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Switching up the bluntstuffy's soul chest script? help?

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Created 9 years ago
by AlecKeaneDUB
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So my first map is kind of an objective-based map, and for one of the challenges, I want the players to have to collect zombie souls to move on to the next area of the map. Now I dont exactly want a soul chest-type deal here, but very close to it. Basically i just want to use blunts script but on a different model instead of a soul chest. I have a table in the center of the room and it serves as kind of a "collect souls for satan" type thing. And I want the souls to go into the table. I know this is probably very simple to do but I'm a new, learning scripter and would love some help here.

Thanks! :D
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So my first map is kind of an objective-based map, and for one of the challenges, I want the players to have to collect zombie souls to move on to the next area of the map. Now I dont exactly want a soul chest-type deal here, but very close to it. Basically i just want to use blunts script but on a different model instead of a soul chest. I have a table in the center of the room and it serves as kind of a "collect souls for satan" type thing. And I want the souls to go into the table. I know this is probably very simple to do but I'm a new, learning scripter and would love some help here.

Thanks! :D

stamp the prefab and remove the model. Make sure it is centered where it should be. I think that is all. ! IF ! the model has KVP's, copy them to the new model (im not farmillar with his soul boxes)
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stamp the prefab and remove the model. Make sure it is centered where it should be. I think that is all. ! IF ! the model has KVP's, copy them to the new model (im not farmillar with his soul boxes)
i'm unsure about what you mean by 'stamp' the prefab. Could you be more specific? Sorry I'm still kinda new to this
Marked as best answer by AlecKeaneDUB 9 years ago
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There is no prefab  ;)

It's been a while since i made that script, so i'll have to take a quick look at it. I'll post what you need to change in a bit

Double Post Merge: April 06, 2015, 07:03:57 am
Use this script, i have removed the chest-models from this one everything else still works the same. So you just place a trigger_radius and a clip with the correct KVP's and that's it ( just follow the normal tut )

I dont have time to test it now, but if something is not working / throw's an error just post back here...

Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_anim;

PreCache_soul_chest()
{
    level._effect["blst_chest_soul"] = loadfx("blst_custom/blst_fx_chest_soul");
}

main()
{
reward_trigger = getentarray( "soul_chest_reward" , "targetname" );
for(i=0;i<reward_trigger.size;i++)
{
reward_trigger[i] disable_trigger();
}


  soul_chest_area = getentarray( "soul_chest_area" , "targetname") ;
for(i=0;i<soul_chest_area.size;i++)
{
soul_chest_area[i] thread spawn_initial_model();
}

level.chest_amount = soul_chest_area.size;
level.chest_active = true;
level.chest_completed = 0;
level.chest_counting = 0;
}
 
spawn_initial_model()
{
self.death_count = 0;
}




chest_anims()
{
/////////////////////////////////////////////////////  EDIT AMOUNT OF KILLS NEEDED HERE /////////////////////////////////////////////////////////////////////////////
chest_1_kills = 12;
chest_2_kills = 25;
chest_3_kills = 45;
chest_4_kills = 65;
chest_5_kills = 90;
chest_6_kills = 140;
/////////////////////////////////////////////////////  EDIT AMOUNT OF KILLS NEEDED HERE /////////////////////////////////////////////////////////////////////////////

chest_clip = getentarray( "soul_chest_clip" , "targetname" );
self.max_count = undefined;

if( level.chest_completed == 0 )
{
if( level.chest_counting == 1   )
{
self.max_count = chest_1_kills;
}

else if( level.chest_counting == 2 )
{
self.max_count = chest_2_kills;
}

else if( level.chest_counting == 3 )
{
self.max_count = chest_3_kills;
}

else if( level.chest_counting == 4 )
{
self.max_count = chest_4_kills;
}

else if( level.chest_counting == 5 )
{
self.max_count = chest_5_kills;
}

else if( level.chest_counting == 6 )
{
self.max_count = chest_6_kills;
}

}

else if( level.chest_completed >= 1 )
{
if( level.chest_counting + level.chest_completed == 2   )
{
self.max_count = chest_2_kills;
}

if( level.chest_counting + level.chest_completed == 3   )
{
self.max_count = chest_3_kills;
}

if( level.chest_counting + level.chest_completed == 4   )
{
self.max_count = chest_4_kills;
}

if( level.chest_counting + level.chest_completed == 5   )
{
self.max_count = chest_5_kills;
}

if( level.chest_counting + level.chest_completed == 6   )
{
self.max_count = chest_6_kills;
}

