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[Resource] [GSC] Working Tombstone Fix - Works on Tranzit and Town

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
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  • JezuzLizardundefined Offline
    JezuzLizardundefined Offline
    JezuzLizard Plutonium Staff
    wrote on last edited by Mr. Android
    #1

    Simply include this code in your script:

    solo_tombstone_removal()
    {
    	notify( "tombstone_on" );
    }
    
    turn_tombstone_on()
    {
    	while ( 1 )
    	{
    		machine = getentarray( "vending_tombstone", "targetname" );
    		machine_triggers = getentarray( "vending_tombstone", "target" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
    			i++;
    		}
    		level thread do_initial_power_off_callback( machine, "tombstone" );
    		array_thread( machine_triggers, ::set_power_on, 0 );
    		level waittill( "tombstone_on" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
    			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
    			machine[ i ] playsound( "zmb_perks_power_on" );
    			machine[ i ] thread perk_fx( "tombstone_light" );
    			machine[ i ] thread play_loop_on_machine();
    			i++;
    		}
    		level notify( "specialty_scavenger_power_on" );
    		array_thread( machine_triggers, ::set_power_on, 1 );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
    		}
    		level waittill( "tombstone_off" );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
    		}
    		array_thread( machine, ::turn_perk_off );
    		players = get_players();
    		_a1718 = players;
    		_k1718 = getFirstArrayKey( _a1718 );
    		while ( isDefined( _k1718 ) )
    		{
    			player = _a1718[ _k1718 ];
    			player.hasperkspecialtytombstone = undefined;
    			_k1718 = getNextArrayKey( _a1718, _k1718 );
    		}
    	}
    }
    
    perk_machine_spawn_init()
    {
    	match_string = "";
    	location = level.scr_zm_map_start_location;
    	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
    	{
    		location = level.default_start_location;
    	}
    	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
    	pos = [];
    	if ( isDefined( level.override_perk_targetname ) )
    	{
    		structs = getstructarray( level.override_perk_targetname, "targetname" );
    	}
    	else
    	{
    		structs = getstructarray( "zm_perk_machine", "targetname" );
    	}
    	_a3578 = structs;
    	_k3578 = getFirstArrayKey( _a3578 );
    	while ( isDefined( _k3578 ) )
    	{
    		struct = _a3578[ _k3578 ];
    		if ( isDefined( struct.script_string ) )
    		{
    			tokens = strtok( struct.script_string, " " );
    			_a3583 = tokens;
    			_k3583 = getFirstArrayKey( _a3583 );
    			while ( isDefined( _k3583 ) )
    			{
    				token = _a3583[ _k3583 ];
    				if ( token == match_string )
    				{
    					pos[ pos.size ] = struct;
    				}
    				_k3583 = getNextArrayKey( _a3583, _k3583 );
    			}
    		}
    		else pos[ pos.size ] = struct;
    		_k3578 = getNextArrayKey( _a3578, _k3578 );
    	}
    	if ( !isDefined( pos ) || pos.size == 0 )
    	{
    		return;
    	}
    	precachemodel( "zm_collision_perks1" );
    	i = 0;
    	while ( i < pos.size )
    	{
    		perk = pos[ i ].script_noteworthy;
    		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
    		{
    			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
    			use_trigger.targetname = "zombie_vending";
    			use_trigger.script_noteworthy = perk;
    			use_trigger triggerignoreteam();
    			perk_machine = spawn( "script_model", pos[ i ].origin );
    			perk_machine.angles = pos[ i ].angles;
    			perk_machine setmodel( pos[ i ].model );
    			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
    			{
    				bump_trigger = undefined;
    			}
    			else
    			{
    				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
    				bump_trigger.script_activated = 1;
    				bump_trigger.script_sound = "zmb_perks_bump_bottle";
    				bump_trigger.targetname = "audio_bump_trigger";
    				if ( perk != "specialty_weapupgrade" )
    				{
    					bump_trigger thread thread_bump_trigger();
    				}
    			}
    			collision = spawn( "script_model", pos[ i ].origin, 1 );
    			collision.angles = pos[ i ].angles;
    			collision setmodel( "zm_collision_perks1" );
    			collision.script_noteworthy = "clip";
    			collision disconnectpaths();
    			use_trigger.clip = collision;
    			use_trigger.machine = perk_machine;
    			use_trigger.bump = bump_trigger;
    			if ( isDefined( pos[ i ].blocker_model ) )
    			{
    				use_trigger.blocker_model = pos[ i ].blocker_model;
    			}
    			if ( isDefined( pos[ i ].script_int ) )
    			{
    				perk_machine.script_int = pos[ i ].script_int;
    			}
    			if ( isDefined( pos[ i ].turn_on_notify ) )
    			{
    				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
    			}
    			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
    			{
    				use_trigger.script_sound = "mus_perks_tombstone_jingle";
    				use_trigger.script_string = "tombstone_perk";
    				use_trigger.script_label = "mus_perks_tombstone_sting";
    				use_trigger.target = "vending_tombstone";
    				perk_machine.script_string = "tombstone_perk";
    				perk_machine.targetname = "vending_tombstone";
    				if ( isDefined( bump_trigger ) )
    				{
    					bump_trigger.script_string = "tombstone_perk";
    				}
    			}
    			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
    			{
    				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
    			}
    		}
    		i++;
    	}
    }
    
