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  3. [Resource] [GSC] Working Tombstone Fix - Works on Tranzit and Town

[Resource] [GSC] Working Tombstone Fix - Works on Tranzit and Town

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  • LuqyAFundefined Offline
    LuqyAFundefined Offline
    LuqyAF
    wrote on last edited by
    #3

    Are two+ players still needed for tombstone? Because I can not get it working. Im trying to have this and the perk limit removal scripts in the same one if that is possible? Also I do not know gsc so I probably did something wrong but the perk limit removal works just not the tombstone fix. Here is the code if I could get some help.

    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\gametypes_zm\_hud_util;
    #include maps\mp\gametypes_zm\_hud_message;
    #include maps\mp\zombies\_zm_perks;
    
    init()
    {
        level.perk_purchase_limit = 9;
        for(;;)
        {
            level waittill("connected", player);
            player thread welcome();
        }
    	
    	isTown();
    	
    }
    
    solo_tombstone_removal()
    {
    	notify( "tombstone_on" );
    }
    
    turn_tombstone_on()
    {
    	while ( 1 )
    	{
    		machine = getentarray( "vending_tombstone", "targetname" );
    		machine_triggers = getentarray( "vending_tombstone", "target" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
    			i++;
    		}
    		level thread do_initial_power_off_callback( machine, "tombstone" );
    		array_thread( machine_triggers, ::set_power_on, 0 );
    		level waittill( "tombstone_on" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
    			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
    			machine[ i ] playsound( "zmb_perks_power_on" );
    			machine[ i ] thread perk_fx( "tombstone_light" );
    			machine[ i ] thread play_loop_on_machine();
    			i++;
    		}
    		level notify( "specialty_scavenger_power_on" );
    		array_thread( machine_triggers, ::set_power_on, 1 );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
    		}
    		level waittill( "tombstone_off" );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
    		}
    		array_thread( machine, ::turn_perk_off );
    		players = get_players();
    		_a1718 = players;
    		_k1718 = getFirstArrayKey( _a1718 );
    		while ( isDefined( _k1718 ) )
    		{
    			player = _a1718[ _k1718 ];
    			player.hasperkspecialtytombstone = undefined;
    			_k1718 = getNextArrayKey( _a1718, _k1718 );
    		}
    	}
    }
    
    isTown()
    {
    	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
    	{
    		level thread perk_machine_spawn_init();
    		thread solo_tombstone_removal();
    		thread turn_tombstone_on();
    	}
    }
    
    welcome()
    {
        self endon("disconnect");
        self waittill("spawned_player");
        wait 7;
    	self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
    }
    
    JezuzLizardundefined 1 Reply Last reply
    0
    • LuqyAFundefined LuqyAF

      Are two+ players still needed for tombstone? Because I can not get it working. Im trying to have this and the perk limit removal scripts in the same one if that is possible? Also I do not know gsc so I probably did something wrong but the perk limit removal works just not the tombstone fix. Here is the code if I could get some help.

      #include maps\mp\_utility;
      #include common_scripts\utility;
      #include maps\mp\gametypes_zm\_hud_util;
      #include maps\mp\gametypes_zm\_hud_message;
      #include maps\mp\zombies\_zm_perks;
      
      init()
      {
          level.perk_purchase_limit = 9;
          for(;;)
          {
              level waittill("connected", player);
              player thread welcome();
          }
      	
      	isTown();
      	
      }
      
      solo_tombstone_removal()
      {
      	notify( "tombstone_on" );
      }
      
      turn_tombstone_on()
      {
      	while ( 1 )
      	{
      		machine = getentarray( "vending_tombstone", "targetname" );
      		machine_triggers = getentarray( "vending_tombstone", "target" );
      		i = 0;
      		while ( i < machine.size )
      		{
      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
      			i++;
      		}
      		level thread do_initial_power_off_callback( machine, "tombstone" );
      		array_thread( machine_triggers, ::set_power_on, 0 );
      		level waittill( "tombstone_on" );
      		i = 0;
      		while ( i < machine.size )
      		{
      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
      			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
      			machine[ i ] playsound( "zmb_perks_power_on" );
      			machine[ i ] thread perk_fx( "tombstone_light" );
      			machine[ i ] thread play_loop_on_machine();
      			i++;
      		}
      		level notify( "specialty_scavenger_power_on" );
      		array_thread( machine_triggers, ::set_power_on, 1 );
      		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
      		{
      			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
      		}
      		level waittill( "tombstone_off" );
      		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
      		{
      			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
      		}
      		array_thread( machine, ::turn_perk_off );
      		players = get_players();
      		_a1718 = players;
      		_k1718 = getFirstArrayKey( _a1718 );
      		while ( isDefined( _k1718 ) )
      		{
      			player = _a1718[ _k1718 ];
      			player.hasperkspecialtytombstone = undefined;
      			_k1718 = getNextArrayKey( _a1718, _k1718 );
      		}
      	}
      }
      