}

wait 0.2;
self playsound( "chest_open");
wait 1;
self waittill( "chest_full" );

if( self.max_count == self.death_count || self.death_count >= 9000 )
{
level.chest_counting--;
self playsound( "chest_full") ;
wait 0.3;
self playsound( "chest_full") ;
wait 1;
self playsound( "chest_full2") ;
self playsound( "chest_close_lid" );
for(i=0;i<chest_clip.size;i++)
{
if(  self IsTouching( chest_clip[i] ) == true )
{
chest_clip[i] delete();
}
}

wait 1;
self playsound( "chest_full2" );
wait 2.1;
self delete();
self delete();
}

else if( self.max_count < self.death_count )
{
iprintlnbold( "death count exceeded due to timeout" );
}

else if( self.max_count > self.death_count )
{
level.chest_counting--;
self.death_count = -10;
self playsound( "chest_close_lid" );
wait 0.7;
self thread spawn_initial_model();
}

}


chest_death_count( last_origin, area_radius )
{
self notify( "chest_kill" );

self_origin = self.origin;
self.death_count++;

if( self.death_count == -9 || self.death_count >= 9000)
{
self.death_count--;
}

else if( self.death_count == 1)
{
level.chest_counting++;
self notify( "chest_activated" );
self thread chest_anims();
thread chest_death_fx( last_origin, self_origin, area_radius );
self thread time_out();
}

else if( self.death_count >= 2 && self.death_count <= self.max_count-1 )
{
thread chest_death_fx( last_origin, self_origin, area_radius );
self thread time_out();
}

else if( self.death_count == self.max_count )
{
self.death_count = 9000;
thread chest_death_fx( last_origin, self_origin, area_radius );
level.chest_completed++;
thread progres_check();
self notify( "time_out" );
wait 2;
self notify( "chest_full" );
}

}

time_out()
{
self endon( "chest_kill" );
self endon( "chest_full" );
self endon( "disconnect" );
self.timer = 50; //////////////////////////////// EDIT TIME-OUT TIMER HERE ////////////////////////////////////////////////

while(1)
{
if( self.timer <= 50 && self.timer >= 6 ) //////////////////////////////// AND HERE //////////////////////////////////////////////////
{
self.timer-= 5;
wait 5;
}

else if( self.timer <= 5 )
{
self.timer-= 0.2;
wait 0.2;


if( self.timer <= 0 )
{
self notify( "time_out" );
wait 2;
self notify( "chest_full" );
}

}
}
}

chest_death_fx( last_origin, self_origin, area_radius )
{
soul = Spawn( "script_model", last_origin+( 0,0,50) );
soul setmodel( "tag_origin" );
dist = DistanceSquared( last_origin, self_origin );
radius = area_radius * area_radius;
time = undefined;
if( dist >= radius* 0.66 )
{
time = 1.3;
}
else if(  dist <= radius* 0.65 && dist >= radius* 0.33 )
{
time = 1;
}
else if( dist <= radius* 0.32 )
{
time = 0.5;
}

