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  3. Mod that gives you ray gun mk2 and monkeys/emps on first box

Mod that gives you ray gun mk2 and monkeys/emps on first box

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  • xenocrafter xenocrafter

    codywp92 can u give me one for the normal raygun

    codywp92 Offline
    codywp92 Offline
    codywp92
    wrote on last edited by
    #5

    xenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?

    xenocrafter 1 Reply Last reply
    0
    • codywp92 codywp92

      xenocrafter are you looking to get both rayguns at start of game or do you want to switch the mark2 to the regular raygun?

      xenocrafter Offline
      xenocrafter Offline
      xenocrafter
      wrote on last edited by
      #6

      codywp92 i want a script for the normal ray gun as well so i can practice both guns and practice strats on bus depot

      codywp92 1 Reply Last reply
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      • xenocrafter xenocrafter

        codywp92 i want a script for the normal ray gun as well so i can practice both guns and practice strats on bus depot

        codywp92 Offline
        codywp92 Offline
        codywp92
        wrote on last edited by codywp92
        #7

        xenocrafter ok i made the script start you with both rayguns.

        #include maps\mp\zombies\_zm_utility;
        
        init()
        {
            level thread onplayerconnect();
        }
        
        onplayerconnect()
        {
            for(;;)
            {
                level waittill("connected", player);
                player thread onplayerspawned();
            }
        }
        
        onplayerspawned()
        {
            self endon("disconnect");
            for(;;)
            {
                self waittill("spawned_player");
        	self takeWeapon("m1911_zm");
        	self thread player_give_raygun();
        	self thread player_give_raygun_mark2();
        	self thread player_give_cymbal_monkey();
        	//self thread player_give_emp();
            }
        }
        
        player_give_raygun()
        {
            self giveweapon( "ray_gun_zm" );
            self SwitchToWeapon("ray_gun_zm");
        }
        
        player_give_raygun_mark2()
        {
            self giveweapon( "raygun_mark2_zm" );
        }
        
        player_give_cymbal_monkey()
        {
            self giveweapon( "cymbal_monkey_zm" );
            self set_player_tactical_grenade( "cymbal_monkey_zm" );
            self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey();
        }
        
        player_give_emp()
        {
            self giveweapon( "emp_grenade_zm" );
            self set_player_tactical_grenade( "emp_grenade_zm" );
        }
        xenocrafter A Former User? 2 Replies Last reply
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        • codywp92 codywp92

          xenocrafter ok i made the script start you with both rayguns.

          #include maps\mp\zombies\_zm_utility;
          
          init()
          {
              level thread onplayerconnect();
          }
          
          onplayerconnect()
          {
              for(;;)
              {
                  level waittill("connected", player);
                  player thread onplayerspawned();
              }
          }
          
          onplayerspawned()
          {
              self endon("disconnect");
              for(;;)
              {
                  self waittill("spawned_player");
          	self takeWeapon("m1911_zm");
          	self thread player_give_raygun();
          	self thread player_give_raygun_mark2();
          	self thread player_give_cymbal_monkey();
          	//self thread player_give_emp();
              }
          }
          
          player_give_raygun()
          {
              self giveweapon( "ray_gun_zm" );
              self SwitchToWeapon("ray_gun_zm");
          }
          
          player_give_raygun_mark2()
          {
              self giveweapon( "raygun_mark2_zm" );
          }
          
          player_give_cymbal_monkey()
          {
              self giveweapon( "cymbal_monkey_zm" );
              self set_player_tactical_grenade( "cymbal_monkey_zm" );
              self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey();
          }
          
          player_give_emp()
          {
              self giveweapon( "emp_grenade_zm" );
              self set_player_tactical_grenade( "emp_grenade_zm" );
          }
          xenocrafter Offline
          xenocrafter Offline
          xenocrafter
          wrote on last edited by
          #8

          codywp92 ty brother

          1 Reply Last reply
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          • codywp92 codywp92

            xenocrafter ok i made the script start you with both rayguns.

            #include maps\mp\zombies\_zm_utility;
            
            init()
            {
                level thread onplayerconnect();
            }
            
            onplayerconnect()
            {
                for(;;)
                {
                    level waittill("connected", player);
                    player thread onplayerspawned();
                }
            }
            
            onplayerspawned()
            {
                self endon("disconnect");
                for(;;)
                {
                    self waittill("spawned_player");
            	self takeWeapon("m1911_zm");
            	self thread player_give_raygun();
            	self thread player_give_raygun_mark2();
            	self thread player_give_cymbal_monkey();
            	//self thread player_give_emp();
                }
            }
            
            player_give_raygun()
            {
                self giveweapon( "ray_gun_zm" );
                self SwitchToWeapon("ray_gun_zm");
            }
            
            player_give_raygun_mark2()
            {
                self giveweapon( "raygun_mark2_zm" );
            }
            
