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  3. [Release] [GSC] Zombies Custom Powerup | Unlimited Ammo

[Release] [GSC] Zombies Custom Powerup | Unlimited Ammo

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  • Optimus Xundefined Optimus X

    This post is deleted!

    Ox_undefined Offline
    Ox_undefined Offline
    Ox_
    wrote on last edited by
    #34

    @colorz808 said in [Release] [GSC] Zombies Custom Powerup | Unlimited Ammo:

    Ox_ Are you going to make more custom power ups? I would like to see a perk bottle powerup that gives a perk to all players that leads to gaining all 7 perks on any map or perhaps a pack o punch powerup to upgrade your gun for maps like bus depo or farm that don't have a pack o punch machine. I've used your Unlimited Ammo Powerup and I enjoy it alot when I host my server. Great Work

    Guess I could make more. Just seriously lost motivation when I made the nice shader at the bottom of the screen for the powerup timer and all, just to notice it doesn't work for all maps.

    Ideas are appreciated though, the more complex, the more interesting it is (but that could also result in cba, haha)
    And I don't think I quite understand what your first idea is. Just normal perk bottle powerup, but it also increases the perk cap? Or?
    And for pack-a-punch, seems like Knight made it already, here's his post. Maybe he could share it.

    1 Reply Last reply
    0
    • Optimus Xundefined Offline
      Optimus Xundefined Offline
      Optimus X
      Contributor
      wrote on last edited by
      #35

      Thanks for the info on Knight already making the pap powerup i'll see if he can share but for the perk powerup I was thinking can give perks like flopper etc that are not originally in the map like town or farm. Everytime they grab the perk bottle it gives everyone one random free perk but it's random between 8 perks like the wunderfizz machine on origins

      JezuzLizardundefined 1 Reply Last reply
      0
      • Optimus Xundefined Optimus X

        Thanks for the info on Knight already making the pap powerup i'll see if he can share but for the perk powerup I was thinking can give perks like flopper etc that are not originally in the map like town or farm. Everytime they grab the perk bottle it gives everyone one random free perk but it's random between 8 perks like the wunderfizz machine on origins

        JezuzLizardundefined Offline
        JezuzLizardundefined Offline
        JezuzLizard
        Plutonium Staff
        wrote on last edited by
        #36

        @colorz808 This isn't possible yet not without mod tools. The actual perks aren't on the fast file the map loads so if you do try to give say "specialty_flakjacket" which is flopper the game will crash.

        Modding is currently limited to whatever is actually on the fast file, if its not on the fast file already and its not a script its not possible. It is possible to bring over scripts from other maps and use their functions in any map but with varying results.

        1 Reply Last reply
        0
        • Optimus Xundefined Offline
          Optimus Xundefined Offline
          Optimus X
          Contributor
          wrote on last edited by
          #37

          Thanks for the information. Hopefully in the future it's possible.

          1 Reply Last reply
          0
          • Knightundefined Offline
            Knightundefined Offline
            Knight
            wrote on last edited by Knight
            #38

            @colorz808 and Ox_ I'll gladly share my code, to be totally honest it wan't that hard to make the pack a punch perk I used code from Rezhified credit to him for the pap code here is the code:

            #include maps\mp\_utility;
            #include common_scripts\utility;
            #include maps\mp\gametypes_zm\_hud_util;
            #include maps\mp\gametypes_zm\_hud_message;
            
            //important include
            #include maps\mp\zombies\_zm_powerups;
            #include maps\mp\zombies\_zm_weapons;
            
            //making the code seperate for the Pack-A-Punch Power-Up to make it less confusing.
            //but they could be merged as I've done before.
            
            //Credits
            // to _Ox for the original code, also thanks for the notes it was really helpful.
            // and to Rezhified for the pack-a-punch code.
            
            init()
            {
            	
            	level thread onPlayerConnect();
            	 
            	include_zombie_powerup("upgrade_weapon"); 
            	
            	add_zombie_powerup("upgrade_weapon", "zombie_teddybear", &"ZOMBIE_POWERUP_UPGRADE_WEAPON", ::func_should_always_drop, 0, 0, 0);
            	powerup_set_can_pick_up_in_last_stand("upgrade_weapon", 1);
            
            }
            
            /*func_should_drop_past_level()
            {
            	if ( level.round_number < 5 )
            	{
            		return 0;
            	}
            	return 1; 
            }*/
            
            onplayerconnect()
            {
                for(;;)
                {
                    level waittill("connected", player);
                    player thread onPlayerSpawned();
                }
            }
            
            onplayerspawned()
            {
                self endon("disconnect");
            	level endon("game_ended");
                for(;;)
                {
                    self waittill("spawned_player");
                    if(self isHost() && !isDefined(level.custom_powerup_first_spawn))
                    {
                    	wait 2;
                    	//store the original custom powerup grab function, 
                    	//if one exists (Origins, Buried, Grief & Turned)
                    	//note that this is not intended for Grief or Turned
                    	//I have no idea what will happen, probably pretty broken
                    	if(isDefined(level._zombiemode_powerup_grab))
                    		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                    		
                    	//delayed defining of the custom function so we're sure to
                    	//override the function Origins and Buried defines for this
                    	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                    	
                    	//message for the host to indicate that it should be all good
                    	wait 2;
            		self iprintlnbold("^7Custom Powerup Loaded!");
                    	
                    	//gives host the ability to test the powerup at the start of the game
                    	//can be used to make sure it's actually working and all good
                    	//remove the line directly below to disable
                    	self thread test_the_powerup();
                    	