      isTown()
      {
      	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
      	{
      		level thread perk_machine_spawn_init();
      		thread solo_tombstone_removal();
      		thread turn_tombstone_on();
      	}
      }
      
      welcome()
      {
          self endon("disconnect");
          self waittill("spawned_player");
          wait 7;
      	self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
      }
      
      JezuzLizardundefined Offline
      JezuzLizardundefined Offline
      JezuzLizard
      Plutonium Staff
      wrote on last edited by
      #4

      LuqyAF Anything after a for loop with no end condition will not be read put the isTown() above the level.perk_purchase_limit = 9; so it will run it.

      A while loop or for loop tells a computer to do something indefinitely until told otherwise, this means in your current code isTown() is never read since the current for loop you are using has no end condition which means everything after it won't be run.

      LuqyAFundefined Tomlemanundefined 2 Replies Last reply
      0
      • JezuzLizardundefined JezuzLizard

        LuqyAF Anything after a for loop with no end condition will not be read put the isTown() above the level.perk_purchase_limit = 9; so it will run it.

        A while loop or for loop tells a computer to do something indefinitely until told otherwise, this means in your current code isTown() is never read since the current for loop you are using has no end condition which means everything after it won't be run.

        LuqyAFundefined Offline
        LuqyAFundefined Offline
        LuqyAF
        wrote on last edited by
        #5

        JezuzLizard Thanks a lot! I did not realise it was a loop.

        1 Reply Last reply
        0
        • H3X1Cundefined Offline
          H3X1Cundefined Offline
          H3X1C
          Plutonium Staff
          wrote on last edited by
          #6

          Forgive me but what was actually broken with tombstone?

          JezuzLizardundefined 1 Reply Last reply
          0
          • H3X1Cundefined H3X1C

            Forgive me but what was actually broken with tombstone?

            JezuzLizardundefined Offline
            JezuzLizardundefined Offline
            JezuzLizard
            Plutonium Staff
            wrote on last edited by
            #7

            H3X1C In Plutonium when a dedicated server launches the game thinks its a solo game. Tombstone is removed because of this since tombstone is useless in solo( you have to bleedout to take advantage of tombstone ).

            H3X1Cundefined 1 Reply Last reply
            0
            • JezuzLizardundefined JezuzLizard

              H3X1C In Plutonium when a dedicated server launches the game thinks its a solo game. Tombstone is removed because of this since tombstone is useless in solo( you have to bleedout to take advantage of tombstone ).

              H3X1Cundefined Offline
              H3X1Cundefined Offline
              H3X1C
              Plutonium Staff
              wrote on last edited by
              #8

              JezuzLizard said in [GSC] Working Tombstone Fix - Works on Tranzit and Town:

              H3X1C In Plutonium when a dedicated server launches the game thinks its a solo game. Tombstone is removed because of this since tombstone is useless in solo( you have to bleedout to take advantage of tombstone ).

              Ah that makes sense, thanks for the explanation 🙂

              1 Reply Last reply
              0
              • JezuzLizardundefined JezuzLizard

                Simply include this code in your script:

                solo_tombstone_removal()
                {
                	notify( "tombstone_on" );
                }
                
                turn_tombstone_on()
                {
                	while ( 1 )
                	{
                		machine = getentarray( "vending_tombstone", "targetname" );
                		machine_triggers = getentarray( "vending_tombstone", "target" );
                		i = 0;
                		while ( i < machine.size )
                		{
                			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
                			i++;
                		}
                		level thread do_initial_power_off_callback( machine, "tombstone" );
                		array_thread( machine_triggers, ::set_power_on, 0 );
                		level waittill( "tombstone_on" );
                		i = 0;
                		while ( i < machine.size )
                		{
                			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
                			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
                			machine[ i ] playsound( "zmb_perks_power_on" );
                			machine[ i ] thread perk_fx( "tombstone_light" );
                			machine[ i ] thread play_loop_on_machine();
                			i++;
                		}
                		level notify( "specialty_scavenger_power_on" );
                		array_thread( machine_triggers, ::set_power_on, 1 );
                		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
                		{
                			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
                		}
                		level waittill( "tombstone_off" );
                		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
                		{
                			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
                		}
                		array_thread( machine, ::turn_perk_off );
                		players = get_players();
                		_a1718 = players;
                		_k1718 = getFirstArrayKey( _a1718 );
                		while ( isDefined( _k1718 ) )
                		{
                			player = _a1718[ _k1718 ];
                			player.hasperkspecialtytombstone = undefined;
                			_k1718 = getNextArrayKey( _a1718, _k1718 );
                		}
                	}
                }
                
