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timer and count zombie bo2 t6

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  • IDiaxeundefined Offline
    IDiaxeundefined Offline
    IDiaxe
    wrote on last edited by
    #1

    time_count_zb.png
    windows + R = %localappdata%\Plutonium\storage\t6\raw\scripts\zm

    crée un fichier exemple = Timer_Count.csg et ajoute le code

    #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_utility;

    init()
    {
    level thread onPlayerConnect();
    }

    onPlayerConnect()
    {
    for (;;)
    {
    level waittill("connecting", player);
    player thread onplayerspawned();
    }
    }

    onplayerspawned()
    {
    self endon("disconnect");
    self thread zombie_counter();
    self thread game_timer();
    self thread round_timer();
    for (;;)
    {
    self waittill("spawned_player");
    }
    }

    game_timer()
    {
    self endon("disconnect");
    wait 2;

    hud = create_simple_hud(self);
    hud.foreground = true;
    hud.sort = 1;
    hud.hidewheninmenu = true;
    hud.alignX = "left";
    hud.alignY = "top";
    hud.horzAlign = "user_left";
    hud.vertAlign = "user_top";
    hud.x = 5;  
    hud.y = 5;  
    hud.alpha = 1;
    hud.label = &"^2Game: ";
    
    hud setTimerUp(0);
    

    }

    round_timer()
    {
    self endon("disconnect");
    wait 2;

    timerHud = create_simple_hud(self);
    timerHud.foreground = true;
    timerHud.sort = 1;
    timerHud.hidewheninmenu = true;
    timerHud.alignX = "left"; 
    timerHud.alignY = "top";
    timerHud.horzAlign = "user_left";
    timerHud.vertAlign = "user_top";
    timerHud.x = 5;
    timerHud.y = 15;  
    timerHud.color = (1, 0, 0);
    timerHud.alpha = 1;
    timerHud.label = &"^2Round: ";
    
    for (;;)
    {
    	timerHud setTimerUp(0);
    	start_time = GetTime() / 1000;
    	level waittill("end_of_round");
    
    	end_time = GetTime() / 1000;
    	time_elapsed = end_time - start_time;
    
    	timerHud setTimer(time_elapsed);
    }
    

    }

    zombie_counter()
    {
    self endon("disconnect");
    flag_wait("initial_blackscreen_passed");

    // Utilisation de create_simple_hud() pour uniformiser la police
    self.zombiecounter = create_simple_hud(self);
    self.zombiecounter.foreground = true;
    self.zombiecounter.sort = 1;
    self.zombiecounter.hidewheninmenu = true;
    self.zombiecounter.alignX = "left";
    self.zombiecounter.alignY = "top";
    self.zombiecounter.horzAlign = "user_left";
    self.zombiecounter.vertAlign = "user_top";
    self.zombiecounter.x = 5;
    self.zombiecounter.y = 25; 
    self.zombiecounter.alpha = 1;
    self.zombiecounter.label = &"^2Zomb: ";
    
    for (;;)
    {
    	self.zombiecounter setvalue(level.zombie_total + get_current_zombie_count());
    	wait 0.05;
    }
    

    }

    Hadi77KSAundefined 1 Reply Last reply
    1
    • briskoLEGOATundefined Offline
      briskoLEGOATundefined Offline
      briskoLEGOAT
      wrote on last edited by
      #2

      could you explain to me how can i use it without the zombie counter ?

      1 Reply Last reply
      0
      • Nequiundefined Offline
        Nequiundefined Offline
        Nequi
        wrote on last edited by
        #3

        Hi bro, i got a these problem: Unresolved external "create_simple_hud" with 1 parameters in at lines 1,1,1; and :  Unresolved external "get_current-zombie_count" with 0 parameters in at line 1 ***, can u help me?

        1 Reply Last reply
        0
        • IDiaxeundefined IDiaxe

          time_count_zb.png
          windows + R = %localappdata%\Plutonium\storage\t6\raw\scripts\zm

          crée un fichier exemple = Timer_Count.csg et ajoute le code

          #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_utility;

          init()
          {
          level thread onPlayerConnect();
          }

          onPlayerConnect()
          {
          for (;;)
          {
          level waittill("connecting", player);
          player thread onplayerspawned();
          }
          }

          onplayerspawned()
          {
          self endon("disconnect");
          self thread zombie_counter();
          self thread game_timer();
          self thread round_timer();
          for (;;)
          {
          self waittill("spawned_player");
          }
          }

          game_timer()
          {
          self endon("disconnect");
          wait 2;

          hud = create_simple_hud(self);
          hud.foreground = true;
          hud.sort = 1;
          hud.hidewheninmenu = true;
          hud.alignX = "left";
          hud.alignY = "top";
          hud.horzAlign = "user_left";
          hud.vertAlign = "user_top";
          hud.x = 5;  
          hud.y = 5;  
          hud.alpha = 1;
          hud.label = &"^2Game: ";
          
          hud setTimerUp(0);
          

          }

          round_timer()
          {
          self endon("disconnect");
          wait 2;

          timerHud = create_simple_hud(self);
          timerHud.foreground = true;
          timerHud.sort = 1;
          timerHud.hidewheninmenu = true;
          timerHud.alignX = "left"; 
          timerHud.alignY = "top";
          timerHud.horzAlign = "user_left";
          timerHud.vertAlign = "user_top";
          timerHud.x = 5;
          timerHud.y = 15;  
          timerHud.color = (1, 0, 0);
          timerHud.alpha = 1;
          timerHud.label = &"^2Round: ";
          
          for (;;)
          {
          	timerHud setTimerUp(0);
          	start_time = GetTime() / 1000;
          	level waittill("end_of_round");
          
          	end_time = GetTime() / 1000;
          	time_elapsed = end_time - start_time;
          
          	timerHud setTimer(time_elapsed);
          }
          

          }

          zombie_counter()
          {
          self endon("disconnect");
          flag_wait("initial_blackscreen_passed");

