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[TUT] Adding custom ammo: Flame / Shock and Explosive

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by BluntStuffy
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This show's you how to make custom ammo, with three pre-made versions. This is what it looks like:

http://www.youtube.com/watch?v=U38FTOw5Oy0#ws

Download the script and put it in your mods\mapname\maps\ folder. Next make these changes:
(make sure you edit in your mods folder and not in your RAW! )

-UPDATE-
The script is now updated with seperate triggers to buy the special ammo from. You can only buy the ammo at
these triggers. You are also able to set the price's for the ammo-type's, and for upgraded-special ammo..
All change's you can make are at the top of the _blst_custom_ammo.gsc in the main() function.. and you can also
add the guns you would like to have the effects there)
first set up the scripts.

(if you have the first version, only change the ammo_give() function in _zombiemode_weapons. And the stuff in mapname.gsc, and download the new scripts!)
-UPDATE-


In your _zombiemode_spawner.gsc

Right at the top of the file under this line:

Code Snippet
Plaintext
	#include maps\_zombiemode_utility;


add these 2 line's:

Code Snippet
Plaintext
	#include maps\_zombiemode_net;

#using_animtree( "generic_human" );



Next Search for:
Code Snippet
Plaintext
	zombie_damage( mod, hit_location, hit_origin, player )
{

   
Right below that add this:
Code Snippet
Plaintext
	shock_ammo = maps\_blst_custom_ammo::blst_shock( self.damageweapon, mod );
flame_ammo = maps\_blst_custom_ammo::blst_flame( self.damageweapon, mod );
explosive_ammo = maps\_blst_custom_ammo::blst_explosive( self.damageweapon, mod, self );




Look a few line's down, and you'll see this:
Code Snippet
Plaintext
	if( !IsDefined( player ) )
{
return;
}

   
Right under that add this:
Code Snippet
Plaintext
		if( shock_ammo )
{
shock_tag = maps\_blst_custom_ammo::hit_tag( hit_location );
if( isdefined( shock_tag ) )
{
network_safe_play_fx_on_tag( "shock_impact_fx", 3, level._effect["blst_shock_ammo"], self, shock_tag );
self playsound( "imp_tesla" );
}
}

if( flame_ammo )
{
if( !isdefined( self.flame_ammo_on_fire ) || isdefined( self.flame_ammo_on_fire ) && !self.flame_ammo_on_fire )
{
flame_tag = maps\_blst_custom_ammo::hit_tag( hit_location );
if( isdefined(flame_tag))
{
network_safe_play_fx_on_tag( "flame_impact_fx", 3, level._effect["character_fire_pain_sm"], self, flame_tag );
}
self thread maps\_blst_custom_ammo::blst_flame_ammo( player );
}
}

if( explosive_ammo )
{
expl_tag = maps\_blst_custom_ammo::hit_tag( hit_location );
if( isdefined( expl_tag))
{
network_safe_play_fx_on_tag( "expl_impact_fx", 3, level._effect["blst_expl_ammo"], self, expl_tag );
}
self maps\_blst_custom_ammo::blst_expl_ammo( hit_location );
}




Now do the same thing again, but this time search for:
Code Snippet
Plaintext
	zombie_damage_ads( mod, hit_location, hit_origin, player )
{
   
   
And right under that add:
Code Snippet
Plaintext
	shock_ammo = maps\_blst_custom_ammo::blst_shock( self.damageweapon, mod );
flame_ammo = maps\_blst_custom_ammo::blst_flame( self.damageweapon, mod );
explosive_ammo = maps\_blst_custom_ammo::blst_explosive( self.damageweapon, mod, self );


   
And again a few line's down, look for this:
Code Snippet
Plaintext
	if( !IsDefined( player ) )
{
return;
}
   
Right under that add this:
Code Snippet
Plaintext
		if( shock_ammo )
{
shock_tag = maps\_blst_custom_ammo::hit_tag( hit_location );
if( isdefined( shock_tag ) )
{
network_safe_play_fx_on_tag( "shock_impact_fx", 3, level._effect["blst_shock_ammo"], self, shock_tag );
self playsound( "imp_tesla" );
}
}

if( flame_ammo )
{
if( !isdefined( self.flame_ammo_on_fire ) || isdefined( self.flame_ammo_on_fire ) && !self.flame_ammo_on_fire )
{
flame_tag = maps\_blst_custom_ammo::hit_tag( hit_location );
if( isdefined(flame_tag))
{
network_safe_play_fx_on_tag( "flame_impact_fx", 3, level._effect["character_fire_pain_sm"], self, flame_tag );
}
self thread maps\_blst_custom_ammo::blst_flame_ammo( player );
}
}

if( explosive_ammo )
{
expl_tag = maps\_blst_custom_ammo::hit_tag( hit_location );
if( isdefined( expl_tag))
{
network_safe_play_fx_on_tag( "expl_impact_fx", 3, level._effect["blst_expl_ammo"], self, expl_tag );
}
self maps\_blst_custom_ammo::blst_expl_ammo( hit_location );
}