                perk_machine_spawn_init()
                {
                	match_string = "";
                	location = level.scr_zm_map_start_location;
                	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
                	{
                		location = level.default_start_location;
                	}
                	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
                	pos = [];
                	if ( isDefined( level.override_perk_targetname ) )
                	{
                		structs = getstructarray( level.override_perk_targetname, "targetname" );
                	}
                	else
                	{
                		structs = getstructarray( "zm_perk_machine", "targetname" );
                	}
                	_a3578 = structs;
                	_k3578 = getFirstArrayKey( _a3578 );
                	while ( isDefined( _k3578 ) )
                	{
                		struct = _a3578[ _k3578 ];
                		if ( isDefined( struct.script_string ) )
                		{
                			tokens = strtok( struct.script_string, " " );
                			_a3583 = tokens;
                			_k3583 = getFirstArrayKey( _a3583 );
                			while ( isDefined( _k3583 ) )
                			{
                				token = _a3583[ _k3583 ];
                				if ( token == match_string )
                				{
                					pos[ pos.size ] = struct;
                				}
                				_k3583 = getNextArrayKey( _a3583, _k3583 );
                			}
                		}
                		else pos[ pos.size ] = struct;
                		_k3578 = getNextArrayKey( _a3578, _k3578 );
                	}
                	if ( !isDefined( pos ) || pos.size == 0 )
                	{
                		return;
                	}
                	precachemodel( "zm_collision_perks1" );
                	i = 0;
                	while ( i < pos.size )
                	{
                		perk = pos[ i ].script_noteworthy;
                		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
                		{
                			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
                			use_trigger.targetname = "zombie_vending";
                			use_trigger.script_noteworthy = perk;
                			use_trigger triggerignoreteam();
                			perk_machine = spawn( "script_model", pos[ i ].origin );
                			perk_machine.angles = pos[ i ].angles;
                			perk_machine setmodel( pos[ i ].model );
                			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
                			{
                				bump_trigger = undefined;
                			}
                			else
                			{
                				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
                				bump_trigger.script_activated = 1;
                				bump_trigger.script_sound = "zmb_perks_bump_bottle";
                				bump_trigger.targetname = "audio_bump_trigger";
                				if ( perk != "specialty_weapupgrade" )
                				{
                					bump_trigger thread thread_bump_trigger();
                				}
                			}
                			collision = spawn( "script_model", pos[ i ].origin, 1 );
                			collision.angles = pos[ i ].angles;
                			collision setmodel( "zm_collision_perks1" );
                			collision.script_noteworthy = "clip";
                			collision disconnectpaths();
                			use_trigger.clip = collision;
                			use_trigger.machine = perk_machine;
                			use_trigger.bump = bump_trigger;
                			if ( isDefined( pos[ i ].blocker_model ) )
                			{
                				use_trigger.blocker_model = pos[ i ].blocker_model;
                			}
                			if ( isDefined( pos[ i ].script_int ) )
                			{
                				perk_machine.script_int = pos[ i ].script_int;
                			}
                			if ( isDefined( pos[ i ].turn_on_notify ) )
                			{
                				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
                			}
                			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
                			{
                				use_trigger.script_sound = "mus_perks_tombstone_jingle";
                				use_trigger.script_string = "tombstone_perk";
                				use_trigger.script_label = "mus_perks_tombstone_sting";
                				use_trigger.target = "vending_tombstone";
                				perk_machine.script_string = "tombstone_perk";
                				perk_machine.targetname = "vending_tombstone";
                				if ( isDefined( bump_trigger ) )
                				{
                					bump_trigger.script_string = "tombstone_perk";
                				}
                			}
                			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
                			{
                				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
                			}
                		}
                		i++;
                	}
                }
                
                isTown()
                {
                	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
                	{
                		level thread perk_machine_spawn_init();
                		thread solo_tombstone_removal();
                		thread turn_tombstone_on();
                	}
                }
                

                and this code in your init():

                isTown();
                

                and finally make sure to include:

                #include maps\mp\zombies\_zm_perks;
                

                Basically the way it works is GSC only reads the first function with the same name. So if you have a function that you want to override simply call it first before the game calls the base function and it will be overridden.

                edit: Updated to be map agnostic so it will only attempt to fix tombstone on Tranzit and Town.
                edit2: Changed the condition to something more accurate - credit to Sparker for the recommendation.

                tedundefined Offline
                tedundefined Offline
                ted
                wrote on last edited by
                #9

                JezuzLizard Hey, are you able to message me on Discord? I have a question ted#1404, would really appreciate your assistance

                1 Reply Last reply
                0
                • JezuzLizardundefined JezuzLizard

                  LuqyAF Anything after a for loop with no end condition will not be read put the isTown() above the level.perk_purchase_limit = 9; so it will run it.

                  A while loop or for loop tells a computer to do something indefinitely until told otherwise, this means in your current code isTown() is never read since the current for loop you are using has no end condition which means everything after it won't be run.

                  Tomlemanundefined Offline
                  Tomlemanundefined Offline
                  Tomleman
                  wrote on last edited by
                  #10

                  JezuzLizard #include maps\mp_utility;
                  #include common_scripts\utility;
                  #include maps\mp\gametypes_zm_hud_util;
                  #include maps\mp\gametypes_zm_hud_message;
                  #include maps\mp\zombies_zm_perks;

                  init();
                  isTown();
                  {
                  level.perk_purchase_limit = 9;
                  for(;;)
                  {
                  level waittill("connected", player);
                  player thread welcome();
                  }

                  }

                  solo_tombstone_removal()
                  {
                  notify( "tombstone_on" );
                  }

                  turn_tombstone_on()
                  {
                  while ( 1 )
                  {
                  machine = getentarray( "vending_tombstone", "targetname" );
                  machine_triggers = getentarray( "vending_tombstone", "target" );
                  i = 0;
                  while ( i < machine.size )
                  {
                  machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
                  i++;
                  }
                  level thread do_initial_power_off_callback( machine, "tombstone" );
                  array_thread( machine_triggers, ::set_power_on, 0 );
                  level waittill( "tombstone_on" );
                  i = 0;
                  while ( i < machine.size )
                  {
                  machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
                  machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
                  machine[ i ] playsound( "zmb_perks_power_on" );
                  machine[ i ] thread perk_fx( "tombstone_light" );
                  machine[ i ] thread play_loop_on_machine();
                  i++;
                  }
                  level notify( "specialty_scavenger_power_on" );
                  array_thread( machine_triggers, ::set_power_on, 1 );
                  if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
                  {
                  array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
                  }
                  level waittill( "tombstone_off" );
                  if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
                  {
                  array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
                  }
                  array_thread( machine, ::turn_perk_off );
                  players = get_players();
                  _a1718 = players;
                  _k1718 = getFirstArrayKey( _a1718 );
                  while ( isDefined( _k1718 ) )
                  {
                  player = _a1718[ _k1718 ];
                  player.hasperkspecialtytombstone = undefined;
                  _k1718 = getNextArrayKey( _a1718, _k1718 );
                  }
                  }
                  }

                  isTown()
                  {
                  if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
                  {
                  level thread perk_machine_spawn_init();
                  thread solo_tombstone_removal();
                  thread turn_tombstone_on();
                  }
                  }

                  welcome()
                  {
                  self endon("disconnect");
                  self waittill("spawned_player");
                  wait 7;
                  self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
                  }

                  i have it like this but it says it has a ad syntax around line 6

                  1 Reply Last reply
                  0
                  • Altrucityundefined Offline
                    Altrucityundefined Offline
                    Altrucity
                    wrote on last edited by
                    #11

                    I'm having some issues getting this to work, I'm getting these errors:

                    **** 5 script error(s):
                    **** Unresolved external : "array_thread" with 3 parameters in "tombstone" at l
                    ines 1,1 ****
                    **** Too many parameters: "vibrate" with 6 parameters in "tombstone"
                    **** Unresolved external : "array_thread" with 2 parameters in "tombstone" at l
                    ines 1,1,1 *

                    The only lines that have been modified are lines 1 - 7, everything else has not been touched, only copied from the original post.