                    	//whatever so this variable isn't undefined anymore
                    	level.custom_powerup_first_spawn = "fortnite!fortnite!!";
                    }
                }
            	
            }
            
            test_the_powerup()
            {
            	self endon("death");
            	self endon("disconnected");
            	self endon("testing_chance_ended");
            	level endon("game_ended");
            	wait 3;
            	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
            	self thread testing_duration_timeout();
            	for(;;)
            	{
            		if(self secondaryoffhandbuttonpressed())
            		{
            			level specific_powerup_drop("upgrade_weapon", self.origin + VectorScale(AnglesToForward(self.angles), 70));
            			return;
            		}
            		wait .05;
            	}
            }
            
            testing_duration_timeout()
            {
            	self endon("death");
            	self endon("disconnected");
            	wait 5;
            	self notify("testing_chance_ended");
            }
            
            //fires when we grab any custom powerup
            custom_powerup_grab(s_powerup, e_player)
            {
            	if (s_powerup.powerup_name == "upgrade_weapon")
            		level thread upgrade_weapon_powerup();
            	
            	//pass args onto the original custom powerup grab function
            	else if (isDefined(level.original_zombiemode_powerup_grab))
            		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
            }
            
            
            upgrade_weapon_powerup()
            {
            	foreach(player in level.players)
            	{
            		//if powerup is already on, turn it off
            		//player notify("end_unlimited_ammo");
            		//small cha ching sound for each player when someone picks up the powerup
            		//cba'd to come up with anything better and don't have a list of sounds, 
            		//change to w/e if you want.
            		
            		player playsound("zmb_cha_ching");
            		player thread upgrade_players_weapon();
            		
            		//player thread turn_on_unlimited_ammo();
            		//player thread unlimited_ammo_on_hud();
            		//player thread notify_unlimited_ammo_end();
            	}
            }
            
            //Rezhified pack-a-punch code. Rezhified.#3039 on discord. [Link To His Source](https://cabconmodding.com/threads/black-ops-2-gsc-managed-code-list.158/post-43365)
            upgrade_players_weapon() 
            {
            	level endon("game_ended");
            	self endon("disonnect");
            	
                baseweapon = get_base_name(self getcurrentweapon());
                weapon = get_upgrade(baseweapon);
                if(IsDefined(weapon))
                {
                    self takeweapon(baseweapon);
                    self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                    self switchtoweapon(weapon);
                    self givemaxammo(weapon);
                }
            }
            
            get_upgrade(weapon)
            {
                if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))
                    return get_upgrade_weapon(weapon, 0 );
                else
                    return get_upgrade_weapon(weapon, 1 );
            }
            
            
            /*Un-Pack-a-Punches current weapon
            DowngradeWeapon()
            {
                baseweapon = self getcurrentweapon();
                weapon = get_base_weapon_name(baseweapon, 1);
                if( IsDefined(weapon))
                {
                    self takeweapon(baseweapon);
                    self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                    self switchtoweapon(weapon);
                    self givemaxammo(weapon);
                }
            }*/
            

            I was trying to figure out how to put something in to stop the perk from being spawned in at low rounds but couldn't figure it out. Maybe someone could figure it out. Thanks again Ox_ for making your code public, your an amazing coder. Would love to see this being used in servers especially if a round limiter is implemented.

            Well looks like I left the func_should_drop_past_level() function in by mistake it should work now, but will always drop sorry about that. 😅

            Optimus Xundefined JezuzLizardundefined 2 Replies Last reply
            1
            • Knightundefined Knight

              @colorz808 and Ox_ I'll gladly share my code, to be totally honest it wan't that hard to make the pack a punch perk I used code from Rezhified credit to him for the pap code here is the code:

              #include maps\mp\_utility;
              #include common_scripts\utility;
              #include maps\mp\gametypes_zm\_hud_util;
              #include maps\mp\gametypes_zm\_hud_message;
              
              //important include
              #include maps\mp\zombies\_zm_powerups;
              #include maps\mp\zombies\_zm_weapons;
              
              //making the code seperate for the Pack-A-Punch Power-Up to make it less confusing.
              //but they could be merged as I've done before.
              
              //Credits
              // to _Ox for the original code, also thanks for the notes it was really helpful.
              // and to Rezhified for the pack-a-punch code.
              
              init()
              {
              	
              	level thread onPlayerConnect();
              	 
              	include_zombie_powerup("upgrade_weapon"); 
              	
              	add_zombie_powerup("upgrade_weapon", "zombie_teddybear", &"ZOMBIE_POWERUP_UPGRADE_WEAPON", ::func_should_always_drop, 0, 0, 0);
              	powerup_set_can_pick_up_in_last_stand("upgrade_weapon", 1);
              
              }
              
              /*func_should_drop_past_level()
              {
              	if ( level.round_number < 5 )
              	{
              		return 0;
              	}
              	return 1; 
              }*/
              
              onplayerconnect()
              {
                  for(;;)
                  {
                      level waittill("connected", player);
                      player thread onPlayerSpawned();
                  }
              }
              
              onplayerspawned()
              {
                  self endon("disconnect");
              	level endon("game_ended");
                  for(;;)
                  {
                      self waittill("spawned_player");
                      if(self isHost() && !isDefined(level.custom_powerup_first_spawn))
                      {
                      	wait 2;
                      	//store the original custom powerup grab function, 
                      	//if one exists (Origins, Buried, Grief & Turned)
                      	//note that this is not intended for Grief or Turned
                      	//I have no idea what will happen, probably pretty broken
                      	if(isDefined(level._zombiemode_powerup_grab))
                      		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                      		
                      	//delayed defining of the custom function so we're sure to
                      	//override the function Origins and Buried defines for this
                      	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                      	
                      	//message for the host to indicate that it should be all good
                      	wait 2;
              		self iprintlnbold("^7Custom Powerup Loaded!");
                      	
