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  3. [Resolve]Trying to implement a AFK system for zombies but im getting some issues.

[Resolve]Trying to implement a AFK system for zombies but im getting some issues.

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  • Nathan3197undefined Offline
    Nathan3197undefined Offline
    Nathan3197
    wrote on last edited by Nathan3197
    #1

    UPDATE: Nathan3197 said in [Resolve]Trying to implement a AFK system for zombies but im getting some issues.:

    Sorex This works, but i only see this useful for MP. I don't see this working in Zombies, as I don't think the player wants to go AFK then to find out they are in spectator till they respawn with nothing. As the way iv had done it here (might clean up some of the mess to make it look neat) this keep the player alive with all the guns,perks,equipment etc. but the zombies won't be able to find the AFK player or hit them.

    I did like how you automated it and check if the player has moved from a standing still.

    now I have it working 100% the way I wanted.

    onplayerconnect()
    {
    
    	for (;;)
    	{
    	level waittill( "connecting", player );
    	player.clientid = level.clientid;
        	level.clientid++;
        	player thread AFK_listener();
            }
        	
    }
    AFK_listener()
    {
    	level endon( "game_ended" );
    	self endon( "disconnect" );
    	self.PlayerNamet = self.name; // Get the player name
    	//self iprintln("^6AFKTEST"); // Debugging check if function is running
    	self.isAFK = false; // set isAFK to false
    	self.counter = 0; // Dont touch this
    	self.afkcooldown = 1; // cooldown untill player can turn on afk again
    	self.disToTurnoff = 10; // the amount of distance the player need to move before AFK mode will turn off
    	for(;;) // loop to check button presses
    	{
    		if(self.counter > 0 && self.isAFK == false ) // if counter is more then 0 & isafk false then run the countdown
    		{
    			self.counter-- // counter goes down everyscond
    			self IPrintLnBold("^1You have ^3" + self.counter +" ^1second until you can go ^2AFK ^3again"); // tells the player how long till they can go afk again
    			wait 1;
    		}
    		else if(self.counter == 0 && self.isAFK == false) // if couter is 0 then player can go afk
    		{
    
    				if (self adsbuttonpressed() && self ActionSlotFourButtonPressed()) // if ADS & 2/DpadDown is pressed then run this
    				{
    					self thread AFKON(); // runs afk on function
    					self.counter = self.afkcooldown; // reset counter to whatever afkcooldown is
    					wait 1; // to prevent spamming
    					
    				}	
     		}
    		if (self.isAFK == true) // if isAFK ture then check if the player has press or move any button
    		{
    			// If the Player presses any button ore move more then 10 units then AFKOFF will run.
    			if ( self adsbuttonpressed() | self ActionSlotFourButtonPressed() | self attackbuttonpressed() | self jumpbuttonpressed() | self meleeButtonPressed() | self throwbuttonpressed() |  self actionslotonebuttonpressed() | self ActionSlotTwoButtonPressed() | self ActionSlotThreeButtonPressed() | self SprintButtonPressed() | self ChangeSeatButtonPressed() | self SecondaryOffhandButtonPressed() | self FragButtonPressed() | self UseButtonPressed() | Distance(self.old_origin, self.origin) >= self.disToTurnoff)
    			{
    				self thread AFKOFF(); // player runs AFKOFF function
    			}			
    		}
    		wait 0.05;
    	}
    }
    
    AFKON()
    {
    	self endon( "disconnect" );
    	self.old_origin = self.origin;
    	self.isAFK = true; // Set IS AFK TO TRUE
    	self.ignoreme = 1; // Zombies wont find the player
    	self enableInvulnerability(); // God mode is on
    	self iprintln("^6AFK ON"); // tell the player that they AFK
    	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^6AFK^7");
    	self Destroy();
    	//self IPrintLnBold(self.isAFK); // Debuging 
    }
    AFKOFF()
    {
    	self endon( "disconnect" );
    	self.isAFK = false; // set IS AFK TO FALSE
    	self.ignoreme = 0; // Zombies will find the player agian
    	self disableInvulnerability(); // God mode is off
    	self iprintln("^6AFK OFF"); // tell the player that they are not afk
    	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^1NOT ^6AFK^7");
    	//self IPrintLnBold(self.isAFK); // Debuging
    	self Destroy();
    }
    

    Original Post:
    What im creating here:
    When the player press ADS and another key/button they will enable afk mode which turn on Godmode and make the zombies ingore the player while standing still. This will auto turn off when the player presses any key / button. e.g moving or shooting.

