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No Drop Cap???

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  • PlzReviveMeundefined Offline
    PlzReviveMeundefined Offline
    PlzReviveMe
    Contributor
    wrote on last edited by PlzReviveMe
    #1
    power_vacuum()
    {
    	for(;;)
    	{
    		i = 0;
    		level.zombie_vars["zombie_powerup_drop_increment"] = 2000;
    		level.zombie_vars["zombie_powerup_drop_max_per_round"] = 4;
    		while ( i > 2 )
    		{
    			level waittill("end_of_round");
    			i++;
    		}
    		level.zombie_vars["zombie_powerup_drop_increment"] = 500;
    		level.zombie_vars["zombie_powerup_drop_max_per_round"] = ???;
    		level waittill("end_of_round");
    		
    	}
    	
    }
    

    Trying to make a truly limitless drop cap but don't know how to approach that goal. This is for my Power Vacuum script every 3 rounds. I don't want to put a really high number, either. Secondly, I want others to check if I got the logic correct to achieve a power vacuum effect.

    luigistyleundefined JezuzLizardundefined 2 Replies Last reply
    0
    • PlzReviveMeundefined PlzReviveMe
      power_vacuum()
      {
      	for(;;)
      	{
      		i = 0;
      		level.zombie_vars["zombie_powerup_drop_increment"] = 2000;
      		level.zombie_vars["zombie_powerup_drop_max_per_round"] = 4;
      		while ( i > 2 )
      		{
      			level waittill("end_of_round");
      			i++;
      		}
      		level.zombie_vars["zombie_powerup_drop_increment"] = 500;
      		level.zombie_vars["zombie_powerup_drop_max_per_round"] = ???;
      		level waittill("end_of_round");
      		
      	}
      	
      }
      

      Trying to make a truly limitless drop cap but don't know how to approach that goal. This is for my Power Vacuum script every 3 rounds. I don't want to put a really high number, either. Secondly, I want others to check if I got the logic correct to achieve a power vacuum effect.

      luigistyleundefined Offline
      luigistyleundefined Offline
      luigistyle
      Plutonium Staff
      wrote on last edited by
      #2

      PlzReviveMe said in No Drop Cap???:

      I don't want to put a really high number, either.

      Why not?

      PlzReviveMeundefined 1 Reply Last reply
      0
      • luigistyleundefined luigistyle

        PlzReviveMe said in No Drop Cap???:

        I don't want to put a really high number, either.

        Why not?

        PlzReviveMeundefined Offline
        PlzReviveMeundefined Offline
        PlzReviveMe
        Contributor
        wrote on last edited by
        #3

        luigistyle said in No Drop Cap???:

        Why not?

        How about this? I set the the cap to the zombie's health at round 162. (max health cap for zombies)

        level.zombie_vars["zombie_powerup_drop_max_per_round"] = ai_zombie_health(162);
        //The number is around 2 billion//
        
        luigistyleundefined 1 Reply Last reply
        0
        • PlzReviveMeundefined PlzReviveMe

          luigistyle said in No Drop Cap???:

          Why not?

          How about this? I set the the cap to the zombie's health at round 162. (max health cap for zombies)

          level.zombie_vars["zombie_powerup_drop_max_per_round"] = ai_zombie_health(162);
          //The number is around 2 billion//
          
          luigistyleundefined Offline
          luigistyleundefined Offline
          luigistyle
          Plutonium Staff
          wrote on last edited by
          #4

          PlzReviveMe I don't really know GSC that well, I'm just curious as to why you didn't want to simply set it to some high number 🙂

          PlzReviveMeundefined 1 Reply Last reply
          0
          • luigistyleundefined luigistyle

            PlzReviveMe I don't really know GSC that well, I'm just curious as to why you didn't want to simply set it to some high number 🙂

            PlzReviveMeundefined Offline
            PlzReviveMeundefined Offline
            PlzReviveMe
            Contributor
            wrote on last edited by PlzReviveMe
            #5

            luigistyle

            Although that cap will not be reached anytime soon, there will be a time where the number will be too high and the computer won't be able to process that number if you were to hypothetically keep going forever. Black Ops 2 is a 32-bit game and the highest number that can be processed across the entire game is 2^31 - 1, which is around 2.1 billion. I'm trying to find a way close that loophole and make the drop cap truly infinite, while also not creating a script that will inevitably reach that number if it were to keep running.

            luigistyleundefined 1 Reply Last reply
            0
            • PlzReviveMeundefined Offline
              PlzReviveMeundefined Offline
              PlzReviveMe
              Contributor
              wrote on last edited by
              #6

              Speaking of, is there a waittill for picking up powerups?

