UPDATE: Script Works Use it if you Want Credit: GerardS0406/DidUKnowiPwn
FIRST ADD A TRIGGER USE IN RADIENT WITH KVP: targetname; wunderfizz_trigger
Then, Add this into MAPNAME.gsc
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wunderfizz_init() { level.wunderfizz = GetEnt("wunderfizz_trigger","targetname"); level.wunderfizz sethintstring("Press and Hold &&1 to buy Perk a Cola [Cost: 1500]"); level.wunderfizz SetCursorHint("HINT_NOICON"); level.wunderfizz UseTriggerRequireLookAt();
if (player maps\_laststand::player_is_in_laststand() ) { continue; }
if(player in_revive_trigger()) { continue; }
if( player isThrowingGrenade() ) { wait( 0.1 ); continue; }
if( player isSwitchingWeapons() ) { wait(0.1); continue; } if ( player.score < level.wunderfizz_cost ) { self playsound(“deny”); player thread maps\_zombiemode_perks::play_no_money_perk_dialog(); continue; } player maps\_zombiemode_score::minus_to_player_score( level.wunderfizz_cost ); player thread maps\_zombiemode_powerups::zombie_perk_powerup(); } }
Add this after maps\_zombiemode::main(); in same file
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thread wunderfizz_init();
Add this into _zombiemode_powerups.gsc (ALL CREDIT TO DUKIP)
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zombie_perk_powerup() { self endon("disconnect");
player = self; perk = getRandomPerk(player); //DUKIP - Make sure player doesn't have the perk and perk is defined. if(player HasPerk(perk) || !IsDefined(perk)) { //DUKIP - 50/50 chance of playing the sound. if(cointoss()) player PlayLocalSound("sam_nospawn"); return; }
//DUKIP - Moved this var to above the perk bottle give as there was a chance of getting "dual" perks. player.is_drinking = 1;
// do the drink animation gun = player maps\_zombiemode_perks::perk_give_bottle_begin( perk );
player waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
// restore player controls and movement player maps\_zombiemode_perks::perk_give_bottle_end( gun, perk ); player.is_drinking = undefined; // TODO: race condition? if ( player maps\_laststand::player_is_in_laststand() ) return;
player SetPerk( perk ); player thread maps\_zombiemode_perks::perk_vo(perk); player setblur( 4, 0.1 ); wait(0.1); player setblur(0, 0.1);
level.wunderfizz = sethintstring(“Press and Hold &&1 to buy Perk a Cola [Cost: “ + level.wunderfizz_cost + "]”);
should be:
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level.wunderfizz sethintstring(“Press and Hold &&1 to buy Perk a Cola [Cost: “ + level.wunderfizz_cost + "]”);
sethintstring doesn't return a value, it just gives the trigger a hint to display when they enter/look at the trigger. Even if it did, your using the same variable you used to get the wunderfizz again to set the hintstring which replaces the level.wunderfizz entity that you declared right above it.
And why do you keep asking other people to test your scripts for you?
level.wunderfizz = sethintstring(“Press and Hold &&1 to buy Perk a Cola [Cost: “ + level.wunderfizz_cost + "]”);
should be:
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level.wunderfizz sethintstring(“Press and Hold &&1 to buy Perk a Cola [Cost: “ + level.wunderfizz_cost + "]”);
sethintstring doesn't return a value, it just gives the trigger a hint to display when they enter/look at the trigger. Even if it did, your using the same variable you used to get the wunderfizz again to set the hintstring which replaces the level.wunderfizz entity that you declared right above it.
And why do you keep asking other people to test your scripts for you?
Srry... The only reason I asked today is because I can't at the moment and thx for that
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
level.wunderfizz sethintstring(“Press and Hold &&1 to buy Perk a Cola [Cost: “ + level.wunderfizz_cost + "]”);
notice the ")" is also in yellow? It shouldnt be
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level.wunderfizz sethintstring("Press and Hold &&1 to buy Perk a Cola [Cost: " + level.wunderfizz_cost + "]");
Yes I can see that, I probably didn't get that because I looked at the script in my nazi_zombie_MAPNAME.gsc more than on here... I'll fix it for others
Does this include models for wunderfizz? And is there an easy way to get the bo1/2 perk bottle models so you can actually tell what perk your'e getting? My map has bo1 perks but using standard waw bottles
Last Edit: March 16, 2015, 09:19:40 am by ProRevenge
Does this include models for wunderfizz? And is there an easy way to get the bo1/2 perk bottle models so you can actually tell what perk your'e getting? My map has bo1 perks but using standard waw bottles
If you take a look closer, there is no download, meaning no models, its just the script
Its ok, i think there are already models in one of Bam's packs, and i couldnt even get electric cherry to work so i doubt i could get wunderfizz to work, thanks for the offer anyway, i probably just wont use wunderfizz.
Its ok, i think there are already models in one of Bam's packs, and i couldnt even get electric cherry to work so i doubt i could get wunderfizz to work, thanks for the offer anyway, i probably just wont use wunderfizz.
You couldn't get this wunderfizz to work? If you couldn't let me know what went wrong
I havent tried to get this to work yet, i decided against it as i only have the standard waw bottles and you wouldnt be able to tell which perk you were getting, i was going to add electric cherry but couldnt get it to work so am sticking with the blops 8 perks