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#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
player_fake_death()
{
players = get_players();
if((self hasperk("specialty_quickrevive")) && players.size == 1)
{
self.canReturn = false;
primaryWeapons = self GetWeaponsListPrimaries();
if(primaryWeapons.size == 3)
{
self TakeWeapon(primaryWeapons[2]);
}
self.being_revived = true;
level notify ("fake_death");
self notify ("fake_death");
//self TakeAllWeapons();
iprintlnbold ("Reviving Player");
level.revive_point create_zombie_point_of_interest( 15360, 960, 100000, true );
gun_downed = self GetCurrentWeapon();
self.had_pistol_upgraded = true;
if(!(self hasweapon("bo2_colt_upgraded")))
{
self giveWeapon("bo2_colt_upgraded");
self.had_pistol_upgraded = false;
}
self SwitchToWeapon( "bo2_colt_upgraded" );
self DisableWeaponCycling();
VisionSetNaked( "laststand", 1 );
self AllowStand( false );
self AllowCrouch( false );
self AllowSprint(false);
self AllowProne( true );
self.ignoreme = true;
self EnableInvulnerability();
self.inStand = true;
wait (8);
self.inStand = false;
self EnableWeaponCycling();
if(self.had_pistol_upgraded == false)
self TakeWeapon( "bo2_colt_upgraded" );
self SwitchToWeapon(gun_downed);
level.revive_point create_zombie_point_of_interest( 0, 0, 0, false );
VisionSetNaked( "zombie_factory", 1 );
self AllowStand( true );
self AllowCrouch( true );
self AllowProne( true );
self AllowSprint(true);
self SetStance( "stand" );
self.ignoreme = false;
self DisableInvulnerability();
self.being_revived = false;
self.wasRevived = true;
self SwitchToWeapon(primaryWeapons[0]);
}
else
{
self.canReturn = false;
level notify ("fake_death");
self notify ("fake_death");
self TakeAllWeapons();
self AllowStand( false );
self AllowCrouch( false );
self AllowProne( true );
self.ignoreme = true;
self EnableInvulnerability();
wait( 1 );
self FreezeControls( true );
}
}
treasure_chest_give_weapon( weapon_string )
{
self.showboxhud = true;
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = self getCurrentWeapon();
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey"|| weapon_string == "mine_bouncing_betty") && current_weapon != "mine_bouncing_betty")
{
if(primaryWeapons.size >= self.MuleCount)
{
self TakeWeapon( current_weapon);
if(current_weapon == "tesla_gun")
level.player_drops_tesla_gun = true;
self GiveWeapon( weapon_string, 0);
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
}
else
{
self GiveWeapon( weapon_string, 0);
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
}
}
else
{
if(weapon_string == "zombie_cymbal_monkey")
{
if(self HasWeapon( "molotov" ))
self TakeWeapon( "molotov" );
self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
}
if(weapon_string == "molotov")
{
if(self HasWeapon( "zombie_cymbal_monkey" ))
self TakeWeapon( "zombie_cymbal_monkey" );
self GiveWeapon( weapon_string, 0 );
}
}
}
weapon_give( weapon, is_upgrade )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;
//if is not an upgraded perk purchase
if( !IsDefined( is_upgrade ) )
{
is_upgrade = false;
}
// This should never be true for the first time.