            player_give_cymbal_monkey()
            {
                self giveweapon( "cymbal_monkey_zm" );
                self set_player_tactical_grenade( "cymbal_monkey_zm" );
                self thread maps\mp\zombies\_zm_weap_cymbal_monkey::player_handle_cymbal_monkey();
            }
            
            player_give_emp()
            {
                self giveweapon( "emp_grenade_zm" );
                self set_player_tactical_grenade( "emp_grenade_zm" );
            }
            A Former User? Offline
            A Former User? Offline
            A Former User
            wrote on last edited by
            #9

            codywp92 bro can u plz make the one that starts the game on round 10 to practice first rooms nobody will do it i tried it and i cant get accurate spawns

            codywp92 2 Replies Last reply
            0
            • A Former User? A Former User

              codywp92 bro can u plz make the one that starts the game on round 10 to practice first rooms nobody will do it i tried it and i cant get accurate spawns

              codywp92 Offline
              codywp92 Offline
              codywp92
              wrote on last edited by
              #10

              @dfgkbjdfgkhjks what exactly are you looking for? are you just wanting to start on round 10?

              1 Reply Last reply
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              • A Former User? A Former User

                codywp92 bro can u plz make the one that starts the game on round 10 to practice first rooms nobody will do it i tried it and i cant get accurate spawns

                codywp92 Offline
                codywp92 Offline
                codywp92
                wrote on last edited by codywp92
                #11

                @dfgkbjdfgkhjks

                init()
                {
                    level thread onplayerconnect();
                }
                
                onplayerconnect()
                {
                    for(;;)
                    {
                        level waittill("connected", player);
                        player thread onplayerspawned();
                    }
                }
                
                onplayerspawned()
                {
                    self endon("disconnect");
                    for(;;)
                    {
                        self waittill("spawned_player");
                	level.round_number=10;
                    }
                }
                A Former User? 1 Reply Last reply
                0
                • codywp92 codywp92

                  @dfgkbjdfgkhjks

                  init()
                  {
                      level thread onplayerconnect();
                  }
                  
                  onplayerconnect()
                  {
                      for(;;)
                      {
                          level waittill("connected", player);
                          player thread onplayerspawned();
                      }
                  }
                  
                  onplayerspawned()
                  {
                      self endon("disconnect");
                      for(;;)
                      {
                          self waittill("spawned_player");
                  	level.round_number=10;
                      }
                  }
                  A Former User? Offline
                  A Former User? Offline
                  A Former User
                  wrote on last edited by
                  #12

                  codywp92 when i try that script it seems the zombies are just walkers, the speed isn't as it would be on round 10 and when i set it to round 50 they're still walkers. also, the spawns seem to be very much lower than regular round 50.

                  codywp92 1 Reply Last reply
                  0
                  • A Former User? A Former User

                    codywp92 when i try that script it seems the zombies are just walkers, the speed isn't as it would be on round 10 and when i set it to round 50 they're still walkers. also, the spawns seem to be very much lower than regular round 50.

                    codywp92 Offline
                    codywp92 Offline
                    codywp92
                    wrote on last edited by codywp92
                    #13

                    @dfgkbjdfgkhjks
                    Try this

                    init()
                    {
                        level thread onplayerconnect();
                        level thread setround();
                    }
                    
                    onplayerconnect()
                    {
                        for(;;)
                        {
                            level waittill("connected", player);
                            player thread onplayerspawned();
                        }
                    }
                    
                    onplayerspawned()
                    {
                        self endon("disconnect");
                        for(;;)
                        {
                            self waittill("spawned_player");
                        }
                    }
                    
                    setround()
                    {
                        round = 10;
                        level.first_round = round;
                        level.start_round = round;
                        level.round_number = round;
                    	
                        if ( level.gamedifficulty == 0 )
                            level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier_easy"];
                        else
                            level.zombie_move_speed = level.round_number * level.zombie_vars["zombie_move_speed_multiplier"];
                    
                        if ( level.round_number == 1 )
                            level.zombie_move_speed = 1;
                        else
                        {
                            for ( i = 1; i <= level.round_number; i++ )
                            {
                                timer = level.zombie_vars["zombie_spawn_delay"];
                    
                                if ( timer > 0.08 )
                                {
                                    level.zombie_vars["zombie_spawn_delay"] = timer * 0.95;
                                    continue;
                                }
                    
                                if ( timer < 0.08 )
                                    level.zombie_vars["zombie_spawn_delay"] = 0.08;
                            }
                        }
                    }
                    1 Reply Last reply
                    0
                    • SR2012 Offline
                      SR2012 Offline
                      SR2012
                      wrote on last edited by
                      #14

                      codywp92 im trying to get the paralyzer from the box every time on buried. But i dont have the the scripts file after storage/t6. I do have one that says raw/scripts/zm though, but it only has 1 file in there thats called 'ranked.gsc'. Can you help me by making a script for that & helping me with where to put it?

                      1 Reply Last reply
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