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Trigger to start Round 1

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Created 7 years ago
by Dareedevokl
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I remember seeing a script like this for WaW and I was wondering if it's possible to do such a thing with BO3's engine?
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12 year old music critic, quadrasexual Minecrafter, Linkin Park fan, Hentai enthusiast, intelligent atheist and vegan.
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Just wait the trigger gets triggered and then call
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function round_1()
{
zombies = GetAIArray("axis");
level.zombie_total = 0; //idk if this is needed
if(isDefined(zombies))
{
for(i = 0; i < zombies.size; i++)
{
zombies[i] dodamage(zombies[i].health + 1, (0,  0,  0), self);
wait 0.05;
}
}
level.round_number = 1;
}
Last Edit: December 10, 2016, 02:16:10 pm by Cxwh
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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.
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Try something like this, untested.

Code Snippet
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#using scripts\shared\array_shared;

/*
#####################
by: M.A.K.E C E N T S
#####################
Script: delayed_start.gsc

Add to main in mapname.gsc
delaystart::init(  );

Add to top of mapname.gsc
#using scripts\zm\delayed_start;

Add to zone file
scriptparsetree,scripts/zm/delayed_start.gsc

###############################################################################
*/

#namespace delaystart;

function init()
{
thread DontStartYet();
}

function DontStartYet()
{
level flag::wait_till( "initial_blackscreen_passed" );
trigs = GetEntArray("starttrig","targetname");
array::thread_all(trigs, &WaitToStart);
array::thread_all(trigs, &CleanUpTrigs);
SetDvar("ai_DisableSpawn",1);
level waittill("gamestartedup");
SetDvar("ai_DisableSpawn",0);
}

function WaitToStart()
{
level endon("gamestartedup");
self waittill("trigger", player);
IPrintLnBold(player.playername + " started the game");
level notify("gamestartedup");
}

function CleanUpTrigs()
{
level waittill("gamestartedup");
self Delete();
}



waw modified the round_start or round_think functions and delayed the starting of the round. Once we are able overwrite those without a mod we could do that again. Something like this should work to stop the zombies from spawning until the trigger is activated. You may also be able to redirect the pointer, level._round_start_func in your zm_usermap.gsc, but I haven't tried.

Edit: fixed script with print and notify I missed.
Last Edit: December 14, 2016, 04:13:42 pm by MakeCents

 
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