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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.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
I mean you join a map with the mod (any map) and start with lets say 250 thousand points.
callback::on_spawned( &on_player_spawned );
self.score = 100*1000;
//self.pers["score"] = 100*1000;
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)