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Contact Support - Help Center Get help on the UGX Discord. Join it now!#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
init()
{
players = get_players();
climb = GetEntArray("climbto","targetname");
array_thread(climb, ::climbto1);
}
}
climbto1()
{
// player = undefined;
self usetriggerrequirelookat();
self setCursorHint("HINT_NOICON");
self sethintstring( "Press and hold &&1 to climb up" );
while(1)
{
self waittill( "trigger" , player );
self GiveWeapon("zombie_knuckle_crack");
self.cloak_timer = 1;
self.is_cloaked = true;
while(1){
if(self GetCurrentWeapon() == "zombie_knuckle_crack" && self.is_using_datapad == false && self.is_cloaked == false && self.cloak_timer > 0.100){
self do_knuckle_crack();
self SetViewModel("viewmodel_hands_cloth");
self.ignoreme = true;
self.is_cloaked = true;
} else if(self GetCurrentWeapon() == "zombie_knuckle_crack" && self.is_using_datapad == false && self.is_cloaked == true) {
self do_knuckle_crack();
self SetViewModel("viewmodel_hands_cloth");
self.ignoreme = false;
self.is_cloaked = true;
} else if(self GetCurrentWeapon() == "zombie_knuckle_crack" && self.is_using_datapad == false && self.is_cloaked == true && self.cloak_timer <= 0.100){
self do_knuckle_crack();
self iPrintLnBold("Insufficent energy");
}
if(self.is_cloaked == true && self.cloak_timer < 0) {
self.cloak_timer = 0;
self iPrintLnBold("No energy");
self SetViewModel("viewmodel_hands_cloth");
self.ignoreme = false;
self.is_cloaked = true;
} else if(self.is_cloaked == true) {
self.cloak_timer -= 0.010;
} else if(self.cloak_timer < 0) {
self.cloak_timer = 0;
} else if(self.cloak_timer < 1){
self.cloak_timer += 0.001;
}
//self SetWeaponAmmoClip("zombie_knuckle_crack",self.cloak_timer*1000);
//self iPrintLn(self.cloak_timer);
wait(0.5);
}
}
}
do_knuckle_crack()
{
self.is_using_datapad = true;
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
//self AllowProne( false );
self AllowMelee( false );
/*
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}*/
self ForceViewmodelAnimation("data_glove_cloak","reload");
wait(0.85);
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
//self AllowProne( true );
self AllowMelee( true );
primaries = self GetWeaponsListPrimaries();
self SwitchToWeapon(primaries[0]);
self waittill_any( "fake_death", "death", "player_downed", "weapon_change" );
self.is_using_datapad = false;
}