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help with a simple script

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  • Amongooseundefined Offline
    Amongooseundefined Offline
    Amongoose
    wrote on last edited by
    #1

    Hello!
    If anyone is willing to help me by fixing this god awful script, that would be appreciated.

    My intent here is to make the minigun fire raygun bullets. My script is made of some ripped gsc I took from a menu.

    Here is the script in question - Please note that I'm not a scripter(don't bully me)

    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/gametypes_zm/_hud_util;
    #include maps/mp/zombies/_zm_utility;
    #include maps/mp/zombies/_zm_weapons;
    #include maps/mp/zombies/_zm_perks;
    #include maps/mp/zombies/_zm_audio;
    #include maps/mp/zombies/_zm_powerups;
    #include maps/mp/zm_tomb_craftables;
    #include maps/mp/zm_tomb_tank;
    #include maps/mp/zm_tomb_challenges;
    #include maps/mp/zombies/_zm_challenges;
    #include maps/mp/zm_tomb_chamber;
    #include maps/mp/zombies/_zm_zonemgr;
    #include maps/mp/zombies/_zm_unitrigger;
    #include maps/mp/animscripts/zm_shared;
    #include maps/mp/zombies/_zm_ai_basic;
    #include maps/mp/zm_tomb_vo;
    #include maps/mp/zm_tomb_teleporter;
    #include maps/mp/_visionset_mgr;
    #include maps/mp/zombies/_zm_equipment;
    #include maps/mp/zombies/_zm_spawner;
    #include maps/mp/zombies/_zm_net;
    #include maps/mp/zm_tomb_capture_zones;
    #include maps/mp/zm_tomb;
    #include maps/mp/zombies/_zm_laststand;
    #include maps/mp/zombies/_zm_challenges;
    #include maps/mp/zombies/_zm_score;
    #include maps/mp/zombies/_zm_devgui;
    #include maps/mp/zombies/_zm_audio;
    #include maps/mp/_visionset_mgr;
    #include maps/mp/zm_tomb_chamber;
    #include maps/mp/zombies/_zm_zonemgr;
    #include maps/mp/zm_tomb_main_quest;
    #include maps/mp/zm_tomb_dig;
    #include maps/mp/zm_tomb_ambient_scripts;
    #include maps/mp/zm_tomb_challenges;
    #include maps/mp/zombies/_zm_spawner;
    #include maps/mp/zm_tomb_distance_tracking;
    #include maps/mp/zm_tomb;
    #include maps/mp/zombies/_zm_weap_one_inch_punch;
    #include maps/mp/zombies/_zm_perk_electric_cherry;
    #include maps/mp/zombies/_zm_perks;
    #include maps/mp/zombies/_zm_perk_divetonuke;
    #include maps/mp/zm_tomb_vo;
    #include maps/mp/gametypes_zm/_spawning;
    #include maps/mp/animscripts/zm_death;
    #include maps/mp/zm_tomb_capture_zones;
    #include maps/mp/zm_tomb_ffotd;
    #include maps/mp/zm_tomb_utility;
    #include maps/mp/zombies/_zm_weapons;
    #include maps/mp/zombies/_zm_utility;
    #include maps/mp/_utility;
    #include common_scripts/utility;
    
    init()
    {
    	level.clientid=0;
    	level thread onplayerconnect();
    }
    
    onplayerspawned() 
    { 
    	self endon("disconnect");
    	level endon("game_ended");
    	for(;;)
    	{
    	    currentWeapon = self getCurrentWeapon();
            if ( currentWeapon == "minigun_alcatraz_zm" || "minigun_alcatraz_upgraded_zm")
                {
                self dobullet("ray_gun_zm");
                self iPrintln("Amongus");
                }
            else
            {
            self notify("StopBullets");
            } 
    	}
    
    }
    
    doBullet(A)
    {
    	self notify("StopBullets");
    	self endon("StopBullets");
    	for(;;)
    	{
    		self waittill("weapon_fired");
    		B=self getTagOrigin("tag_eye");
    		C=self thread Bullet(anglestoforward(self getPlayerAngles()),1000000);
    		D=BulletTrace(B,C,0,self)["position"];
    		MagicBullet(A,B,D,self);
    	}
    }
    Bullet(A,B)
    {
    	return (A[0]*B,A[1]*B,A[2]*B);
    }
    
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