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

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

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  • 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

                          1 Reply Last reply
                          0
                          • Fryundefined Fry

                            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 Offline
                            Ox_undefined Offline
                            Ox_
                            wrote on last edited by
                            #25

                            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 the unlimited_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.

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                            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
                              #26

                              JezuzLizard latest version is up now.
                              I'll check out your version tomorrow probably and see about adding it to the OP as well.

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                              • Knightundefined Offline
                                Knightundefined Offline
                                Knight
                                wrote on last edited by Knight
                                #27

                                Ox_ 🤦 I literally was just gonna post my source of my new power-up I cobbled together and I noticed you updated your source 🤣 guess I'll have to go through it. but ill still post an images of the power-up next to yours.

                                Pictures (sorry for the gigantic pics before lol)
                                https://imgur.com/gallery/BH4k3C7

                                I think you get the idea, it's the Pack-A-Punch power up!
                                It paps your gun! Oh and I used the teddy bear model because I couldn't find a pap.

                                Ox_undefined 1 Reply Last reply
                                0
                                • Knightundefined Knight

                                  Ox_ 🤦 I literally was just gonna post my source of my new power-up I cobbled together and I noticed you updated your source 🤣 guess I'll have to go through it. but ill still post an images of the power-up next to yours.

                                  Pictures (sorry for the gigantic pics before lol)
                                  https://imgur.com/gallery/BH4k3C7

                                  I think you get the idea, it's the Pack-A-Punch power up!
                                  It paps your gun! Oh and I used the teddy bear model because I couldn't find a pap.

                                  Ox_undefined Offline
                                  Ox_undefined Offline
                                  Ox_
                                  wrote on last edited by
                                  #28

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

                                  Ox_ 🤦 I literally was just gonna post my source of my new power-up I cobbled together and I noticed you updated your source 🤣 guess I'll have to go through it. but ill still post an images of the power-up next to yours.

                                  Pictures (sorry for the gigantic pics before lol)
                                  https://imgur.com/gallery/BH4k3C7

                                  I think you get the idea, it's the Pack-A-Punch power up!
                                  It paps your gun! Oh and I used the teddy bear model because I couldn't find a pap.

                                  Good stuff. Would like to see your implementation of the countdown, always interesting to see what sort of approaches other people have taken.
                                  About the powerup itself, sounds quite overpowered to me haha. Would need some balancing done to it for sure.

                                  If you're up for a challenge, try to balance the powerup.
                                  What I'd look into myself, is changing its spawning chance based on in what stage of the game players are.
                                  E.g. really rare to spawn in unless pap is legitmately accessible as well. Also based on how much money the player has.
                                  And if players are really late game, could spawn it in quite commonly just for fun. In such a case I wouldn't use the normal way of spawning them in though. You wouldn't want to consume the limit of powerups per round and push chances of max ammo off powerup array.
                                  I guess same could be said about adding any custom powerup, it always makes max ammo more rare. I didn't see this is a problem with unlimited ammo though, since it should be quite good at high rounds and you also fill up your current clip at least.

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                                  • GroverFoxundefined Offline
                                    GroverFoxundefined Offline
                                    GroverFox
                                    wrote on last edited by
                                    #29

                                    Really like this and hope someday to learn how to do it.

                                    Ox_undefined 1 Reply Last reply
                                    0
                                    • GroverFoxundefined GroverFox

                                      Really like this and hope someday to learn how to do it.

                                      Ox_undefined Offline
                                      Ox_undefined Offline
                                      Ox_
                                      wrote on last edited by
                                      #30

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

                                      Really like this and hope someday to learn how to do it.

                                      If you're just looking to use it, there's a download the precompiled .gsc you can use.
                                      How you use this .gsc depends a bit. If you're looking to use it on a Plutionum server, they have a tutorial stickied in here.
                                      If not on a Plutonium server, you can Google for a tutorial on how to inject it to Steam/Redacted.

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                                      • GroverFoxundefined Offline
                                        GroverFoxundefined Offline
                                        GroverFox
                                        wrote on last edited by
                                        #31

                                        No, I'm taking about the coding part 🙂

                                        Ox_undefined 1 Reply Last reply
                                        0
                                        • GroverFoxundefined GroverFox

                                          No, I'm taking about the coding part 🙂

                                          Ox_undefined Offline
                                          Ox_undefined Offline
                                          Ox_
                                          wrote on last edited by
                                          #32

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

                                          No, I'm taking about the coding part 🙂

                                          I see.
                                          Well good luck with with the learning 🙂

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