[Release] MW3 Style Infection Gamemode *UPDATED 10/20/2020*
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Good stuff.
And for some small improvement suggestions:
I'd recommend you store the infected players and then compare against it ononPlayerConnect()
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That way people can't rejoin to become not infected.Also, loadout selection could be a lot more diverse and include tactical/lethal equipment as well as camos, just because camos are cool.
And fix the indenting in the code, it's horrible haha.
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Ox_ in the initial release, i going to include a random camo on spawn for each person, but I liked the no camo look. It felt like mw3 infected as close as possible lol.
As for the indentation, i copy pasted from gsc studio without double checking the output into github. I'll fix it when i get some free time later this morning.
I totally forgot that infected had tac inserts as well!
And the idea for storing infected names is a great one. I'll definitely add that as well -
Cahz said in [Release] MW3 Style Infection Gamemode:
Ox_ in the initial release, i going to include a random camo on spawn for each person, but I liked the no camo look. It felt like mw3 infected as close as possible lol.
As for the indentation, i copy pasted from gsc studio without double checking the output into github. I'll fix it when i get some free time later this morning.
I totally forgot that infected had tac inserts as well!
And the idea for storing infected names is a great one. I'll definitely add that as wellYe, gsc studio is cancer as a text editor. Indenting might look correct there, but it most definitely isn't haha.
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Cahz Is it possible to change the weapons assigned to the first infected?
Because whenever I go to play with a friend, there are only 2 of us, and I am the first infected, I appear with a weapon and so it is not fun because I can easily kill him.
That the first infected have the same equipment as the rest of the infected. It would be great -
Kalitos If you wanted to change the first infected weapons, you can change it within the weaponMonitor script.
if(isDefined(self.infected)) { if(level.infectedCount == 1) { if(self getCurrentWeapon() != (level.survivorWeapons[level.survivorPrimary]) && self getCurrentWeapon() != level.survivorSecondary && self getCurrentWeapon() != "none") self thread giveWeapons("Survivor"); } else { if(self getCurrentWeapon() != level.infectedPrimary && self getCurrentWeapon() != level.infectedSecondary && self getCurrentWeapon() != level.infectedTactical && self getCurrentWeapon() != "none") self thread giveWeapons("Infected"); } }
All you'd need to do is change out what is given under if(level.infectedCount == 1)
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You might want to store player XUIDs instead of names. Very nice .
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TheHiddenHour didn't even consider this when making it. Great idea. Updated now
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Cahz There is a problem, when a survivor disconnects, level.totalalive is not updated, which should subtract 1, and if that same client reconnects, the level.totalalive adds 1 since when it reappears it is the code of level.totalalive + = 1
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Cahz do I copy and paste this in the infected.dsr? If not, where do I paste the code?
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