    isTown()
    {
    	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
    	{
    		level thread perk_machine_spawn_init();
    		thread solo_tombstone_removal();
    		thread turn_tombstone_on();
    	}
    }
    

    and this code in your init():

    isTown();
    

    and finally make sure to include:

    #include maps\mp\zombies\_zm_perks;
    

    Basically the way it works is GSC only reads the first function with the same name. So if you have a function that you want to override simply call it first before the game calls the base function and it will be overridden.

    edit: Updated to be map agnostic so it will only attempt to fix tombstone on Tranzit and Town.
    edit2: Changed the condition to something more accurate - credit to Sparker for the recommendation.

    tedundefined 1 Reply Last reply
    2
  • Mr. Androidundefined Offline
    Mr. Androidundefined Offline
    Mr. Android Plutonium Admin
    wrote on last edited by
    #2

    Good stuff mate - nice post.

    1 Reply Last reply
    0
  • LuqyAFundefined Offline
    LuqyAFundefined Offline
    LuqyAF
    wrote on last edited by
    #3

    Are two+ players still needed for tombstone? Because I can not get it working. Im trying to have this and the perk limit removal scripts in the same one if that is possible? Also I do not know gsc so I probably did something wrong but the perk limit removal works just not the tombstone fix. Here is the code if I could get some help.

    #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_perks;
    
    init()
    {
        level.perk_purchase_limit = 9;
        for(;;)
        {
            level waittill("connected", player);
            player thread welcome();
        }
    	
    	isTown();
    	
    }
    
    solo_tombstone_removal()
    {
    	notify( "tombstone_on" );
    }
    
    turn_tombstone_on()
    {
    	while ( 1 )
    	{
    		machine = getentarray( "vending_tombstone", "targetname" );
    		machine_triggers = getentarray( "vending_tombstone", "target" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
    			i++;
    		}
    		level thread do_initial_power_off_callback( machine, "tombstone" );
    		array_thread( machine_triggers, ::set_power_on, 0 );
    		level waittill( "tombstone_on" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
    			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
    			machine[ i ] playsound( "zmb_perks_power_on" );
    			machine[ i ] thread perk_fx( "tombstone_light" );
    			machine[ i ] thread play_loop_on_machine();
    			i++;
    		}
    		level notify( "specialty_scavenger_power_on" );
    		array_thread( machine_triggers, ::set_power_on, 1 );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
    		}
    		level waittill( "tombstone_off" );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
    		}
    		array_thread( machine, ::turn_perk_off );
    		players = get_players();
    		_a1718 = players;
    		_k1718 = getFirstArrayKey( _a1718 );
    		while ( isDefined( _k1718 ) )
    		{
    			player = _a1718[ _k1718 ];
    			player.hasperkspecialtytombstone = undefined;
    			_k1718 = getNextArrayKey( _a1718, _k1718 );
    		}
    	}
    }
    
    isTown()
    {
    	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
    	{
    		level thread perk_machine_spawn_init();
    		thread solo_tombstone_removal();
    		thread turn_tombstone_on();
    	}
    }
    
    welcome()
    {
        self endon("disconnect");
        self waittill("spawned_player");
        wait 7;
    	self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
    }
    
    JezuzLizardundefined 1 Reply Last reply
    0
  • JezuzLizardundefined Offline
    JezuzLizardundefined Offline
    JezuzLizard Plutonium Staff
    replied to LuqyAF on last edited by
    #4

    LuqyAF Anything after a for loop with no end condition will not be read put the isTown() above the level.perk_purchase_limit = 9; so it will run it.