That's all in _spawner. Save and close.
Now in animscripts\death.gsc (in your mod folder!
if it's not there, copy it from raw\animscripts\ to your mods\mapname\animscripts\ folder (just create that..)

Right at the top of the first function, under this line:
Code Snippet
Plaintext
	self flamethrower_stop_shoot(); 
   
Add this part:
Code Snippet
Plaintext
	wpn_check = maps\_blst_custom_ammo::blst_shock( self.damageweapon, self.damagemod );					// Shock Ammo
if( wpn_check && level.zombie_vars["zombie_insta_kill"] == 0 )
{
self.deathanim = random( level._zombie_tesla_death[self.animname] );
Playfxontag (level._effect["tesla_shock_eyes"], self, "J_Eyeball_LE" );
Playfxontag (level._effect["tesla_shock"], self, "J_SpineUpper" );
}

wpn_check = maps\_blst_custom_ammo::blst_flame( self.damageweapon, self.damagemod ); // Flame Ammo
if( wpn_check && level.zombie_vars["zombie_insta_kill"] == 0 )
{
if( !isdefined( self.is_on_fire ) || isdefined( self.is_on_fire ) && !self.is_on_fire )
{
self thread flame_death_fx();
}
}

wpn_check = maps\_blst_custom_ammo::blst_explosive( self.damageweapon, self.damagemod ); // Explosive Ammo
if( wpn_check && level.zombie_vars["zombie_insta_kill"] == 0 )
{
expl_anim = maps\_blst_custom_ammo::death_anim_yaw( self.damageyaw );
self.deathanim = expl_anim;
}

Save and close..


Now open up your _zombiemode_weapons.gsc and look for the ammo_give() function. replace that entire function with this one, and the new one attached:

Code Snippet
Plaintext
ammo_give( weapon, also_has_upgrade )
{
// We assume before calling this function we already checked to see if the player has this weapon...

if( !isDefined( also_has_upgrade ) )
{
also_has_upgrade = false;
}

// Should we give ammo to the player
give_ammo = false;

// Check to see if ammo belongs to a primary weapon
if( weapon != "fraggrenade" && weapon != "stielhandgranate" && weapon != "molotov" )
{
if( isdefined( weapon ) ) 
{
// get the max allowed ammo on the current weapon
stockMax = WeaponMaxAmmo( weapon );
if( also_has_upgrade )
{
stockMax += WeaponMaxAmmo( weapon+"_upgraded" );
}

// Get the current weapon clip count
clipCount = self GetWeaponAmmoClip( weapon );

currStock = self GetAmmoCount( weapon );

// compare it with the ammo player actually has, if more or equal just dont give the ammo, else do
if( ( currStock - clipcount ) >= stockMax )
{
give_ammo = false;
}
else
{
give_ammo = true; // give the ammo to the player
}
}
}
else
{
// Ammo belongs to secondary weapon
if( self has_weapon_or_upgrade( weapon ) )
{
// Check if the player has less than max stock, if no give ammo
if( self getammocount( weapon ) < WeaponMaxAmmo( weapon ) )
{
// give the ammo to the player
give_ammo = true;
}
}
}

weapon_test = self getcurrentweapon();
if ( give_ammo && WeaponInventoryType( weapon_test ) == "altmode" )
{
alt_ammo = check_if_is_defined( weapon_test );
if ( alt_ammo && self.alt_message_count < level.alt_message_count_max )
{
self.alt_message_count ++;
self iprintlnbold( level.hint_alt_buy_wall );
}
}

special_ammo = check_if_is_defined( weapon );


if( give_ammo && !special_ammo )
{
self playsound( "cha_ching" );
self GivemaxAmmo( weapon );
if( also_has_upgrade )
{
self GiveMaxAmmo( weapon+"_upgraded" );
}
return true;
}

