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origins mud removal

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • Angry Catundefined Offline
    Angry Catundefined Offline
    Angry Cat
    wrote on last edited by Angry Cat
    #1
    init()
    {
    level.a_e_slow_areas = 0;
    }
    

    my first script ive ever made, i did this about a month ago with help (just compile the code above)

    JezuzLizardundefined 1 Reply Last reply
    1
    • hindercanrunundefined Offline
      hindercanrunundefined Offline
      hindercanrun
      wrote on last edited by
      #2

      one line in init

      Angry Catundefined 1 Reply Last reply
      0
      • hindercanrunundefined hindercanrun

        one line in init

        Angry Catundefined Offline
        Angry Catundefined Offline
        Angry Cat
        wrote on last edited by
        #3

        hindercanrun i barely even know how to code lol

        1 Reply Last reply
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        • Angry Catundefined Angry Cat
          init()
          {
          level.a_e_slow_areas = 0;
          }
          

          my first script ive ever made, i did this about a month ago with help (just compile the code above)

          JezuzLizardundefined Offline
          JezuzLizardundefined Offline
          JezuzLizard
          Plutonium Staff
          wrote on last edited by
          #4

          Angry Cat It would be more correct to do

          level.a_e_slow_areas = [];
          

          It just depends on whether foreach throws a script error if it tries to iterate over a non array.

          Script errors can cause instability in some cases, it's wise to write code that doesn't cause them.

          Angry Catundefined 1 Reply Last reply
          1
          • JezuzLizardundefined JezuzLizard

            Angry Cat It would be more correct to do

            level.a_e_slow_areas = [];
            

            It just depends on whether foreach throws a script error if it tries to iterate over a non array.

            Script errors can cause instability in some cases, it's wise to write code that doesn't cause them.

            Angry Catundefined Offline
            Angry Catundefined Offline
            Angry Cat
            wrote on last edited by
            #5

            JezuzLizard ok thanks

            1 Reply Last reply
            0
            • Gabbyxo97undefined Offline
              Gabbyxo97undefined Offline
              Gabbyxo97
              Contributor
              wrote on last edited by
              #6

              Thanks for this! Useful for if I ever want to play Origins but just have a slightly easier less annoying time

              Angry Catundefined 1 Reply Last reply
              0
              • Gabbyxo97undefined Gabbyxo97

                Thanks for this! Useful for if I ever want to play Origins but just have a slightly easier less annoying time

                Angry Catundefined Offline
                Angry Catundefined Offline
                Angry Cat
                wrote on last edited by
                #7

                Gabbyxo97 no problem

                1 Reply Last reply
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                • JuiceTrailer62undefined Offline
                  JuiceTrailer62undefined Offline
                  JuiceTrailer62
                  wrote on last edited by
                  #8

                  if you want to turn the mud back on you can also do level.a_e_slow_areas = getentarray( "player_slow_area", "targetname" );

                  you can also target the mud and instead of disabling it you can increase or decrease the player movement speed in it. example

                  while( true ) {
                      ary = level.a_e_slow_areas;
                      num = getfirstarraykey( ary );
                      while( isdefined( num ) ) {
                          area = ary[ num ];
                          if( self istouching( area ) ) {
                              self setclientfieldtoplayer( "sndmudslow", 0 );
                              self notify( "mud_slowdown_cleared" );
                              continue;
                          }
                          else {
                              num = getnextarraykey( ary, num );
                          }
                      }
                      self setmovespeedscale( <speed> );
                      wait .05;
                  }
                  JuiceTrailer62undefined 1 Reply Last reply
                  0
                  • JuiceTrailer62undefined JuiceTrailer62

                    if you want to turn the mud back on you can also do level.a_e_slow_areas = getentarray( "player_slow_area", "targetname" );

                    you can also target the mud and instead of disabling it you can increase or decrease the player movement speed in it. example

                    while( true ) {
                        ary = level.a_e_slow_areas;
                        num = getfirstarraykey( ary );
                        while( isdefined( num ) ) {
                            area = ary[ num ];
                            if( self istouching( area ) ) {
                                self setclientfieldtoplayer( "sndmudslow", 0 );
                                self notify( "mud_slowdown_cleared" );
                                continue;
                            }
                            else {
                                num = getnextarraykey( ary, num );
                            }
                        }
                        self setmovespeedscale( <speed> );
                        wait .05;
                    }
                    JuiceTrailer62undefined Offline
                    JuiceTrailer62undefined Offline
                    JuiceTrailer62
                    wrote on last edited by
                    #9

                    JuiceTrailer62 thinking about it that will probably crash, I don't know just made it up, but someone will get it and fix it probably

                    1 Reply Last reply
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