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  3. [Release] [GSC] Zombies Custom Powerup | Unlimited Ammo

[Release] [GSC] Zombies Custom Powerup | Unlimited Ammo

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  • H3X1Cundefined H3X1C

    Ox_ crashes the server 😂

    Ox_undefined Offline
    Ox_undefined Offline
    Ox_
    wrote on last edited by
    #5

    H3X1C said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

    Ox_ crashes the server 😂

    Lol. At what point? What needs to be done to make it crash?
    Keep in mind that I don't know how the easter egg is done.

    1 Reply Last reply
    0
    • Jon_Trollstenundefined Offline
      Jon_Trollstenundefined Offline
      Jon_Trollsten
      wrote on last edited by
      #6

      Hmm... 🤔 maybe add death machine powerup?

      1 Reply Last reply
      0
      • Ox_undefined Ox_

        So I was playing some zombies with a friend and wanted to do something with gsc. Just to remember the good old golden days. Thought of making a custom powerup and unlimited ammo seemed like a pretty cool one.

        So it'll drop on the ground randomly just like any powerup, and when someone picks it up, every player gets unlimited ammo for 30secs. Duration can be easily changed, of course.

        This is not intended for Turned or Grief. I have no idea what happens if you try to use them there. Nothing good I'd assume.
        Cba'd to make it work with them because who needs unlimited ammo in Turned, and who tf plays Grief.
        Other than that, should be all good. Managed to even spam myself with the powerup over 2000 times in a row with no issues.

        EDIT: Seems the shader I'm using for the icon wont load in all maps KMS KMS KMS KMS KMS KMS. I fucking cba trying to find one that works. Shit's fucking impossible. I can deal with a checkerboard icon in some maps.

        Video
        https://www.youtube.com/watch?v=M5qXeJAmdZ8
        Picture
        https://i.imgur.com/Amllzkw.jpg

        Full source for a minimal example script. Be sure to read the comments in there if you'll be doing any changes yourself.

        #include maps\mp\_utility;
        #include common_scripts\utility;
        #include maps\mp\gametypes_zm\_hud_util;
        #include maps\mp\gametypes_zm\_hud_message;
        
        //important include
        #include maps\mp\zombies\_zm_powerups;
        
        init()
        {
           	level thread onPlayerConnect();
        
        	//include and init the powerup
           	include_zombie_powerup("unlimited_ammo");
           	//change the powerup duration if you want
           	level.unlimited_ammo_duration = 30;
           	//shitty model, cant find a good model list so cba
           	//change to w/e if you have some nice model
           	//galil works in all maps though, so be decent in that regard ig
           	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
        	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
        }
        
        onPlayerConnect()
        {
            for(;;)
            {
                level waittill("connected", player);
                player thread onPlayerSpawned();
            }
        }
        
        onPlayerSpawned()
        {
            self endon("disconnect");
        	level endon("game_ended");
            for(;;)
            {
                self waittill("spawned_player");
                if(self isHost() && !isDefined(level.unlimited_ammo_first_spawn))
                {
                	wait 2;
                	//store the original custom powerup grab function, 
                	//if one exists (Origins, Buried, Grief & Turned)
                	//note that this is not intended for Grief or Turned
                	//I have no idea what will happen, probably pretty broken
                	if(isDefined(level._zombiemode_powerup_grab))
                		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                		
                	//delayed defining of the custom function so we're sure to
                	//override the function Origins and Buried defines for this
                	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                	
                	//message for the host to indicate that it should be all good
                	wait 2;
        		self iprintlnbold("^7Unlimited Ammo Custom Powerup Loaded!");
                	
                	//gives host the ability to test the powerup at the start of the game
                	//can be used to make sure it's actually working and all good
                	//remove the line directly below to disable
                	self thread test_the_powerup();
                	
                	//whatever so this variable isn't undefined anymore
                	level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                }
            }
        }
        
        test_the_powerup()
        {
        	self endon("death");
        	self endon("disconnected");
        	self endon("testing_chance_ended");
        	level endon("game_ended");
        	wait 3;
        	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
        	self thread testing_duration_timeout();
        	for(;;)
        	{
        		if(self secondaryoffhandbuttonpressed())
        		{
        			level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
        			return;
        		}
        		wait .05;
        	}
        }
        
        testing_duration_timeout()
        {
        	self endon("death");
        	self endon("disconnected");
        	wait 5;
        	self notify("testing_chance_ended");
        }
        
        //fires when we grab any custom powerup
        custom_powerup_grab(s_powerup, e_player)
        {
        	if (s_powerup.powerup_name == "unlimited_ammo")
        		level thread unlimited_ammo_powerup();
        	
        	//pass args onto the original custom powerup grab function
        	else if (isDefined(level.original_zombiemode_powerup_grab))
        		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
        }
        
        unlimited_ammo_powerup()
        {
        	foreach(player in level.players)
        	{
        		//if powerup is already on, turn it off
        		player notify("end_unlimited_ammo");
        		//small cha ching sound for each player when someone picks up the powerup
        		//cba'd to come up with anything better and don't have a list of sounds, 
        		//change to w/e if you want.
        		player playsound("zmb_cha_ching");
        		player thread turn_on_unlimited_ammo();
        		player thread unlimited_ammo_on_hud();
        		player thread notify_unlimited_ammo_end();
        	}
        }
        
        unlimited_ammo_on_hud()
        {
        	self endon("disconnect");
        	//hud elems for text & icon
        	unlimited_ammo_hud_string = newclienthudelem(self);
        	unlimited_ammo_hud_string.elemtype = "font";
        	unlimited_ammo_hud_string.font = "objective";
        	unlimited_ammo_hud_string.fontscale = 2;
        	unlimited_ammo_hud_string.x = 0;
        	unlimited_ammo_hud_string.y = 0;
        	unlimited_ammo_hud_string.width = 0;
        	unlimited_ammo_hud_string.height = int( level.fontheight * 2 );
        	unlimited_ammo_hud_string.xoffset = 0;
        	unlimited_ammo_hud_string.yoffset = 0;
        	unlimited_ammo_hud_string.children = [];
        	unlimited_ammo_hud_string setparent(level.uiparent);
        	unlimited_ammo_hud_string.hidden = 0;
        	unlimited_ammo_hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
        	unlimited_ammo_hud_string.sort = .5;
        	unlimited_ammo_hud_string.alpha = 0;
        	unlimited_ammo_hud_string fadeovertime(.5);
        	unlimited_ammo_hud_string.alpha = 1;
        	//cool powerup name, sounds like something that could actually be in the game
        	//credits to "Banni" for it
        	unlimited_ammo_hud_string setText("Bottomless Clip!");
        	unlimited_ammo_hud_string thread unlimited_ammo_hud_string_move();
        	
        	unlimited_ammo_hud_icon = newclienthudelem(self);
        	unlimited_ammo_hud_icon.horzalign = "center";
        	unlimited_ammo_hud_icon.vertalign = "bottom";
        	unlimited_ammo_hud_icon.x = -75;
        	unlimited_ammo_hud_icon.y = 0;
        	unlimited_ammo_hud_icon.alpha = 1;
        	unlimited_ammo_hud_icon.hidewheninmenu = true;   
        	unlimited_ammo_hud_icon setshader("hud_icon_minigun", 40, 40);
        	self thread unlimited_ammo_hud_icon_blink(unlimited_ammo_hud_icon);
        	self thread destroy_unlimited_ammo_icon_hud(unlimited_ammo_hud_icon);
        }
        
        unlimited_ammo_hud_string_move()
        {
        	wait .5;
        	self fadeovertime(1.5);
        	self moveovertime(1.5);
        	self.y = 270;
        	self.alpha = 0;
        	wait 1.5;
        	self destroy();
        }
        