                      	//gives host the ability to test the powerup at the start of the game
                      	//can be used to make sure it's actually working and all good
                      	//remove the line directly below to disable
                      	self thread test_the_powerup();
                      	
                      	//whatever so this variable isn't undefined anymore
                      	level.custom_powerup_first_spawn = "fortnite!fortnite!!";
                      }
                  }
              	
              }
              
              test_the_powerup()
              {
              	self endon("death");
              	self endon("disconnected");
              	self endon("testing_chance_ended");
              	level endon("game_ended");
              	wait 3;
              	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
              	self thread testing_duration_timeout();
              	for(;;)
              	{
              		if(self secondaryoffhandbuttonpressed())
              		{
              			level specific_powerup_drop("upgrade_weapon", self.origin + VectorScale(AnglesToForward(self.angles), 70));
              			return;
              		}
              		wait .05;
              	}
              }
              
              testing_duration_timeout()
              {
              	self endon("death");
              	self endon("disconnected");
              	wait 5;
              	self notify("testing_chance_ended");
              }
              
              //fires when we grab any custom powerup
              custom_powerup_grab(s_powerup, e_player)
              {
              	if (s_powerup.powerup_name == "upgrade_weapon")
              		level thread upgrade_weapon_powerup();
              	
              	//pass args onto the original custom powerup grab function
              	else if (isDefined(level.original_zombiemode_powerup_grab))
              		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
              }
              
              
              upgrade_weapon_powerup()
              {
              	foreach(player in level.players)
              	{
              		//if powerup is already on, turn it off
              		//player notify("end_unlimited_ammo");
              		//small cha ching sound for each player when someone picks up the powerup
              		//cba'd to come up with anything better and don't have a list of sounds, 
              		//change to w/e if you want.
              		
              		player playsound("zmb_cha_ching");
              		player thread upgrade_players_weapon();
              		
              		//player thread turn_on_unlimited_ammo();
              		//player thread unlimited_ammo_on_hud();
              		//player thread notify_unlimited_ammo_end();
              	}
              }
              
              //Rezhified pack-a-punch code. Rezhified.#3039 on discord. [Link To His Source](https://cabconmodding.com/threads/black-ops-2-gsc-managed-code-list.158/post-43365)
              upgrade_players_weapon() 
              {
              	level endon("game_ended");
              	self endon("disonnect");
              	
                  baseweapon = get_base_name(self getcurrentweapon());
                  weapon = get_upgrade(baseweapon);
                  if(IsDefined(weapon))
                  {
                      self takeweapon(baseweapon);
                      self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                      self switchtoweapon(weapon);
                      self givemaxammo(weapon);
                  }
              }
              
              get_upgrade(weapon)
              {
                  if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))
                      return get_upgrade_weapon(weapon, 0 );
                  else
                      return get_upgrade_weapon(weapon, 1 );
              }
              
              
              /*Un-Pack-a-Punches current weapon
              DowngradeWeapon()
              {
                  baseweapon = self getcurrentweapon();
                  weapon = get_base_weapon_name(baseweapon, 1);
                  if( IsDefined(weapon))
                  {
                      self takeweapon(baseweapon);
                      self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                      self switchtoweapon(weapon);
                      self givemaxammo(weapon);
                  }
              }*/
              

              I was trying to figure out how to put something in to stop the perk from being spawned in at low rounds but couldn't figure it out. Maybe someone could figure it out. Thanks again Ox_ for making your code public, your an amazing coder. Would love to see this being used in servers especially if a round limiter is implemented.

              Well looks like I left the func_should_drop_past_level() function in by mistake it should work now, but will always drop sorry about that. 😅

              Optimus Xundefined Offline
              Optimus Xundefined Offline
              Optimus X
              Contributor
              wrote on last edited by
              #39

              Knight Thank You, Knight. I will use this when I host my server. Be perfect for farm and bus depot. Wish I knew how to get those map working correctly on my server. Any help you can give would be greatly appreciated

              1 Reply Last reply
              0
              • Knightundefined Knight

                @colorz808 and Ox_ I'll gladly share my code, to be totally honest it wan't that hard to make the pack a punch perk I used code from Rezhified credit to him for the pap code here is the code:

                #include maps\mp\_utility;
                #include common_scripts\utility;
                #include maps\mp\gametypes_zm\_hud_util;
                #include maps\mp\gametypes_zm\_hud_message;
                
                //important include
                #include maps\mp\zombies\_zm_powerups;
                #include maps\mp\zombies\_zm_weapons;
                
                //making the code seperate for the Pack-A-Punch Power-Up to make it less confusing.
                //but they could be merged as I've done before.
                
