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Dvar Dumps?, How do I edit starting points? (MOD ONLY! Not a map!)

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Created 7 years ago
by dbzfun2
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So I'm roaming around my mod's files and currently wondered If someone on here has the entire dvar list for bo3 Just so I can see if there's something I can mess with. I also saw people were editing their starting points in their mods and I wanna see how well it'll work out fusing that with my mod.

Regards
-Sokon.
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https://www.google.co.nz/search?q=dvar+dump+bo3

Google is going to be your friend, although I could spoon feed you it, but not really wanting to.
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https://www.google.co.nz/search?q=dvar+dump+bo3

Google is going to be your friend, although I could spoon feed you it, but not really wanting to.
Thx for the link of the dumps, But I'm still curious to the script for starting points? (mod not map)
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Thx for the link of the dumps, But I'm still curious to the script for starting points? (mod not map)

What do you mean?

If you want to start mod scripting I'd recommend using callbacks to do whatever it is you want,as in if you want to do something if the player is in last stand you'd set up the callback for it and then what you want, eg making a quick revive perk alternative with extra features, such as matrye
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What do you mean?

If you want to start mod scripting I'd recommend using callbacks to do whatever it is you want,as in if you want to do something if the player is in last stand you'd set up the callback for it and then what you want, eg making a quick revive perk alternative with extra features, such as matrye
I mean you join a map with the mod (any map) and start with lets say 250 thousand points.
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I mean you join a map with the mod (any map) and start with lets say 250 thousand points.

Create a callback that fires when the player connects / spawns, then use "player_add_points" found in _zm_score.gsc
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The callback
Code Snippet
Plaintext
callback::on_spawned( &on_player_spawned );
The function "on_player_spawned" will be called as soon as "spawned_player" gets notified (will automatically be notified when you spawn) then just add this line to "on_player_spawned":
Code Snippet
Plaintext
self.score = 100*1000;
//self.pers["score"] = 100*1000;
A callback is the same as
Code Snippet
Plaintext
function callback_onSpawn(func)
{
for(;;)
{
self waittill("spawned_player");
self thread [[ func ]](); //func has to be a string now but still works the same
}
}

function callback_onConnect(func)
{
for(;;)
{
level waittill("connected", player);
player thread [[ func ]](); //func has to be a string now but still works the same
}
}

//or you can also do stuff like this
function callback_onGrenadeFire()
{
for(;;)
{
self waittill("grenade_fire", grenade); //you can 'get' entities using these callbacks
grenade EnableLinkTo();

self PlayerLinkToDelta(grenade); //link to the grenade - pitching and rolling will cause the players eye pos to move, but player ent will stay vertical
grenade waittill("explode", position);

self Unlink();
self SetOrigin(position);
}
}
//This is just an example I thought of while making this, I didn't test it or anything but I think it's actually a cool idea :D (useless though)

 
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