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[Script] Updated BO1/BO2 style easter egg reward

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Created 12 years ago
by Ege115
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Bug Report:
You loose only Quick Revive in first dead, and at second you get all Perks back.
Same like in the Map Lake Michigan.

But thx good work i search for a while for such an Tutorial.

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Plaintext
Electric Cherry:
specialty_boost
shader = "cherry_vending_zombies";

Vultaire AID:
specialty_ordinance
shader = "vulture_vending_zombies_0";

Vutaire works too but without the green light around the shader.

It's perma perks. :P, removes quick revive in solo or else you'll have infinite solo revives when using black ops style quick revive.
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It's perma perks. :P, removes quick revive in solo or else you'll have infinite solo revives when using black ops style quick revive.
Hm sry, but for me this looks more than a Bug like planned, when you go down ... loose all Perks and see at same moment Perks coming back one by one.
Same when you die completely you'll see the end game camera with returning your Perks one by one and last flip.

Is there a way, to stop this? Makin it not perma?
Is 'all' allowed as arg, instead of quick revive?
Code Snippet
Plaintext
self UnSetPerk("specialty_quickrevive"); // change specialty_quickrevive to all without ""
self thread maps\_zombiemode_perks::perk_hud_destroy( "specialty_quickrevive" ); // same here
Last Edit: August 20, 2014, 08:51:39 pm by holz
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Hm sry, but for me this looks more than a Bug like planned, when you go down ... loose all Perks and see at same moment Perks coming back one by one.
Same when you die completely you'll see the end game camera with returning your Perks one by one and last flip.

Is there a way, to stop this? Makin it not perma?

Well if you look at the script to see what things are called, it is indeed not a bug. :P

I think this will make it non permanent:

Code Snippet
Plaintext
#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();
}
}

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]"

for(p=0;p<perks.size;p++)
{
if(!self HasPerk(perks[p]))
{
self setperk(perks[p]);

if(perks[p] == "specialty_armorvest")
{
self.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
self.health = level.zombie_vars["zombie_perk_juggernaut_health"];
}
self maps\_zombiemode_perks::perk_hud_create( perks[p] );
self thread maps\_zombiemode_perks::perk_think( perks[p] );
}
wait .3;
}
}
Last Edit: August 20, 2014, 08:49:43 pm by ProGamerzFTW
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Well if you look at the script to see what things are called, it is indeed not a bug. :P

I think this will make it non permanent:

Thats exactly what ive tried but that doesnt stop it, maybe its because i called it in dvii's buildables example.
Last Edit: August 20, 2014, 09:08:44 pm by holz
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Did you try this script? I took it out of the loop which should stop it from being permanent. :P
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Well you're right that makes it non permanent, thx man.
Must have overseen something.  :-\

Permanent perks are not an bad idea as an good ee reward.
To make it more perfectly can you script it like that you only loose quick revive? And not loose all and give them back?
Or stop the give perk back when you are totally dead?
Last Edit: August 20, 2014, 09:25:10 pm by holz
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Well you're right that makes it non permanent, thx man.
Must have overseen something.  :-\

Permanent perks are not an bad idea as an good ee reward.
To make it more perfectly can you script it like that you only loose quick revive? And not loose all and give them back?
Or stop the give perk back when you are totally dead?
It's supposed to do that, it was requested by thezombiekilla6. And I thought his idea was good as if you would get QR back all the time, the game would never end.

And I'm glad you liked it. :D

Edit, opps sorry didn't see you guys already talked about this in the other posts.^^

and I can fix what you said too, but I mean it's not a bug really. Do you really want so it give the players all perks only after you were revived?
Last Edit: August 20, 2014, 09:38:15 pm by Ege115
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Well you're right that makes it non permanent, thx man.
Must have overseen something.  :-\

Permanent perks are not an bad idea as an good ee reward.
To make it more perfectly can you script it like that you only loose quick revive? And not loose all and give them back?
Or stop the give perk back when you are totally dead?

That will probably involve modifying the _zombiemode_perks.gsc which I don't feel like figuring out. This script just does it the simple way where it gives perks back directly after the function in _zombiemode_perks.gsc calls to remove them on death, hence being "permanent" throughout the entire game.

Also, if you know on moon, you do get perks back after you respawn when dying out. :P

Maybe someone else can help you there when it comes to losing them on death.
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Sure i like it and you make it nice and easy Ege, thx man!  8)  (i've added respect to you and the other 2 PRO's)  :P



Double Post Merge: August 21, 2014, 01:14:26 pm
for the perk give problem at total death, it might give an easy solution.
in your script i see, there is an
Code Snippet
Plaintext
self waittill_any( "fake_death", "death", "player_downed" );
ive tried to seperate the "death"
like
Code Snippet
Plaintext
give_player_perks()
{
while(1)
    {
    self waittill_any( "fake_death", "death", "player_downed" );
   
    if( self == "death" )
    {
    return;
    }
    else
    {
        players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] thread give_all_perks();
players[i] thread remove_revive_solo();
}
    }
}
And hope that it returns out of this function without giving perks, when you are dead.
Should this work or see someone a bug?
Last Edit: August 21, 2014, 01:19:40 pm by holz
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Sure i like it and you make it nice and easy Ege, thx man!  8)  (i've added respect to you and the other 2 PRO's)  :P



Double Post Merge: August 21, 2014, 01:14:26 pm
for the perk give problem at total death, it might give an easy solution.
in your script i see, there is an
Code Snippet
Plaintext
self waittill_any( "fake_death", "death", "player_downed" );
ive tried to seperate the "death"
like
Code Snippet
Plaintext
give_player_perks()
{
while(1)
    {
    self waittill_any( "fake_death", "death", "player_downed" );
   
    if( self == "death" )
    {
    return;
    }
    else
    {
        players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] thread give_all_perks();
players[i] thread remove_revive_solo();
}
    }
}
And hope that it returns out of this function without giving perks, when you are dead.
Should this work or see someone a bug?
No that wont work, the "death" string is a notify and it wont work with checking it in an if statement like that.

Btw the script is updated now so it does what you asked for. Plus I fixed a glitch that could cause with bam's QR. So everyone who are using the old one, use the new one in the OP.
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Awesome tutorial and script, works great :D
Also, would you mind if I used a bit of this as a reference? I'm working on a script and I'm bad with arrays :(
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Awesome tutorial and script, works great :D
Also, would you mind if I used a bit of this as a reference? I'm working on a script and I'm bad with arrays :(
Of course you can, do whatever you want with it. ;)
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thx m8 :D

 
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