                //Credits
                // to _Ox for the original code, also thanks for the notes it was really helpful.
                // and to Rezhified for the pack-a-punch code.
                
                init()
                {
                	
                	level thread onPlayerConnect();
                	 
                	include_zombie_powerup("upgrade_weapon"); 
                	
                	add_zombie_powerup("upgrade_weapon", "zombie_teddybear", &"ZOMBIE_POWERUP_UPGRADE_WEAPON", ::func_should_always_drop, 0, 0, 0);
                	powerup_set_can_pick_up_in_last_stand("upgrade_weapon", 1);
                
                }
                
                /*func_should_drop_past_level()
                {
                	if ( level.round_number < 5 )
                	{
                		return 0;
                	}
                	return 1; 
                }*/
                
                onplayerconnect()
                {
                    for(;;)
                    {
                        level waittill("connected", player);
                        player thread onPlayerSpawned();
                    }
                }
                
                onplayerspawned()
                {
                    self endon("disconnect");
                	level endon("game_ended");
                    for(;;)
                    {
                        self waittill("spawned_player");
                        if(self isHost() && !isDefined(level.custom_powerup_first_spawn))
                        {
                        	wait 2;
                        	//store the original custom powerup grab function, 
                        	//if one exists (Origins, Buried, Grief & Turned)
                        	//note that this is not intended for Grief or Turned
                        	//I have no idea what will happen, probably pretty broken
                        	if(isDefined(level._zombiemode_powerup_grab))
                        		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                        		
                        	//delayed defining of the custom function so we're sure to
                        	//override the function Origins and Buried defines for this
                        	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                        	
                        	//message for the host to indicate that it should be all good
                        	wait 2;
                		self iprintlnbold("^7Custom Powerup Loaded!");
                        	
                        	//gives host the ability to test the powerup at the start of the game
                        	//can be used to make sure it's actually working and all good
                        	//remove the line directly below to disable
                        	self thread test_the_powerup();
                        	
                        	//whatever so this variable isn't undefined anymore
                        	level.custom_powerup_first_spawn = "fortnite!fortnite!!";
                        }
                    }
                	
                }
                
                test_the_powerup()
                {
                	self endon("death");
                	self endon("disconnected");
                	self endon("testing_chance_ended");
                	level endon("game_ended");
                	wait 3;
                	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
                	self thread testing_duration_timeout();
                	for(;;)
                	{
                		if(self secondaryoffhandbuttonpressed())
                		{
                			level specific_powerup_drop("upgrade_weapon", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                			return;
                		}
                		wait .05;
                	}
                }
                
                testing_duration_timeout()
                {
                	self endon("death");
                	self endon("disconnected");
                	wait 5;
                	self notify("testing_chance_ended");
                }
                
                //fires when we grab any custom powerup
                custom_powerup_grab(s_powerup, e_player)
                {
                	if (s_powerup.powerup_name == "upgrade_weapon")
                		level thread upgrade_weapon_powerup();
                	
                	//pass args onto the original custom powerup grab function
                	else if (isDefined(level.original_zombiemode_powerup_grab))
                		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
                }
                
                
                upgrade_weapon_powerup()
                {
                	foreach(player in level.players)
                	{
                		//if powerup is already on, turn it off
                		//player notify("end_unlimited_ammo");
                		//small cha ching sound for each player when someone picks up the powerup
                		//cba'd to come up with anything better and don't have a list of sounds, 
                		//change to w/e if you want.
                		
                		player playsound("zmb_cha_ching");
                		player thread upgrade_players_weapon();
                		
                		//player thread turn_on_unlimited_ammo();
                		//player thread unlimited_ammo_on_hud();
                		//player thread notify_unlimited_ammo_end();
                	}
                }
                
                //Rezhified pack-a-punch code. Rezhified.#3039 on discord. [Link To His Source](https://cabconmodding.com/threads/black-ops-2-gsc-managed-code-list.158/post-43365)
                upgrade_players_weapon() 
                {
                	level endon("game_ended");
                	self endon("disonnect");
                	
                    baseweapon = get_base_name(self getcurrentweapon());
                    weapon = get_upgrade(baseweapon);
                    if(IsDefined(weapon))
                    {
                        self takeweapon(baseweapon);
                        self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                        self switchtoweapon(weapon);
                        self givemaxammo(weapon);
                    }
                }
                
                get_upgrade(weapon)
                {
                    if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))
                        return get_upgrade_weapon(weapon, 0 );
                    else
                        return get_upgrade_weapon(weapon, 1 );
                }
                
                
                /*Un-Pack-a-Punches current weapon
                DowngradeWeapon()
                {
                    baseweapon = self getcurrentweapon();
                    weapon = get_base_weapon_name(baseweapon, 1);
                    if( IsDefined(weapon))
                    {
                        self takeweapon(baseweapon);
                        self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
                        self switchtoweapon(weapon);
                        self givemaxammo(weapon);
                    }
                }*/
                

                I was trying to figure out how to put something in to stop the perk from being spawned in at low rounds but couldn't figure it out. Maybe someone could figure it out. Thanks again Ox_ for making your code public, your an amazing coder. Would love to see this being used in servers especially if a round limiter is implemented.

                Well looks like I left the func_should_drop_past_level() function in by mistake it should work now, but will always drop sorry about that. 😅

                JezuzLizardundefined Offline
                JezuzLizardundefined Offline
                JezuzLizard
                Plutonium Staff
                wrote on last edited by
                #40

                Knight I believe you'll have to modify _zm_powerups.gsc itself to manually set conditions for drops. Its possible since fire sale is an example of one such powerup. I have a _zm_powerups.gsc that compiles but will have errors with custom powerups you'll have to fix it if you want it to work with your powerup but it shouldn't be that difficult.

                https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies/tree/master/patch_zm
                If you do manage to figure out why the function custom_powerup_grab doesn't run make a pull request, otherwise I'll probably fix it later today after I finish working on _zm.gsc.