        //blinking times match the normal powerup hud blinking times
        unlimited_ammo_hud_icon_blink(elem)
        {
        	level endon("disconnect");
        	self endon("disconnect");
        	self endon("end_unlimited_ammo");
        	time_left = level.unlimited_ammo_duration;
        	for(;;)
        	{
        		//less than 5sec left on powerup, blink fast
        		if(time_left <= 5)
        			time = .1;
        		//less than 10sec left on powerup, blink
        		else if(time_left <= 10)
        			time = .2;
        		//over 20sec left, dont blink
        		else
        		{
        			wait .05;
        			time_left -= .05;
        			continue;
        		}
        		elem fadeovertime(time);
        		elem.alpha = 0;
        		wait time;
        		elem fadeovertime(time);
        		elem.alpha = 1;
        		wait time;
        		time_left -= time * 2;
        	}
        }
        
        destroy_unlimited_ammo_icon_hud(elem)
        {
        	level endon("game_ended");
        	//timeout just in case aswell, shouldnt ever get used, but who knows if I missed something
        	self waittill_any_timeout(level.unlimited_ammo_duration+1, "disconnect", "end_unlimited_ammo");
        	elem destroy();
        }
        
        turn_on_unlimited_ammo()
        {
        	level endon("game_ended");
        	self endon("disonnect");
        	self endon("end_unlimited_ammo");
        	for(;;)
        	{
        		//simply set the current mag to be full on a loop
        		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
        		wait .05;
        	}
        }
        
        notify_unlimited_ammo_end()
        {
        	level endon("game_ended");
        	self endon("disonnect");
        	self endon("end_unlimited_ammo");
        	wait level.unlimited_ammo_duration;
        	//the same sound that plays when instakill powerup ends
        	self playsound("zmb_insta_kill");
        	self notify("end_unlimited_ammo");
        }
        

        Download to a precompiled .gsc you can use:
        https://www.mediafire.com/file/h501pdsime694jx/BO2-Zombies-Custom-Powerup-Unlimited-Ammo.zip/file
        https://www.virustotal.com/gui/file/e7efd7e643d5f5e2a4aa29c32af186b13d314b0915687f13724b88ec890bd604/detection

        Hope someone finds some use, or maybe figures out how to add their own custom powerups, post them down below if you do.
        And if you have any ideas for improvement, or other custom powerups, or any other custom stuff, post them down below. I might make them if I find them cool.

        ~Ox

        frostyundefined Offline
        frostyundefined Offline
        frosty
        wrote on last edited by
        #7

        Ox_ Thanks for sharing, this can be really useful. I'll keep my eye out for any servers with this feature

        1 Reply Last reply
        0
        • Ox_undefined Ox_

          So I was playing some zombies with a friend and wanted to do something with gsc. Just to remember the good old golden days. Thought of making a custom powerup and unlimited ammo seemed like a pretty cool one.

          So it'll drop on the ground randomly just like any powerup, and when someone picks it up, every player gets unlimited ammo for 30secs. Duration can be easily changed, of course.

          This is not intended for Turned or Grief. I have no idea what happens if you try to use them there. Nothing good I'd assume.
          Cba'd to make it work with them because who needs unlimited ammo in Turned, and who tf plays Grief.
          Other than that, should be all good. Managed to even spam myself with the powerup over 2000 times in a row with no issues.

          EDIT: Seems the shader I'm using for the icon wont load in all maps KMS KMS KMS KMS KMS KMS. I fucking cba trying to find one that works. Shit's fucking impossible. I can deal with a checkerboard icon in some maps.

          Video
          https://www.youtube.com/watch?v=M5qXeJAmdZ8
          Picture
          https://i.imgur.com/Amllzkw.jpg

          Full source for a minimal example script. Be sure to read the comments in there if you'll be doing any changes yourself.

          #include maps\mp\_utility;
          #include common_scripts\utility;
          #include maps\mp\gametypes_zm\_hud_util;
          #include maps\mp\gametypes_zm\_hud_message;
          
          //important include
          #include maps\mp\zombies\_zm_powerups;
          
          init()
          {
             	level thread onPlayerConnect();
          
          	//include and init the powerup
             	include_zombie_powerup("unlimited_ammo");
             	//change the powerup duration if you want
             	level.unlimited_ammo_duration = 30;
             	//shitty model, cant find a good model list so cba
             	//change to w/e if you have some nice model
             	//galil works in all maps though, so be decent in that regard ig
             	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
          	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
          }
          
          onPlayerConnect()
          {
              for(;;)
              {
                  level waittill("connected", player);
                  player thread onPlayerSpawned();
              }
          }
          
          onPlayerSpawned()
          {
              self endon("disconnect");
          	level endon("game_ended");
              for(;;)
              {
                  self waittill("spawned_player");
                  if(self isHost() && !isDefined(level.unlimited_ammo_first_spawn))
                  {
                  	wait 2;
                  	//store the original custom powerup grab function, 
                  	//if one exists (Origins, Buried, Grief & Turned)
                  	//note that this is not intended for Grief or Turned
                  	//I have no idea what will happen, probably pretty broken
                  	if(isDefined(level._zombiemode_powerup_grab))
                  		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                  		
                  	//delayed defining of the custom function so we're sure to
                  	//override the function Origins and Buried defines for this
                  	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                  	
                  	//message for the host to indicate that it should be all good
                  	wait 2;
          		self iprintlnbold("^7Unlimited Ammo Custom Powerup Loaded!");
                  	
                  	//gives host the ability to test the powerup at the start of the game
                  	//can be used to make sure it's actually working and all good
                  	//remove the line directly below to disable
                  	self thread test_the_powerup();
                  	
                  	//whatever so this variable isn't undefined anymore
                  	level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                  }
              }
          }
          
          test_the_powerup()
          {
          	self endon("death");
          	self endon("disconnected");
          	self endon("testing_chance_ended");
          	level endon("game_ended");
          	wait 3;
          	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
          	self thread testing_duration_timeout();
          	for(;;)
          	{
          		if(self secondaryoffhandbuttonpressed())
          		{
          			level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
          			return;
          		}
          		wait .05;
          	}
          }
          
          testing_duration_timeout()
          {
          	self endon("death");
          	self endon("disconnected");
          	wait 5;
          	self notify("testing_chance_ended");
          }
          
          //fires when we grab any custom powerup
          custom_powerup_grab(s_powerup, e_player)
          {
          	if (s_powerup.powerup_name == "unlimited_ammo")
          		level thread unlimited_ammo_powerup();
          	
          	//pass args onto the original custom powerup grab function
          	else if (isDefined(level.original_zombiemode_powerup_grab))
          		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
          }
          
          unlimited_ammo_powerup()
          {
          	foreach(player in level.players)
          	{
          		//if powerup is already on, turn it off
          		player notify("end_unlimited_ammo");
          		//small cha ching sound for each player when someone picks up the powerup
          		//cba'd to come up with anything better and don't have a list of sounds, 
          		//change to w/e if you want.
          		player playsound("zmb_cha_ching");
          		player thread turn_on_unlimited_ammo();
          		player thread unlimited_ammo_on_hud();
          		player thread notify_unlimited_ammo_end();
          	}
          }
          
          unlimited_ammo_on_hud()
          {
          	self endon("disconnect");
          	//hud elems for text & icon
          	unlimited_ammo_hud_string = newclienthudelem(self);
          	unlimited_ammo_hud_string.elemtype = "font";
          	unlimited_ammo_hud_string.font = "objective";
          	unlimited_ammo_hud_string.fontscale = 2;
          	unlimited_ammo_hud_string.x = 0;
          	unlimited_ammo_hud_string.y = 0;
          	unlimited_ammo_hud_string.width = 0;
          	unlimited_ammo_hud_string.height = int( level.fontheight * 2 );
          	unlimited_ammo_hud_string.xoffset = 0;
          	unlimited_ammo_hud_string.yoffset = 0;
          	unlimited_ammo_hud_string.children = [];
          	unlimited_ammo_hud_string setparent(level.uiparent);
          	unlimited_ammo_hud_string.hidden = 0;
          	unlimited_ammo_hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
          	unlimited_ammo_hud_string.sort = .5;
          	unlimited_ammo_hud_string.alpha = 0;
          	unlimited_ammo_hud_string fadeovertime(.5);
          	unlimited_ammo_hud_string.alpha = 1;
          	//cool powerup name, sounds like something that could actually be in the game
          	//credits to "Banni" for it
          	unlimited_ammo_hud_string setText("Bottomless Clip!");
          	unlimited_ammo_hud_string thread unlimited_ammo_hud_string_move();
          	
          	unlimited_ammo_hud_icon = newclienthudelem(self);
          	unlimited_ammo_hud_icon.horzalign = "center";
          	unlimited_ammo_hud_icon.vertalign = "bottom";
          	unlimited_ammo_hud_icon.x = -75;
          	unlimited_ammo_hud_icon.y = 0;
          	unlimited_ammo_hud_icon.alpha = 1;
          	unlimited_ammo_hud_icon.hidewheninmenu = true;   
          	unlimited_ammo_hud_icon setshader("hud_icon_minigun", 40, 40);
          	self thread unlimited_ammo_hud_icon_blink(unlimited_ammo_hud_icon);
          	self thread destroy_unlimited_ammo_icon_hud(unlimited_ammo_hud_icon);
          }
          
          unlimited_ammo_hud_string_move()
          {
          	wait .5;
          	self fadeovertime(1.5);
          	self moveovertime(1.5);
          	self.y = 270;
          	self.alpha = 0;
          	wait 1.5;
          	self destroy();
          }
          