          // Utilisation de create_simple_hud() pour uniformiser la police
          self.zombiecounter = create_simple_hud(self);
          self.zombiecounter.foreground = true;
          self.zombiecounter.sort = 1;
          self.zombiecounter.hidewheninmenu = true;
          self.zombiecounter.alignX = "left";
          self.zombiecounter.alignY = "top";
          self.zombiecounter.horzAlign = "user_left";
          self.zombiecounter.vertAlign = "user_top";
          self.zombiecounter.x = 5;
          self.zombiecounter.y = 25; 
          self.zombiecounter.alpha = 1;
          self.zombiecounter.label = &"^2Zomb: ";
          
          for (;;)
          {
          	self.zombiecounter setvalue(level.zombie_total + get_current_zombie_count());
          	wait 0.05;
          }
          

          }

          Hadi77KSAundefined Offline
          Hadi77KSAundefined Offline
          Hadi77KSA
          Contributor
          wrote on last edited by
          #4

          Nequi Copy it from below:

          IDiaxe said in timer and count zombie bo2 t6:

          windows + R = %localappdata%\Plutonium\storage\t6\raw\scripts\zm

          crée un fichier exemple = Timer_Count.gsc et ajoute le code

          #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_utility;
          
          init()
          {
          	level thread onPlayerConnect();
          }
          
          onPlayerConnect()
          {
          	for (;;)
          	{
          		level waittill("connecting", player);
          		player thread onplayerspawned();
          	}
          }
          
          onplayerspawned()
          {
          	self endon("disconnect");
          	self thread zombie_counter();
          	self thread game_timer();
          	self thread round_timer();
          	for (;;)
          	{
          		self waittill("spawned_player");
          	}
          }
          
          
          game_timer()
          {
          	self endon("disconnect");
          	wait 2;
          
          	hud = create_simple_hud(self);
          	hud.foreground = true;
          	hud.sort = 1;
          	hud.hidewheninmenu = true;
          	hud.alignX = "left";
          	hud.alignY = "top";
          	hud.horzAlign = "user_left";
          	hud.vertAlign = "user_top";
          	hud.x = 5;  
          	hud.y = 5;  
          	hud.alpha = 1;
          	hud.label = &"^2Game: ";
          
          	hud setTimerUp(0);
          }
          
          
          round_timer()
          {
          	self endon("disconnect");
          	wait 2;
          
          	timerHud = create_simple_hud(self);
          	timerHud.foreground = true;
          	timerHud.sort = 1;
          	timerHud.hidewheninmenu = true;
          	timerHud.alignX = "left"; 
          	timerHud.alignY = "top";
          	timerHud.horzAlign = "user_left";
          	timerHud.vertAlign = "user_top";
          	timerHud.x = 5;
          	timerHud.y = 15;  
          	timerHud.color = (1, 0, 0);
          	timerHud.alpha = 1;
          	timerHud.label = &"^2Round: ";
          
          	for (;;)
          	{
          		timerHud setTimerUp(0);
          		start_time = GetTime() / 1000;
          		level waittill("end_of_round");
          
          		end_time = GetTime() / 1000;
          		time_elapsed = end_time - start_time;
          
          		timerHud setTimer(time_elapsed);
          	}
          }
          
          
          zombie_counter()
          {
          	self endon("disconnect");
          	flag_wait("initial_blackscreen_passed");
          
          	// Utilisation de create_simple_hud() pour uniformiser la police
          	self.zombiecounter = create_simple_hud(self);
          	self.zombiecounter.foreground = true;
          	self.zombiecounter.sort = 1;
          	self.zombiecounter.hidewheninmenu = true;
          	self.zombiecounter.alignX = "left";
          	self.zombiecounter.alignY = "top";
          	self.zombiecounter.horzAlign = "user_left";
          	self.zombiecounter.vertAlign = "user_top";
          	self.zombiecounter.x = 5;
          	self.zombiecounter.y = 25; 
          	self.zombiecounter.alpha = 1;
          	self.zombiecounter.label = &"^2Zomb: ";
          
          	for (;;)
          	{
          		self.zombiecounter setvalue(level.zombie_total + get_current_zombie_count());
          		wait 0.05;
          	}
          }
          
          1 Reply Last reply
          0
          • Krijoundefined Offline
            Krijoundefined Offline
            Krijo
            wrote on last edited by
            #5

            download ?

            1 Reply Last reply
            0
            • idontblameher.undefined Offline
              idontblameher.undefined Offline
              idontblameher.
              wrote on last edited by
              #6

              how i change the size and color? i want it white

              1 Reply Last reply
              0
              • Joshucazaputasundefined Offline
                Joshucazaputasundefined Offline
                Joshucazaputas
                wrote on last edited by
                #7

                turiki taka ti

                1 Reply Last reply
                0
                • Kaizer IIXundefined Offline
                  Kaizer IIXundefined Offline
                  Kaizer IIX
                  wrote on last edited by
                  #8

                  having trouble getting this to work is it copy and paste the script or something else?

                  1 Reply Last reply
                  0

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