    Summary of the issue I'm having:
    when i press ADS & Actionsslottwobutton (2 key) sometime it will trigger AFK ON and sometime it wont trigger AFK ON. same with when I want to trigger AFK OFF on any button press.

    The only issue im having is when i trying to find if is there a buttonpress for the leftstick/WASD or trying to read the player move speed that is greater then 0;

    my first attempt of making it work

    OnPlayerSpawn() 
    {
    self thread AFKTEST(); // player thread AFKTEST
    }
    
    AFKTEST()
    {
    	self iprintln("^6AFKTEST"); // checking if function is working
    	self.isAFK = false; // set is AFK off
    	for(;;)
    	{
    		if( self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == false) // if ADS button and Action slot two is pressed & isAFK = false then run this
    		{
    		  self iprintln("^6AFK ON"); // Tell player that they are AFK
    		  self.isAFK = true; // set isAFK to true
    		  self.ignoreme = 1; // Make zombies not target the player
    		  self enableInvulnerability(); // Turn on GOD mode
    		}
    		wait 0.50;
    		if (self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == true || self attackbuttonpressed() | self jumpbuttonpressed() | self meleeButtonPressed() | self sprintbuttonpressed() | self fragbuttonpressed() | self throwbuttonpressed() | self actionslotonebuttonpressed() && self.isAFK == true) // if if ADS button and Action slot two is pressed & isAFK = false OR any other button been press then run this
    		{
    		  self iprintln("^6AFK off"); // tell player that they are not AFK
    		  self.isAFK = false; // set is AFK to false
    		  self.ignoreme = 0; // Make the zombies target the player agian
    		  self disableInvulnerability(); // disable GOD mode
    		}
    		wait 0.05;
    	}
    }
    

    I try this as well but found out it take bit longer for it to register a button press.
    my second attempt of making it work.

    OnPlayerSpawn()
    {
    self thread AFKTEST();  /// player thread AFKTEST
    }
    
    AFKTEST()
    {
    	self iprintln("^6AFKTEST"); // checking if function is working
    	self.isAFK = false; // set is AFK off
    	for(;;)
    	{
    		if( self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == false)  // if ADS button and Action slot two is pressed & isAFK = false then run this
    		{
    		  self iprintln("^6AFK ON"); // Tell player that they are AFK
    		  self.isAFK = true; // set isAFK to true
    		  self.ignoreme = 1; // Make zombies not target the player
    		  self enableInvulnerability(); // Turn on GOD mode
    		}
    		wait 0.50;
    
    		if (self adsbuttonpressed() && self actionslottwobuttonpressed() && self.isAFK == true) // if if ADS button and Action slot two is pressed & isAFK = false then run this
    		{
    		  self iprintln("^6AFK off"); // tell player that they are not AFK
    		  self.isAFK = false; // set is AFK to false
    		  self.ignoreme = 0; // Make the zombies target the player agian
    		  self disableInvulnerability(); // disable GOD mode
    		}
    		else if (self attackbuttonpressed() && self.isAFK == true) 
    		{
    		  self iprintln("^6AFK off"); 
    		   self.isAFK = false; 
    		   self.ignoreme = 0; 
    		  self disableInvulnerability(); 
    
    else if (self jumpbuttonpressed() && self.isAFK == true )
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		else if (self meleeButtonPressed() && self.isAFK == true )
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		else if (self throwbuttonpressed() && self.isAFK == true)
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		else if (self actionslotonebuttonpressed() && self.isAFK == true)
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    		wait 0.05;
    	}
    }
    

    if I add this then it will constantly run AFK OFF.

    		else if (self GetVelocity() >  && self.isAFK == true)// if player is moving & AFK is on then run this
    		{
    		  self iprintln("^6AFK off");
    		  self.isAFK = false;
    		  self.ignoreme = 0;
    		  self disableInvulnerability();
    		}
    

    UPDATE:
    I manage to make it work every keypress i had to change the wait at the end of the loop to 0.05 for it to pick up every button press. the only thing that I still haven't gotten to work is to turn the AFK off when the player walk,

    Third attempt of making this work.