          //blinking times match the normal powerup hud blinking times
          unlimited_ammo_hud_icon_blink(elem)
          {
          	level endon("disconnect");
          	self endon("disconnect");
          	self endon("end_unlimited_ammo");
          	time_left = level.unlimited_ammo_duration;
          	for(;;)
          	{
          		//less than 5sec left on powerup, blink fast
          		if(time_left <= 5)
          			time = .1;
          		//less than 10sec left on powerup, blink
          		else if(time_left <= 10)
          			time = .2;
          		//over 20sec left, dont blink
          		else
          		{
          			wait .05;
          			time_left -= .05;
          			continue;
          		}
          		elem fadeovertime(time);
          		elem.alpha = 0;
          		wait time;
          		elem fadeovertime(time);
          		elem.alpha = 1;
          		wait time;
          		time_left -= time * 2;
          	}
          }
          
          destroy_unlimited_ammo_icon_hud(elem)
          {
          	level endon("game_ended");
          	//timeout just in case aswell, shouldnt ever get used, but who knows if I missed something
          	self waittill_any_timeout(level.unlimited_ammo_duration+1, "disconnect", "end_unlimited_ammo");
          	elem destroy();
          }
          
          turn_on_unlimited_ammo()
          {
          	level endon("game_ended");
          	self endon("disonnect");
          	self endon("end_unlimited_ammo");
          	for(;;)
          	{
          		//simply set the current mag to be full on a loop
          		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
          		wait .05;
          	}
          }
          
          notify_unlimited_ammo_end()
          {
          	level endon("game_ended");
          	self endon("disonnect");
          	self endon("end_unlimited_ammo");
          	wait level.unlimited_ammo_duration;
          	//the same sound that plays when instakill powerup ends
          	self playsound("zmb_insta_kill");
          	self notify("end_unlimited_ammo");
          }
          

          Download to a precompiled .gsc you can use:
          https://www.mediafire.com/file/h501pdsime694jx/BO2-Zombies-Custom-Powerup-Unlimited-Ammo.zip/file
          https://www.virustotal.com/gui/file/e7efd7e643d5f5e2a4aa29c32af186b13d314b0915687f13724b88ec890bd604/detection

          Hope someone finds some use, or maybe figures out how to add their own custom powerups, post them down below if you do.
          And if you have any ideas for improvement, or other custom powerups, or any other custom stuff, post them down below. I might make them if I find them cool.

          ~Ox

          Xerxesundefined Offline
          Xerxesundefined Offline
          Xerxes
          Plutonium Staff
          wrote on last edited by Xerxes
          #8

          Ox_ Nice share, if you change func_should_always_drop like this you should be able to control whether the perk is enabled or not from the server cfg, you probably also want to rename it at the same time.

          func_should_always_drop()
          {
              if(is_true(getdvarintdefault("sv_perk_unlimited_ammo",1)))
              {
          	    return 1;
              }
              return 0;
          }
          

          is_true needs #include common_scripts/utility; and getdvarintdefault needs #include maps/mp/_utility;

          You can do the same for the duration and replace wait 20; with wait getdvarintdefault("sv_perk_unlimited_ammo_duration",20);

          Or if you don't want to do that you can also change it to maps/mp/zombies/_zm_powerups::func_should_always_drop to use the original one and make your code a bit tidier.

          Ox_undefined 1 Reply Last reply
          0
          • Mr. Androidundefined Offline
            Mr. Androidundefined Offline
            Mr. Android
            Plutonium Admin
            wrote on last edited by
            #9

            Great thread OP 🙂 Can't wait for people to make full mods for Zombies.

            homuraundefined 1 Reply Last reply
            0
            • Mr. Androidundefined Mr. Android

              Great thread OP 🙂 Can't wait for people to make full mods for Zombies.

              homuraundefined Offline
              homuraundefined Offline
              homura
              Banned
              wrote on last edited by
              #10

              @Mr-Android
              Brings me back to Xbox 360 modding for WaW zombies.

              1 Reply Last reply
              0
              • Ioofundefined Offline
                Ioofundefined Offline
                Ioof
                Contributor
                wrote on last edited by Ioof
                #11

                Ox_
                there is something i dont like about loops with wait
                just a personal thing💆

                turn_on_unlimited_ammo()
                {
                	level endon("game_ended");
                	self endon("disonnect");
                	self endon("end_unlimited_ammo");
                
                        self setWeaponAmmoClip(self GetCurrentWeapon(), 150); //does it one time if you pick it up
                
                	for(;;)
                	{
                                self waittill ( "weapon_fired");
                
                		//simply set the current mag to be full on a loop
                		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                	}
                }
                
                1 Reply Last reply
                0
                • Xerxesundefined Xerxes

                  Ox_ Nice share, if you change func_should_always_drop like this you should be able to control whether the perk is enabled or not from the server cfg, you probably also want to rename it at the same time.

                  func_should_always_drop()
                  {
                      if(is_true(getdvarintdefault("sv_perk_unlimited_ammo",1)))
                      {
                  	    return 1;
                      }
                      return 0;
                  }
                  

                  is_true needs #include common_scripts/utility; and getdvarintdefault needs #include maps/mp/_utility;

                  You can do the same for the duration and replace wait 20; with wait getdvarintdefault("sv_perk_unlimited_ammo_duration",20);

                  Or if you don't want to do that you can also change it to maps/mp/zombies/_zm_powerups::func_should_always_drop to use the original one and make your code a bit tidier.

                  Ox_undefined Offline
                  Ox_undefined Offline
                  Ox_
                  wrote on last edited by
                  #12

                  Xerxes said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                  Ox_ Nice share, if you change func_should_always_drop like this you should be able to control whether the perk is enabled or not from the server cfg, you probably also want to rename it at the same time.

                  func_should_always_drop()
                  {
                      if(is_true(getdvarintdefault("sv_perk_unlimited_ammo",1)))
                      {
                  	    return 1;
                      }
                      return 0;
                  }
                  

                  is_true needs #include common_scripts/utility; and getdvarintdefault needs #include maps/mp/_utility;

                  You can do the same for the duration and replace wait 20; with wait getdvarintdefault("sv_perk_unlimited_ammo_duration",20);

                  Or if you don't want to do that you can also change it to maps/mp/zombies/_zm_powerups::func_should_always_drop to use the original one and make your code a bit tidier.

                  I haven't ever done stuff with servers, just hosting normally games with my friends, but good info for anyone who might care.
                  And dunno why I didn't just use the original function, lol.

                  Enki said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                  Ox_
                  there is something i dont like about loops with wait
                  just a personal thing💆

                  turn_on_unlimited_ammo()
                  {
                  	level endon("game_ended");
                  	self endon("disonnect");
                  	self endon("end_unlimited_ammo");
                  
                          self setWeaponAmmoClip(self GetCurrentWeapon(), 150); //does it one time if you pick it up
                  
                  	for(;;)
                  	{
                                  self waittill ( "weapon_fired");
                  
                  		//simply set the current mag to be full on a loop
                  		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                  	}
                  }
                  

                  Oh yeah, that's surely better.
                  Not sure why I haven't been doing that. Probably just something I picked up when I was a big noob and then it became a habit.