PlayFxOnTag( level._effect["blst_chest_soul"], soul, "tag_origin" );
soul moveto( self_origin+( 0,0,30) , time, 0.5, 0);
wait time;
soul movez( 200, 0.4);
soul playsound( "soul_fly" );
wait 0.4;
soul delete();
}



progres_check()
{
if( level.chest_completed == level.chest_amount )
{
thread soul_chest_reward(); //////// THIS IS WHERE THE REWARD IS GIVEN WHEN ALL CHESTS ARE COMPLETED
level thread maps\_zombiemode_powerups::special_powerup_drop( self.origin );
level.chest_active = false; //// leave this line in here, it deactivates the thread in _zombiemode_spawner
}
}

soul_chest_reward()
{
self endon( "took_gun" );
self endon( "disconnect" );

reward_trigger = getentarray( "soul_chest_reward" , "targetname" );
players = get_players();
for(i=0;i<players.size;i++)
{
players[i].free_ray_gun = false;
reward_trigger[i] enable_trigger();
reward_trigger[i] thread reward_trigger( );
}
}

ray_gun_rotate( ray_gun )
{
self endon( "took_gun" );
self endon( "disconnect" );
while(1)
{
ray_gun rotateyaw( 360 ,1.5 );
wait 1.5;
}
}

reward_trigger( )
{
player = undefined;

ray_gun = Spawn( "script_model", self.origin );
ray_gun.angles = (-30,0,-30);
ray_gun setmodel( "weapon_usa_ray_gun" );
self thread ray_gun_rotate( ray_gun );

playfxontag (level._effect["powerup_on"], ray_gun, "tag_origin");

self setCursorHint("HINT_NOICON");
self UseTriggerRequireLookAt();
self setHintString( "Press and hold &&1 to take your free Ray-Gun." );

while(1)
{
self waittill( "trigger", player );
player.has_gun = false;
player.has_gun_upgr = false;

if( player.free_ray_gun == false)
{
player.free_ray_gun = true;
old_gun = player getcurrentweapon();

weaplist = player GetWeaponsListPrimaries();
for(i=0;i<weaplist.size;i++)
{
if( weaplist[i] == "ray_gun" )
{
player.has_gun = true;
}
else if ( weaplist[i] == "ray_gun_upgraded" )
{
player.has_gun_upgr = true;
}
}

if( player.has_gun == true )
{
player switchtoweapon( "ray_gun" );
player givemaxammo( "ray_gun" );
player playsound( "ammo_pickup" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}

else if( player.has_gun_upgr == true )
{
player switchtoweapon( "ray_gun_upgraded" );
player givemaxammo( "ray_gun_upgraded" );
player playsound( "ammo_pickup" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}

else if( weaplist.size <= 1 )
{
player giveweapon( "ray_gun" );
player switchtoweapon( "ray_gun" );
player playsound( "weap_pickup_plr" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}

else if( weaplist.size >= 2 )
{
player takeweapon( old_gun );
player giveweapon( "ray_gun" );
player switchtoweapon( "ray_gun" );
player playsound( "weap_pickup_plr" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}
}

else if( player.free_ray_gun == true )
{
iprintlnbold( "This one is not for you..!" );
}
wait 0.1;
}
}

Last Edit: April 06, 2015, 07:05:30 am by BluntStuffy
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AlecKeaneDUB's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
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There is no prefab  ;)

It's been a while since i made that script, so i'll have to take a quick look at it. I'll post what you need to change in a bit

Double Post Merge: April 06, 2015, 07:03:57 am
Use this script, i have removed the chest-models from this one everything else still works the same. So you just place a trigger_radius and a clip with the correct KVP's and that's it ( just follow the normal tut )

I dont have time to test it now, but if something is not working / throw's an error just post back here...

Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_anim;

PreCache_soul_chest()
{
    level._effect["blst_chest_soul"] = loadfx("blst_custom/blst_fx_chest_soul");
}

main()
{
reward_trigger = getentarray( "soul_chest_reward" , "targetname" );
for(i=0;i<reward_trigger.size;i++)
{
reward_trigger[i] disable_trigger();
}


  soul_chest_area = getentarray( "soul_chest_area" , "targetname") ;
for(i=0;i<soul_chest_area.size;i++)
{
soul_chest_area[i] thread spawn_initial_model();
}

level.chest_amount = soul_chest_area.size;
level.chest_active = true;
level.chest_completed = 0;
level.chest_counting = 0;
}
 
spawn_initial_model()
{
self.death_count = 0;
}




chest_anims()
{
/////////////////////////////////////////////////////  EDIT AMOUNT OF KILLS NEEDED HERE /////////////////////////////////////////////////////////////////////////////
chest_1_kills = 12;
chest_2_kills = 25;
chest_3_kills = 45;
chest_4_kills = 65;
chest_5_kills = 90;
chest_6_kills = 140;
/////////////////////////////////////////////////////  EDIT AMOUNT OF KILLS NEEDED HERE /////////////////////////////////////////////////////////////////////////////

chest_clip = getentarray( "soul_chest_clip" , "targetname" );
self.max_count = undefined;

if( level.chest_completed == 0 )
{
if( level.chest_counting == 1   )
{
self.max_count = chest_1_kills;
}

else if( level.chest_counting == 2 )
{
self.max_count = chest_2_kills;
}

else if( level.chest_counting == 3 )
{
self.max_count = chest_3_kills;
}

else if( level.chest_counting == 4 )
{
self.max_count = chest_4_kills;
}

else if( level.chest_counting == 5 )
{
self.max_count = chest_5_kills;
}

else if( level.chest_counting == 6 )
{
self.max_count = chest_6_kills;
}

}

else if( level.chest_completed >= 1 )
{
if( level.chest_counting + level.chest_completed == 2   )
{
self.max_count = chest_2_kills;
}

if( level.chest_counting + level.chest_completed == 3   )
{
self.max_count = chest_3_kills;
}

if( level.chest_counting + level.chest_completed == 4   )
{
self.max_count = chest_4_kills;
}

if( level.chest_counting + level.chest_completed == 5   )
{
self.max_count = chest_5_kills;
}

if( level.chest_counting + level.chest_completed == 6   )
{
self.max_count = chest_6_kills;
}

}

wait 0.2;
self playsound( "chest_open");
wait 1;
self waittill( "chest_full" );

if( self.max_count == self.death_count || self.death_count >= 9000 )
{
level.chest_counting--;
self playsound( "chest_full") ;
wait 0.3;
self playsound( "chest_full") ;
wait 1;
self playsound( "chest_full2") ;
self playsound( "chest_close_lid" );
for(i=0;i<chest_clip.size;i++)
{
if(  self IsTouching( chest_clip[i] ) == true )
{
chest_clip[i] delete();
}
}

wait 1;
self playsound( "chest_full2" );
wait 2.1;
self delete();
self delete();
}

else if( self.max_count < self.death_count )
{
iprintlnbold( "death count exceeded due to timeout" );
}

else if( self.max_count > self.death_count )
{
level.chest_counting--;
self.death_count = -10;
self playsound( "chest_close_lid" );
wait 0.7;
self thread spawn_initial_model();
}

}


chest_death_count( last_origin, area_radius )
{
self notify( "chest_kill" );

self_origin = self.origin;
self.death_count++;

if( self.death_count == -9 || self.death_count >= 9000)
{
self.death_count--;
}

else if( self.death_count == 1)
{
level.chest_counting++;
self notify( "chest_activated" );
self thread chest_anims();
thread chest_death_fx( last_origin, self_origin, area_radius );
self thread time_out();
}

else if( self.death_count >= 2 && self.death_count <= self.max_count-1 )
{
thread chest_death_fx( last_origin, self_origin, area_radius );
self thread time_out();
}

else if( self.death_count == self.max_count )
{
self.death_count = 9000;
thread chest_death_fx( last_origin, self_origin, area_radius );
level.chest_completed++;
thread progres_check();
self notify( "time_out" );
wait 2;
self notify( "chest_full" );
}