                Oh yeah I guess I should also explain how you make use of recompileable .gscs. Just compile it as _zm_powerups.gsc and place it maps/mp/zombies. The game will run this version of _zm_powerups.gsc instead of the base version allowing for total customization of the base powerups.

                1 Reply Last reply
                0
                • Ox_undefined Ox_

                  So I was playing some zombies with a friend and wanted to do something with gsc. Just to remember the good old golden days. Thought of making a custom powerup and unlimited ammo seemed like a pretty cool one.

                  So it'll drop on the ground randomly just like any powerup, and when someone picks it up, every player gets unlimited ammo for 30secs. Duration can be easily changed, of course.

                  This is not intended for Turned or Grief. I have no idea what happens if you try to use them there. Nothing good I'd assume.
                  Cba'd to make it work with them because who needs unlimited ammo in Turned, and who tf plays Grief.
                  Other than that, should be all good. Managed to even spam myself with the powerup over 2000 times in a row with no issues.

                  EDIT: Seems the shader I'm using for the icon wont load in all maps KMS KMS KMS KMS KMS KMS. I fucking cba trying to find one that works. Shit's fucking impossible. I can deal with a checkerboard icon in some maps.

                  Video
                  https://www.youtube.com/watch?v=M5qXeJAmdZ8
                  Picture
                  https://i.imgur.com/Amllzkw.jpg

                  Full source for a minimal example script. Be sure to read the comments in there if you'll be doing any changes yourself.

                  #include maps\mp\_utility;
                  #include common_scripts\utility;
                  #include maps\mp\gametypes_zm\_hud_util;
                  #include maps\mp\gametypes_zm\_hud_message;
                  
                  //important include
                  #include maps\mp\zombies\_zm_powerups;
                  
                  init()
                  {
                     	level thread onPlayerConnect();
                  
                  	//include and init the powerup
                     	include_zombie_powerup("unlimited_ammo");
                     	//change the powerup duration if you want
                     	level.unlimited_ammo_duration = 30;
                     	//shitty model, cant find a good model list so cba
                     	//change to w/e if you have some nice model
                     	//galil works in all maps though, so be decent in that regard ig
                     	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
                  	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
                  }
                  
                  onPlayerConnect()
                  {
                      for(;;)
                      {
                          level waittill("connected", player);
                          player thread onPlayerSpawned();
                      }
                  }
                  
                  onPlayerSpawned()
                  {
                      self endon("disconnect");
                  	level endon("game_ended");
                      for(;;)
                      {
                          self waittill("spawned_player");
                          if(self isHost() && !isDefined(level.unlimited_ammo_first_spawn))
                          {
                          	wait 2;
                          	//store the original custom powerup grab function, 
                          	//if one exists (Origins, Buried, Grief & Turned)
                          	//note that this is not intended for Grief or Turned
                          	//I have no idea what will happen, probably pretty broken
                          	if(isDefined(level._zombiemode_powerup_grab))
                          		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                          		
                          	//delayed defining of the custom function so we're sure to
                          	//override the function Origins and Buried defines for this
                          	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                          	
                          	//message for the host to indicate that it should be all good
                          	wait 2;
                  		self iprintlnbold("^7Unlimited Ammo Custom Powerup Loaded!");
                          	
                          	//gives host the ability to test the powerup at the start of the game
                          	//can be used to make sure it's actually working and all good
                          	//remove the line directly below to disable
                          	self thread test_the_powerup();
                          	
                          	//whatever so this variable isn't undefined anymore
                          	level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                          }
                      }
                  }
                  
                  test_the_powerup()
                  {
                  	self endon("death");
                  	self endon("disconnected");
                  	self endon("testing_chance_ended");
                  	level endon("game_ended");
                  	wait 3;
                  	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
                  	self thread testing_duration_timeout();
                  	for(;;)
                  	{
                  		if(self secondaryoffhandbuttonpressed())
                  		{
                  			level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                  			return;
                  		}
                  		wait .05;
                  	}
                  }
                  
                  testing_duration_timeout()
                  {
                  	self endon("death");
                  	self endon("disconnected");
                  	wait 5;
                  	self notify("testing_chance_ended");
                  }
                  
                  //fires when we grab any custom powerup
                  custom_powerup_grab(s_powerup, e_player)
                  {
                  	if (s_powerup.powerup_name == "unlimited_ammo")
                  		level thread unlimited_ammo_powerup();
                  	
                  	//pass args onto the original custom powerup grab function
                  	else if (isDefined(level.original_zombiemode_powerup_grab))
                  		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
                  }
                  
                  unlimited_ammo_powerup()
                  {
                  	foreach(player in level.players)
                  	{
                  		//if powerup is already on, turn it off
                  		player notify("end_unlimited_ammo");
                  		//small cha ching sound for each player when someone picks up the powerup
                  		//cba'd to come up with anything better and don't have a list of sounds, 
                  		//change to w/e if you want.
                  		player playsound("zmb_cha_ching");
                  		player thread turn_on_unlimited_ammo();
                  		player thread unlimited_ammo_on_hud();
                  		player thread notify_unlimited_ammo_end();
                  	}
                  }
                  
