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Contact Support - Help Center Get help on the UGX Discord. Join it now!//================================================================================================
// Notes : call after zombiemode main in MAPNAME.GSC
// Fire Staff Buildable Script
//================================================================================================
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
main()
{
flag_init("gas_cantrue");
flag_init("oiltrue");
flag_init("recipetrue");
gas_can = GetEnt("pickup_lightningstaff_1_trigger","targetname");// trigger in radiant that players use to pick up model
gas_can thread gas_can(gas_can);
oil = GetEnt("pickup_lightningstaff_2_trigger","targetname");// // trigger in radiant that players use to pick up model
oil thread oil(oil);
recipe = GetEnt("pickup_lightningstaff_3_trigger","targetname");// // trigger in radiant that players use to pick up model
recipe thread recipe(recipe);
recipetrue = GetEnt("build_lightningstaff","targetname");///trigger in radiant that players use to build model
recipetrue recipetrue(recipetrue);
}
gas_can()
{
self sethintstring( "^4press &&1 to pick up Piece" );
self setCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookat();
player = undefined;
gas_canpart1 = getent("lightningstaff_1", "targetname");// model that u want to actually pick up
playfx (level._effect["lightning_fx"], self.origin);// add your fx here optional
self waittill("trigger", player);
gas_canpart1 Delete();
flag_set( "gas_cantrue" );
player thread builablehud("I hope there is a gas station on this rock");
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);
self Delete();
}
oil()
{
self sethintstring( "^4press &&1 to pick up Piece" );
self setCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookat();
oilpart1 = getent("lightningstaff_2", "targetname");// model that u want to actually pick up
player = undefined;
playfx (level._effect["lightning_fx"], self.origin);// add your fx here optional
self waittill("trigger", player);
oilpart1 Delete();
flag_set( "oiltrue" );
player thread builablehud("Now maybe that engine wont jam");
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);
self Delete();
}
recipe()
{
self sethintstring( "^4press &&1 to pick up Piece" );
self setCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookat();
recipepart1 = getent("lightningstaff_3", "targetname");// model that u want to actually pick up
player = undefined;
playfx (level._effect["lightning_fx"], self.origin);// add your fx here optional
self waittill("trigger", player);
recipepart1 Delete();
flag_set( "recipetrue" );
player thread builablehud("Now maybe that engine wont jam");
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);
self Delete();
}
recipetrue()
{
self sethintstring( "^4Missing Piece" );
self setCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookat();
recipepart = getent("lightning_staff_view", "targetname");// model that will actually show up once player builds it
recipepart hide();
player = undefined;
flag_wait( "recipetrue" );
flag_wait( "oiltrue" );
flag_wait( "gas_cantrue" );
self sethintstring( "^4press &&1 to Place Pieces" );
self waittill("trigger", player);
player thread maps\_zombiemode_perks::do_knuckle_crack();
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);
self sethintstring( "^4press &&1 to pick up gun" );
self waittill("trigger", player);
player GiveWeapon("staff_lightning");
player SwitchToWeapon("staff_lightning");
self Delete();
recipepart show();
recipepart solid();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////
builablehud( text )
{
hint_hud = create_simple_hud( self );
hint_hud.alignX = "center";
hint_hud.alignY = "middle";
hint_hud.horzAlign = "center";
hint_hud.vertAlign = "middle";
hint_hud.fontscale = 8;
hint_hud.color = ( 1, 1, 1 );
hint_hud.x = 0;
hint_hud.y = -4; // -265;
hint_hud.alpha = 0;
hint_hud SetText( text );
hint_hud FadeOverTime( 1 );
hint_hud.alpha = 1;
wait( 1 );
hint_hud FadeOverTime( 2 );
hint_hud.color = ( 0, 0.4, 0 );
wait(2.5);
hint_hud Destroy();
}
learned that the hard waystaff = getEnt("box","targetname");
fx = PlayFxOnTag( level._effect["powerup_grabbed"], staff, "tag_origin" );