    A while loop or for loop tells a computer to do something indefinitely until told otherwise, this means in your current code isTown() is never read since the current for loop you are using has no end condition which means everything after it won't be run.

    LuqyAFundefined Tomlemanundefined 2 Replies Last reply
    0
  • LuqyAFundefined Offline
    LuqyAFundefined Offline
    LuqyAF
    replied to JezuzLizard on last edited by
    #5

    JezuzLizard Thanks a lot! I did not realise it was a loop.

    1 Reply Last reply
    0
  • H3X1Cundefined Offline
    H3X1Cundefined Offline
    H3X1C Plutonium Staff
    wrote on last edited by
    #6

    Forgive me but what was actually broken with tombstone?

    JezuzLizardundefined 1 Reply Last reply
    0
  • JezuzLizardundefined Offline
    JezuzLizardundefined Offline
    JezuzLizard Plutonium Staff
    replied to H3X1C on last edited by
    #7

    H3X1C In Plutonium when a dedicated server launches the game thinks its a solo game. Tombstone is removed because of this since tombstone is useless in solo( you have to bleedout to take advantage of tombstone ).

    H3X1Cundefined 1 Reply Last reply
    0
  • H3X1Cundefined Offline
    H3X1Cundefined Offline
    H3X1C Plutonium Staff
    replied to JezuzLizard on last edited by
    #8

    JezuzLizard said in [GSC] Working Tombstone Fix - Works on Tranzit and Town:

    H3X1C In Plutonium when a dedicated server launches the game thinks its a solo game. Tombstone is removed because of this since tombstone is useless in solo( you have to bleedout to take advantage of tombstone ).

    Ah that makes sense, thanks for the explanation 🙂

    1 Reply Last reply
    0
  • tedundefined Offline
    tedundefined Offline
    ted
    replied to JezuzLizard on last edited by
    #9

    JezuzLizard Hey, are you able to message me on Discord? I have a question ted#1404, would really appreciate your assistance

    1 Reply Last reply
    0
  • Tomlemanundefined Offline
    Tomlemanundefined Offline
    Tomleman
    replied to JezuzLizard on last edited by
    #10

    JezuzLizard #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_perks;

    init();
    isTown();
    {
    level.perk_purchase_limit = 9;
    for(;;)
    {
    level waittill("connected", player);
    player thread welcome();
    }

    }

    solo_tombstone_removal()
    {
    notify( "tombstone_on" );
    }

    turn_tombstone_on()
    {
    while ( 1 )
    {
    machine = getentarray( "vending_tombstone", "targetname" );
    machine_triggers = getentarray( "vending_tombstone", "target" );
    i = 0;
    while ( i < machine.size )
    {
    machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
    i++;
    }
    level thread do_initial_power_off_callback( machine, "tombstone" );
    array_thread( machine_triggers, ::set_power_on, 0 );
    level waittill( "tombstone_on" );
    i = 0;
    while ( i < machine.size )
    {
    machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
    machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
    machine[ i ] playsound( "zmb_perks_power_on" );
    machine[ i ] thread perk_fx( "tombstone_light" );
    machine[ i ] thread play_loop_on_machine();
    i++;
    }
    level notify( "specialty_scavenger_power_on" );
    array_thread( machine_triggers, ::set_power_on, 1 );
    if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
    {
    array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
    }
    level waittill( "tombstone_off" );
    if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
    {
    array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
    }
    array_thread( machine, ::turn_perk_off );
    players = get_players();
    _a1718 = players;
    _k1718 = getFirstArrayKey( _a1718 );
    while ( isDefined( _k1718 ) )
    {
    player = _a1718[ _k1718 ];
    player.hasperkspecialtytombstone = undefined;
    _k1718 = getNextArrayKey( _a1718, _k1718 );
    }
    }
    }

    isTown()
    {
    if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
    {
    level thread perk_machine_spawn_init();
    thread solo_tombstone_removal();
    thread turn_tombstone_on();
    }
    }

    welcome()
    {
    self endon("disconnect");
    self waittill("spawned_player");
    wait 7;
    self iprintln("^2" +self.name + "^7 , your perk limit has been removed");
    }

    i have it like this but it says it has a ad syntax around line 6

    1 Reply Last reply
    0
  • Altrucityundefined Offline
    Altrucityundefined Offline
    Altrucity
    wrote on last edited by
    #11

    I'm having some issues getting this to work, I'm getting these errors:

    **** 5 script error(s):
    **** Unresolved external : "array_thread" with 3 parameters in "tombstone" at l
    ines 1,1 ****
    **** Too many parameters: "vibrate" with 6 parameters in "tombstone"
    **** Unresolved external : "array_thread" with 2 parameters in "tombstone" at l
    ines 1,1,1 *

    The only lines that have been modified are lines 1 - 7, everything else has not been touched, only copied from the original post.

