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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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  • 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

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                  • 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.

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                          • badbugundefined Offline
                            badbugundefined Offline
                            badbug
                            wrote on last edited by
                            #19
                            This post is deleted!
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                            • 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!
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                              • 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

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                                • 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

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