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  3. WAW Health script/mod to get 3 hit down?

WAW Health script/mod to get 3 hit down?

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  • washableapeundefined Offline
    washableapeundefined Offline
    washableape
    wrote last edited by
    #1

    Is there a way to get 3 hit down on waw? through console commands changing the health to even 999 still results in 2 hit down.

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    • Astrooleanundefined Offline
      Astrooleanundefined Offline
      Astroolean
      wrote last edited by
      #2
      /*
       * --------------------------------------------------------------------------------
       * --- 3 Hit Down GSC Script for Call of Duty: World at War Zombies ---
       * --------------------------------------------------------------------------------
       *
       * Description:
       * This script modifies the default player damage rules in Nazi Zombies to allow
       * players to withstand two zombie hits before going down on the third hit.
       * This script does not affect the damage boost provided by the Juggernog perk.
       *
       * Installation:
       * 1. Create a new file named "three_hit_down.gsc" in your map's GSC folder,
       * located at: /root/mods/your_map_name/maps/
       * 2. Copy and paste the entire content of this script into the new file.
       * 3. Open your main map GSC file (e.g., nazi_zombie_mapname.gsc).
       * 4. At the top of your main map GSC file, add the following line:
       * #include maps\three_hit_down;
       * 5. In the main() function of your map's GSC file, add the following line
       * BEFORE maps\_zombiemode::main();
       * thread three_hit_down::init();
       *
       * Your main function should look something like this:
       * main()
       * {
       *     // Other pre-zombiemode threads
       *
       *     thread three_hit_down::init();
       *
       *     maps\_zombiemode::main();
       *
       *     // Other post-zombiemode code
       * }
       *
       * 6. Re-compile your map and run it.
       *
       * --------------------------------------------------------------------------------
      */
      
      init()
      {
          // This function will wait until all players are connected and then start
          // the monitoring process for each player.
          level flag_wait( "all_players_connected" );
      
          for(;;)
          {
              level waittill( "connected", player );
              player thread onPlayerConnect();
          }
      }
      
      onPlayerConnect()
      {
          // When a player connects, this function is threaded to them.
          // It will end if the player disconnects.
          self endon( "disconnect" );
      
          // Initialize the hit counter for this player
          self.hit_count = 0;
      
          for(;;)
          {
              // This is the core loop that monitors player damage.
              // It waits until the player is damaged. The 'eInflictor' is the entity
              // that caused the damage (in this case, a zombie).
              self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags );
      
              // We only care about damage from zombies. We check the attacker's script_noteworthy
              // to ensure it's a zombie.
              if ( isdefined( attacker.script_noteworthy ) && attacker.script_noteworthy == "zombie" )
              {
                  // We also don't want this to interfere with Juggernog.
                  // If the player has Juggernog, we let the default damage logic handle it.
                  if( !self maps\_zombiemode_perks::player_has_perk("specialty_armorvest") )
                  {
                      // Increment the hit counter
                      self.hit_count++;
      
                      // If the hit count is less than 3, we prevent the player from taking damage.
                      if ( self.hit_count < 3 )
                      {
                          // Setting damage to 0 effectively negates the hit.
                          damage = 0;
                      }
                      else
                      {
                          // On the third hit, we reset the counter and let the player go down.
                          self.hit_count = 0;
                      }
                  }
              }
          }
      }
      

      This was made with AI, I just generated it as soon as I saw your question on the forum. No idea if it works havnt tested it, but maybe this could be a template to build off of. I did not write this simply asked AI to make it. Maybe this could work?

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