                  JezuzLizardundefined 1 Reply Last reply
                  0
                  • Ox_undefined Ox_

                    Xerxes said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                    Ox_ Nice share, if you change func_should_always_drop like this you should be able to control whether the perk is enabled or not from the server cfg, you probably also want to rename it at the same time.

                    func_should_always_drop()
                    {
                        if(is_true(getdvarintdefault("sv_perk_unlimited_ammo",1)))
                        {
                    	    return 1;
                        }
                        return 0;
                    }
                    

                    is_true needs #include common_scripts/utility; and getdvarintdefault needs #include maps/mp/_utility;

                    You can do the same for the duration and replace wait 20; with wait getdvarintdefault("sv_perk_unlimited_ammo_duration",20);

                    Or if you don't want to do that you can also change it to maps/mp/zombies/_zm_powerups::func_should_always_drop to use the original one and make your code a bit tidier.

                    I haven't ever done stuff with servers, just hosting normally games with my friends, but good info for anyone who might care.
                    And dunno why I didn't just use the original function, lol.

                    Enki said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                    Ox_
                    there is something i dont like about loops with wait
                    just a personal thing💆

                    turn_on_unlimited_ammo()
                    {
                    	level endon("game_ended");
                    	self endon("disonnect");
                    	self endon("end_unlimited_ammo");
                    
                            self setWeaponAmmoClip(self GetCurrentWeapon(), 150); //does it one time if you pick it up
                    
                    	for(;;)
                    	{
                                    self waittill ( "weapon_fired");
                    
                    		//simply set the current mag to be full on a loop
                    		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                    	}
                    }
                    

                    Oh yeah, that's surely better.
                    Not sure why I haven't been doing that. Probably just something I picked up when I was a big noob and then it became a habit.

                    JezuzLizardundefined Offline
                    JezuzLizardundefined Offline
                    JezuzLizard
                    Plutonium Staff
                    wrote on last edited by
                    #13

                    Ox_ After some testing I've determined that in order for this mod to work you have to inject it at the lobby in Redacted. Which means as it is right now it won't work loaded as a mod on a Plutonium server. I'm guessing its both the include_powerup() and add_zombie_power() functions being ignored since the server thinks it has already loaded all powerups for the level. Is there some way to add powerups to the the level without injection at the lobby?

                    This is kinda weird though since adding weapons to the box works fine and its a similar methodology. Using

                    include_weapons()
                    {
                    	include_weapon( "beretta93r_upgraded_zm", 1 );
                    }
                    custom_add_weapons()
                    {
                    	add_zombie_weapon( "beretta93r_upgraded_zm", undefined, &"ZOMBIE_WEAPON_BERETTA93r", 1000, "", "", undefined );
                    }
                    

                    will put the upgraded b23r into the box on any map that has the b23r in its fast file.

                    Ox_undefined 1 Reply Last reply
                    0
                    • JezuzLizardundefined JezuzLizard

                      Ox_ After some testing I've determined that in order for this mod to work you have to inject it at the lobby in Redacted. Which means as it is right now it won't work loaded as a mod on a Plutonium server. I'm guessing its both the include_powerup() and add_zombie_power() functions being ignored since the server thinks it has already loaded all powerups for the level. Is there some way to add powerups to the the level without injection at the lobby?

                      This is kinda weird though since adding weapons to the box works fine and its a similar methodology. Using

                      include_weapons()
                      {
                      	include_weapon( "beretta93r_upgraded_zm", 1 );
                      }
                      custom_add_weapons()
                      {
                      	add_zombie_weapon( "beretta93r_upgraded_zm", undefined, &"ZOMBIE_WEAPON_BERETTA93r", 1000, "", "", undefined );
                      }
                      

                      will put the upgraded b23r into the box on any map that has the b23r in its fast file.

                      Ox_undefined Offline
                      Ox_undefined Offline
                      Ox_
                      wrote on last edited by
                      #14

                      JezuzLizard said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                      Ox_ After some testing I've determined that in order for this mod to work you have to inject it at the lobby in Redacted. Which means as it is right now it won't work loaded as a mod on a Plutonium server. I'm guessing its both the include_powerup() and add_zombie_power() functions being ignored since the server thinks it has already loaded all powerups for the level. Is there some way to add powerups to the the level without injection at the lobby?

                      This is kinda weird though since adding weapons to the box works fine and its a similar methodology. Using

                      include_weapons()
                      {
                      	include_weapon( "beretta93r_upgraded_zm", 1 );
                      }
                      custom_add_weapons()
                      {
                      	add_zombie_weapon( "beretta93r_upgraded_zm", undefined, &"ZOMBIE_WEAPON_BERETTA93r", 1000, "", "", undefined );
                      }
                      

                      will put the upgraded b23r into the box on any map that has the b23r in its fast file.

                      Uh, I have only used this via Redacted when doing testing, and then via Steam when playing with my friends.
                      So I can't comment on what quirks hosting it via a Plutonium server brings. Sorry.

                      Maybe the Plutonium devs could offer some insight?

                      AndreasOmeirundefined 1 Reply Last reply
                      0
                      • Ox_undefined Ox_

                        JezuzLizard said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                        Ox_ After some testing I've determined that in order for this mod to work you have to inject it at the lobby in Redacted. Which means as it is right now it won't work loaded as a mod on a Plutonium server. I'm guessing its both the include_powerup() and add_zombie_power() functions being ignored since the server thinks it has already loaded all powerups for the level. Is there some way to add powerups to the the level without injection at the lobby?

                        This is kinda weird though since adding weapons to the box works fine and its a similar methodology. Using

                        include_weapons()
                        {
                        	include_weapon( "beretta93r_upgraded_zm", 1 );
                        }
                        custom_add_weapons()
                        {
                        	add_zombie_weapon( "beretta93r_upgraded_zm", undefined, &"ZOMBIE_WEAPON_BERETTA93r", 1000, "", "", undefined );
                        }
                        

                        will put the upgraded b23r into the box on any map that has the b23r in its fast file.

                        Uh, I have only used this via Redacted when doing testing, and then via Steam when playing with my friends.
                        So I can't comment on what quirks hosting it via a Plutonium server brings. Sorry.

                        Maybe the Plutonium devs could offer some insight?

                        AndreasOmeirundefined Offline
                        AndreasOmeirundefined Offline
                        AndreasOmeir
                        wrote on last edited by
                        #15

                        Ox_ Excuse me, but I was wondering if there's a file as of now or in the future that contains this code for this phenomenal custom unlimited ammo power-up, and if it can or will be easily inserted into the BO2 folder. I'm not very familiar with coding, likely along with some others on this forum, so it would be of great help if you could address whether or not it will be released publicly, or if it is and I'm too stupid to understand where it is. I would very much enjoy using this power-up during games, and many others would too.

                        Ox_undefined 1 Reply Last reply
                        0
                        • AndreasOmeirundefined AndreasOmeir

                          Ox_ Excuse me, but I was wondering if there's a file as of now or in the future that contains this code for this phenomenal custom unlimited ammo power-up, and if it can or will be easily inserted into the BO2 folder. I'm not very familiar with coding, likely along with some others on this forum, so it would be of great help if you could address whether or not it will be released publicly, or if it is and I'm too stupid to understand where it is. I would very much enjoy using this power-up during games, and many others would too.

                          Ox_undefined Offline
                          Ox_undefined Offline
                          Ox_
                          wrote on last edited by
                          #16

                          AndreasOmeir said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                          Ox_ Excuse me, but I was wondering if there's a file as of now or in the future that contains this code for this phenomenal custom unlimited ammo power-up, and if it can or will be easily inserted into the BO2 folder. I'm not very familiar with coding, likely along with some others on this forum, so it would be of great help if you could address whether or not it will be released publicly, or if it is and I'm too stupid to understand where it is. I would very much enjoy using this power-up during games, and many others would too.

                          I've edited & improved it now.
                          It will now work on all maps (didn't work on Buried and Origins before, luckily randomly decided to test those maps and saw it doesn't work)
                          And also added a download to a precompiled .gcs.

                          JezuzLizardundefined 1 Reply Last reply
                          0
                          • Ox_undefined Ox_

                            AndreasOmeir said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                            Ox_ Excuse me, but I was wondering if there's a file as of now or in the future that contains this code for this phenomenal custom unlimited ammo power-up, and if it can or will be easily inserted into the BO2 folder. I'm not very familiar with coding, likely along with some others on this forum, so it would be of great help if you could address whether or not it will be released publicly, or if it is and I'm too stupid to understand where it is. I would very much enjoy using this power-up during games, and many others would too.

