that finally worked :)  So now I just need to get the additional functions for Deadshot to work (increased multipliers and 40 bonus points with each headshot). Anybody got any ideas? Here's the code that I have so far for Deadshot:

Code Snippet
Plaintext
deadshot()
{
self endon("disconnect");
while(1)
{
if(self HasPerk("specialty_bulletaccuracy"))
{
self setClientDvar( "perk_weapSpreadMultiplier", 0.3 );
self setClientDvar( "player_breath_hold_time", 9999 );
}
else
{
self setClientDvar( "perk_weapSpreadMultiplier", 1 );
self setClientDvar( "player_breath_hold_time", 4.5 );
}
wait .1;
}
}
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in _zombiemode_score.gsc, add this
Code Snippet
Plaintext
			if( hit_location == "head" && self HasPerk("specialty_bulletaccuracy"))
{
points = +=40;
}

under
Code Snippet
Plaintext
			if( mod == "MOD_MELEE" && self hasperk( "specialty_altmelee" ) )
{
self achievement_notify( "DLC3_ZOMBIE_BOWIE_KILLS" );
}
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Thanks again for the help! A little correction though:

Code Snippet
Plaintext
points = +=40;

should be

Code Snippet
Plaintext
points = points + 40;

I'm sure I can figure this last part out on my own, but would I be able to get the jingles/stings to work for the perks, or is it like the loose change/machine rattling where I'd need a trigger multiple? Thanks!
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actually i meant it to say
Code Snippet
Plaintext
points +=40;
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actually i meant it to say
Code Snippet
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points +=40;

Thanks for correcting my correction ;)

So perk jingles/stings should be able to work, right? I've probably got something wrong with my soundaliases then!

 
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