    OnPlayerSpawn()
    {
    self thread AFKTEST(); //player run the AFKTEST function~~strikethrough text~~
    }
    
    AFKTEST()
    {
    	self iprintln("^6AFKTEST"); // check if function is running
    	self.isAFK = false; // set isAFK to false
    
    	for(;;) // loop to check button presses
    	{
    		if (self.isAFK == false) // if AFK is False then run this
    		{
    
    			if (self adsbuttonpressed() && self actionslottwobuttonpressed()) // if ADS & 2/DpadDown is pressed then run this
    			{
    				self AFKON(); // player runs AFKON function
    				wait 1; // wait 1 second to prevent spamming
    			}
    
    		}	
    
    		if (self.isAFK == true) // if AFK is true then run this
    		{
    			if (self adsbuttonpressed() && self actionslottwobuttonpressed()) // if ADS & 2/DpadDown is pressed then run this
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			// check if any button has been press
    			else if (self attackbuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self jumpbuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self meleeButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self throwbuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self actionslotonebuttonpressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self SprintButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self FragButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self ChangeSeatButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    			else if (self SecondaryOffhandButtonPressed())
    			{
    				self AFKOFF(); // player runs AFKOFF function
    			}
    		}
    		wait 0.05;
    	}
    }
    AFKON()
    {
    	self.isAFK = true; // Set IS AFK TO TRUE
    	self.ignoreme = 1; // Zombies wont find the player
    	self enableInvulnerability(); // God mode is on
    	self iprintln("^6AFK ON"); // tell the player that they AFK
    	//self IPrintLnBold(self.isAFK); // Debuging 
    }
    AFKOFF()
    {
    
    	self.isAFK = false; // set IS AFK TO FALSE
    	self.ignoreme = 0; // Zombies will find the player agian
    	self disableInvulnerability(); // God mode is off
    	self iprintln("^6AFK off"); // tell the player that they are not afk
    	//self IPrintLnBold(self.isAFK); // Debuging
    }
    
    1 Reply Last reply
    1
    • Sorexundefined Offline
      Sorexundefined Offline
      Sorex Contributor
      wrote on last edited by
      #2

      Nathan3197 I will make it, your afk system is to weird, you can make a smaller code, just check the player origin. And don't put it on god mode, put it on spectator mode and when he go back you can remove him from spectator mode

      1 Reply Last reply
      0
      • Sorexundefined Offline
        Sorexundefined Offline
        Sorex Contributor
        wrote on last edited by
        #3

        Nathan3197
        Made it
        Go to my post
        https://forum.plutonium.pw/topic/4333/release-afk-monitor

        1 Reply Last reply
        1
        • Nathan3197undefined Offline
          Nathan3197undefined Offline
          Nathan3197
          wrote on last edited by Nathan3197
          #4

          Sorex This works, but i only see this useful for MP. I don't see this working in Zombies, as I don't think the player wants to go AFK then to find out they are in spectator till they respawn with nothing. As the way iv had done it here (might clean up some of the mess to make it look neat) this keep the player alive with all the guns,perks,equipment etc. but the zombies won't be able to find the AFK player or hit them.