                    Here is the code:

                    #include maps\mp\zombies\_zm_perks;
                    
                    init()
                    {
                    	isTown();
                    }
                    
                    solo_tombstone_removal()
                    {
                    	notify( "tombstone_on" );
                    }
                    
                    turn_tombstone_on()
                    {
                    	while ( 1 )
                    	{
                    		machine = getentarray( "vending_tombstone", "targetname" );
                    		machine_triggers = getentarray( "vending_tombstone", "target" );
                    		i = 0;
                    		while ( i < machine.size )
                    		{
                    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
                    			i++;
                    		}
                    		level thread do_initial_power_off_callback( machine, "tombstone" );
                    		array_thread( machine_triggers, ::set_power_on, 0 );
                    		level waittill( "tombstone_on" );
                    		i = 0;
                    		while ( i < machine.size )
                    		{
                    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
                    			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
                    			machine[ i ] playsound( "zmb_perks_power_on" );
                    			machine[ i ] thread perk_fx( "tombstone_light" );
                    			machine[ i ] thread play_loop_on_machine();
                    			i++;
                    		}
                    		level notify( "specialty_scavenger_power_on" );
                    		array_thread( machine_triggers, ::set_power_on, 1 );
                    		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
                    		{
                    			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
                    		}
                    		level waittill( "tombstone_off" );
                    		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
                    		{
                    			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
                    		}
                    		array_thread( machine, ::turn_perk_off );
                    		players = get_players();
                    		_a1718 = players;
                    		_k1718 = getFirstArrayKey( _a1718 );
                    		while ( isDefined( _k1718 ) )
                    		{
                    			player = _a1718[ _k1718 ];
                    			player.hasperkspecialtytombstone = undefined;
                    			_k1718 = getNextArrayKey( _a1718, _k1718 );
                    		}
                    	}
                    }
                    
                    perk_machine_spawn_init()
                    {
                    	match_string = "";
                    	location = level.scr_zm_map_start_location;
                    	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
                    	{
                    		location = level.default_start_location;
                    	}
                    	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
                    	pos = [];
                    	if ( isDefined( level.override_perk_targetname ) )
                    	{
                    		structs = getstructarray( level.override_perk_targetname, "targetname" );
                    	}
                    	else
                    	{
                    		structs = getstructarray( "zm_perk_machine", "targetname" );
                    	}
                    	_a3578 = structs;
                    	_k3578 = getFirstArrayKey( _a3578 );
                    	while ( isDefined( _k3578 ) )
                    	{
                    		struct = _a3578[ _k3578 ];
                    		if ( isDefined( struct.script_string ) )
                    		{
                    			tokens = strtok( struct.script_string, " " );
                    			_a3583 = tokens;
                    			_k3583 = getFirstArrayKey( _a3583 );
                    			while ( isDefined( _k3583 ) )
                    			{
                    				token = _a3583[ _k3583 ];
                    				if ( token == match_string )
                    				{
                    					pos[ pos.size ] = struct;
                    				}
                    				_k3583 = getNextArrayKey( _a3583, _k3583 );
                    			}
                    		}
                    		else pos[ pos.size ] = struct;
                    		_k3578 = getNextArrayKey( _a3578, _k3578 );
                    	}
                    	if ( !isDefined( pos ) || pos.size == 0 )
                    	{
                    		return;
                    	}
                    	precachemodel( "zm_collision_perks1" );
                    	i = 0;
                    	while ( i < pos.size )
                    	{
                    		perk = pos[ i ].script_noteworthy;
                    		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
                    		{
                    			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
                    			use_trigger.targetname = "zombie_vending";
                    			use_trigger.script_noteworthy = perk;
                    			use_trigger triggerignoreteam();
                    			perk_machine = spawn( "script_model", pos[ i ].origin );
                    			perk_machine.angles = pos[ i ].angles;
                    			perk_machine setmodel( pos[ i ].model );
                    			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
                    			{
                    				bump_trigger = undefined;
                    			}
                    			else
                    			{
                    				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
                    				bump_trigger.script_activated = 1;
                    				bump_trigger.script_sound = "zmb_perks_bump_bottle";
                    				bump_trigger.targetname = "audio_bump_trigger";
                    				if ( perk != "specialty_weapupgrade" )
                    				{
                    					bump_trigger thread thread_bump_trigger();
                    				}
                    			}
                    			collision = spawn( "script_model", pos[ i ].origin, 1 );
                    			collision.angles = pos[ i ].angles;
                    			collision setmodel( "zm_collision_perks1" );
                    			collision.script_noteworthy = "clip";
                    			collision disconnectpaths();
                    			use_trigger.clip = collision;
                    			use_trigger.machine = perk_machine;
                    			use_trigger.bump = bump_trigger;
                    			if ( isDefined( pos[ i ].blocker_model ) )
                    			{
                    				use_trigger.blocker_model = pos[ i ].blocker_model;
                    			}
                    			if ( isDefined( pos[ i ].script_int ) )
                    			{
                    				perk_machine.script_int = pos[ i ].script_int;
                    			}
                    			if ( isDefined( pos[ i ].turn_on_notify ) )
                    			{
                    				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
                    			}
                    			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
                    			{
                    				use_trigger.script_sound = "mus_perks_tombstone_jingle";
                    				use_trigger.script_string = "tombstone_perk";
                    				use_trigger.script_label = "mus_perks_tombstone_sting";
                    				use_trigger.target = "vending_tombstone";
                    				perk_machine.script_string = "tombstone_perk";
                    				perk_machine.targetname = "vending_tombstone";
                    				if ( isDefined( bump_trigger ) )
                    				{
                    					bump_trigger.script_string = "tombstone_perk";
                    				}
                    			}
                    			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
                    			{
                    				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
                    			}
                    		}
                    		i++;
                    	}
                    }
                    