                  unlimited_ammo_on_hud()
                  {
                  	self endon("disconnect");
                  	//hud elems for text & icon
                  	unlimited_ammo_hud_string = newclienthudelem(self);
                  	unlimited_ammo_hud_string.elemtype = "font";
                  	unlimited_ammo_hud_string.font = "objective";
                  	unlimited_ammo_hud_string.fontscale = 2;
                  	unlimited_ammo_hud_string.x = 0;
                  	unlimited_ammo_hud_string.y = 0;
                  	unlimited_ammo_hud_string.width = 0;
                  	unlimited_ammo_hud_string.height = int( level.fontheight * 2 );
                  	unlimited_ammo_hud_string.xoffset = 0;
                  	unlimited_ammo_hud_string.yoffset = 0;
                  	unlimited_ammo_hud_string.children = [];
                  	unlimited_ammo_hud_string setparent(level.uiparent);
                  	unlimited_ammo_hud_string.hidden = 0;
                  	unlimited_ammo_hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
                  	unlimited_ammo_hud_string.sort = .5;
                  	unlimited_ammo_hud_string.alpha = 0;
                  	unlimited_ammo_hud_string fadeovertime(.5);
                  	unlimited_ammo_hud_string.alpha = 1;
                  	//cool powerup name, sounds like something that could actually be in the game
                  	//credits to "Banni" for it
                  	unlimited_ammo_hud_string setText("Bottomless Clip!");
                  	unlimited_ammo_hud_string thread unlimited_ammo_hud_string_move();
                  	
                  	unlimited_ammo_hud_icon = newclienthudelem(self);
                  	unlimited_ammo_hud_icon.horzalign = "center";
                  	unlimited_ammo_hud_icon.vertalign = "bottom";
                  	unlimited_ammo_hud_icon.x = -75;
                  	unlimited_ammo_hud_icon.y = 0;
                  	unlimited_ammo_hud_icon.alpha = 1;
                  	unlimited_ammo_hud_icon.hidewheninmenu = true;   
                  	unlimited_ammo_hud_icon setshader("hud_icon_minigun", 40, 40);
                  	self thread unlimited_ammo_hud_icon_blink(unlimited_ammo_hud_icon);
                  	self thread destroy_unlimited_ammo_icon_hud(unlimited_ammo_hud_icon);
                  }
                  
                  unlimited_ammo_hud_string_move()
                  {
                  	wait .5;
                  	self fadeovertime(1.5);
                  	self moveovertime(1.5);
                  	self.y = 270;
                  	self.alpha = 0;
                  	wait 1.5;
                  	self destroy();
                  }
                  
                  //blinking times match the normal powerup hud blinking times
                  unlimited_ammo_hud_icon_blink(elem)
                  {
                  	level endon("disconnect");
                  	self endon("disconnect");
                  	self endon("end_unlimited_ammo");
                  	time_left = level.unlimited_ammo_duration;
                  	for(;;)
                  	{
                  		//less than 5sec left on powerup, blink fast
                  		if(time_left <= 5)
                  			time = .1;
                  		//less than 10sec left on powerup, blink
                  		else if(time_left <= 10)
                  			time = .2;
                  		//over 20sec left, dont blink
                  		else
                  		{
                  			wait .05;
                  			time_left -= .05;
                  			continue;
                  		}
                  		elem fadeovertime(time);
                  		elem.alpha = 0;
                  		wait time;
                  		elem fadeovertime(time);
                  		elem.alpha = 1;
                  		wait time;
                  		time_left -= time * 2;
                  	}
                  }
                  
                  destroy_unlimited_ammo_icon_hud(elem)
                  {
                  	level endon("game_ended");
                  	//timeout just in case aswell, shouldnt ever get used, but who knows if I missed something
                  	self waittill_any_timeout(level.unlimited_ammo_duration+1, "disconnect", "end_unlimited_ammo");
                  	elem destroy();
                  }
                  
                  turn_on_unlimited_ammo()
                  {
                  	level endon("game_ended");
                  	self endon("disonnect");
                  	self endon("end_unlimited_ammo");
                  	for(;;)
                  	{
                  		//simply set the current mag to be full on a loop
                  		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                  		wait .05;
                  	}
                  }
                  
                  notify_unlimited_ammo_end()
                  {
                  	level endon("game_ended");
                  	self endon("disonnect");
                  	self endon("end_unlimited_ammo");
                  	wait level.unlimited_ammo_duration;
                  	//the same sound that plays when instakill powerup ends
                  	self playsound("zmb_insta_kill");
                  	self notify("end_unlimited_ammo");
                  }
                  

                  Download to a precompiled .gsc you can use:
                  https://www.mediafire.com/file/h501pdsime694jx/BO2-Zombies-Custom-Powerup-Unlimited-Ammo.zip/file
                  https://www.virustotal.com/gui/file/e7efd7e643d5f5e2a4aa29c32af186b13d314b0915687f13724b88ec890bd604/detection

                  Hope someone finds some use, or maybe figures out how to add their own custom powerups, post them down below if you do.
                  And if you have any ideas for improvement, or other custom powerups, or any other custom stuff, post them down below. I might make them if I find them cool.

                  ~Ox

                  ElotitoGameplayundefined Offline
                  ElotitoGameplayundefined Offline
                  ElotitoGameplay
                  wrote on last edited by ElotitoGameplay
                  #41
                  This post is deleted!
                  1 Reply Last reply
                  0
                  • MisterX2003undefined Offline
                    MisterX2003undefined Offline
                    MisterX2003
                    wrote on last edited by
                    #42
                    This post is deleted!
                    1 Reply Last reply
                    0
                    • Ox_undefined Ox_

                      So I was playing some zombies with a friend and wanted to do something with gsc. Just to remember the good old golden days. Thought of making a custom powerup and unlimited ammo seemed like a pretty cool one.