    Here is the code:

    #include maps\mp\zombies\_zm_perks;
    
    init()
    {
    	isTown();
    }
    
    solo_tombstone_removal()
    {
    	notify( "tombstone_on" );
    }
    
    turn_tombstone_on()
    {
    	while ( 1 )
    	{
    		machine = getentarray( "vending_tombstone", "targetname" );
    		machine_triggers = getentarray( "vending_tombstone", "target" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].off_model );
    			i++;
    		}
    		level thread do_initial_power_off_callback( machine, "tombstone" );
    		array_thread( machine_triggers, ::set_power_on, 0 );
    		level waittill( "tombstone_on" );
    		i = 0;
    		while ( i < machine.size )
    		{
    			machine[ i ] setmodel( level.machine_assets[ "tombstone" ].on_model );
    			machine[ i ] vibrate( vectorScale( ( 0, -1, 0 ), 100 ), 0,3, 0,4, 3 );
    			machine[ i ] playsound( "zmb_perks_power_on" );
    			machine[ i ] thread perk_fx( "tombstone_light" );
    			machine[ i ] thread play_loop_on_machine();
    			i++;
    		}
    		level notify( "specialty_scavenger_power_on" );
    		array_thread( machine_triggers, ::set_power_on, 1 );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_on_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_on_callback );
    		}
    		level waittill( "tombstone_off" );
    		if ( isDefined( level.machine_assets[ "tombstone" ].power_off_callback ) )
    		{
    			array_thread( machine, level.machine_assets[ "tombstone" ].power_off_callback );
    		}
    		array_thread( machine, ::turn_perk_off );
    		players = get_players();
    		_a1718 = players;
    		_k1718 = getFirstArrayKey( _a1718 );
    		while ( isDefined( _k1718 ) )
    		{
    			player = _a1718[ _k1718 ];
    			player.hasperkspecialtytombstone = undefined;
    			_k1718 = getNextArrayKey( _a1718, _k1718 );
    		}
    	}
    }
    
