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

Topic created ยท 10 Posts ยท 901 Views
  • 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.

  • Good stuff mate - nice post.

  • 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");
    }
    
  • @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.

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

  • Forgive me but what was actually broken with tombstone?

  • @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 ).

  • @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 ๐Ÿ™‚

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

  • @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

Log in to reply