          I did like how you automated it and check if the player has moved from a standing still.

          now I have it working 100% the way I wanted.

          onplayerconnect()
          {
          
          	for (;;)
          	{
          	level waittill( "connecting", player );
          	player.clientid = level.clientid;
              	level.clientid++;
              	player thread AFK_listener();
                  }
              	
          }
          AFK_listener()
          {
          	level endon( "game_ended" );
          	self endon( "disconnect" );
          	self.PlayerNamet = self.name; // Get the player name
          	//self iprintln("^6AFKTEST"); // Debugging check if function is running
          	self.isAFK = false; // set isAFK to false
          	self.counter = 0; // Dont touch this
          	self.afkcooldown = 1; // cooldown untill player can turn on afk again
          	self.disToTurnoff = 10; // the amount of distance the player need to move before AFK mode will turn off
          	for(;;) // loop to check button presses
          	{
          		if(self.counter > 0 && self.isAFK == false ) // if counter is more then 0 & isafk false then run the countdown
          		{
          			self.counter-- // counter goes down everyscond
          			self IPrintLnBold("^1You have ^3" + self.counter +" ^1second until you can go ^2AFK ^3again"); // tells the player how long till they can go afk again
          			wait 1;
          		}
          		else if(self.counter == 0 && self.isAFK == false) // if couter is 0 then player can go afk
          		{
          
          				if (self adsbuttonpressed() && self ActionSlotFourButtonPressed()) // if ADS & 2/DpadDown is pressed then run this
          				{
          					self thread AFKON(); // runs afk on function
          					self.counter = self.afkcooldown; // reset counter to whatever afkcooldown is
          					wait 1; // to prevent spamming
          					
          				}	
           		}
          		if (self.isAFK == true) // if isAFK ture then check if the player has press or move any button
          		{
          			// If the Player presses any button ore move more then 10 units then AFKOFF will run.
          			if ( self adsbuttonpressed() | self ActionSlotFourButtonPressed() | self attackbuttonpressed() | self jumpbuttonpressed() | self meleeButtonPressed() | self throwbuttonpressed() |  self actionslotonebuttonpressed() | self ActionSlotTwoButtonPressed() | self ActionSlotThreeButtonPressed() | self SprintButtonPressed() | self ChangeSeatButtonPressed() | self SecondaryOffhandButtonPressed() | self FragButtonPressed() | self UseButtonPressed() | Distance(self.old_origin, self.origin) >= self.disToTurnoff)
          			{
          				self thread AFKOFF(); // player runs AFKOFF function
          			}			
          		}
          		wait 0.05;
          	}
          }
          
          AFKON()
          {
          	self endon( "disconnect" );
          	self.old_origin = self.origin;
          	self.isAFK = true; // Set IS AFK TO TRUE
          	self.ignoreme = 1; // Zombies wont find the player
          	self enableInvulnerability(); // God mode is on
          	self iprintln("^6AFK ON"); // tell the player that they AFK
          	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^6AFK^7");
          	self Destroy();
          	//self IPrintLnBold(self.isAFK); // Debuging 
          }
          AFKOFF()
          {
          	self endon( "disconnect" );
          	self.isAFK = false; // set IS AFK TO FALSE
          	self.ignoreme = 0; // Zombies will find the player agian
          	self disableInvulnerability(); // God mode is off
          	self iprintln("^6AFK OFF"); // tell the player that they are not afk
          	AllClientsPrint("^2"+self.PlayerNamet +"^7 is ^1NOT ^6AFK^7");
          	//self IPrintLnBold(self.isAFK); // Debuging
          	self Destroy();
          }
          
          1 Reply Last reply
          1
          • Sorexundefined Offline
            Sorexundefined Offline
            Sorex Contributor
            wrote on last edited by
            #5

            Nathan3197 trust me, my code is optimized to be server side, the player don't lose anything when he go afk.
            Your code is so complciated to make a simple things. But its fine if work
            idc, i will never use it because there to many controls on clientside and taht can give problem on server

            1 Reply Last reply
            1
            • THS.Shiniriundefined Offline
              THS.Shiniriundefined Offline
              THS.Shiniri
              wrote on last edited by
              #6

              How did you make it work ? If I copy your reply into a gsc and compile it to AFK-compiled.gsc and place it into %localappdata%/Plutonium/storage/t6/scripts/zm it does nothing O.o

              1 Reply Last reply
              2

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