[Release] [Zombies] [GSC] 8-Player Origins Reward Box Fix
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This script fixes some issues with having 8 players in the game.
An example is only 4 people being able to have punches and the rewards and punches being bound to the character index.
This patch has the two reward boxes be different boxes for players 1-4 and players 5-8.
Players 1-4 are supposed to get their rewards at generator 1.
Players 5-8 are supposed to get their rewards at generator 6.Source: https://github.com/theclashingfritz/originsrewardboxfix/blob/main/originsrewardfix.gsc
Compiled File: https://github.com/theclashingfritz/originsrewardboxfix/blob/main/originsrewardfix-compiled.gsc
Known Issues:
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The unlit medals will appear at Generator 6 when Player 1-4 spawn in even when they aren't supposed to.
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All players can currently get their rewards from both boxes. Which isn't too big of an issue. But it's not intended.
Please report any bugs you find.
(I made this mod, Because i was so fed up with the Easter Egg breaking with 8 players because of punches.)
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theclashingfritz Nice that someone has created a public fix for this issue.
I do have some recommendations to improve the mod however.
I suggest you require the script be installed to scripts/zm/zm_tomb/
If this script is installed to scripts/zm/ the GSC VM will still parse it and attempt to load all of the functions into the function table, however it won't be able to find the references for all of the map specific functions. This will cause many unresolved external errors requiring the user to remove the mod if they want to play another map, or making map rotation impossible on servers. Plutonium scripting supports scripts that are only executed on specific gametypes, or specific maps by creating a folder in scripts/zm/ with the map name or gametype name.Secondly, I recommend removing all of the code in devblocks(/# #/) because the way the current compiler works is that it will compile the code as normal code, and not code in devblocks. This means certain code that would not run normally would now run. This can cause undesired behavior.
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JezuzLizard Thanks for the suggestions! I will add the requirement for the install location, As i wasn't aware you could make the folders for maps and still have them load even if it's not replacing a script.
As for the dev blocks, The compiler i use at least, Would compile them as comment blocks which were left in the code. Similar to how the original code had them in there as they are unused. But i will remove them for others so they don't run into the issue you stated.
Thanks for the feedback!
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theclashingfritz https://plutonium.pw/docs/modding/gsc/new-scripting-features/#new-scripting-features
This might be a helpful reference for the future.
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JezuzLizard Thanks!
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theclashingfritz meu amigo você é o cara estava atras desse script já está com um tempo mas não o encontrava e eu também não sei programar direito, muito obrigado mano me ajudou muito
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Can't load in to Origins with this script installed, game crashes. -
Hadi77KSA said in [Release][ZM] Any Player Easter Egg Mods:
gogetasj4 use the uncompiled/source script instead, but you’ll have to use “replace all” to change the slashes
/
to backslashes\
, and after that use “replace all” again to change the double backslashes\\
to double slashes//
.You’ll also have to write double slashes
//
at the start of lines 5 and 7.This fix worked for me