}

time_out()
{
self endon( "chest_kill" );
self endon( "chest_full" );
self endon( "disconnect" );
self.timer = 50; //////////////////////////////// EDIT TIME-OUT TIMER HERE ////////////////////////////////////////////////

while(1)
{
if( self.timer <= 50 && self.timer >= 6 ) //////////////////////////////// AND HERE //////////////////////////////////////////////////
{
self.timer-= 5;
wait 5;
}

else if( self.timer <= 5 )
{
self.timer-= 0.2;
wait 0.2;


if( self.timer <= 0 )
{
self notify( "time_out" );
wait 2;
self notify( "chest_full" );
}

}
}
}

chest_death_fx( last_origin, self_origin, area_radius )
{
soul = Spawn( "script_model", last_origin+( 0,0,50) );
soul setmodel( "tag_origin" );
dist = DistanceSquared( last_origin, self_origin );
radius = area_radius * area_radius;
time = undefined;
if( dist >= radius* 0.66 )
{
time = 1.3;
}
else if(  dist <= radius* 0.65 && dist >= radius* 0.33 )
{
time = 1;
}
else if( dist <= radius* 0.32 )
{
time = 0.5;
}

PlayFxOnTag( level._effect["blst_chest_soul"], soul, "tag_origin" );
soul moveto( self_origin+( 0,0,30) , time, 0.5, 0);
wait time;
soul movez( 200, 0.4);
soul playsound( "soul_fly" );
wait 0.4;
soul delete();
}



progres_check()
{
if( level.chest_completed == level.chest_amount )
{
thread soul_chest_reward(); //////// THIS IS WHERE THE REWARD IS GIVEN WHEN ALL CHESTS ARE COMPLETED
level thread maps\_zombiemode_powerups::special_powerup_drop( self.origin );
level.chest_active = false; //// leave this line in here, it deactivates the thread in _zombiemode_spawner
}
}

soul_chest_reward()
{
self endon( "took_gun" );
self endon( "disconnect" );

reward_trigger = getentarray( "soul_chest_reward" , "targetname" );
players = get_players();
for(i=0;i<players.size;i++)
{
players[i].free_ray_gun = false;
reward_trigger[i] enable_trigger();
reward_trigger[i] thread reward_trigger( );
}
}

ray_gun_rotate( ray_gun )
{
self endon( "took_gun" );
self endon( "disconnect" );
while(1)
{
ray_gun rotateyaw( 360 ,1.5 );
wait 1.5;
}
}

reward_trigger( )
{
player = undefined;

ray_gun = Spawn( "script_model", self.origin );
ray_gun.angles = (-30,0,-30);
ray_gun setmodel( "weapon_usa_ray_gun" );
self thread ray_gun_rotate( ray_gun );

playfxontag (level._effect["powerup_on"], ray_gun, "tag_origin");

self setCursorHint("HINT_NOICON");
self UseTriggerRequireLookAt();
self setHintString( "Press and hold &&1 to take your free Ray-Gun." );

while(1)
{
self waittill( "trigger", player );
player.has_gun = false;
player.has_gun_upgr = false;

if( player.free_ray_gun == false)
{
player.free_ray_gun = true;
old_gun = player getcurrentweapon();

weaplist = player GetWeaponsListPrimaries();
for(i=0;i<weaplist.size;i++)
{
if( weaplist[i] == "ray_gun" )
{
player.has_gun = true;
}
else if ( weaplist[i] == "ray_gun_upgraded" )
{
player.has_gun_upgr = true;
}
}

if( player.has_gun == true )
{
player switchtoweapon( "ray_gun" );
player givemaxammo( "ray_gun" );
player playsound( "ammo_pickup" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}

else if( player.has_gun_upgr == true )
{
player switchtoweapon( "ray_gun_upgraded" );
player givemaxammo( "ray_gun_upgraded" );
player playsound( "ammo_pickup" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}

else if( weaplist.size <= 1 )
{
player giveweapon( "ray_gun" );
player switchtoweapon( "ray_gun" );
player playsound( "weap_pickup_plr" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}

else if( weaplist.size >= 2 )
{
player takeweapon( old_gun );
player giveweapon( "ray_gun" );
player switchtoweapon( "ray_gun" );
player playsound( "weap_pickup_plr" );
self notify( "took_gun" );
ray_gun delete();
self delete();
break;
}
}

else if( player.free_ray_gun == true )
{
iprintlnbold( "This one is not for you..!" );
}
wait 0.1;
}
}

