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  3. My Give All Perks Script Isn't Working

My Give All Perks Script Isn't Working

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  • Doob Offline
    Doob Offline
    Doob
    wrote on last edited by
    #3

    How would I give players the perk once they spawn in? What function would I use?

    birchy GerardS0406 2 Replies Last reply
    0
    • Doob Doob

      How would I give players the perk once they spawn in? What function would I use?

      birchy Offline
      birchy Offline
      birchy
      wrote on last edited by
      #4

      Doob

      perkTest(){
          for(;;){
      	self waittill("spawned_player");
              self give_perk("specialty_armorvest");
      	self give_perk("specialty_quickrevive");
      	self give_perk("specialty_fastreload");
      	self give_perk("specialty_rof");
      	self give_perk("specialty_longersprint");
          }
      }
      
      1 Reply Last reply
      1
      • Doob Offline
        Doob Offline
        Doob
        wrote on last edited by
        #5

        Thanks for the fix it worked ๐Ÿ™‚
        Now my perk icons won't show once I've given the perks. Is there anyway to fix that?

        JezuzLizard 1 Reply Last reply
        0
        • Sorex Offline
          Sorex Offline
          Sorex
          Contributor
          wrote on last edited by
          #6

          Doob
          With give_perk("specialty_armorvest"); will give just the perk ability. You can use this function to give the perk ability and show the icon. This funcion will show also the drink animations when you give the perk.

          doGivePerk(perk)
          {
              self endon("disconnect");
              self endon("death");
              level endon("game_ended");
              self endon("perk_abort_drinking");
              if (!(self hasperk(perk) || (self maps/mp/zombies/_zm_perks::has_perk_paused(perk))))
              {
                  gun = self maps/mp/zombies/_zm_perks::perk_give_bottle_begin(perk);
                  evt = self waittill_any_return("fake_death", "death", "player_downed", "weapon_change_complete");
                  if (evt == "weapon_change_complete")
                      self thread maps/mp/zombies/_zm_perks::wait_give_perk(perk, 1);
                  self maps/mp/zombies/_zm_perks::perk_give_bottle_end(gun, perk);
                  if (self maps/mp/zombies/_zm_laststand::player_is_in_laststand() || isDefined(self.intermission) && self.intermission)
                      return;
                  self notify("burp");
              }
          }
          
          Vin Soren 1 Reply Last reply
          1
          • Doob Doob

            Thanks for the fix it worked ๐Ÿ™‚
            Now my perk icons won't show once I've given the perks. Is there anyway to fix that?

            JezuzLizard Offline
            JezuzLizard Offline
            JezuzLizard
            Plutonium Staff
            wrote on last edited by JezuzLizard
            #7

            Doob I figured I'd make a simple script that would work for all maps giving all perks.
            It uses some of Treyarch's code from buried to work but slightly modified:

            #include maps/mp/zombies/_zm_utility;
            #include maps/mp/_utility;
            #include common_scripts/utility;
            #include maps/mp/zombies/_zm_perks;
            
            init()
            {
                level thread on_player_connect();
            }
            
            on_player_connect()
            {
                level endon( "end_game" );
                while ( true )
                {
                    level waittill( "connected", player );
                    player thread on_player_spawned();
                    player thread sq_give_player_all_perks();
                }
            }
            
            on_player_spawned()
            {
                level endon( "end_game" );
                self endon( "disconnect" );
                while ( true )
                {
                    self waittill( "spawned_player" );
                }
            }
            
            sq_give_player_all_perks()
            {
                flag_wait( "initial_blackscreen_passed" );
                if ( level.script != "zm_tomb" )
                {
                    machines = getentarray( "zombie_vending", "targetname" );
                    perks = [];
                    i = 0;
                    while ( i < machines.size )
                    {
                        if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                        {
                            i++;
                            continue;
                        }
                        perks[ perks.size ] = machines[ i ].script_noteworthy;
                        i++;
                    }
                }
                else 
                {
                    perks = level._random_perk_machine_perk_list;
                }
            	foreach ( perk in perks )
            	{
            		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
            		{
            		}
            		else
            		{
            			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
            			{
            			}
            			else
            			{
            				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
            				wait 0.25;
            			}
            		}
            	}
                if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
                {
                    if ( !is_true( self._retain_perks ) )
                    {
                        self thread watch_for_respawn();
                        self._retain_perks = 1;
                    }
                }
            }
            
            watch_for_respawn()
            {
                level endon( "end_game" );
                self endon( "disconnect" );
                while ( true )
                {
                    self waittill_either( "spawned_player", "player_revived" );
                    wait_network_frame();
                    self thread sq_give_player_all_perks();
                    self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
                }
            }
            

            You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

            Doob RuinasYm0_0 JuiceTrailer62 3 Replies Last reply
            4
            • JezuzLizard JezuzLizard

              Doob I figured I'd make a simple script that would work for all maps giving all perks.
              It uses some of Treyarch's code from buried to work but slightly modified:

              #include maps/mp/zombies/_zm_utility;
              #include maps/mp/_utility;
              #include common_scripts/utility;
              #include maps/mp/zombies/_zm_perks;
              
              init()
              {
                  level thread on_player_connect();
              }
              
              on_player_connect()
              {
                  level endon( "end_game" );
                  while ( true )
                  {
                      level waittill( "connected", player );
                      player thread on_player_spawned();
                      player thread sq_give_player_all_perks();
                  }
              }
              
              on_player_spawned()
              {
                  level endon( "end_game" );
                  self endon( "disconnect" );
                  while ( true )
                  {
                      self waittill( "spawned_player" );
                  }
              }
              
              sq_give_player_all_perks()
              {
                  flag_wait( "initial_blackscreen_passed" );
                  if ( level.script != "zm_tomb" )
                  {
                      machines = getentarray( "zombie_vending", "targetname" );
                      perks = [];
                      i = 0;
                      while ( i < machines.size )
                      {
                          if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                          {
                              i++;
                              continue;
                          }
                          perks[ perks.size ] = machines[ i ].script_noteworthy;
                          i++;
                      }
                  }
                  else 
                  {
                      perks = level._random_perk_machine_perk_list;
                  }
              	foreach ( perk in perks )
              	{
              		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
              		{
              		}
              		else
              		{
              			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
              			{
              			}
              			else
              			{
              				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
              				wait 0.25;
              			}
              		}
              	}
                  if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
                  {
                      if ( !is_true( self._retain_perks ) )
                      {
                          self thread watch_for_respawn();
                          self._retain_perks = 1;
                      }
                  }
              }
              
              watch_for_respawn()
              {
                  level endon( "end_game" );
                  self endon( "disconnect" );
                  while ( true )
                  {
                      self waittill_either( "spawned_player", "player_revived" );
                      wait_network_frame();
                      self thread sq_give_player_all_perks();
                      self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
                  }
              }
              

              You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

              Doob Offline
              Doob Offline
              Doob
              wrote on last edited by
              #8

              JezuzLizard Wow, big thanks dude! Fantastic script : )
              I do have two questions though, by server config for the perma perk value do you mean like in the dedicated_zm.cfg? Also are there any work arounds for mob of the dead? You do get the perks at the start but since you down at the beginning you loose them.

              JezuzLizard 1 Reply Last reply
              0
              • Doob Doob

                JezuzLizard Wow, big thanks dude! Fantastic script : )
                I do have two questions though, by server config for the perma perk value do you mean like in the dedicated_zm.cfg? Also are there any work arounds for mob of the dead? You do get the perks at the start but since you down at the beginning you loose them.

                JezuzLizard Offline
                JezuzLizard Offline
                JezuzLizard
                Plutonium Staff
                wrote on last edited by
                #9

                Doob Its difficult to make it work on mob since mob has its own system with how perks work when you down. What you could do is make the script give the perks every time a player respawns or is revived.

                1 Reply Last reply
                1
                • David23 Offline
                  David23 Offline
                  David23
                  wrote on last edited by David23
                  #10

                  how to give perk on zm_tomb ? i've tried many but dont work.

                  1 Reply Last reply
                  0
                  • Doob Doob

                    How would I give players the perk once they spawn in? What function would I use?

                    GerardS0406 Offline
                    GerardS0406 Offline
                    GerardS0406
                    VIP
                    wrote on last edited by
                    #11
                    This post is deleted!
                    1 Reply Last reply
                    0
                    • JezuzLizard JezuzLizard

                      Doob I figured I'd make a simple script that would work for all maps giving all perks.
                      It uses some of Treyarch's code from buried to work but slightly modified:

                      #include maps/mp/zombies/_zm_utility;
                      #include maps/mp/_utility;
                      #include common_scripts/utility;
                      #include maps/mp/zombies/_zm_perks;
                      
                      init()
                      {
                          level thread on_player_connect();
                      }
                      
                      on_player_connect()
                      {
                          level endon( "end_game" );
                          while ( true )
                          {
                              level waittill( "connected", player );
                              player thread on_player_spawned();
                              player thread sq_give_player_all_perks();
                          }
                      }
                      
                      on_player_spawned()
                      {
                          level endon( "end_game" );
                          self endon( "disconnect" );
                          while ( true )
                          {
                              self waittill( "spawned_player" );
                          }
                      }
                      
                      sq_give_player_all_perks()
                      {
                          flag_wait( "initial_blackscreen_passed" );
                          if ( level.script != "zm_tomb" )
                          {
                              machines = getentarray( "zombie_vending", "targetname" );
                              perks = [];
                              i = 0;
                              while ( i < machines.size )
                              {
                                  if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                                  {
                                      i++;
                                      continue;
                                  }
                                  perks[ perks.size ] = machines[ i ].script_noteworthy;
                                  i++;
                              }
                          }
                          else 
                          {
                              perks = level._random_perk_machine_perk_list;
                          }
                      	foreach ( perk in perks )
                      	{
                      		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
                      		{
                      		}
                      		else
                      		{
                      			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
                      			{
                      			}
                      			else
                      			{
                      				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
                      				wait 0.25;
                      			}
                      		}
                      	}
                          if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
                          {
                              if ( !is_true( self._retain_perks ) )
                              {
                                  self thread watch_for_respawn();
                                  self._retain_perks = 1;
                              }
                          }
                      }
                      
                      watch_for_respawn()
                      {
                          level endon( "end_game" );
                          self endon( "disconnect" );
                          while ( true )
                          {
                              self waittill_either( "spawned_player", "player_revived" );
                              wait_network_frame();
                              self thread sq_give_player_all_perks();
                              self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
                          }
                      }
                      