              1 Reply Last reply
              0
              • PlzReviveMeundefined PlzReviveMe

                luigistyle

                Although that cap will not be reached anytime soon, there will be a time where the number will be too high and the computer won't be able to process that number if you were to hypothetically keep going forever. Black Ops 2 is a 32-bit game and the highest number that can be processed across the entire game is 2^31 - 1, which is around 2.1 billion. I'm trying to find a way close that loophole and make the drop cap truly infinite, while also not creating a script that will inevitably reach that number if it were to keep running.

                luigistyleundefined Offline
                luigistyleundefined Offline
                luigistyle
                Plutonium Staff
                wrote on last edited by
                #7

                PlzReviveMe Realistically, who would ever get to 2,147,xxx drops (or am I misunderstanding what you're saying)?

                1 Reply Last reply
                0
                • PlzReviveMeundefined PlzReviveMe
                  power_vacuum()
                  {
                  	for(;;)
                  	{
                  		i = 0;
                  		level.zombie_vars["zombie_powerup_drop_increment"] = 2000;
                  		level.zombie_vars["zombie_powerup_drop_max_per_round"] = 4;
                  		while ( i > 2 )
                  		{
                  			level waittill("end_of_round");
                  			i++;
                  		}
                  		level.zombie_vars["zombie_powerup_drop_increment"] = 500;
                  		level.zombie_vars["zombie_powerup_drop_max_per_round"] = ???;
                  		level waittill("end_of_round");
                  		
                  	}
                  	
                  }
                  

                  Trying to make a truly limitless drop cap but don't know how to approach that goal. This is for my Power Vacuum script every 3 rounds. I don't want to put a really high number, either. Secondly, I want others to check if I got the logic correct to achieve a power vacuum effect.

                  JezuzLizardundefined Offline
                  JezuzLizardundefined Offline
                  JezuzLizard
                  Plutonium Staff
                  wrote on last edited by JezuzLizard
                  #8

                  PlzReviveMe There are two ways in which the game decides to make a zombie drop a powerup. The first way is by rng, more specifically every zombie has a 2% chance on death to drop a powerup. The second way is by points earned by players, which is level.zombie_vars["zombie_powerup_drop_increment"] = 2000; with 2000 points total being the default value. The rng drops remain constant throughout the game, however the drop increment increases by 1.14 multiplicatively every time a powerup drops if the powerup dropped due to the drop increment points being met. This means the only way to maintain a consistent amount of drops per round is to change the rng drop rate directly. Additionally, if you wanted a truly infinite maximum amount of drops per round the only way to do that is remove the limit completely.

                  The way you would do both is by modifying _zm_powerups.gsc from here:
                  https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer/blob/master/patch_zm/maps/mp/zombies/_zm_powerups.gsc

                  In order to change rng drops and remove the powerup drop cap we have to modify this function: powerup_drop( drop_point ) in _zm_powerups.gsc

                  In this function look for the following if statement: ```

                  if ( level.powerup_drop_count >= level.zombie_vars[ "zombie_powerup_drop_max_per_round" ] )
                  {
                       return;
                  }
                  

                  and remove it.

                  Next in order to change the powerup rng drop rate you'll need to look for this if/else statement

                  if ( rand_drop > 2 )
                  {
                  	if ( !level.zombie_vars[ "zombie_drop_item" ] )
                  	{
                  		return;
                  	}
                  	debug = "score";
                  }
                  else
                  {
                  	debug = "random";
                  }
                  

                  Now in order to change the random drop rate you'll need to change the 2 to another number. Higher numbers increase the likelihood a powerup will drop and lower, the opposite. If you remove the if/else statement entirely you can make every zombie that dies always drop a powerup.

                  Finally you need to compile _zm_powerups.gsc as _zm_powerups.gsc and place it maps/mp/zombies

                  If you have any more questions feel free to ask.

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