Its gotta be separate from the original PaP. The original is still in, BUT there is a alternative in spawn that activates at round 15.
You could try something like this:
Code Snippet
Plaintext
RoundPap(){ cost = 5000; papRound = 10;//change for the round you can pap with this trigger papTrig = getent("paptrig","targetname");//change paptrig to your targetname kvp papTrig setCursorHint("HINT_NOICON"); if(isdefined(papTrig.zombie_cost)) cost = papTrig.zombie_cost;
while(1){ level waittill ( "between_round_over" ); if(level.round_number>papRound){ papTrig sethintstring("Press &&1 to upgrade [Cost: " + cost + "]"); papTrig thread AllowPapTrig(); break; } } } AllowPapTrig(){ iprintlnbold("This trig is now available for pap");//comment out after testing complete if desired while(1){ self waittill("trigger",player); current_weapon = player getCurrentWeapon(); if( !IsDefined( level.zombie_include_weapons[current_weapon] ) || !IsDefined( level.zombie_include_weapons[current_weapon + "_upgraded"] ) ) { player iprintlnbold("The " + current_weapon + " is not upgradeable");//comment out after testing if desired continue; } player TakeWeapon(current_weapon); wait(.2); player GiveWeapon(current_weapon+ "_upgraded"); player SwitchToWeapon(current_weapon+ "_upgraded"); wait(.5); } }
Not tested for syntax or anything, just typed up on lunch away from gaming pc. Nothing fancy. You would add this to your mapname.gsc and add thread RoundPap(); up in the function thread section
Last Edit: June 08, 2015, 06:27:41 pm by MakeCents
RoundPap(){ cost = 5000; papRound = 10;//change for the round you can pap with this trigger papTrig = getent("paptrig","targetname");//change paptrig to your targetname kvp papTrig setCursorHint("HINT_NOICON"); if(isdefined(papTrig.zombie_cost)) cost = papTrig.zombie_cost;
while(1){ level waittill ( "between_round_over" ); if(level.round_number>papRound){ pap sethintstring("Press &&1 to upgrade [Cost: " + cost + "]"); papTrig thread AllowPapTrig(); break; } } } AllowPapTrig(){ while(1){ self waittill("trigger",player); current_weapon = player getCurrentWeapon(); if( !IsDefined( level.zombie_include_weapons[current_weapon] ) || !IsDefined( level.zombie_include_weapons[current_weapon + "_upgraded"] ) ) { player iprintlnbold("The " + current_weapon + " is not upgradeable");//comment out after testing if desired continue; } player TakeWeapon(current_weapon); wait(.2); player GiveWeapon(current_weapon+ "_upgraded"); player SwitchToWeapon(current_weapon+ "_upgraded"); wait(.5); } }
Not tested for syntax or anything, just typed up on lunch away from gaming pc. Nothing fancy. You would add this to your mapname.gsc and add thread RoundPap(); up in the function thread section
Thanks! But I got an error for uninitialized variable "pap"