                      So it'll drop on the ground randomly just like any powerup, and when someone picks it up, every player gets unlimited ammo for 30secs. Duration can be easily changed, of course.

                      This is not intended for Turned or Grief. I have no idea what happens if you try to use them there. Nothing good I'd assume.
                      Cba'd to make it work with them because who needs unlimited ammo in Turned, and who tf plays Grief.
                      Other than that, should be all good. Managed to even spam myself with the powerup over 2000 times in a row with no issues.

                      EDIT: Seems the shader I'm using for the icon wont load in all maps KMS KMS KMS KMS KMS KMS. I fucking cba trying to find one that works. Shit's fucking impossible. I can deal with a checkerboard icon in some maps.

                      Video
                      https://www.youtube.com/watch?v=M5qXeJAmdZ8
                      Picture
                      https://i.imgur.com/Amllzkw.jpg

                      Full source for a minimal example script. Be sure to read the comments in there if you'll be doing any changes yourself.

                      #include maps\mp\_utility;
                      #include common_scripts\utility;
                      #include maps\mp\gametypes_zm\_hud_util;
                      #include maps\mp\gametypes_zm\_hud_message;
                      
                      //important include
                      #include maps\mp\zombies\_zm_powerups;
                      
                      init()
                      {
                         	level thread onPlayerConnect();
                      
                      	//include and init the powerup
                         	include_zombie_powerup("unlimited_ammo");
                         	//change the powerup duration if you want
                         	level.unlimited_ammo_duration = 30;
                         	//shitty model, cant find a good model list so cba
                         	//change to w/e if you have some nice model
                         	//galil works in all maps though, so be decent in that regard ig
                         	add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
                      	powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
                      }
                      
                      onPlayerConnect()
                      {
                          for(;;)
                          {
                              level waittill("connected", player);
                              player thread onPlayerSpawned();
                          }
                      }
                      
                      onPlayerSpawned()
                      {
                          self endon("disconnect");
                      	level endon("game_ended");
                          for(;;)
                          {
                              self waittill("spawned_player");
                              if(self isHost() && !isDefined(level.unlimited_ammo_first_spawn))
                              {
                              	wait 2;
                              	//store the original custom powerup grab function, 
                              	//if one exists (Origins, Buried, Grief & Turned)
                              	//note that this is not intended for Grief or Turned
                              	//I have no idea what will happen, probably pretty broken
                              	if(isDefined(level._zombiemode_powerup_grab))
                              		level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
                              		
                              	//delayed defining of the custom function so we're sure to
                              	//override the function Origins and Buried defines for this
                              	level._zombiemode_powerup_grab = ::custom_powerup_grab;
                              	
                              	//message for the host to indicate that it should be all good
                              	wait 2;
                      		self iprintlnbold("^7Unlimited Ammo Custom Powerup Loaded!");
                              	
                              	//gives host the ability to test the powerup at the start of the game
                              	//can be used to make sure it's actually working and all good
                              	//remove the line directly below to disable
                              	self thread test_the_powerup();
                              	
                              	//whatever so this variable isn't undefined anymore
                              	level.unlimited_ammo_first_spawn = "fortnite!fortnite!!";
                              }
                          }
                      }
                      
                      test_the_powerup()
                      {
                      	self endon("death");
                      	self endon("disconnected");
                      	self endon("testing_chance_ended");
                      	level endon("game_ended");
                      	wait 3;
                      	self iprintlnbold("^7Press ^1[{+smoke}] ^7to test, you have ^15 seconds^7.");
                      	self thread testing_duration_timeout();
                      	for(;;)
                      	{
                      		if(self secondaryoffhandbuttonpressed())
                      		{
                      			level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70));
                      			return;
                      		}
                      		wait .05;
                      	}
                      }
                      
                      testing_duration_timeout()
                      {
                      	self endon("death");
                      	self endon("disconnected");
                      	wait 5;
                      	self notify("testing_chance_ended");
                      }
                      
                      //fires when we grab any custom powerup
                      custom_powerup_grab(s_powerup, e_player)
                      {
                      	if (s_powerup.powerup_name == "unlimited_ammo")
                      		level thread unlimited_ammo_powerup();
                      	
                      	//pass args onto the original custom powerup grab function
                      	else if (isDefined(level.original_zombiemode_powerup_grab))
                      		level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
                      }
                      
                      unlimited_ammo_powerup()
                      {
                      	foreach(player in level.players)
                      	{
                      		//if powerup is already on, turn it off
                      		player notify("end_unlimited_ammo");
                      		//small cha ching sound for each player when someone picks up the powerup
                      		//cba'd to come up with anything better and don't have a list of sounds, 
                      		//change to w/e if you want.
                      		player playsound("zmb_cha_ching");
                      		player thread turn_on_unlimited_ammo();
                      		player thread unlimited_ammo_on_hud();
                      		player thread notify_unlimited_ammo_end();
                      	}
                      }
                      
