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

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

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  • 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.

                          1 Reply 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
                            #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 🙂

                                        1 Reply Last reply
                                        0
                                        • Ox_undefined Ox_

                                          So I was playing some zombies with a friend and wanted to do something with gsc. Just to remember the good old golden days. Thought of making a custom powerup and unlimited ammo seemed like a pretty cool one.

                                          So it'll drop on the ground randomly just like any powerup, and when someone picks it up, every player gets unlimited ammo for 30secs. Duration can be easily changed, of course.

                                          This is not intended for Turned or Grief. I have no idea what happens if you try to use them there. Nothing good I'd assume.
                                          Cba'd to make it work with them because who needs unlimited ammo in Turned, and who tf plays Grief.
                                          Other than that, should be all good. Managed to even spam myself with the powerup over 2000 times in a row with no issues.

                                          EDIT: Seems the shader I'm using for the icon wont load in all maps KMS KMS KMS KMS KMS KMS. I fucking cba trying to find one that works. Shit's fucking impossible. I can deal with a checkerboard icon in some maps.

                                          Video
                                          https://www.youtube.com/watch?v=M5qXeJAmdZ8
                                          Picture
                                          https://i.imgur.com/Amllzkw.jpg

                                          Full source for a minimal example script. Be sure to read the comments in there if you'll be doing any changes yourself.

                                          #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();
                                          
                                          	//include and init the powerup
                                             	include_zombie_powerup("unlimited_ammo");
                                             	//change the powerup duration if you want
                                             	level.unlimited_ammo_duration = 30;
                                             	//shitty model, cant find a good model list so cba
                                             	//change to w/e if you have some nice model
                                             	//galil works in all maps though, so be decent in that regard ig
                                             	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");
                                                  if(self isHost() && !isDefined(level.unlimited_ammo_first_spawn))
                                                  {
                                                  	wait 2;
                                                  	//store the original custom powerup grab function, 
                                                  	//if one exists (Origins, Buried, Grief & Turned)
                                                  	//note that this is not intended for Grief or Turned
                                                  	//I have no idea what will happen, probably pretty broken
                                                  	if(isDefined(level._zombiemode_powerup_grab))
                                                  		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                                                  		
                                                  	//delayed defining of the custom function so we're sure to
                                                  	//override the function Origins and Buried defines for this
                                                  	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                                                  	
                                                  	//message for the host to indicate that it should be all good
                                                  	wait 2;
                                          		self iprintlnbold("^7Unlimited Ammo Custom Powerup Loaded!");
                                                  	
                                                  	//gives host the ability to test the powerup at the start of the game
                                                  	//can be used to make sure it's actually working and all good
                                                  	//remove the line directly below to disable
                                                  	self thread test_the_powerup();
                                                  	
                                                  	//whatever so this variable isn't undefined anymore
                                                  	level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                                                  }
                                              }
                                          }
                                          
                                          test_the_powerup()
                                          {
                                          	self endon("death");
                                          	self endon("disconnected");
                                          	self endon("testing_chance_ended");
                                          	level endon("game_ended");
                                          	wait 3;
                                          	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
                                          	self thread testing_duration_timeout();
                                          	for(;;)
                                          	{
                                          		if(self secondaryoffhandbuttonpressed())
                                          		{
                                          			level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                                          			return;
                                          		}
                                          		wait .05;
                                          	}
                                          }
                                          
                                          testing_duration_timeout()
                                          {
                                          	self endon("death");
                                          	self endon("disconnected");
                                          	wait 5;
                                          	self notify("testing_chance_ended");
                                          }
                                          
                                          //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();
                                          	
                                          	//pass args onto the original custom powerup grab function
                                          	else if (isDefined(level.original_zombiemode_powerup_grab))
                                          		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
                                          }
                                          
                                          unlimited_ammo_powerup()
                                          {
                                          	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 turn_on_unlimited_ammo();
                                          		player thread unlimited_ammo_on_hud();
                                          		player thread notify_unlimited_ammo_end();
                                          	}
                                          }
                                          
                                          unlimited_ammo_on_hud()
                                          {
                                          	self endon("disconnect");
                                          	//hud elems for text & icon
                                          	unlimited_ammo_hud_string = newclienthudelem(self);
                                          	unlimited_ammo_hud_string.elemtype = "font";
                                          	unlimited_ammo_hud_string.font = "objective";
                                          	unlimited_ammo_hud_string.fontscale = 2;
                                          	unlimited_ammo_hud_string.x = 0;
                                          	unlimited_ammo_hud_string.y = 0;
                                          	unlimited_ammo_hud_string.width = 0;
                                          	unlimited_ammo_hud_string.height = int( level.fontheight * 2 );
                                          	unlimited_ammo_hud_string.xoffset = 0;
                                          	unlimited_ammo_hud_string.yoffset = 0;
                                          	unlimited_ammo_hud_string.children = [];
                                          	unlimited_ammo_hud_string setparent(level.uiparent);
                                          	unlimited_ammo_hud_string.hidden = 0;
                                          	unlimited_ammo_hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
                                          	unlimited_ammo_hud_string.sort = .5;
                                          	unlimited_ammo_hud_string.alpha = 0;
                                          	unlimited_ammo_hud_string fadeovertime(.5);
                                          	unlimited_ammo_hud_string.alpha = 1;
                                          	//cool powerup name, sounds like something that could actually be in the game
                                          	//credits to "Banni" for it
                                          	unlimited_ammo_hud_string setText("Bottomless Clip!");
                                          	unlimited_ammo_hud_string thread unlimited_ammo_hud_string_move();
                                          	
