comment on active les mods ?
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comment active t on les mods comme celui ci : #include common_scripts\utility;
#include maps\mp_utility;
#include maps\mp\zombies_zm_utility;
#include maps\mp\zombies_zm_stats;
#include maps\mp\zombies_zm_pers_upgrades_functions;
#include maps\mp\zombies_zm_score;main() {
replaceFunc(maps\mp\zombies_zm_score::player_add_points, ::new_player_add_points);
}new_player_add_points( event, mod, hit_location, is_dog, zombie_team, damage_weapon )
{
if ( level.intermission )
return;if ( !is_player_valid( self ) ) return; player_points = 0; team_points = 0; multiplier = get_points_multiplier( self ); switch ( mod ) { case "MOD_MELEE": self.score += 10 * int(self.pers["level"]); break; case "MOD_GRENADE": self.score += 10 * int(self.pers["level"]); break; } switch ( event ) { case "death": player_points = get_zombie_death_player_points(); team_points = get_zombie_death_team_points(); points = self player_add_points_kill_bonus( mod, hit_location ); self.score += 10 * int(self.pers["level"]); if ( level.zombie_vars[self.team]["zombie_powerup_insta_kill_on"] == 1 && mod == "MOD_UNKNOWN" ) points = points * 2; player_points = player_points + points; if ( team_points > 0 ) team_points = team_points + points; if ( mod == "MOD_GRENADE" || mod == "MOD_GRENADE_SPLASH" ) { self maps\mp\zombies\_zm_stats::increment_client_stat( "grenade_kills" ); self maps\mp\zombies\_zm_stats::increment_player_stat( "grenade_kills" ); } break; case "ballistic_knife_death": player_points = get_zombie_death_player_points() + level.zombie_vars["zombie_score_bonus_melee"]; self score_cf_increment_info( "death_melee" ); self.score += 10 * int(self.pers["level"]); break; case "damage_light": player_points = level.zombie_vars["zombie_score_damage_light"]; self score_cf_increment_info( "damage" ); self.score += 10 * int(self.pers["level"]); break; case "damage": player_points = level.zombie_vars["zombie_score_damage_normal"]; self score_cf_increment_info( "damage" ); self.score += 10 * int(self.pers["level"]); break; case "damage_ads": player_points = int( level.zombie_vars["zombie_score_damage_normal"] * 1.25 ); self score_cf_increment_info( "damage" ); self.score += 10 * int(self.pers["level"]); break; case "carpenter_powerup": case "rebuild_board": player_points = mod; self.score += 1 * int(self.pers["level"]); break; case "bonus_points_powerup": player_points = mod; self.score += 1 * int(self.pers["level"]); break; case "nuke_powerup": player_points = mod; team_points = mod; self.score += 1 * int(self.pers["level"]); break; case "jetgun_fling": case "riotshield_fling": case "thundergun_fling": player_points = mod; break; case "hacker_transfer": player_points = mod; break; case "reviver": player_points = mod; self.score += 10 * int(self.pers["level"]); break; case "vulture": player_points = mod; break; case "build_wallbuy": player_points = mod; break; default: assert( 0, "Unknown point event" ); break; } player_points = multiplier * round_up_score( player_points, 5 ); team_points = multiplier * round_up_score( team_points, 5 ); if ( is_true( level.pers_upgrade_pistol_points ) ) player_points = self maps\mp\zombies\_zm_pers_upgrades_functions::pers_upgrade_pistol_points_set_score( player_points, event, mod, damage_weapon ); self add_to_player_score( player_points ); self.pers["score"] = self.score; if ( isdefined( level._game_module_point_adjustment ) ) level [[ level._game_module_point_adjustment ]]( self, zombie_team, player_points );}
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undefined Resxt moved this topic from General Discussion on
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C'est un script, pas un mod
Si tu n'as aucun fichier et juste le code que tu as envoyé alors tu dois le mettre dans le bloc note (application sur Windows) et sauvegarder le fichier (peu importe le nom) avec l'extension de fichier.gsc(assure toi bien de sauvegarder le fichier avec "tout" comme type de fichiers)Tu places le fichier dans le bon dossier et si le code fournis fonctionne (et n'a pas de condition etc.) il devrait fonctionner
https://plutonium.pw/docs/modding/loading-mods/
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