                            I've edited & improved it now.
                            It will now work on all maps (didn't work on Buried and Origins before, luckily randomly decided to test those maps and saw it doesn't work)
                            And also added a download to a precompiled .gcs.

                            JezuzLizardundefined Offline
                            JezuzLizardundefined Offline
                            JezuzLizard
                            Plutonium Staff
                            wrote on last edited by
                            #17

                            Ox_ I tested your rewrite of the mod and it works on Plutonium dedicated servers now!

                            Ox_undefined 1 Reply Last reply
                            0
                            • JezuzLizardundefined JezuzLizard

                              Ox_ I tested your rewrite of the mod and it works on Plutonium dedicated servers now!

                              Ox_undefined Offline
                              Ox_undefined Offline
                              Ox_
                              wrote on last edited by
                              #18

                              JezuzLizard said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                              Ox_ I tested your rewrite of the mod and it works on Plutonium dedicated servers now!

                              Don't think I really know what that means. Is there something special about that stuff? Did it not work before? Never even been on any servers.
                              But anyway, glad to hear it's working.

                              JezuzLizardundefined 1 Reply Last reply
                              0
                              • Ox_undefined Ox_

                                JezuzLizard said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                                Ox_ I tested your rewrite of the mod and it works on Plutonium dedicated servers now!

                                Don't think I really know what that means. Is there something special about that stuff? Did it not work before? Never even been on any servers.
                                But anyway, glad to hear it's working.

                                JezuzLizardundefined Offline
                                JezuzLizardundefined Offline
                                JezuzLizard
                                Plutonium Staff
                                wrote on last edited by
                                #19

                                Ox_ Plutonium is a custom bo2 client that supports 8 player dedicated zombie servers on all maps. It doesn't support GSC injection and instead uses its own modloader similar to Redacted so dedicated servers can load custom GSC mods. The GSC modloader feature is relatively new so it seems to have some interesting behavior sometimes. Eg. your old code not working but your new code does for some reason that I'll look into at some point.

                                I recommend you try Plutonium sometime since it has a more active playerbase than steam bo2, you can actually find games for all maps usually.

                                Also, I used your mod as a base to add a few extra powerups in the game files as drops like, the bonus team points, perk bottle, and random weapon. So thanks for the new version again.

                                Last thing, is it possible for a world at war nacht der untoten style powerup display for the infinite ammo powerup? I think it would it say Infinite Ammo: 20 and tick down from 20 at the bottom of the screen.

                                Ox_undefined 1 Reply Last reply
                                0
                                • JezuzLizardundefined JezuzLizard

                                  Ox_ Plutonium is a custom bo2 client that supports 8 player dedicated zombie servers on all maps. It doesn't support GSC injection and instead uses its own modloader similar to Redacted so dedicated servers can load custom GSC mods. The GSC modloader feature is relatively new so it seems to have some interesting behavior sometimes. Eg. your old code not working but your new code does for some reason that I'll look into at some point.

                                  I recommend you try Plutonium sometime since it has a more active playerbase than steam bo2, you can actually find games for all maps usually.

                                  Also, I used your mod as a base to add a few extra powerups in the game files as drops like, the bonus team points, perk bottle, and random weapon. So thanks for the new version again.

                                  Last thing, is it possible for a world at war nacht der untoten style powerup display for the infinite ammo powerup? I think it would it say Infinite Ammo: 20 and tick down from 20 at the bottom of the screen.

                                  Ox_undefined Offline
                                  Ox_undefined Offline
                                  Ox_
                                  wrote on last edited by
                                  #20

                                  JezuzLizard said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                                  Ox_ Plutonium is a custom bo2 client that supports 8 player dedicated zombie servers on all maps. It doesn't support GSC injection and instead uses its own modloader similar to Redacted so dedicated servers can load custom GSC mods. The GSC modloader feature is relatively new so it seems to have some interesting behavior sometimes. Eg. your old code not working but your new code does for some reason that I'll look into at some point.

                                  I recommend you try Plutonium sometime since it has a more active playerbase than steam bo2, you can actually find games for all maps usually.

                                  Also, I used your mod as a base to add a few extra powerups in the game files as drops like, the bonus team points, perk bottle, and random weapon. So thanks for the new version again.

                                  Last thing, is it possible for a world at war nacht der untoten style powerup display for the infinite ammo powerup? I think it would it say Infinite Ammo: 20 and tick down from 20 at the bottom of the screen.

                                  Yeah I know what Plutonium is/does, just didn't know what quirks are related to hosting a server and loading custom gsc, thanks.
                                  And about the old code not working, which map did you try? the old code didn't work in Buried & Origins, as described in the Original post. The delayed registering of the custom powerup pickup function fixed that.

                                  And cool that you added some stuff, maybe post it here if you want to share. Some other people might want to use them as well. Maybe I would use it as well next time I play zombies with my friends.

                                  And about having a countdown or whatever to indicate when the powerup ends.
                                  It most certainly is possible, but really cba right now at least. Already spend a few hrs trying to get the native style powerup hud to work via clientfields (as is done in the original game gsc), but every time I just errored out with client field mismatch error, and I have no idea why. So I lost motivation.

                                  The reason why I didn't at the very first go for drawing text on the screen, is because I don't remember from on top of my head how to draw 100% safe text. Been years and years since I properly did gsc (good old Xbox 360 RGH days). Would be super pissed if the game crashed due to an overflow on like round 40 or whatever.
                                  I guess like an iprintln would be safe to use. Looks maybe quite stupid though.
                                  If you want an iprintln solution, and don't know how to make it yourself, I can make it for you.

                                  JezuzLizardundefined 1 Reply Last reply
                                  0
                                  • Fryundefined Offline
                                    Fryundefined Offline
                                    Fry
                                    Plutonium Staff
                                    wrote on last edited by
                                    #21

                                    OP is your code on the main post the latest changes of the GSC? I have been thinking about merging this to RG server along with unlimited perks etc. I just wanted to make sure before I push it live.

                                    Ox_undefined 1 Reply Last reply
                                    0
                                    • Jon_Trollstenundefined Offline
                                      Jon_Trollstenundefined Offline
                                      Jon_Trollsten
                                      wrote on last edited by
                                      #22

                                      Tried improving the code, added ambient sound when powerup is active, and iprintin message about powerup being picked up and being ended. I also tried drawing a hud powerup icon but it doesn't work.
                                      I also removed zombie blood code because it wasn't working.

                                      #include maps\mp\_utility;
                                      #include common_scripts\utility;
                                      #include maps\mp\gametypes_zm\_hud_util;
                                      #include maps\mp\gametypes_zm\_hud_message;
                                      
                                      //important include
                                      #include maps\mp\zombies\_zm_powerups;
                                      
                                      init()
                                      {
                                      	level thread onPlayerConnect();
                                          precacheshader( "zom_icon_minigun" ); // tried precaching death machine icon for hud, didn't work for some reason
                                      	include_zombie_powerup("unlimited_ammo");
                                      	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
                                      	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
                                      }
                                      
                                      onPlayerConnect()
                                      {
                                      	for(;;)
                                      	{
                                      		level waittill("connected", player);
                                      		player thread onPlayerSpawned();
                                      	}
                                      }
                                      
                                      onPlayerSpawned()
                                      {
                                      	self endon("disconnect");
                                      	level endon("game_ended");
                                      	for(;;)
                                      	{
                                      		self waittill("spawned_player");
                                      			//only run this when the host spawns in for the very first time
                                      			if(!isDefined(level.unlimited_ammo_first_spawn))
                                      			{
                                      				wait 2;
                                      				level._zombiemode_powerup_grab = ::custom_powerup_grab;
                                      				level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                                      			}
                                      			
                                      	}
                                      }
                                      
                                      //fires when we grab any custom powerup
                                      custom_powerup_grab(s_powerup, e_player)
                                      {
                                      	if (s_powerup.powerup_name == "unlimited_ammo")
                                      		level thread unlimited_ammo_powerup(s_powerup, e_player);
                                      	    
                                      }
                                      
                                      unlimited_ammo_powerup(m_powerup, e_player)
                                      {
                                      	foreach(player in level.players)
                                      	{
                                      		//if powerup is already on, turn it off
                                      		player notify("end_unlimited_ammo");
                                              //decided to use stinger from when you get ray gun from box
                                      		player playsound("mus_raygun_stinger");
                                      		player thread turn_on_unlimited_ammo();
                                      		player thread notify_unlimited_ammo_end();
                                      		player thread sfx_inf_ammo();
                                                      player thread ammo_hud_create();
                                      		player iprintln("^2Bottomless Clip!");  
                                      		wait 30;
                                      		player iprintln("^1Bottomless Clip has ended!");
                                      		player playsound("zmb_insta_kill_loop_off");
                                      
