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Perk machine turn on script

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  • Pheonix123undefined Offline
    Pheonix123undefined Offline
    Pheonix123
    wrote on last edited by
    #1

    Sorry for my english, i don't speak or practice english
    Hello, i wan't to know how to set power on, in a custom perk machine. For more info, my problem is to i want set deadshot daikiri in tunnel custom map and i make appear the machine but it need power on and i don't found how to set up on, or where is the document to set that

    Kalitosundefined 1 Reply Last reply
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    • Kalitosundefined Offline
      Kalitosundefined Offline
      Kalitos
      replied to Pheonix123 on last edited by
      #2

      Pheonix123 I guess for the machine to appear on, you have to use the machine model "on". Look at the example. I also use custom machines, and I use the "on" models

      f08e776b-a76f-452d-a5c3-7ca4d93606b8-image.png

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      • Pheonix123undefined Offline
        Pheonix123undefined Offline
        Pheonix123
        wrote on last edited by
        #3

        Kalitos I try it, but isn't work, i try just changing model or adding lines of off model and on model, an imageperk.png

        JezuzLizardundefined 1 Reply Last reply
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        • JezuzLizardundefined Offline
          JezuzLizardundefined Offline
          JezuzLizard Plutonium Staff
          replied to Pheonix123 on last edited by
          #4

          Pheonix123 You can't just make a perk machine appear. You need properly set it up in script with custom code if the machine isn't on the map which Deadshot isn't.
          I'd check zombies++ to see how Cahz did it for his custom perks rather than try to use the Bonus Survival Maps system which is just modified vanilla perk spawning.

          Pheonix123undefined 1 Reply Last reply
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          • Pheonix123undefined Offline
            Pheonix123undefined Offline
            Pheonix123
            replied to JezuzLizard on last edited by Pheonix123
            #5

            JezuzLizard I suspected it, and I look for documents that I could change but I don't find them, so can I create them? or i need the structure of the original CSG but changing that?
            Sry im new in this, so if you can explain a little bit more i thank you so much

            JezuzLizardundefined Kalitosundefined 2 Replies Last reply
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            • JezuzLizardundefined Offline
              JezuzLizardundefined Offline
              JezuzLizard Plutonium Staff
              replied to Pheonix123 on last edited by
              #6

              Pheonix123 Like I said you should look at zombies++ to see how he did custom perks. https://forum.plutonium.pw/topic/1005/release-zm-zombies?_=1651022112968

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              • Kalitosundefined Offline
                Kalitosundefined Offline
                Kalitos
                replied to Pheonix123 on last edited by Kalitos
                #7

                Pheonix123 should work, just add specialty_deadshot" to level.tunnelPerkArray = array( "specialty_armorvest", "specialty_rof", "specialty_fastreload", "specialty_longersprint", "specialty_scavenger", "specialty_weapupgrade", "specialty_quickrevive" ); Because specialty_deadshot is considered within the perks. At least in tranzit.
                e868a832-9a66-4512-83e4-565e75c53911-image.png

                Edit: Forget it, it doesn't work with "deadshot", I already tried it.

                JezuzLizardundefined 1 Reply Last reply
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                • JezuzLizardundefined Offline
                  JezuzLizardundefined Offline
                  JezuzLizard Plutonium Staff
                  replied to Kalitos on last edited by
                  #8

                  Kalitos The way Treyarch did the perk script assumes every perk is available on every map because they wanted a global script to handle multiple different perks. Just because code relating to or referencing is in _zm_perks.gsc doesn't mean the perk will work in every map.

                  The default perk code will crash if you try to give a perk not on a map to a player because it can't find the perk bottle weapon. Also the clientfield won't work either so it won't show up in the UI, but the perk icon wouldn't be available anyway.

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