if( give_ammo && special_ammo || give_ammo && special_ammo || !give_ammo && WeaponInventoryType( weapon_test ) == "altmode" )
{
if ( self.alt_message_count < level.alt_message_count_max)
{
self.alt_message_count ++;
self iprintlnbold( level.hint_primary_buy_wall );
}
return false;
}

if( !give_ammo )
{
return false;
}
}

check_if_is_defined( weapon )
{
if(isdefined(level.shock_ammo[weapon]))
{
return true;
}

else if(isdefined(level.flame_ammo[weapon]))
{
return true;
}

else if(isdefined(level.expl_ammo[weapon]))
{
return true;
}

else
{
return false;
}
}



Save and close..



Last thing, in your mapname.gsc:

Look for this line:
Code Snippet
Plaintext
	maps\_zombiemode::main();
   
Right ABOVE that line, add this one:

Code Snippet
Plaintext
	maps\_blst_custom_ammo::custom_ammo_precache();
   

And UNDER the "_zombiemode::main() line add:

Code Snippet
Plaintext
	thread maps\_blst_custom_ammo::main();
thread maps\_custom_ammo_buy::main();



Now when you open up the _blst_custom_ammo.gsc you see the main() function, in there you can change the price for all ammo-type's
and add weapons. The weapon line's look like this:

Code Snippet
Plaintext
	add_weapon( "zombie_shotgun"		, "Trenchgun - Shock"		, "shock"	, false );
add_weapon( "zombie_thompson_shock" , "Thompson - Shock" , "shock" , true  );

Here you can simply add / remove weapons for each ammo-type.

Code Snippet
Plaintext
	// 	Syntax: add_weapon( "NAME_OF_WEAPON_FILE", "DISPLAY NAME", "AMMO_TYPE", "IS UPGRADED VERSION" )	

display_name: the name of the weapon used in the hinst's to the player. Just make that up yourself, whatever you want..
ammo_type: can be "shock" "flame" or "expl"
is upgraded: set to true if this is a pap'ed gun, to increase ammo price's. otherwise set to false
   
Easy as that!



In radiant make the triggers to buy ammo from a trigger_use, with the kvp:

Code Snippet
Plaintext
 targetname - elemental_ammo 



If you find any bugs / problems let me know, otherwise enjoy!!
And if used please give credit!





Setting up an alt-weapon:

The easiest thing to do is just copy the weapon-file, and have the exact same gun-model as an alt-weapon.. But you
can go all out with this, and make it have attachments a different cammo or even just a completely different gun.
Doesn't matter, as long as you set up the weapon file's correctly:

Let's asume we just copy the zombie_thompson weapon file, and rename that zombie_thompson_shock.
We want the shock thompson to be the alt-weapon for the normal thompson, the setup:

First open the normal thompson weapon file, and make the changes below:
Code Snippet
Plaintext
altweapon          -          zombie_thompson_shock
inventorytype     -          primary
ammoname        -          thompson (doesn't really matter as long as it's unique)
clipname            -          thompson (same as above)
altdroptime        -          the time for the drop animation when switching to alt-weapon
altraisetime       -          the time for the raise animation when switching from alt-weapon
altdropanim       -          viewmodel_thomspson_putaway_fast (for example)
altraiseanim       -          viewmodel_thomspson_pullout_fast
dpadicon            -          copy it from the hudicon next to it

Now open the zombie_thompson_shock weapon file, and change this:
Code Snippet
Plaintext
modename		   -          Shock Ammo (optional) 
altweapon    -          zombie_thompson
inventorytype    -          altmode

ammoname          -          thompson_shock (doesn't really matter as long as it's unique)
clipname              -          thompson_shock (same as above)
altdroptime           -          the time for the drop animation when switching to alt-weapon
altraisetime          -          the time for the raise animation when switching from alt-weapon
altdropanim          -          viewmodel_thomspson_putaway_fast (for example)
altraiseanim          -          viewmodel_thomspson_pullout_fast
dpadicon              -          copy it from the hudicon next to it


just make sure the alt-weapon is also loaded in your mod.csv / _zombiemode_weapons / and dlc3_code and this should
work fine.




Thanks, thezombiekilla6 for testing it with me and finding some bugs!