if( primaryWeapons.size >= self.MuleCount ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon
if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}
if( isdefined( current_weapon ) )
{
if( !( weapon == "fraggrenade" || weapon == "stielhandgranate" || weapon == "molotov" || weapon == "zombie_cymbal_monkey" ) )
{
self TakeWeapon( current_weapon );
}
}
}
if( weapon == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}
if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END
self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
self maps\_zombiemode_weapons::play_weapon_vo( weapon );
return;
}
if( (weapon == "molotov" || weapon == "molotov_zombie") )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}
self play_sound_on_ent( "purchase" );
self GiveWeapon( weapon, 0 );
self GiveMaxAmmo( weapon );
self SwitchToWeapon( weapon );
self maps\_zombiemode_weapons::play_weapon_vo(weapon);
}

paypal.me/F3ARxReaper666![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
player_fake_death()
{
players = get_players();
if((self hasperk("specialty_quickrevive")) && players.size == 1)
{
self.canReturn = false;
primaryWeapons = self GetWeaponsListPrimaries();
if(primaryWeapons.size == 3)
{
self TakeWeapon(primaryWeapons[2]);
}
self.being_revived = true;
level notify ("fake_death");
self notify ("fake_death");
//self TakeAllWeapons();
iprintlnbold ("Reviving Player");
level.revive_point create_zombie_point_of_interest( 15360, 960, 100000, true );
gun_downed = self GetCurrentWeapon();
self.had_pistol_upgraded = true;
if(!(self hasweapon("bo2_colt_upgraded")))
{
self giveWeapon("bo2_colt_upgraded");
self.had_pistol_upgraded = false;
}
self SwitchToWeapon( "bo2_colt_upgraded" );
self DisableWeaponCycling();
VisionSetNaked( "laststand", 1 );
self AllowStand( false );
self AllowCrouch( false );
self AllowSprint(false);
self AllowProne( true );
self.ignoreme = true;
self EnableInvulnerability();
self.inStand = true;
wait (8);
self.inStand = false;
self EnableWeaponCycling();
if(self.had_pistol_upgraded == false)
self TakeWeapon( "bo2_colt_upgraded" );
self SwitchToWeapon(gun_downed);
level.revive_point create_zombie_point_of_interest( 0, 0, 0, false );
VisionSetNaked( "zombie_factory", 1 );
self AllowStand( true );
self AllowCrouch( true );
self AllowProne( true );
self AllowSprint(true);
self SetStance( "stand" );
self.ignoreme = false;
self DisableInvulnerability();
self.being_revived = false;
self.wasRevived = true;
self SwitchToWeapon(primaryWeapons[0]);
}
else
{
self.canReturn = false;
level notify ("fake_death");
self notify ("fake_death");
self TakeAllWeapons();
self AllowStand( false );
self AllowCrouch( false );
self AllowProne( true );
self.ignoreme = true;
self EnableInvulnerability();
wait( 1 );
self FreezeControls( true );
}
}
treasure_chest_give_weapon( weapon_string )
{
self.showboxhud = true;
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = self getCurrentWeapon();
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey"|| weapon_string == "mine_bouncing_betty") && current_weapon != "mine_bouncing_betty")
{
if(primaryWeapons.size >= self.MuleCount)
{
self TakeWeapon( current_weapon);
if(current_weapon == "tesla_gun")
level.player_drops_tesla_gun = true;
self GiveWeapon( weapon_string, 0);
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
}
else
{
self GiveWeapon( weapon_string, 0);
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );
}
}
else
{
if(weapon_string == "zombie_cymbal_monkey")
{
if(self HasWeapon( "molotov" ))
self TakeWeapon( "molotov" );
self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
}
if(weapon_string == "molotov")
{
if(self HasWeapon( "zombie_cymbal_monkey" ))
self TakeWeapon( "zombie_cymbal_monkey" );
self GiveWeapon( weapon_string, 0 );
}
}
self play_sound_on_ent( "purchase" );
self maps\_zombiemode_weapons::play_weapon_vo(weapon);
}
weapon_give( weapon, is_upgrade )
{
primaryWeapons = self GetWeaponsListPrimaries();
current_weapon = undefined;
//if is not an upgraded perk purchase
if( !IsDefined( is_upgrade ) )
{
is_upgrade = false;
}
// This should never be true for the first time.
if( primaryWeapons.size >= self.MuleCount ) // he has two weapons
{
current_weapon = self getCurrentWeapon(); // get his current weapon
if ( current_weapon == "mine_bouncing_betty" )
{
current_weapon = undefined;
}
if( isdefined( current_weapon ) )
{
if( !( weapon == "fraggrenade" || weapon == "stielhandgranate" || weapon == "molotov" || weapon == "zombie_cymbal_monkey" ) )
{
self TakeWeapon( current_weapon );
}
}
}
if( weapon == "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA 051409 sanity check to see if we have the weapon before we remove it
has_weapon = self HasWeapon( "molotov" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov" );
}
if( isDefined(level.zombie_weapons) && isDefined(level.zombie_weapons["molotov_zombie"]) )
{
has_weapon = self HasWeapon( "molotov_zombie" );
if( isDefined(has_weapon) && has_weapon )
{
self TakeWeapon( "molotov_zombie" );
}
}
// PI_CHANGE_END
self maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
self maps\_zombiemode_weapons::play_weapon_vo( weapon );
return;
}
if( (weapon == "molotov" || weapon == "molotov_zombie") )
{
self TakeWeapon( "zombie_cymbal_monkey" );
}
self play_sound_on_ent( "purchase" );
self GiveWeapon( weapon, 0 );
self GiveMaxAmmo( weapon );
self SwitchToWeapon( weapon );
self maps\_zombiemode_weapons::play_weapon_vo(weapon);
}
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Sorry, but that didn't change anything. Is there any way I can take the changes from Bam's gsc and manually add them to the original function in the zombiemode_weapons gsc file? Thanks