Thanks blunt! :)

So I did everything like said in the tutorial, replaced the soul chest script with the new one you gave me, but I get this error:

Server script compile error
bad token 'Â'
soul_chest_area = getentarea ( "soul_chest_area" ,
"targetname");Â. Â. Â. Â.

Any thoughts?
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Thanks blunt! :)

So I did everything like said in the tutorial, replaced the soul chest script with the new one you gave me, but I get this error:

Server script compile error
bad token 'Â'
soul_chest_area = getentarea ( "soul_chest_area" ,
"targetname");Â. Â. Â. Â.

Any thoughts?

Might have accidentaly added those while pasting, remove those Â. Â. Â. Â. in line where the error is
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Thanks blunt! :)

Server script compile error
bad token 'Â'
soul_chest_area = getentarea ( "soul_chest_area" ,
"targetname");Â. Â. Â. Â.

This happens sometimes if I copy text into a file from my phone then paste into gsc.
In notepad++ double click a space to highlight it and press "ctrl c" , "ctrl f" then click "find and replace" and replace the space with another space made from your keyboard.
Same with the indented lines. double click a indented area and using "ctrl f" then "find and replace" with a new tab(indent).
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Thanks blunt! :)

So I did everything like said in the tutorial, replaced the soul chest script with the new one you gave me, but I get this error:

Server script compile error
bad token 'Â'
soul_chest_area = getentarea ( "soul_chest_area" ,
"targetname");Â. Â. Â. Â.

Any thoughts?

Removing the space between the declaration and the semi-colon might fix it.

Code Snippet
Plaintext
soul_chest_area = getentarray( "soul_chest_area" , "targetname");

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This happens sometimes if I copy text into a file from my phone then paste into gsc.
In notepad++ double click a space to highlight it and press "ctrl c" , "ctrl f" then click "find and replace" and replace the space with another space made from your keyboard.
Same with the indented lines. double click a indented area and using "ctrl f" then "find and replace" with a new tab(indent).

Removing the space between the declaration and the semi-colon might fix it.

Code Snippet
Plaintext
soul_chest_area = getentarray( "soul_chest_area" , "targetname");


thanks guys but after trying all of that it still gives me the same error :/
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Just copy it straight on your computer to a gsc not to another text file.
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Just copy it straight on your computer to a gsc not to another text file.
it is copied straight to it from my computer
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hey guys is there a link to a tut for sole chests As Id Like to try and use them in my map too

Thanks alot

-Tommy
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hey guys is there a link to a tut for sole chests As Id Like to try and use them in my map too

Thanks alot

-Tommy

A simple search for 'soul chest' and you would have found this  ;)
http://ugx-mods.com/forum/index.php?topic=1567.msg35684#msg35684


@AlecKeaneDUB
not sure about the error, but seems like something messed up pasting it over since it's giving error's that make no real sense. I just tried loading the script in a test-map, and it works without error's for me.. Maybe just try copying it again, and see what it does?
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Ah yeah sorry i forget about the search button Thanks alot tho man

is it possible to make this one like the one from moon where you can see it filling up?
also how would i add Ege115's  BO1/BO2 style easter egg reward so the players would get all perks after filling them
sorry for the questions im still learning and askin is the best thing to do  :troll:
Last Edit: April 07, 2015, 06:14:39 pm by Tommy Rampage
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steviewonder87
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sorry for the questions im still learning and askin is the best thing to do  :troll:
Best not to hijack other people's help threads with random questions though... :-\

 
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