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Custom Buildables - random spawning, shaders, etc.

HOT
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Created 7 years ago
by Archaicvirus
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Dude this is epic worked flawlessly wish i could understand all the code and hints to do the same with the shield ive read over everything about 20 times my eyes glaze over my brain melts so bloody frustrating i guess its true what they say cant teach an old dog new tricks lol    :derp:
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Lol you're funny dude. Naw it's not that hard man. Trust me, there are way more experienced coders here than I ever will be. I always point people towards the folder in your games root directory. It's called docs_modtools. There's lots of documentation in there, everything from workflows to add custom assets, entity field data, even the api with example functions. There's plenty of tutorials here for scripting, but I learn a lot just looking through the help forums, you can see a lot of example code to learn from. Let me know if you need help doing you're own buildable. As long as you have the idea put together I don't mind helping you with the scripting.
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(dude that's freekin awesome) just really want to do the same with the shield i have a shield buildable  already  but no hud or fx, the sounds i got with the script from uptown but its a lot more simpler than the one you done and doesn't have fx or random spawn locations tbh its taken me so long just to learn how to use the tools for mapping as i never done any of this b4 black ops 3 radiant, then came across this site and modme and everyone both here and there are so helpful they were throwing prefabs up  with easy to follow drag n drops  so i guess i just assumed thats how it was done BOY was i wrong in my 40's now the only code i ever learned was way back on the Commadore and Amstrad days

example: 10 print you cant script for shit
              20 goto 10
              run

              lmfao

but thanks for pointing me to the docs_modtools ill have a look over it when i get peace and quite l8r tonight (ah the joys of parenthood)

thanks again Archaicvirus
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I would like to be of assistance, but I have added two buildables, but when I make it the shader will not disappear.
Please show me an example script.
Last Edit: December 26, 2017, 01:44:04 am by Conbini2017
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Post your code, and I'll take a look. Also, tell me what you did in radiant so I can determine if your buildables are set up correctly.
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I am not confident of the code.
This is part_shader_logic code I touched.

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function part_shader_logic(shader, position, size_x, size_y){
hud = position - 1;
self.shader_var[hud] = NewClientHudElem(self);
self.shader_var[hud].alignX = "right";
self.shader_var[hud].alignY = "top";
self.shader_var[hud].horzAlign = "user_right";
self.shader_var[hud].vertAlign = "user_top";
if(self IsSplitScreen())
self.shader_var[hud].y = ((size_y * position) + 10) - 25;
else
self.shader_var[hud].y = ((size_y * position) + 10);
self.shader_var[hud].x = -5;
self.shader_var[hud] setShader(shader, size_x, size_y);
self waittill("power_crafted");
self waittill("pap_crafted");
foreach(shader in self.shader_var){
shader Destroy();
}
}
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I am not confident of the code.
This is part_shader_logic code I touched.

Code Snippet
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function part_shader_logic(shader, position, size_x, size_y){
hud = position - 1;
self.shader_var[hud] = NewClientHudElem(self);
self.shader_var[hud].alignX = "right";
self.shader_var[hud].alignY = "top";
self.shader_var[hud].horzAlign = "user_right";
self.shader_var[hud].vertAlign = "user_top";
if(self IsSplitScreen())
self.shader_var[hud].y = ((size_y * position) + 10) - 25;
else
self.shader_var[hud].y = ((size_y * position) + 10);
self.shader_var[hud].x = -5;
self.shader_var[hud] setShader(shader, size_x, size_y);
self waittill("power_crafted");
self waittill("pap_crafted");
foreach(shader in self.shader_var){
shader Destroy();
}
}
I don't know what you mean by not confident, but at the bottom you have
Code Snippet
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self waittill("pap_crafted")
. Why?  Are you also sending a notify "pap_crafted"? Without doing
Code Snippet
Plaintext
 player notify("pap_crafted")
the call
Code Snippet
Plaintext
self waittill("pap_crafted")
will halt the function and wait forever until that notify is sent. In the function part_shader_logic, 'self' is an alias for the player that the function is being called on.
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There is a tutorial on custom perks here, just look for it. In that tutorial it walks you through making your own custom perk shaders, just follow that part. Its really easy and its the same process no matter what you're using the shaders for - jumpscares, perk shaders, parts etc.
hey do u know how this can be implemented into waw?
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I know this is a pretty old thread, but does anyone have any ideas as to why the fuse isn't spawning with the prefab? I got the switch and the panel but the fuse is missing :(

 
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