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Contact Support - Help Center Get help on the UGX Discord. Join it now!give_players_perks#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
main()
{
thread give_player_perks();
}
give_player_perks()
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] thread give_all_perks();
players[i] thread remove_revive_solo();
}
}
give_all_perks()
{
flag_wait("all_players_connected");
wait .3;
perks = [];
perks[0] = "specialty_armorvest"; //Juggernog
perks[1] = "specialty_rof"; //Double tap
perks[2] = "specialty_fastreload";//speed cola
perks[3] = "specialty_detectexplosive";//PHD flopper
perks[4] = "specialty_bulletaccuracy";//deadshot
perks[5] = "specialty_extraammo";//mule kick
perks[6] = "specialty_longersprint";// staminup
//perks[7] = "speciality_whatever_perk";// IF YOU HAVE MORE PERKS YOU WANT TO ADD, THEN CHANGE "speciality_whatever_perk" TO THE STRING NAME OF THE PERK YOU WILL ADD. THEN CONTINUE LIKE THAT WHEN ADDING MORE PERKS. AND CHANGE THE NUMBER AT EVERY PERK YOU ADD LIKE. "perks[number]"
while(1)
{
for(p=0;p<perks.size;p++)
{
if(!self HasPerk(perks[p]))
{
self thread jugg_fix();
self setperk(perks[p]);
self thread maps\_zombiemode_perks::perk_hud_create( perks[p] );
self thread maps\_zombiemode_perks::perk_think( perks[p] );
}
if(level.intermission == true)
break;
wait .3;
}
if(level.intermission == true)
break;
}
}
jugg_fix()
{
while(1)
{
if(self HasPerk("specialty_armorvest") && !self maps\_laststand::player_is_in_laststand() && self.being_revived == false)
{
self.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
self.health = level.zombie_vars["zombie_perk_juggernaut_health"];
break;
}
wait .1;
}
}
remove_revive_solo()
{
if(!self HasPerk("specialty_quickrevive"))
{
self SetPerk("specialty_quickrevive");
self maps\_zombiemode_perks::perk_hud_create( "specialty_quickrevive" );
self thread maps\_zombiemode_perks::perk_think( "specialty_quickrevive" );
}
while(1)
{
//iprintln("waittill is active");
self waittill_any( "fake_death", "death", "player_downed" );
if(self.size == 1 && self HasPerk("specialty_quickrevive"))
{
self UnSetPerk("specialty_quickrevive");
self thread maps\_zombiemode_perks::perk_hud_destroy( "specialty_quickrevive" );
// iprintln("removed revive on solo");
}
else if(self.size != 1 && !self HasPerk("specialty_quickrevive"))
{
self SetPerk("specialty_quickrevive");
self maps\_zombiemode_perks::perk_hud_create( "specialty_quickrevive" );
self thread maps\_zombiemode_perks::perk_think( "specialty_quickrevive" );
// iprintln("Give back revive in coop");
}
}
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Will the players have all the perks all the time even if they go down with this? Also How could I make it so if their playing solo, it will get rid of quick revive if they go down but keep the rest.


Sorry for being a noob, but how do you call it into a script?

The only bug I find is that the black ops perk shaders are not showing... I only see the waw perks... any help?
I know it works just the shaders don't show up but it's fine...
perk_hud_create( perk )
{
// Code
}perk_hud_create( perk )
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}
/#
if ( GetDVarInt( "zombie_cheat" ) >= 5 )
{
if ( IsDefined( self.perk_hud[ perk ] ) )
{
return;
}
}
#/
shader = "";
switch( perk )
{
case "specialty_armorvest":
shader = "specialty_juggernaut_zombies";
break;
case "specialty_quickrevive":
shader = "specialty_quickrevive_zombies";
break;
case "specialty_fastreload":
shader = "specialty_fastreload_zombies";
break;
case "specialty_rof":
shader = "specialty_doubletap_zombies";
break;
// BO Perks
case "specialty_detectexplosive": // PHD
shader = "vending_phd_shader";
break;
case "specialty_longersprint": // Stamin-Up
shader = "vending_staminup_shader";
break;
case "specialty_extraammo": // Mule Kick
shader = "vending_mule_kick_shader";
break;
case "specialty_bulletaccuracy": // Deadshot
shader = "vending_deadshot_shader";
break;
default:
shader = "";
break;
}
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = self.perk_hud.size * 30;
hud.y = hud.y - 70;
hud.alpha = 1;
hud SetShader( shader, 24, 24 );
self.perk_hud[ perk ] = hud;
}Electric Cherry:
specialty_boost
shader = "cherry_vending_zombies";
Vultaire AID:
specialty_ordinance
shader = "vulture_vending_zombies_0";