[Release] [GSC] Zombies Custom Powerup | Unlimited Ammo
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Hmm... maybe add death machine powerup?
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Ox_ Thanks for sharing, this can be really useful. I'll keep my eye out for any servers with this feature
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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;
andgetdvarintdefault
needs#include maps/mp/_utility;
You can do the same for the duration and replace
wait 20;
withwait 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. -
Great thread OP Can't wait for people to make full mods for Zombies.
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Mr. Android
Brings me back to Xbox 360 modding for WaW zombies. -
Ox_
there is something i dont like about loops with wait
just a personal thingturn_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); } }
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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;
andgetdvarintdefault
needs#include maps/mp/_utility;
You can do the same for the duration and replace
wait 20;
withwait 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 thingturn_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. -
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.
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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?
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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.
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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. -
Ox_ I tested your rewrite of the mod and it works on Plutonium dedicated servers now!
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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. -
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.
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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 aniprintln
would be safe to use. Looks maybe quite stupid though.
If you want aniprintln
solution, and don't know how to make it yourself, I can make it for you. -
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.
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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"); }
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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.
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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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Fry said in [GSC] Zombies Custom Powerup | Unlimited Ammo:
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.
Yes it was, and will always be. Also just pushed a big update.
banni said in [GSC] Zombies Custom Powerup | Unlimited Ammo:
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"); }
The zombie blood was working as intended. Did you read the comments about it?
It wasn't supposed to add the zombie blood powerup to all maps, just make it functional in Origins. Your current code overwrites the custom powerup pickup function and it doesn't include zombie blood so the powerup is broken in your code.
My latest version right now uses a better way of not breaking zombie blood though, check the edit in OP.And not bad with the raygun sound. I would probably use it if I wasn't too used to knowing that sound means someone got it from the random box. Do you have a list of sounds? All I have nowadays is what I find from Google, and wasn't able to find anything good.
Also I decided not to add that ambient sound to my latest version. I tried your stuff and literally could not hear a thing. So I don't see the point. Maybe if there was some good sound, but well, don't know of one.
And about your hud, the biggest problem with it is that you set it to be fully transparent
alpha = 0
. So yeah, can't really see it haha.
See my latest version in OP though, I added a hud.And you can't
wait
inside theunlimited_ammo_powerup()
function. Right now in your code the first player gets the powerup and then 30seconds later the second player gets the powerup, etc.Also I decided not to take the
waittill("weapon_fired")
approach, since it's no good if you swap to a weapon that would have to reloaded, or if you're out of ammo. And also, setting the current clip to be full every .05sec is literally nothing in gsc. So I don't see any point bothering to implement proper logic for handling it with waittills.And yeah, I guess 30sec duration is good. First I thought it's a bit too much, but meh, whatever, I'll make it be that.
Btw, "Bottomless Clip", love the name haha.
I added that in, thanks.