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Mystery Box 2.0 Full Release

POLLHOT
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Created 9 years ago
by PROxFTW
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Poll

Question: Do you want hacker already implemented?

Yes
6 (66.7%)
No
1 (11.1%)
I don't care, up to you.
2 (22.2%)

Total Members Voted: 8

Voting closed: November 16, 2014, 09:12:12 pm

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Everything explained better below. But this is 2.0 of the mystery box and I really hope everyone enjoys this and the effort I put into this for everyone. Anything else please let me know and I will do it.
Video will have to be delayed as my laptop could not work the video out. So hopefully tomorrow I can get one.
Here is a gif to show off a bit of how the code looks for user settings.

Credits:
Pashan - Ideas
UGX - Ideas
Nikolai - Testing
Last Edit: September 04, 2015, 12:06:56 am by PROxFTW
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Wow, very nice. Thanks for sharing! :D Definitely will be testing this.
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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 ;)
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I wonder if this will fix my box hat refuses to move...

Ive tried literally EVERYTHING else lol
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So all bugs that have been happening are now 100% fixed as far as bugs I am aware of.
Now the dl will be a few seconds to be updated so be patient. What I did is I thought the tut was just cluttered in writing so I have fixed it up, made it look nicer and added _zombiemode_powerups.gsc into the dl so you can replace your and go. If you have other powerups then the default 2 with shaders. Do not update. Either adjust the code, or ask me or another scripter to give you a hand.
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Also I wanna kind of explain some of the features as well.
Box Location - There is an option to completely disable it, add it everywhere like natch, randomize the location, or set the location yourself.
Firesale - Completely redesigned to work with all the features and so far no bugs at all with it.
Perma-Box - If you played BO2 you will know after a few box hits you can get a teddy bear which allows better weapons
UGX Player Take - If you hit the box, after a little while it will be available for others to take the weapon
Adjust timers for box open time, how long for UGX player take to be active
Adjust sounds
Adjustable User settings. Try it out, this should help non-scripters hugely with customizing features with little knowledge of scripting
1 Box prefab is only required. No kvp editing besides changing models.
Fixes up many bugs with the original mystery box, including 3+ weapon/perk glitch + a few more
Fully redesigned
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A few things I forgot
The locking of the box needs to be threaded manually as well as the Leroy Script needs to be threaded manually.
If you need help with that msg me and I will assist you in that.
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Fully out of beta as it has no known bugs and is completely redesign-able to my liking. If you notice any bugs report them to me and I will fix it up as soon as possible. Again credits listed above and hope you enjoy.
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Forgot 1 thing. If you use an animated box in magic_box.atr you will need to change the anims in there to work in script.
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Now I have 1 question for you guys, would you like anything else to be re-modified just as easy/ any more features you think would be nicely added, anything else then let me know, helps me learn more as well as makes everything easier for others.
Last Edit: October 31, 2014, 12:45:32 am by PROxFTW
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Mind sharing an image of the box? :D
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Mind sharing an image of the box? :D
Its the default box. I just put 2.0 since it has so many features added into 1 unlike any map before. If you use the animated one, it is just the normal box without the lid so you can easily change that. And then the non-animated is just the default box.
Image:
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I really want to try it but what is it? Like do you get all the features with it or you have to add everything manually?
I know I sound stupid but I'm confused.  :-\
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I really want to try it but what is it? Like do you get all the features with it or you have to add everything manually?
I know I sound stupid but I'm confused.  :-\
As far as scripting. You only have a few things to adjust unless you have more than the default 2 powerups with shaders but if this is the case I can help with that. There is 1 box prefab and can be placed an infinite amount of times just don't put them to close. Once you open up the MysteryBox2.gsc there is a whole function dedicated to user settings and I have tried to make it as easy as possible for the user to change anything with changing 1 value. If you look at the script it may make a bit more sense. The only features that need to be done manually is the leroy script and the locking of the box. Everything else is taken care of based on user settings.
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As far as scripting. You only have a few things to adjust unless you have more than the default 2 powerups with shaders but if this is the case I can help with that. There is 1 box prefab and can be placed an infinite amount of times just don't put them to close. Once you open up the MysteryBox2.gsc there is a whole function dedicated to user settings and I have tried to make it as easy as possible for the user to change anything with changing 1 value. If you look at the script it may make a bit more sense. The only features that need to be done manually is the leroy script and the locking of the box. Everything else is taken care of based on user settings.

Nice! :) Sounds great!
Thank you man. Downloading  :derp:
Still gonna see the video first before attempting anything ONLY BECAUSE my map is messed up right now so theres no point of adding more features. But if I like what I see I'll put it in fast.
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Found a bug. Once the box moves for the first time, all of the locations will let us hit the box even if the box isnt there.
Also with my ported weapons, it will only let me have 1 weapon unless I buy a wall weapon first.

Edit: Seems like it happens once the box has been to all locations at least once. I have 2 box locations in just to test. When the box left the first location the first time it was fine, but when it left the second location and went back to the first thats when it messed up, and allowed me to hit the box even if it wasnt there.

Spoiler: click to open...


Last Edit: October 31, 2014, 03:17:48 am by thezombiekilla6
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Found a bug. Once the box moves for the first time, all of the locations will let us hit the box even if the box isnt there.
Also with my ported weapons, it will only let me have 1 weapon unless I buy a wall weapon first.

That's not the boxes fault. Go to your loadout.gsc and you can fix this issue.
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That's not the boxes fault. Go to your loadout.gsc and you can fix this issue.

I never had a problem with the 1 weapon issue until I added in the box 2.0, so....
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I never had a problem with the 1 weapon issue until I added in the box 2.0, so....
yeah i know how to fix your issue zombie let me know if you have problems dude
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I never had a problem with the 1 weapon issue until I added in the box 2.0, so....
Go to _zombiemode_weapons and find
Code Snippet
Plaintext
if( primaryWeapons[i] == "zombie_colt" )
around line 1627 and change it to your starting gun
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Go to _zombiemode_weapons and find
Code Snippet
Plaintext
if( primaryWeapons[i] == "zombie_colt" )
around line 1627 and change it to your starting gun


My starting gun is already the colt though. Plus this is just my test map so I dont have a problem if I can only have 1 weapon, my real issue is the hintstrings being visible on all the box locations even if the box isnt there
Last Edit: October 31, 2014, 11:17:56 am by thezombiekilla6

 
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