                    isTown()
                    {
                    	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
                    	{
                    		level thread perk_machine_spawn_init();
                    		thread solo_tombstone_removal();
                    		thread turn_tombstone_on();
                    	}
                    }
                    
                    
                    1 Reply Last reply
                    0
                    • 115Gameplaysundefined Offline
                      115Gameplaysundefined Offline
                      115Gameplays
                      wrote on last edited by
                      #12

                      Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

                      main()
                      {
                      	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
                      }
                      
                      solo_tombstone_removal()
                      {
                      	return;
                      }
                      

                      Don't forget to compile it properly before adding it into that folder.

                      water-meh-lawnundefined litbeepundefined Altrucityundefined 3 Replies Last reply
                      1
                      • 115Gameplaysundefined 115Gameplays

                        Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

                        main()
                        {
                        	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
                        }
                        
                        solo_tombstone_removal()
                        {
                        	return;
                        }
                        

                        Don't forget to compile it properly before adding it into that folder.

                        water-meh-lawnundefined Offline
                        water-meh-lawnundefined Offline
                        water-meh-lawn
                        wrote on last edited by
                        #13

                        115Gameplays Works, thank you!

                        1 Reply Last reply
                        0
                        • 115Gameplaysundefined 115Gameplays

                          Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

                          main()
                          {
                          	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
                          }
                          
                          solo_tombstone_removal()
                          {
                          	return;
                          }
                          

                          Don't forget to compile it properly before adding it into that folder.

                          litbeepundefined Offline
                          litbeepundefined Offline
                          litbeep
                          wrote on last edited by
                          #14

                          115Gameplays did not work for me, I receive the error

                          local variable 'maps' not found.
                          when compiling

                          1 Reply Last reply
                          0
                          • GabrielCrackundefined Offline
                            GabrielCrackundefined Offline
                            GabrielCrack
                            wrote on last edited by
                            #15

                            can someon pass the copiled file?

                            115Gameplaysundefined 1 Reply Last reply
                            0
                            • 115Gameplaysundefined 115Gameplays

                              Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

                              main()
                              {
                              	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
                              }
                              
                              solo_tombstone_removal()
                              {
                              	return;
                              }
                              

                              Don't forget to compile it properly before adding it into that folder.

                              Altrucityundefined Offline
                              Altrucityundefined Offline
                              Altrucity
                              wrote on last edited by
                              #16

                              115Gameplays It’s still not working for me. I very well may not be doing it correctly though. Any more help would be greatly appreciated!

                              115Gameplaysundefined 1 Reply Last reply
                              0
                              • Cirossundefined Offline
                                Cirossundefined Offline
                                Ciross
                                wrote on last edited by
                                #17

                                I got this error:

                                ******* script compile error *******
                                [ERROR]:compiler:scripts/zm/hello.gsc:30:2: syntax error, unexpected notify
                                ************************************
                                
                                Cirossundefined 1 Reply Last reply
                                0
                                • Cirossundefined Ciross

                                  I got this error:

                                  ******* script compile error *******
                                  [ERROR]:compiler:scripts/zm/hello.gsc:30:2: syntax error, unexpected notify
                                  ************************************
                                  
                                  Cirossundefined Offline
                                  Cirossundefined Offline
                                  Ciross
                                  wrote on last edited by
                                  #18

                                  For those having this error, you can simply fix it by adding level behind the notify function.
                                  Since the event is listened to it.