                                      	}
                                      	
                                      }
                                      
                                      sfx_inf_ammo()
                                      {
                                          level endon("game_ended");
                                      	self endon("disconnect");
                                      	self endon("end_unlimited_ammo");
                                      	inf_ammo_ent = spawn( "script_origin", ( 0, 0, 0 ) ); 
                                      	inf_ammo_ent playloopsound( "zmb_insta_kill_loop" );
                                      	wait 30;
                                      	inf_ammo_ent stoploopsound();
                                      	inf_ammo_ent destroy();
                                      
                                      }
                                      //my attempt at making a hud icon for it, as expected, it didn't work
                                      ammo_hud_create()
                                      {
                                      	self.ammo_icon = newclienthudelem( self );
                                      	self.ammo_icon.horzalign = "center";
                                      	self.ammo_icon.vertalign = "middle";
                                      	self.ammo_icon.x = -16;
                                      	self.ammo_icon.y = 16;
                                      	self.ammo_icon.alpha = 0;
                                      	width = 64;
                                      	height = 64;
                                      	self.ammo_icon setshader( "zom_icon_minigun", width, height );	
                                              wait 30;
                                              self.ammo_icon destroy();
                                      }
                                      
                                      turn_on_unlimited_ammo()
                                      {
                                      	level endon("game_ended");
                                      	self endon("disconnect");
                                      	self endon("end_unlimited_ammo");	
                                      
                                          self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                                      	
                                      	for(;;)
                                      	{
                                      	    self waittill ("weapon_fired");
                                      		//simply set the current mag to be full on a loop
                                      		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                                      		wait .02;
                                      	}
                                      }
                                      
                                      notify_unlimited_ammo_end()
                                      {
                                      	level endon("game_ended");
                                      	self endon("disconnect");
                                      	self endon("end_unlimited_ammo");
                                      	//changed duration to 30 because why not 
                                      	wait 30;
                                      	self notify("end_unlimited_ammo");
                                      
                                      }
                                      
                                      
                                      
                                      1 Reply Last reply
                                      0
                                      • Ox_undefined Ox_

                                        JezuzLizard said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                                        Ox_ Plutonium is a custom bo2 client that supports 8 player dedicated zombie servers on all maps. It doesn't support GSC injection and instead uses its own modloader similar to Redacted so dedicated servers can load custom GSC mods. The GSC modloader feature is relatively new so it seems to have some interesting behavior sometimes. Eg. your old code not working but your new code does for some reason that I'll look into at some point.

                                        I recommend you try Plutonium sometime since it has a more active playerbase than steam bo2, you can actually find games for all maps usually.

                                        Also, I used your mod as a base to add a few extra powerups in the game files as drops like, the bonus team points, perk bottle, and random weapon. So thanks for the new version again.

                                        Last thing, is it possible for a world at war nacht der untoten style powerup display for the infinite ammo powerup? I think it would it say Infinite Ammo: 20 and tick down from 20 at the bottom of the screen.

                                        Yeah I know what Plutonium is/does, just didn't know what quirks are related to hosting a server and loading custom gsc, thanks.
                                        And about the old code not working, which map did you try? the old code didn't work in Buried & Origins, as described in the Original post. The delayed registering of the custom powerup pickup function fixed that.

                                        And cool that you added some stuff, maybe post it here if you want to share. Some other people might want to use them as well. Maybe I would use it as well next time I play zombies with my friends.

                                        And about having a countdown or whatever to indicate when the powerup ends.
                                        It most certainly is possible, but really cba right now at least. Already spend a few hrs trying to get the native style powerup hud to work via clientfields (as is done in the original game gsc), but every time I just errored out with client field mismatch error, and I have no idea why. So I lost motivation.

                                        The reason why I didn't at the very first go for drawing text on the screen, is because I don't remember from on top of my head how to draw 100% safe text. Been years and years since I properly did gsc (good old Xbox 360 RGH days). Would be super pissed if the game crashed due to an overflow on like round 40 or whatever.
                                        I guess like an iprintln would be safe to use. Looks maybe quite stupid though.
                                        If you want an iprintln solution, and don't know how to make it yourself, I can make it for you.

                                        JezuzLizardundefined Offline
                                        JezuzLizardundefined Offline
                                        JezuzLizard
                                        Plutonium Staff
                                        wrote on last edited by JezuzLizard
                                        #23

                                        Ox_ I got around to making a simple waw style timer:

                                        #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_powerups;
                                        #include maps\mp\zombies\_zm_utility;
                                        
                                        //credit goes to _Ox for the original code
                                        init()
                                        {
                                        	level thread onPlayerConnect();
                                        	//include and init the powerup
                                        	include_zombie_powerup("unlimited_ammo");
                                        	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
                                        	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
                                                initializeUnlimitedAmmo();
                                        }
                                        
                                        onPlayerConnect()
                                        {
                                        	for(;;)
                                        	{
                                        		level waittill("connected", player);
                                        		player thread onPlayerSpawned();
                                        	}
                                        }
                                        
                                        onPlayerSpawned()
                                        {
                                        	self endon("disconnect");
                                        	level endon("game_ended");
                                        	for(;;)
                                        	{
                                        		self waittill("spawned_player");
                                        		
                                        		if(!isDefined(level.unlimited_ammo_first_spawn))
                                        		{
                                        			wait 2;
                                        			//delayed defining of the custom function so we're sure to
                                        			//override the function Origins defines for this
                                        			level._zombiemode_powerup_grab = ::custom_powerup_grab;
                                        				
                                        			//message for the host to indicate that it should be all good
                                        			self iprintln("^6Unlimited Ammo Custom Powerup Loaded"); 
                                        				
                                        			//spawns the unlimited ammo powerup in front of the host at the very start of the game
                                        			//can be used to make sure it's actually working and all good
                                        			//remove the line directly below to disable
                                        			//level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                                        			level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                                        		}	
                                        	}
                                        }
                                        
                                        initializeUnlimitedAmmo()
                                        {
                                              level.unlimited_ammo_active = false; //initializes that the powerup is off for the timer
                                              level.unlimited_ammo_duration = 20; //initializes the timer duration var change this to affect the duration
                                        }
                                        
                                        //fires when we grab any custom powerup
                                        custom_powerup_grab(s_powerup, e_player)
                                        {
                                        	if (s_powerup.powerup_name == "unlimited_ammo")
                                        		level thread unlimited_ammo_powerup(s_powerup, e_player);
                                        }
                                        
                                        unlimited_ammo_powerup(m_powerup, e_player)
                                        {
                                        	foreach(player in level.players)
                                        	{
                                        		//if powerup is already on, turn it off
                                        		player notify("end_unlimited_ammo");
                                        		
                                        		//small cha ching sound for each player when someone picks up the powerup
                                        		//cba'd to come up with anything better and don't have a list of sounds, 
                                        		//change to w/e if you want.
                                        		player playsound("zmb_cha_ching");
                                        		player thread notify_unlimited_ammo_end();
                                        		player thread turn_on_unlimited_ammo();
                                        		player thread unlimited_ammo_timer();
                                        	}
                                        }
                                        
                                        turn_on_unlimited_ammo()
                                        {
                                        	level endon("game_ended");
                                        	self endon("disconnect");
                                        	self endon("end_unlimited_ammo");
                                        	for(;;)
                                        	{
                                        		//simply set the current mag to be full on a loop
                                        		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                                        		wait .02;
                                        	}
                                        }
                                        
                                        notify_unlimited_ammo_end()
                                        {
                                        	level endon("game_ended");
                                        	self endon("disconnect");
                                        	self endon("end_unlimited_ammo");
                                        	level.unlimited_ammo_duration = 20; //this sets the duration for the unlimited_ammo_timer() modify this when modifying the wait
                                        	wait 20; //directly changes the duration of the powerup
                                        	self notify("end_unlimited_ammo");
                                        }
                                        
