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Small Issue with Bam's Perks

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Created 9 years ago
by jiggy22
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So I've recently been able to successfully script Mule Kick into Der Riese using a combination of Harry's perk xmodels and Bam's gsc files. Everything is working fine, except that when using the mystery box, the vox lines usually said when taking a weapon are absent. In addition, when taking a weapon, the purchase sound is also missing. I'm sure it has something to do with his perks_standalone_functions gsc file, but I'm not exactly sure what I'd have to change. Thanks :)
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Still looking for help with this if anybody knows!
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Anybody out there? Here's his gsc file if anybody needs to see it!

Code Snippet
Plaintext
#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);
}
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Location: aupotato
Date Registered: 27 September 2013
Last active: 5 years ago
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respect the dead

donates greatly appreciated :) paypal.me/F3ARxReaper666
discord server:
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Mapper Has released one or more maps to the UGX-Mods community.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
see if this helps
Code Snippet
Plaintext
#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);
}
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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 :)
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Location: aupotato
Date Registered: 27 September 2013
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Mapper Has released one or more maps to the UGX-Mods community.
Scripter 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 :)

then you would have the same issues, are you sure the sounds are in your mod? i cant see anything wrong, anoher scripter might point something out though
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Yeah, I tried putting all of the sounds into my mod, but that didn't change anything. Well that sucks!  :P

 
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