function shootables_done(player) { while(1) { self waittill(level.shootablesCollected >= level.shootablesNeeded);
if(level.shootablesCollected == level.shootablesNeeded) { // What ever code you want to execute once all shootables are collected IPrintLn("All Shootables Collected");
player zm_perks::give_perk( PERK_ELECTRIC_CHERRY, false );
break; } } }
Thanks but I have try to use the "All Players" script but I got this error when I launching the game :
I've already seen this being talked about. I'm very very new to all this and was wondering how I'd go about making this script open a door if anyone can help me this would mean a lot to me and others.
I've already seen this being talked about. I'm very very new to all this and was wondering how I'd go about making this script open a door if anyone can help me this would mean a lot to me and others.
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function init() { level.shootablesNeeded = 3; level.shootablesCollected = 0;
Haven't test this but it should work. Just do reckfullies tutoral at the top of the forum and just add one more script model with a targetname "shootable_model_3" and a trigger damage with the targetname "shootable_trig_3" then add your door make it a script modle and add the targetname "door_power". Finally, this should work but it will not say your entering the zone so if you want zombies to spawn in your power room you might have to have someone easle help you with that.
Haven't test this but it should work. Just do reckfullies tutoral at the top of the forum and just add one more script model with a targetname "shootable_model_3" and a trigger damage with the targetname "shootable_trig_3" then add your door make it a script modle and add the targetname "door_power". Finally, this should work but it will not say your entering the zone so if you want zombies to spawn in your power room you might have to have someone easle help you with that.
Haven't test this but it should work. Just do reckfullies tutoral at the top of the forum and just add one more script model with a targetname "shootable_model_3" and a trigger damage with the targetname "shootable_trig_3" then add your door make it a script modle and add the targetname "door_power". Finally, this should work but it will not say your entering the zone so if you want zombies to spawn in your power room you might have to have someone easle help you with that.
You must have messed something up when copying or something, the function I gave you shouldn't be causing this.
Check line 30 of that script and if you cant figure it out just post the whole script here and Ill look at it
THIS IS MY SCRIPT FOR IT AND IT WORKS TO SHOOT ALL 3 TEDDYS BUT WHEN IT GETS TO IT IT DOSE NOT GIVE ANY PERK ANY ONE GOT IDEAS WHY? (Sorry for caps trying to make it look different from the script ^.^)
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
I would just like to state that using PERK_WIDOWS_WINE will not affect the outcome. Also it is "specialty_widowswine" which is also defined by PERK_WIDOWS_WINE.
His problem was inside the loop.
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function shootables_done(player) { while(1) { self waittill(level.shootablesCollected >= level.shootablesNeeded);
I would just like to state that using PERK_WIDOWS_WINE will not affect the outcome. Also it is "specialty_widowswine" which is also defined by PERK_WIDOWS_WINE.
His problem was inside the loop.
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function shootables_done(player) { while(1) { self waittill(level.shootablesCollected >= level.shootablesNeeded);
I have fixed the code so if you wish to replace the function you can do.
Also question for OP, out of curiosity why did you add a loop into shootables_done?
Thank you sooo much I would have no idea thats what was wrong with the scrip ^^ Trying my best to wrap my head round it but its preaty hard :0 Thank you again !!
I would just like to state that using PERK_WIDOWS_WINE will not affect the outcome. Also it is "specialty_widowswine" which is also defined by PERK_WIDOWS_WINE.
His problem was inside the loop.
Spoiler: click to open...
Code Snippet
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function shootables_done(player) { while(1) { self waittill(level.shootablesCollected >= level.shootablesNeeded);
I have fixed the code so if you wish to replace the function you can do.
Also question for OP, out of curiosity why did you add a loop into shootables_done?
I'm pretty sure the reason the loop is there was for something I was doing with the script in my map before I released it here, doubt it is really needed unless i'm forgetting something.