                                        unlimited_ammo_timer()
                                        {   
                                        	level endon("game_ended");
                                        	self endon("disconnect");
                                        	if ( level.unlimited_ammo_active == true )//checks whether the powerup is already active and returns so no dupe countdown
                                        	{
                                        		return;
                                        	}
                                        	level.unlimited_ammo_active = true; //sets that the powerup is active
                                        	
                                        	Remaining = create_simple_hud();
                                          	Remaining.horzAlign = "center";
                                          	Remaining.vertAlign = "middle";
                                           	Remaining.alignX = "Left";
                                           	Remaining.alignY = "middle";
                                           	Remaining.y = 180; //- is top 0 is middle + is bottom
                                           	Remaining.x = 85; //- is left 0 is middle + is right
                                           	Remaining.foreground = 1;
                                           	Remaining.fontscale = 3.0;
                                           	Remaining.alpha = 1;
                                           	Remaining.color = ( 0.423, 0.004, 0 );
                                        
                                        
                                           	UnlimitedAmmo = create_simple_hud();
                                           	UnlimitedAmmo.horzAlign = "center"; //valid inputs: center, top, bottom, left, right, top_right, top_left, topcenter, bottom_right, bottom_left
                                           	UnlimitedAmmo.vertAlign = "middle";
                                           	UnlimitedAmmo.alignX = "center";
                                           	UnlimitedAmmo.alignY = "middle";
                                           	UnlimitedAmmo.y = 180; //- is top 0 is middle + is bottom
                                           	UnlimitedAmmo.x = -1; //- is left 0 is middle + is right
                                           	UnlimitedAmmo.foreground = 1;
                                           	UnlimitedAmmo.fontscale = 3.0;
                                           	UnlimitedAmmo.alpha = 1; //transparency
                                           	UnlimitedAmmo.color = ( 0.423, 0.004, 0 );
                                           	UnlimitedAmmo SetText("Unlimited Ammo: ");
                                          
                                        	while( 1 )
                                        	{
                                        		Remaining SetValue( level.unlimited_ammo_duration ); //this is necessary so the timer will reset on the chance that 2 unlimited ammo drops drop at once
                                        		wait 1;
                                        		level.unlimited_ammo_duration--;
                                        		if ( level.unlimited_ammo_duration <= 0 )
                                        		{
                                        			UnlimitedAmmo.alpha = 0; //these 2 variables make the text invisible instead of destroying it to avoid the string overflow
                                        			Remaining.alpha = 0;
                                        			level.unlimited_ammo_active = false; //sets this to false in order to allow the timer to start again
                                        			break;
                                        		}
                                        	}
                                        }
                                        

                                        Basically instead of destroy() I just turn it transparent so it avoids creating too many strings over time or any for that matter beyond one. Obviously this isn't future proofed so if more custom powerups are added it will be awkward to have them all stack using this method.

                                        edit: I will post the other powerups I teased in a previous post in its own topic when I get them working correctly on all maps.

                                        Ox_undefined 2 Replies Last reply
                                        0
                                        • JezuzLizardundefined JezuzLizard

                                          Ox_ I got around to making a simple waw style timer:

                                          #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_powerups;
                                          #include maps\mp\zombies\_zm_utility;
                                          
                                          //credit goes to _Ox for the original code
                                          init()
                                          {
                                          	level thread onPlayerConnect();
                                          	//include and init the powerup
                                          	include_zombie_powerup("unlimited_ammo");
                                          	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
                                          	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
                                                  initializeUnlimitedAmmo();
                                          }
                                          
                                          onPlayerConnect()
                                          {
                                          	for(;;)
                                          	{
                                          		level waittill("connected", player);
                                          		player thread onPlayerSpawned();
                                          	}
                                          }
                                          
                                          onPlayerSpawned()
                                          {
                                          	self endon("disconnect");
                                          	level endon("game_ended");
                                          	for(;;)
                                          	{
                                          		self waittill("spawned_player");
                                          		
                                          		if(!isDefined(level.unlimited_ammo_first_spawn))
                                          		{
                                          			wait 2;
                                          			//delayed defining of the custom function so we're sure to
                                          			//override the function Origins defines for this
                                          			level._zombiemode_powerup_grab = ::custom_powerup_grab;
                                          				
                                          			//message for the host to indicate that it should be all good
                                          			self iprintln("^6Unlimited Ammo Custom Powerup Loaded"); 
                                          				
                                          			//spawns the unlimited ammo powerup in front of the host at the very start of the game
                                          			//can be used to make sure it's actually working and all good
                                          			//remove the line directly below to disable
                                          			//level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                                          			level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                                          		}	
                                          	}
                                          }
                                          
                                          initializeUnlimitedAmmo()
                                          {
                                                level.unlimited_ammo_active = false; //initializes that the powerup is off for the timer
                                                level.unlimited_ammo_duration = 20; //initializes the timer duration var change this to affect the duration
                                          }
                                          
                                          //fires when we grab any custom powerup
                                          custom_powerup_grab(s_powerup, e_player)
                                          {
                                          	if (s_powerup.powerup_name == "unlimited_ammo")
                                          		level thread unlimited_ammo_powerup(s_powerup, e_player);
                                          }
                                          
                                          unlimited_ammo_powerup(m_powerup, e_player)
                                          {
                                          	foreach(player in level.players)
                                          	{
                                          		//if powerup is already on, turn it off
                                          		player notify("end_unlimited_ammo");
                                          		
                                          		//small cha ching sound for each player when someone picks up the powerup
                                          		//cba'd to come up with anything better and don't have a list of sounds, 
                                          		//change to w/e if you want.
                                          		player playsound("zmb_cha_ching");
                                          		player thread notify_unlimited_ammo_end();
                                          		player thread turn_on_unlimited_ammo();
                                          		player thread unlimited_ammo_timer();
                                          	}
                                          }
                                          
                                          turn_on_unlimited_ammo()
                                          {
                                          	level endon("game_ended");
                                          	self endon("disconnect");
                                          	self endon("end_unlimited_ammo");
                                          	for(;;)
                                          	{
                                          		//simply set the current mag to be full on a loop
                                          		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                                          		wait .02;
                                          	}
                                          }
                                          
                                          notify_unlimited_ammo_end()
                                          {
                                          	level endon("game_ended");
                                          	self endon("disconnect");
                                          	self endon("end_unlimited_ammo");
                                          	level.unlimited_ammo_duration = 20; //this sets the duration for the unlimited_ammo_timer() modify this when modifying the wait
                                          	wait 20; //directly changes the duration of the powerup
                                          	self notify("end_unlimited_ammo");
                                          }
                                          
                                          unlimited_ammo_timer()
                                          {   
                                          	level endon("game_ended");
                                          	self endon("disconnect");
                                          	if ( level.unlimited_ammo_active == true )//checks whether the powerup is already active and returns so no dupe countdown
                                          	{
                                          		return;
                                          	}
                                          	level.unlimited_ammo_active = true; //sets that the powerup is active
                                          	
                                          	Remaining = create_simple_hud();
                                            	Remaining.horzAlign = "center";
                                            	Remaining.vertAlign = "middle";
                                             	Remaining.alignX = "Left";
                                             	Remaining.alignY = "middle";
                                             	Remaining.y = 180; //- is top 0 is middle + is bottom
                                             	Remaining.x = 85; //- is left 0 is middle + is right
                                             	Remaining.foreground = 1;
                                             	Remaining.fontscale = 3.0;
                                             	Remaining.alpha = 1;
                                             	Remaining.color = ( 0.423, 0.004, 0 );
                                          
                                          
                                             	UnlimitedAmmo = create_simple_hud();
                                             	UnlimitedAmmo.horzAlign = "center"; //valid inputs: center, top, bottom, left, right, top_right, top_left, topcenter, bottom_right, bottom_left
                                             	UnlimitedAmmo.vertAlign = "middle";
                                             	UnlimitedAmmo.alignX = "center";
                                             	UnlimitedAmmo.alignY = "middle";
                                             	UnlimitedAmmo.y = 180; //- is top 0 is middle + is bottom
                                             	UnlimitedAmmo.x = -1; //- is left 0 is middle + is right
                                             	UnlimitedAmmo.foreground = 1;
                                             	UnlimitedAmmo.fontscale = 3.0;
                                             	UnlimitedAmmo.alpha = 1; //transparency
                                             	UnlimitedAmmo.color = ( 0.423, 0.004, 0 );
                                             	UnlimitedAmmo SetText("Unlimited Ammo: ");
                                            
                                          	while( 1 )
                                          	{
                                          		Remaining SetValue( level.unlimited_ammo_duration ); //this is necessary so the timer will reset on the chance that 2 unlimited ammo drops drop at once
                                          		wait 1;
                                          		level.unlimited_ammo_duration--;
                                          		if ( level.unlimited_ammo_duration <= 0 )
                                          		{
                                          			UnlimitedAmmo.alpha = 0; //these 2 variables make the text invisible instead of destroying it to avoid the string overflow
                                          			Remaining.alpha = 0;
                                          			level.unlimited_ammo_active = false; //sets this to false in order to allow the timer to start again
                                          			break;
                                          		}
                                          	}
                                          }
                                          

                                          Basically instead of destroy() I just turn it transparent so it avoids creating too many strings over time or any for that matter beyond one. Obviously this isn't future proofed so if more custom powerups are added it will be awkward to have them all stack using this method.

