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  3. [Support] can't get last cooldown to work in game?

[Support] can't get last cooldown to work in game?

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gscblack ops 2
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  • Matrixundefined Offline
    Matrixundefined Offline
    Matrix Plutonium Staff
    replied to Ducxy on last edited by
    #8

    @MrDucxy said in can't get last cooldown to work in game?:

    onLastReached() {
        self endon( "disconnect" );
        self endon( "cooldownSet" );
       
        self.lastCooldown = true;
           
        for(;;) {
            if( self.lastCooldown && ((level.scorelimit - self.pers["kills"]) == 1) ) {
                self.lastCooldown = false;
                self freezeControls( true );
                self enableInvulnerability();
                self iPrintlnBold("^4YOU'RE ON LAST!");
                wait 1.25;
                self freezeControls( false );
                self disableInvulnerability();
                self notify( "cooldownSet" );
            }
           
            wait 0.25;
        }
    }
    

    looks familiar πŸ˜›

    Ducxyundefined 1 Reply Last reply
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    • Ducxyundefined Offline
      Ducxyundefined Offline
      Ducxy
      replied to Matrix on last edited by
      #9

      Matrix ahaha πŸ˜› yessir it does look familiar doesnt it

      1 Reply Last reply
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      • treyfulundefined Offline
        treyfulundefined Offline
        treyful
        replied to Ducxy on last edited by
        #10

        @MrDucxy still doesn't work. should i be calling it through onplayerspawned still?

        Jaxundefined Ducxyundefined 2 Replies Last reply
        0
        • Jaxundefined Offline
          Jaxundefined Offline
          Jax Contributor
          replied to treyful on last edited by
          #11

          treyful

          you call the thread when they do damage

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          • Ducxyundefined Offline
            Ducxyundefined Offline
            Ducxy
            replied to treyful on last edited by Ducxy
            #12

            treyful call it through onplayerconnect

            1 Reply Last reply
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            • mikzyundefined Offline
              mikzyundefined Offline
              mikzy Banned
              replied to Jax on last edited by
              #13
              This post is deleted!
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              • mikzyundefined Offline
                mikzyundefined Offline
                mikzy Banned
                wrote on last edited by mikzy
                #14
                This post is deleted!
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                • Zedkaysundefined Offline
                  Zedkaysundefined Offline
                  Zedkays
                  replied to treyful on last edited by
                  #15

                  treyful did you ever get it to work. I'm struggling...

                  mikzyundefined 2 Replies Last reply
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                  • mikzyundefined Offline
                    mikzyundefined Offline
                    mikzy Banned
                    replied to Zedkays on last edited by
                    #16
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                    • mikzyundefined Offline
                      mikzyundefined Offline
                      mikzy Banned
                      replied to Zedkays on last edited by mikzy
                      #17

                      Zedkays Dont mind messy code but here's how you would do barrel stuff protection, snipers only, and Last Cooldown.

                      On your init, put level.onPlayerDamage = ::onPlayerDamage;

                      Then, somewhere in your script, put this.

                      onplayerdamage( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, psoffsettime )
                      {
                      	weaponClass = self getWeaponClass( sweapon );
                      	if(weaponClass == "weapon_sniper")
                      	{
                      		if((int(distance(self.origin, eattacker.origin)*0.0254) < 20 ) && eattacker.pers["kills"] == 9 ) // barrel stuff protection
                      		{
                      			iDamage = 0; // barrel stuff protection ON and last = true
                      		}
                      		else
                      		{
                      			self.health = 1;
                      			
                      			/* ^^ It's a Barrel Stuff but since Person isn't on last,
                      			we are going to make the Victim's health still 1 so they
                      			can get to last. */
                      			
                      			if (smeansofdeath != "MOD_SUICIDE" && smeansofdeath != "MOD_TRIGGER_HURT" && ((level.scorelimit - eattacker.pers["kills"]) == 2) )
                      			{
                      				eattacker thread onLastReached();
                      			}
                      			
                      			/* ^^ If Suicide or Trigger_Hurt, the Last Reached thread
                      			will not be called. But, if not Suicide or Trigger_Hurt and
                      			Person is 1 kill away from last, lets thread the onlastreach
                      			(Last Cooldown) to let them know they are at last. */
                      			
                      		}
                      	}
                      	return iDamage;
                      }
                      
                      onLastReached() 
                      {
                          self endon( "disconnect" );
                          self endon( "cooldownSet" );
                             
                          for(;;) 
                      	{
                      	self freezeControls( true );
                      	self iprintlnbold("Last ^2Cooldown");
                              wait 1.5;
                              self freezeControls( false );
                              self notify( "cooldownSet" );
                      	}
                      }
                      
                      1 Reply Last reply
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