                                          	unlimited_ammo_hud_icon = newclienthudelem(self);
                                          	unlimited_ammo_hud_icon.horzalign = "center";
                                          	unlimited_ammo_hud_icon.vertalign = "bottom";
                                          	unlimited_ammo_hud_icon.x = -75;
                                          	unlimited_ammo_hud_icon.y = 0;
                                          	unlimited_ammo_hud_icon.alpha = 1;
                                          	unlimited_ammo_hud_icon.hidewheninmenu = true;   
                                          	unlimited_ammo_hud_icon setshader("hud_icon_minigun", 40, 40);
                                          	self thread unlimited_ammo_hud_icon_blink(unlimited_ammo_hud_icon);
                                          	self thread destroy_unlimited_ammo_icon_hud(unlimited_ammo_hud_icon);
                                          }
                                          
                                          unlimited_ammo_hud_string_move()
                                          {
                                          	wait .5;
                                          	self fadeovertime(1.5);
                                          	self moveovertime(1.5);
                                          	self.y = 270;
                                          	self.alpha = 0;
                                          	wait 1.5;
                                          	self destroy();
                                          }
                                          
                                          //blinking times match the normal powerup hud blinking times
                                          unlimited_ammo_hud_icon_blink(elem)
                                          {
                                          	level endon("disconnect");
                                          	self endon("disconnect");
                                          	self endon("end_unlimited_ammo");
                                          	time_left = level.unlimited_ammo_duration;
                                          	for(;;)
                                          	{
                                          		//less than 5sec left on powerup, blink fast
                                          		if(time_left <= 5)
                                          			time = .1;
                                          		//less than 10sec left on powerup, blink
                                          		else if(time_left <= 10)
                                          			time = .2;
                                          		//over 20sec left, dont blink
                                          		else
                                          		{
                                          			wait .05;
                                          			time_left -= .05;
                                          			continue;
                                          		}
                                          		elem fadeovertime(time);
                                          		elem.alpha = 0;
                                          		wait time;
                                          		elem fadeovertime(time);
                                          		elem.alpha = 1;
                                          		wait time;
                                          		time_left -= time * 2;
                                          	}
                                          }
                                          
                                          destroy_unlimited_ammo_icon_hud(elem)
                                          {
                                          	level endon("game_ended");
                                          	//timeout just in case aswell, shouldnt ever get used, but who knows if I missed something
                                          	self waittill_any_timeout(level.unlimited_ammo_duration+1, "disconnect", "end_unlimited_ammo");
                                          	elem destroy();
                                          }
                                          
                                          turn_on_unlimited_ammo()
                                          {
                                          	level endon("game_ended");
                                          	self endon("disonnect");
                                          	self endon("end_unlimited_ammo");
                                          	for(;;)
                                          	{
                                          		//simply set the current mag to be full on a loop
                                          		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                                          		wait .05;
                                          	}
                                          }
                                          
                                          notify_unlimited_ammo_end()
                                          {
                                          	level endon("game_ended");
                                          	self endon("disonnect");
                                          	self endon("end_unlimited_ammo");
                                          	wait level.unlimited_ammo_duration;
                                          	//the same sound that plays when instakill powerup ends
                                          	self playsound("zmb_insta_kill");
                                          	self notify("end_unlimited_ammo");
                                          }
                                          

                                          Download to a precompiled .gsc you can use:
                                          https://www.mediafire.com/file/h501pdsime694jx/BO2-Zombies-Custom-Powerup-Unlimited-Ammo.zip/file
                                          https://www.virustotal.com/gui/file/e7efd7e643d5f5e2a4aa29c32af186b13d314b0915687f13724b88ec890bd604/detection

                                          Hope someone finds some use, or maybe figures out how to add their own custom powerups, post them down below if you do.
                                          And if you have any ideas for improvement, or other custom powerups, or any other custom stuff, post them down below. I might make them if I find them cool.

                                          ~Ox

                                          Optimus Xundefined Offline
                                          Optimus Xundefined Offline
                                          Optimus X
                                          Contributor
                                          wrote on last edited by
                                          #33
                                          This post is deleted!
                                          Ox_undefined 1 Reply Last reply
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