                                          edit: I will post the other powerups I teased in a previous post in its own topic when I get them working correctly on all maps.

                                          Ox_undefined Offline
                                          Ox_undefined Offline
                                          Ox_
                                          wrote on last edited by
                                          #24

                                          JezuzLizard said in [GSC] Zombies Custom Powerup | Unlimited Ammo:

                                          Ox_ I got around to making a simple waw style timer:

                                          #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_powerups;
                                          #include maps\mp\zombies\_zm_utility;
                                          
                                          //credit goes to _Ox for the original code
                                          init()
                                          {
                                          	level thread onPlayerConnect();
                                          	//include and init the powerup
                                          	include_zombie_powerup("unlimited_ammo");
                                          	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
                                          	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
                                                  initializeUnlimitedAmmo();
                                          }
                                          
                                          onPlayerConnect()
                                          {
                                          	for(;;)
                                          	{
                                          		level waittill("connected", player);
                                          		player thread onPlayerSpawned();
                                          	}
                                          }
                                          
                                          onPlayerSpawned()
                                          {
                                          	self endon("disconnect");
                                          	level endon("game_ended");
                                          	for(;;)
                                          	{
                                          		self waittill("spawned_player");
                                          		
                                          		if(!isDefined(level.unlimited_ammo_first_spawn))
                                          		{
                                          			wait 2;
                                          			//delayed defining of the custom function so we're sure to
                                          			//override the function Origins defines for this
                                          			level._zombiemode_powerup_grab = ::custom_powerup_grab;
                                          				
                                          			//message for the host to indicate that it should be all good
                                          			self iprintln("^6Unlimited Ammo Custom Powerup Loaded"); 
                                          				
                                          			//spawns the unlimited ammo powerup in front of the host at the very start of the game
                                          			//can be used to make sure it's actually working and all good
                                          			//remove the line directly below to disable
                                          			//level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                                          			level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                                          		}	
                                          	}
                                          }
                                          
                                          initializeUnlimitedAmmo()
                                          {
                                                level.unlimited_ammo_active = false; //initializes that the powerup is off for the timer
                                                level.unlimited_ammo_duration = 20; //initializes the timer duration var change this to affect the duration
                                          }
                                          
                                          //fires when we grab any custom powerup
                                          custom_powerup_grab(s_powerup, e_player)
                                          {
                                          	if (s_powerup.powerup_name == "unlimited_ammo")
                                          		level thread unlimited_ammo_powerup(s_powerup, e_player);
                                          }
                                          
                                          unlimited_ammo_powerup(m_powerup, e_player)
                                          {
                                          	foreach(player in level.players)
                                          	{
                                          		//if powerup is already on, turn it off
                                          		player notify("end_unlimited_ammo");
                                          		
                                          		//small cha ching sound for each player when someone picks up the powerup
                                          		//cba'd to come up with anything better and don't have a list of sounds, 
                                          		//change to w/e if you want.
                                          		player playsound("zmb_cha_ching");
                                          		player thread notify_unlimited_ammo_end();
                                          		player thread turn_on_unlimited_ammo();
                                          		player thread unlimited_ammo_timer();
                                          	}
                                          }
                                          
                                          turn_on_unlimited_ammo()
                                          {
                                          	level endon("game_ended");
                                          	self endon("disconnect");
                                          	self endon("end_unlimited_ammo");
                                          	for(;;)
                                          	{
                                          		//simply set the current mag to be full on a loop
                                          		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                                          		wait .02;
                                          	}
                                          }
                                          
                                          notify_unlimited_ammo_end()
                                          {
                                          	level endon("game_ended");
                                          	self endon("disconnect");
                                          	self endon("end_unlimited_ammo");
                                          	level.unlimited_ammo_duration = 20; //this sets the duration for the unlimited_ammo_timer() modify this when modifying the wait
                                          	wait 20; //directly changes the duration of the powerup
                                          	self notify("end_unlimited_ammo");
                                          }
                                          
                                          unlimited_ammo_timer()
                                          {   
                                          	level endon("game_ended");
                                          	self endon("disconnect");
                                          	if ( level.unlimited_ammo_active == true )//checks whether the powerup is already active and returns so no dupe countdown
                                          	{
                                          		return;
                                          	}
                                          	level.unlimited_ammo_active = true; //sets that the powerup is active
                                          	
                                          	Remaining = create_simple_hud();
                                            	Remaining.horzAlign = "center";
                                            	Remaining.vertAlign = "middle";
                                             	Remaining.alignX = "Left";
                                             	Remaining.alignY = "middle";
                                             	Remaining.y = 180; //- is top 0 is middle + is bottom
                                             	Remaining.x = 85; //- is left 0 is middle + is right
                                             	Remaining.foreground = 1;
                                             	Remaining.fontscale = 3.0;
                                             	Remaining.alpha = 1;
                                             	Remaining.color = ( 0.423, 0.004, 0 );
                                          
                                          
                                             	UnlimitedAmmo = create_simple_hud();
                                             	UnlimitedAmmo.horzAlign = "center"; //valid inputs: center, top, bottom, left, right, top_right, top_left, topcenter, bottom_right, bottom_left
                                             	UnlimitedAmmo.vertAlign = "middle";
                                             	UnlimitedAmmo.alignX = "center";
                                             	UnlimitedAmmo.alignY = "middle";
                                             	UnlimitedAmmo.y = 180; //- is top 0 is middle + is bottom
                                             	UnlimitedAmmo.x = -1; //- is left 0 is middle + is right
                                             	UnlimitedAmmo.foreground = 1;
                                             	UnlimitedAmmo.fontscale = 3.0;
                                             	UnlimitedAmmo.alpha = 1; //transparency
                                             	UnlimitedAmmo.color = ( 0.423, 0.004, 0 );
                                             	UnlimitedAmmo SetText("Unlimited Ammo: ");
                                            
                                          	while( 1 )
                                          	{
                                          		Remaining SetValue( level.unlimited_ammo_duration ); //this is necessary so the timer will reset on the chance that 2 unlimited ammo drops drop at once
                                          		wait 1;
                                          		level.unlimited_ammo_duration--;
                                          		if ( level.unlimited_ammo_duration <= 0 )
                                          		{
                                          			UnlimitedAmmo.alpha = 0; //these 2 variables make the text invisible instead of destroying it to avoid the string overflow
                                          			Remaining.alpha = 0;
                                          			level.unlimited_ammo_active = false; //sets this to false in order to allow the timer to start again
                                          			break;
                                          		}
                                          	}
                                          }
                                          

                                          Basically instead of destroy() I just turn it transparent so it avoids creating too many strings over time or any for that matter beyond one. Obviously this isn't future proofed so if more custom powerups are added it will be awkward to have them all stack using this method.

                                          edit: I will post the other powerups I teased in a previous post in its own topic when I get them working correctly on all maps.

                                          Oh man, I actually just got around making some improvements myself. Made my own hud and made it act pretty much like a normal powerup's hud does. So it shows an icon and starts blinking at 10sec and faster at 5sec.
                                          Gonna finish it up and record a vid about it and then post it here, stay tuned haha.

                                          I'll check your version out later as well and can probably put it to the OP.

                                          Also, going to test if my thing is safe by spawning in like 1000 of these powerups on me and seeing what happens :'-D

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