Last Edit: June 06, 2014, 07:34:09 pm by BluntStuffy
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Wow good tutorial. Will definitely try this out
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is it like a drop or is it there throughout the whole game
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is it like a drop or is it there throughout the whole game

he shows it in the video. You specify what weapon you want to have the elemental effects on in the script, and when you use that weapon it will use the effects

Also is it possible to have different types of ammo in a gun at one time. Similar to extinction, how if you have shock ammo you use that first then when that runs out it goes back to normal ammo and you can refill the shock ammo by a max ammo. Or is it not possible in waw?
Last Edit: June 02, 2014, 03:57:17 am by thezombiekilla6
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This looks fantastic, thanks for the tutorial.

Just one question is the same injury that would cause the weapon or is increased by the custom ammo type?
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This looks fantastic, thanks for the tutorial.

Just one question is the same injury that would cause the weapon or is increased by the custom ammo type?
I would assume you can set the damage of the weapon In the weapon file
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very nice tutorial, thank you for sharing this
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is it like a drop or is it there throughout the whole game

No right now you put the name's of the guns you want to have the effects in the script, and they have it the entire game.
I allready thought of also making a version as a powerup-drop, wich then give's random special-ammo to the players for 30 seconds..

Quote
Also is it possible to have different types of ammo in a gun at one time. Similar to extinction, how if you have shock ammo you use that first then when that runs out it goes back to normal ammo and you can refill the shock ammo by a max ammo. Or is it not possible in waw?

You can do something kind off like that, by making it alt-weapons like the grenade-launcher is. You will probably need to change some stuff in _zombiemode_weapons if you want to be able to buy ammo off the wall for the alt-weapons.. If you're interested in making this happen, i can help you out. Allready got a simulair setup for my Greenhouse map.

Quote
Just one question is the same injury that would cause the weapon or is increased by the custom ammo type?

No, NaviLlicious is right. I decided not to make it do any extra damage in the script. Just set the damage for the weapon in the weapon file, and that's the damage to gun does.. No increase in the script.. (it has that effect the entire game anyway)
Last Edit: June 02, 2014, 08:39:24 am by BluntStuffy
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Can I make custom perk, that applies, for example, shock ammo to every bullet gun? Would it be too much pain to script?
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You can do something kind off like that, by making it alt-weapons like the grenade-launcher is. You will probably need to change some stuff in _zombiemode_weapons if you want to be able to buy ammo off the wall for the alt-weapons.. If you're interested in making this happen, i can help you out. Allready got a simulair setup for my Greenhouse map.

Ya if you could show me a sample script on how i would go about that, that would be great.
Last Edit: June 02, 2014, 11:01:02 am by thezombiekilla6
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Can I make custom perk, that applies, for example, shock ammo to every bullet gun? Would it be too much pain to script?

Easiest way to do that i think is just add a check to the function's in the _custom_ammo script that checks if the player has the perk. If it doesn't have the perk, make it return false. Then you wouldn't have to make any other changes to the script or the way it works..


Ya if you could show me a sample script on how i would go about that, that would be great.

First post updated with a little script change for buying alt-weapon ammo. It's been a while since i did it for greenhouse and i actually have seperate triggers in my map for buying alt-ammo. But i did some quick testing with this and it seems to work fine  ::)
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Just tested it and it works but whenever im not using the shock ammo it still drains the ammo of it and the normal ammo at the same time. Which makes it pretty pointless to have both ammos. Also how can i make the elemental ammo cost a different price than the normal ammo?
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Easiest way to do that i think is just add a check to the function's in the _custom_ammo script that checks if the player has the perk. If it doesn't have the perk, make it return false. Then you wouldn't have to make any other changes to the script or the way it works..

Thanks, will try this
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BluntStuffy's Groups
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Just tested it and it works but whenever im not using the shock ammo it still drains the ammo of it and the normal ammo at the same time. Which makes it pretty pointless to have both ammos. Also how can i make the elemental ammo cost a different price than the normal ammo?

You probably forgot to change a ammoname and or clipname? If they are the same the weapons use the same ammo-stock.
For changing the price it would require some more scripting. This setup isn't ideal for that since it give's ammo to both weapons at once (primary and alt)
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The King of Zombies
Location: usLouisiana
Date Registered: 24 June 2013
Last active: 4 years ago
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Dust's Groups
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You probably forgot to change a ammoname and or clipname? If they are the same the weapons use the same ammo-stock.
For changing the price it would require some more scripting. This setup isn't ideal for that since it give's ammo to both weapons at once (primary and alt)

Ah that was it i forgot to change the ammoname and clipname. Also you know a good place to start to script the different prices?

 
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