UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Fix zombies hitting you during nuke + 800 points during double points

broken avatar :(
Created 8 years ago
by alaurenc9
0 Members and 1 Guest are viewing this topic.
3,992 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 30 December 2012
Last active: 9 months ago
Posts
577
Respect
Forum Rank
Zombie Enslaver
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
Signature
My preferred name is "xSanchez78".
Check me out here: www.steamcommunity.com/id/xSanchez78
×
alaurenc9's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
alaurenc9's Contact & Social LinksxSanchez78xSanchez78xSanchez78xSanchez78xSanchez78xSanchez78
Open maps\_zombiemode_powerups.gsc and find nuke_powerup(), replace that function with this:
Code Snippet
Plaintext
nuke_powerup( drop_item )
{
zombies = GetAISpeciesArray( "axis", "all" );
location = drop_item.origin;
PlayFX( drop_item.fx, location );
level thread nuke_flash();
wait 0.5;
zombies = get_array_of_closest( location, zombies );
zombies_nuked = [];
for( i = 0; i < zombies.size; i ++ )
{
if( IsDefined( zombies[i].marked_for_death ) && zombies[i].marked_for_death )
{
continue;
}
if( IsDefined( zombies[i].nuke_damage_func ) )
{
zombies[i] thread [[ zombies[i].nuke_damage_func ]]();
continue;
}
if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}
zombies[i].marked_for_death = true;
zombies[i].nuked = true;
zombies_nuked[ zombies_nuked.size ] = zombies[i];
}
for( i = 0; i < zombies_nuked.size; i ++ )
{
wait RandomFloatRange( 0.1, 0.7 );
if( !IsDefined( zombies_nuked[i] ) )
{
continue;
}
if( is_magic_bullet_shield_enabled( zombies_nuked[i] ) )
{
continue;
}
if( i < 5 && !zombies[i] enemy_is_dog() )
{
zombies_nuked[i] thread animscripts\death::flame_death_fx();
zombies_nuked[i] PlaySound( "nuked" );
}
if( !zombies[i] enemy_is_dog() )
{
if( !IsDefined( zombies_nuked[i].no_gib ) || !zombies_nuked[i].no_gib )
{
zombies_nuked[i] maps\_zombiemode_spawner::zombie_head_gib();
}
zombies_nuked[i] PlaySound( "nuked" );
}
zombies_nuked[i] DoDamage( zombies_nuked[i].health + 666, zombies_nuked[i].origin );
}
players = GetPlayers();
for( i = 0; i < players.size; i ++ )
{
players[i] maps\_zombiemode_score::player_add_points( "nuke_powerup", 400 );
}
}
Open animscripts\_melee.gsc and find the function MeleeCombat(). Inside the for statement, above this:
Code Snippet
Plaintext
		// first, charge forward if we need to; get into place to play the melee animation
if ( !PrepareToMelee() )
{
// if we couldn't get in place to melee, don't melee.
// remember that we couldn't get in place so that we don't try again for a while.
self.lastMeleeGiveUpTime = gettime();
break;
}
Add this:
Code Snippet
Plaintext
		if( IsDefined( self.marked_for_death ) )
{
return;
}
Open maps\_zombiemode_score.gsc and find the player_add_points() function. Inside the switch statement, underneath this:
Code Snippet
Plaintext
		case "damage_ads":
points = Int( level.zombie_vars[ "zombie_score_damage" ] * 1.25 );
break;
add this:
Code Snippet
Plaintext
		case "nuke_powerup":
points = mod;
break;
That should be it, enjoy. Let me know if you find any problems.
Last Edit: July 08, 2016, 02:01:25 pm by alaurenc9
broken avatar :(
×
broken avatar :(
Location: ph
Date Registered: 22 May 2016
Last active: 5 months ago
Posts
225
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
Signature
×
KhelMho's Groups
KhelMho's Contact & Social Links
Nice, thank you  :o
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 27 February 2015
Last active: 7 years ago
Posts
18
Respect
Forum Rank
Legless Crawler
Primary Group
Member
×
TwoDeeSee's Groups
TwoDeeSee's Contact & Social Links
Thank you! amazing 10/10
broken avatar :(
×
broken avatar :(
Location: br
Date Registered: 7 May 2015
Last active: 1 month ago
Posts
312
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Signature
×
EmpGeneral's Groups
EmpGeneral's Contact & Social LinksldraweEletricStorm
Does this fix the delay of nuke too?
broken avatar :(
×
broken avatar :(
Location: aupotato
Date Registered: 27 September 2013
Last active: 3 years ago
Posts
588
Respect
Forum Rank
Zombie Enslaver
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
Signature
respect the dead

donates greatly appreciated :) paypal.me/F3ARxReaper666
discord server:
https://discord.gg/tsGHW99
×
death_reaper0's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Does this fix the delay of nuke too?
the delay of the nuke is there to stop a G_spawn error if i remember correctly, that why it exists in all of treyarch's games (possibly can be fixed in bo3 though)

 
Loading ...