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Wunderfizz Script

HOT
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Created 9 years ago
by GerardS0406
0 Members and 1 Guest are viewing this topic.
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Projects:
Unnamed Project: 5%
Mutliple Downloadable Items for Mappers: (Released after map releases)
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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
Code Snippet
Plaintext
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();

for( ;; )
{
level.wunderfizz waittill ("trigger", player);

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

Code Snippet
Plaintext
thread wunderfizz_init();

Add this into _zombiemode_powerups.gsc (ALL CREDIT TO DUKIP)
Code Snippet
Plaintext
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);

if(perk == "specialty_armorvest")
{
player.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
player.health = level.zombie_vars["zombie_perk_juggernaut_health"];
}

player maps\_zombiemode_perks::perk_hud_create( perk );

//stat tracking
player.stats["perks"]++;

bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type perk",
player.playername, player.score, level.round_number, 0, perk, self.origin );

player thread maps\_zombiemode_perks::perk_think( perk );
}

getRandomPerk(player)
{
//DUKIP - Make sure we're not drinking anything already.
if(IsSubStr(player getCurrentWeapon(), "bottle") || (IsDefined(player.is_drinking) && player.is_drinking))
return;

all_perks = [];
all_perks[0] = "specialty_armorvest";
all_perks[1] = "specialty_quickrevive";
all_perks[2] = "specialty_fastreload";
all_perks[3] = "specialty_rof";
//all_perks[NUM] = "specialty_XXXX";

all_perks = array_randomize(all_perks);

thePerk = random(all_perks);

return thePerk;
}

Let me know results below! Thx ;)
Last Edit: March 15, 2015, 11:45:51 pm by GerardS0406
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Code Snippet
Plaintext
	level.wunderfizz = sethintstring(“Press and Hold &&1 to buy Perk a Cola [Cost: “ + level.wunderfizz_cost + "]”);

should be:

Code Snippet
Plaintext
	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?
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Code Snippet
Plaintext
	level.wunderfizz = sethintstring(“Press and Hold &&1 to buy Perk a Cola [Cost: “ + level.wunderfizz_cost + "]”);

should be:

Code Snippet
Plaintext
	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
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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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prob doesnt matter, but "open" quote is used twice in a row, leaving a open string

that might just be our code boxes though, if you get a syntax error thatll be why
Last Edit: March 15, 2015, 08:14:43 pm by Harry Bo21
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prob doesnt matter, but "open" quote is used twice in a row, leaving a open string

that might just be our code boxes though, if you get a syntax error thatll be why
Yes I did get a syntax error and it was probably because I forgot to add a few lines of code haha, I'm about to test it now
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I mean here :

Code Snippet
Plaintext
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

Code Snippet
Plaintext
level.wunderfizz sethintstring("Press and Hold &&1 to buy Perk a Cola [Cost: " + level.wunderfizz_cost + "]");
Last Edit: March 15, 2015, 08:44:22 pm by Harry Bo21
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I mean here :

Code Snippet
Plaintext
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

Code Snippet
Plaintext
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
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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
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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
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Ah, my bad.
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Nice man. I will use your script in my map :D

Good job mam :)

MrDunlop4
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Ah, my bad.
I can add model for it but It will be custom made because it's illegal to post raw assets
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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.
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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
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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

I appreciate your willingness to help though

 
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