    perk_machine_spawn_init()
    {
    	match_string = "";
    	location = level.scr_zm_map_start_location;
    	if ( location != "default" && location == "" && isDefined( level.default_start_location ) )
    	{
    		location = level.default_start_location;
    	}
    	match_string = ( level.scr_zm_ui_gametype + "_perks_" ) + location;
    	pos = [];
    	if ( isDefined( level.override_perk_targetname ) )
    	{
    		structs = getstructarray( level.override_perk_targetname, "targetname" );
    	}
    	else
    	{
    		structs = getstructarray( "zm_perk_machine", "targetname" );
    	}
    	_a3578 = structs;
    	_k3578 = getFirstArrayKey( _a3578 );
    	while ( isDefined( _k3578 ) )
    	{
    		struct = _a3578[ _k3578 ];
    		if ( isDefined( struct.script_string ) )
    		{
    			tokens = strtok( struct.script_string, " " );
    			_a3583 = tokens;
    			_k3583 = getFirstArrayKey( _a3583 );
    			while ( isDefined( _k3583 ) )
    			{
    				token = _a3583[ _k3583 ];
    				if ( token == match_string )
    				{
    					pos[ pos.size ] = struct;
    				}
    				_k3583 = getNextArrayKey( _a3583, _k3583 );
    			}
    		}
    		else pos[ pos.size ] = struct;
    		_k3578 = getNextArrayKey( _a3578, _k3578 );
    	}
    	if ( !isDefined( pos ) || pos.size == 0 )
    	{
    		return;
    	}
    	precachemodel( "zm_collision_perks1" );
    	i = 0;
    	while ( i < pos.size )
    	{
    		perk = pos[ i ].script_noteworthy;
    		if ( isDefined( perk ) && isDefined( pos[ i ].model ) )
    		{
    			use_trigger = spawn( "trigger_radius_use", pos[ i ].origin + vectorScale( ( 0, -1, 0 ), 30 ), 0, 40, 70 );
    			use_trigger.targetname = "zombie_vending";
    			use_trigger.script_noteworthy = perk;
    			use_trigger triggerignoreteam();
    			perk_machine = spawn( "script_model", pos[ i ].origin );
    			perk_machine.angles = pos[ i ].angles;
    			perk_machine setmodel( pos[ i ].model );
    			if ( isDefined( level._no_vending_machine_bump_trigs ) && level._no_vending_machine_bump_trigs )
    			{
    				bump_trigger = undefined;
    			}
    			else
    			{
    				bump_trigger = spawn( "trigger_radius", pos[ i ].origin, 0, 35, 64 );
    				bump_trigger.script_activated = 1;
    				bump_trigger.script_sound = "zmb_perks_bump_bottle";
    				bump_trigger.targetname = "audio_bump_trigger";
    				if ( perk != "specialty_weapupgrade" )
    				{
    					bump_trigger thread thread_bump_trigger();
    				}
    			}
    			collision = spawn( "script_model", pos[ i ].origin, 1 );
    			collision.angles = pos[ i ].angles;
    			collision setmodel( "zm_collision_perks1" );
    			collision.script_noteworthy = "clip";
    			collision disconnectpaths();
    			use_trigger.clip = collision;
    			use_trigger.machine = perk_machine;
    			use_trigger.bump = bump_trigger;
    			if ( isDefined( pos[ i ].blocker_model ) )
    			{
    				use_trigger.blocker_model = pos[ i ].blocker_model;
    			}
    			if ( isDefined( pos[ i ].script_int ) )
    			{
    				perk_machine.script_int = pos[ i ].script_int;
    			}
    			if ( isDefined( pos[ i ].turn_on_notify ) )
    			{
    				perk_machine.turn_on_notify = pos[ i ].turn_on_notify;
    			}
    			if ( perk == "specialty_scavenger" || perk == "specialty_scavenger_upgrade" )
    			{
    				use_trigger.script_sound = "mus_perks_tombstone_jingle";
    				use_trigger.script_string = "tombstone_perk";
    				use_trigger.script_label = "mus_perks_tombstone_sting";
    				use_trigger.target = "vending_tombstone";
    				perk_machine.script_string = "tombstone_perk";
    				perk_machine.targetname = "vending_tombstone";
    				if ( isDefined( bump_trigger ) )
    				{
    					bump_trigger.script_string = "tombstone_perk";
    				}
    			}
    			if ( isDefined( level._custom_perks[ perk ] ) && isDefined( level._custom_perks[ perk ].perk_machine_set_kvps ) )
    			{
    				[[ level._custom_perks[ perk ].perk_machine_set_kvps ]]( use_trigger, perk_machine, bump_trigger, collision );
    			}
    		}
    		i++;
    	}
    }
    
    isTown()
    {
    	if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
    	{
    		level thread perk_machine_spawn_init();
    		thread solo_tombstone_removal();
    		thread turn_tombstone_on();
    	}
    }
    
    
    1 Reply Last reply
    0
  • 115Gameplaysundefined Offline
    115Gameplaysundefined Offline
    115Gameplays
    wrote on last edited by
    #12

    Just adding this code snippet in %localappdata%\Plutonium\storage\t6\scripts\zm\zm_transit should work fine. (Create all folders if not exist)

    main()
    {
    	replaceFunc( maps/mp/zm_transit_utility::solo_tombstone_removal, ::solo_tombstone_removal );
    }
    
    solo_tombstone_removal()
    {
    	return;
    }
    

    Don't forget to compile it properly before adding it into that folder.

    water-meh-lawnundefined litbeepundefined Altrucityundefined 3 Replies Last reply
    1
  • water-meh-lawnundefined Offline
    water-meh-lawnundefined Offline
    water-meh-lawn
    replied to 115Gameplays on last edited by
    #13

    115Gameplays Works, thank you!

    1 Reply Last reply
    0
  • litbeepundefined Offline
    litbeepundefined Offline
    litbeep
    replied to 115Gameplays on last edited by
    #14

    115Gameplays did not work for me, I receive the error

    local variable 'maps' not found.
    when compiling

    1 Reply Last reply
    0
  • GabrielCrackundefined Offline
    GabrielCrackundefined Offline
    GabrielCrack
    wrote on last edited by
    #15

    can someon pass the copiled file?

    1 Reply Last reply
    0
  • Altrucityundefined Offline
    Altrucityundefined Offline
    Altrucity
    replied to 115Gameplays on last edited by
    #16

    115Gameplays It’s still not working for me. I very well may not be doing it correctly though. Any more help would be greatly appreciated!

    1 Reply Last reply
    0

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