                      unlimited_ammo_on_hud()
                      {
                      	self endon("disconnect");
                      	//hud elems for text & icon
                      	unlimited_ammo_hud_string = newclienthudelem(self);
                      	unlimited_ammo_hud_string.elemtype = "font";
                      	unlimited_ammo_hud_string.font = "objective";
                      	unlimited_ammo_hud_string.fontscale = 2;
                      	unlimited_ammo_hud_string.x = 0;
                      	unlimited_ammo_hud_string.y = 0;
                      	unlimited_ammo_hud_string.width = 0;
                      	unlimited_ammo_hud_string.height = int( level.fontheight * 2 );
                      	unlimited_ammo_hud_string.xoffset = 0;
                      	unlimited_ammo_hud_string.yoffset = 0;
                      	unlimited_ammo_hud_string.children = [];
                      	unlimited_ammo_hud_string setparent(level.uiparent);
                      	unlimited_ammo_hud_string.hidden = 0;
                      	unlimited_ammo_hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
                      	unlimited_ammo_hud_string.sort = .5;
                      	unlimited_ammo_hud_string.alpha = 0;
                      	unlimited_ammo_hud_string fadeovertime(.5);
                      	unlimited_ammo_hud_string.alpha = 1;
                      	//cool powerup name, sounds like something that could actually be in the game
                      	//credits to "Banni" for it
                      	unlimited_ammo_hud_string setText("Bottomless Clip!");
                      	unlimited_ammo_hud_string thread unlimited_ammo_hud_string_move();
                      	
                      	unlimited_ammo_hud_icon = newclienthudelem(self);
                      	unlimited_ammo_hud_icon.horzalign = "center";
                      	unlimited_ammo_hud_icon.vertalign = "bottom";
                      	unlimited_ammo_hud_icon.x = -75;
                      	unlimited_ammo_hud_icon.y = 0;
                      	unlimited_ammo_hud_icon.alpha = 1;
                      	unlimited_ammo_hud_icon.hidewheninmenu = true;   
                      	unlimited_ammo_hud_icon setshader("hud_icon_minigun", 40, 40);
                      	self thread unlimited_ammo_hud_icon_blink(unlimited_ammo_hud_icon);
                      	self thread destroy_unlimited_ammo_icon_hud(unlimited_ammo_hud_icon);
                      }
                      
                      unlimited_ammo_hud_string_move()
                      {
                      	wait .5;
                      	self fadeovertime(1.5);
                      	self moveovertime(1.5);
                      	self.y = 270;
                      	self.alpha = 0;
                      	wait 1.5;
                      	self destroy();
                      }
                      
                      //blinking times match the normal powerup hud blinking times
                      unlimited_ammo_hud_icon_blink(elem)
                      {
                      	level endon("disconnect");
                      	self endon("disconnect");
                      	self endon("end_unlimited_ammo");
                      	time_left = level.unlimited_ammo_duration;
                      	for(;;)
                      	{
                      		//less than 5sec left on powerup, blink fast
                      		if(time_left <= 5)
                      			time = .1;
                      		//less than 10sec left on powerup, blink
                      		else if(time_left <= 10)
                      			time = .2;
                      		//over 20sec left, dont blink
                      		else
                      		{
                      			wait .05;
                      			time_left -= .05;
                      			continue;
                      		}
                      		elem fadeovertime(time);
                      		elem.alpha = 0;
                      		wait time;
                      		elem fadeovertime(time);
                      		elem.alpha = 1;
                      		wait time;
                      		time_left -= time * 2;
                      	}
                      }
                      
                      destroy_unlimited_ammo_icon_hud(elem)
                      {
                      	level endon("game_ended");
                      	//timeout just in case aswell, shouldnt ever get used, but who knows if I missed something
                      	self waittill_any_timeout(level.unlimited_ammo_duration+1, "disconnect", "end_unlimited_ammo");
                      	elem destroy();
                      }
                      
                      turn_on_unlimited_ammo()
                      {
                      	level endon("game_ended");
                      	self endon("disonnect");
                      	self endon("end_unlimited_ammo");
                      	for(;;)
                      	{
                      		//simply set the current mag to be full on a loop
                      		self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
                      		wait .05;
                      	}
                      }
                      
                      notify_unlimited_ammo_end()
                      {
                      	level endon("game_ended");
                      	self endon("disonnect");
                      	self endon("end_unlimited_ammo");
                      	wait level.unlimited_ammo_duration;
                      	//the same sound that plays when instakill powerup ends
                      	self playsound("zmb_insta_kill");
                      	self notify("end_unlimited_ammo");
                      }
                      

                      Download to a precompiled .gsc you can use:
                      https://www.mediafire.com/file/h501pdsime694jx/BO2-Zombies-Custom-Powerup-Unlimited-Ammo.zip/file
                      https://www.virustotal.com/gui/file/e7efd7e643d5f5e2a4aa29c32af186b13d314b0915687f13724b88ec890bd604/detection

                      Hope someone finds some use, or maybe figures out how to add their own custom powerups, post them down below if you do.
                      And if you have any ideas for improvement, or other custom powerups, or any other custom stuff, post them down below. I might make them if I find them cool.

                      ~Ox

                      AdrX003undefined Offline
                      AdrX003undefined Offline
                      AdrX003
                      wrote on last edited by
                      #43

                      Ox_ I play grief and turned...

                      1 Reply Last reply
                      0
                      • Vin Sorenundefined Offline
                        Vin Sorenundefined Offline
                        Vin Soren
                        wrote on last edited by
                        #44

                        intento agregar caulquiera de los anteriores codigos a un servidor propio y no funcionan, los power ups aparecen pero no hacen nada, y en partidas locales si funcionan bien, alguien me puede ayudar??

                        1 Reply Last reply
                        0
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