                      You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

                      RuinasYm0_0 Offline
                      RuinasYm0_0 Offline
                      RuinasYm0_0
                      wrote on last edited by
                      #12
                      This post is deleted!
                      1 Reply Last reply
                      0
                      • Sorex Sorex

                        Doob
                        With give_perk("specialty_armorvest"); will give just the perk ability. You can use this function to give the perk ability and show the icon. This funcion will show also the drink animations when you give the perk.

                        doGivePerk(perk)
                        {
                            self endon("disconnect");
                            self endon("death");
                            level endon("game_ended");
                            self endon("perk_abort_drinking");
                            if (!(self hasperk(perk) || (self maps/mp/zombies/_zm_perks::has_perk_paused(perk))))
                            {
                                gun = self maps/mp/zombies/_zm_perks::perk_give_bottle_begin(perk);
                                evt = self waittill_any_return("fake_death", "death", "player_downed", "weapon_change_complete");
                                if (evt == "weapon_change_complete")
                                    self thread maps/mp/zombies/_zm_perks::wait_give_perk(perk, 1);
                                self maps/mp/zombies/_zm_perks::perk_give_bottle_end(gun, perk);
                                if (self maps/mp/zombies/_zm_laststand::player_is_in_laststand() || isDefined(self.intermission) && self.intermission)
                                    return;
                                self notify("burp");
                            }
                        }
                        
                        Vin Soren Offline
                        Vin Soren Offline
                        Vin Soren
                        wrote on last edited by
                        #13

                        Sorex lo estoy probando y seme congela el juego cuando me da las bebidas. alguna soluciรณn?

                        1 Reply Last reply
                        0
                        • JezuzLizard JezuzLizard

                          Doob I figured I'd make a simple script that would work for all maps giving all perks.
                          It uses some of Treyarch's code from buried to work but slightly modified:

                          #include maps/mp/zombies/_zm_utility;
                          #include maps/mp/_utility;
                          #include common_scripts/utility;
                          #include maps/mp/zombies/_zm_perks;
                          
                          init()
                          {
                              level thread on_player_connect();
                          }
                          
                          on_player_connect()
                          {
                              level endon( "end_game" );
                              while ( true )
                              {
                                  level waittill( "connected", player );
                                  player thread on_player_spawned();
                                  player thread sq_give_player_all_perks();
                              }
                          }
                          
                          on_player_spawned()
                          {
                              level endon( "end_game" );
                              self endon( "disconnect" );
                              while ( true )
                              {
                                  self waittill( "spawned_player" );
                              }
                          }
                          
                          sq_give_player_all_perks()
                          {
                              flag_wait( "initial_blackscreen_passed" );
                              if ( level.script != "zm_tomb" )
                              {
                                  machines = getentarray( "zombie_vending", "targetname" );
                                  perks = [];
                                  i = 0;
                                  while ( i < machines.size )
                                  {
                                      if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                                      {
                                          i++;
                                          continue;
                                      }
                                      perks[ perks.size ] = machines[ i ].script_noteworthy;
                                      i++;
                                  }
                              }
                              else 
                              {
                                  perks = level._random_perk_machine_perk_list;
                              }
                          	foreach ( perk in perks )
                          	{
                          		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
                          		{
                          		}
                          		else
                          		{
                          			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
                          			{
                          			}
                          			else
                          			{
                          				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
                          				wait 0.25;
                          			}
                          		}
                          	}
                              if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
                              {
                                  if ( !is_true( self._retain_perks ) )
                                  {
                                      self thread watch_for_respawn();
                                      self._retain_perks = 1;
                                  }
                              }
                          }
                          
                          watch_for_respawn()
                          {
                              level endon( "end_game" );
                              self endon( "disconnect" );
                              while ( true )
                              {
                                  self waittill_either( "spawned_player", "player_revived" );
                                  wait_network_frame();
                                  self thread sq_give_player_all_perks();
                                  self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
                              }
                          }
                          

                          You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

                          JuiceTrailer62 Offline
                          JuiceTrailer62 Offline
                          JuiceTrailer62
                          wrote on last edited by
                          #14

                          JezuzLizard Im just now seeing this, pretty cool especially players_keep_perks_permanently couldn't you just use this to give all perks?

                          for( i = 0; i < level.perks.size; i++ ) {
                              self give_perk( level.perks[ i ] );
                          }
                          
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