                                  1 Reply Last reply
                                  0
                                  • badbugundefined Offline
                                    badbugundefined Offline
                                    badbug
                                    wrote on last edited by
                                    #19
                                    This post is deleted!
                                    1 Reply Last reply
                                    0
                                    • JezuzLizardundefined JezuzLizard

                                      Simply include this code in your script:

                                      solo_tombstone_removal()
                                      {
                                      	notify( "tombstone_on" );
                                      }
                                      
                                      turn_tombstone_on()
                                      {
                                      	while ( 1 )
                                      	{
                                      		machine = getentarray( "vending_tombstone", "targetname" );
                                      		machine_triggers = getentarray( "vending_tombstone", "target" );
                                      		i = 0;
                                      		while ( i < machine.size )
                                      		{
                                      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
                                      			i++;
                                      		}
                                      		level thread do_initial_power_off_callback( machine, "tombstone" );
                                      		array_thread( machine_triggers, ::set_power_on, 0 );
                                      		level waittill( "tombstone_on" );
                                      		i = 0;
                                      		while ( i < machine.size )
                                      		{
                                      			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
                                      			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
                                      			machine[ i ] playsound( "zmb_perks_power_on" );
                                      			machine[ i ] thread perk_fx( "tombstone_light" );
                                      			machine[ i ] thread play_loop_on_machine();
                                      			i++;
                                      		}
                                      		level notify( "specialty_scavenger_power_on" );
                                      		array_thread( machine_triggers, ::set_power_on, 1 );
                                      		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
                                      		{
                                      			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
                                      		}
                                      		level waittill( "tombstone_off" );
                                      		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
                                      		{
                                      			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
                                      		}
                                      		array_thread( machine, ::turn_perk_off );
                                      		players = get_players();
                                      		_a1718 = players;
                                      		_k1718 = getFirstArrayKey( _a1718 );
                                      		while ( isDefined( _k1718 ) )
                                      		{
                                      			player = _a1718[ _k1718 ];
                                      			player.hasperkspecialtytombstone = undefined;
                                      			_k1718 = getNextArrayKey( _a1718, _k1718 );
                                      		}
                                      	}
                                      }
                                      
                                      perk_machine_spawn_init()
                                      {
                                      	match_string = "";
                                      	location = level.scr_zm_map_start_location;
                                      	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
                                      	{
                                      		location = level.default_start_location;
                                      	}
                                      	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
                                      	pos = [];
                                      	if ( isDefined( level.override_perk_targetname ) )
                                      	{
                                      		structs = getstructarray( level.override_perk_targetname, "targetname" );
                                      	}
                                      	else
                                      	{
                                      		structs = getstructarray( "zm_perk_machine", "targetname" );
                                      	}
                                      	_a3578 = structs;
                                      	_k3578 = getFirstArrayKey( _a3578 );
                                      	while ( isDefined( _k3578 ) )
                                      	{
                                      		struct = _a3578[ _k3578 ];
                                      		if ( isDefined( struct.script_string ) )
                                      		{
                                      			tokens = strtok( struct.script_string, " " );
                                      			_a3583 = tokens;
                                      			_k3583 = getFirstArrayKey( _a3583 );
                                      			while ( isDefined( _k3583 ) )
                                      			{
                                      				token = _a3583[ _k3583 ];
                                      				if ( token == match_string )
                                      				{
                                      					pos[ pos.size ] = struct;
                                      				}
                                      				_k3583 = getNextArrayKey( _a3583, _k3583 );
                                      			}
                                      		}
                                      		else pos[ pos.size ] = struct;
                                      		_k3578 = getNextArrayKey( _a3578, _k3578 );
                                      	}
                                      	if ( !isDefined( pos ) || pos.size == 0 )
                                      	{
                                      		return;
                                      	}
                                      	precachemodel( "zm_collision_perks1" );
                                      	i = 0;
                                      	while ( i < pos.size )
                                      	{
                                      		perk = pos[ i ].script_noteworthy;
                                      		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
                                      		{
                                      			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
                                      			use_trigger.targetname = "zombie_vending";
                                      			use_trigger.script_noteworthy = perk;
                                      			use_trigger triggerignoreteam();
                                      			perk_machine = spawn( "script_model", pos[ i ].origin );
                                      			perk_machine.angles = pos[ i ].angles;
                                      			perk_machine setmodel( pos[ i ].model );
                                      			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
                                      			{
                                      				bump_trigger = undefined;
                                      			}
                                      			else
                                      			{
                                      				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
                                      				bump_trigger.script_activated = 1;
                                      				bump_trigger.script_sound = "zmb_perks_bump_bottle";
                                      				bump_trigger.targetname = "audio_bump_trigger";
                                      				if ( perk != "specialty_weapupgrade" )
                                      				{
                                      					bump_trigger thread thread_bump_trigger();
                                      				}
                                      			}
                                      			collision = spawn( "script_model", pos[ i ].origin, 1 );
                                      			collision.angles = pos[ i ].angles;
                                      			collision setmodel( "zm_collision_perks1" );
                                      			collision.script_noteworthy = "clip";
                                      			collision disconnectpaths();
                                      			use_trigger.clip = collision;
                                      			use_trigger.machine = perk_machine;
                                      			use_trigger.bump = bump_trigger;
                                      			if ( isDefined( pos[ i ].blocker_model ) )
                                      			{
                                      				use_trigger.blocker_model = pos[ i ].blocker_model;
                                      			}
                                      			if ( isDefined( pos[ i ].script_int ) )
                                      			{
                                      				perk_machine.script_int = pos[ i ].script_int;
                                      			}
                                      			if ( isDefined( pos[ i ].turn_on_notify ) )
                                      			{
                                      				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
                                      			}
                                      			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
                                      			{
                                      				use_trigger.script_sound = "mus_perks_tombstone_jingle";
                                      				use_trigger.script_string = "tombstone_perk";
                                      				use_trigger.script_label = "mus_perks_tombstone_sting";
                                      				use_trigger.target = "vending_tombstone";
                                      				perk_machine.script_string = "tombstone_perk";
                                      				perk_machine.targetname = "vending_tombstone";
                                      				if ( isDefined( bump_trigger ) )
                                      				{
                                      					bump_trigger.script_string = "tombstone_perk";
                                      				}
                                      			}
                                      			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
                                      			{
                                      				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
                                      			}
                                      		}
                                      		i++;
                                      	}
                                      }
                                      
                                      isTown()
                                      {
                                      	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
                                      	{
                                      		level thread perk_machine_spawn_init();
                                      		thread solo_tombstone_removal();
                                      		thread turn_tombstone_on();
                                      	}
                                      }
                                      

                                      and this code in your init():

                                      isTown();
                                      

                                      and finally make sure to include:

                                      #include maps\mp\zombies\_zm_perks;
                                      

                                      Basically the way it works is GSC only reads the first function with the same name. So if you have a function that you want to override simply call it first before the game calls the base function and it will be overridden.

                                      edit: Updated to be map agnostic so it will only attempt to fix tombstone on Tranzit and Town.
                                      edit2: Changed the condition to something more accurate - credit to Sparker for the recommendation.

                                      badbugundefined Offline
                                      badbugundefined Offline
                                      badbug
                                      wrote on last edited by
                                      #20
                                      This post is deleted!
                                      1 Reply Last reply
                                      0
                                      • Altrucityundefined Altrucity

                                        115Gameplays It’s still not working for me. I very well may not be doing it correctly though. Any more help would be greatly appreciated!

                                        115Gameplaysundefined Offline
                                        115Gameplaysundefined Offline
                                        115Gameplays
                                        wrote on last edited by
                                        #21

                                        Altrucity hello it is possible that plutonium updated its way to interact with the game and the script no longer works

                                        Still I have the scripts I made compiled in a GitHub repo where you can download here:
                                        https://github.com/raulrm00/plutonium-t6-scripts/releases/download/v3.0.0/compiled_scripts.zip

                                        1 Reply Last reply
                                        0
                                        • GabrielCrackundefined GabrielCrack

                                          can someon pass the copiled file?

                                          115Gameplaysundefined Offline
                                          115Gameplaysundefined Offline
                                          115Gameplays
                                          wrote on last edited by
                                          #22

                                          GabrielCrack I have the scripts I made compiled in a GitHub repo where you can download here:
                                          https://github.com/raulrm00/plutonium-t6-scripts/releases/download/v3.0.0/compiled_scripts.zip

                                          1 Reply Last reply
                                          0
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