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My Give All Perks Script Isn't Working

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  • Doobundefined Offline
    Doobundefined Offline
    Doob
    wrote on last edited by
    #5

    Thanks for the fix it worked ๐Ÿ™‚
    Now my perk icons won't show once I've given the perks. Is there anyway to fix that?

    JezuzLizardundefined 1 Reply Last reply
    0
    • Sorexundefined Offline
      Sorexundefined Offline
      Sorex
      Contributor
      wrote on last edited by
      #6

      Doob
      With give_perk("specialty_armorvest"); will give just the perk ability. You can use this function to give the perk ability and show the icon. This funcion will show also the drink animations when you give the perk.

      doGivePerk(perk)
      {
          self endon("disconnect");
          self endon("death");
          level endon("game_ended");
          self endon("perk_abort_drinking");
          if (!(self hasperk(perk) || (self maps/mp/zombies/_zm_perks::has_perk_paused(perk))))
          {
              gun = self maps/mp/zombies/_zm_perks::perk_give_bottle_begin(perk);
              evt = self waittill_any_return("fake_death", "death", "player_downed", "weapon_change_complete");
              if (evt == "weapon_change_complete")
                  self thread maps/mp/zombies/_zm_perks::wait_give_perk(perk, 1);
              self maps/mp/zombies/_zm_perks::perk_give_bottle_end(gun, perk);
              if (self maps/mp/zombies/_zm_laststand::player_is_in_laststand() || isDefined(self.intermission) && self.intermission)
                  return;
              self notify("burp");
          }
      }
      
      Vin Sorenundefined 1 Reply Last reply
      1
      • Doobundefined Doob

        Thanks for the fix it worked ๐Ÿ™‚
        Now my perk icons won't show once I've given the perks. Is there anyway to fix that?

        JezuzLizardundefined Offline
        JezuzLizardundefined Offline
        JezuzLizard
        Plutonium Staff
        wrote on last edited by JezuzLizard
        #7

        Doob I figured I'd make a simple script that would work for all maps giving all perks.
        It uses some of Treyarch's code from buried to work but slightly modified:

        #include maps/mp/zombies/_zm_utility;
        #include maps/mp/_utility;
        #include common_scripts/utility;
        #include maps/mp/zombies/_zm_perks;
        
        init()
        {
            level thread on_player_connect();
        }
        
        on_player_connect()
        {
            level endon( "end_game" );
            while ( true )
            {
                level waittill( "connected", player );
                player thread on_player_spawned();
                player thread sq_give_player_all_perks();
            }
        }
        
        on_player_spawned()
        {
            level endon( "end_game" );
            self endon( "disconnect" );
            while ( true )
            {
                self waittill( "spawned_player" );
            }
        }
        
        sq_give_player_all_perks()
        {
            flag_wait( "initial_blackscreen_passed" );
            if ( level.script != "zm_tomb" )
            {
                machines = getentarray( "zombie_vending", "targetname" );
                perks = [];
                i = 0;
                while ( i < machines.size )
                {
                    if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                    {
                        i++;
                        continue;
                    }
                    perks[ perks.size ] = machines[ i ].script_noteworthy;
                    i++;
                }
            }
            else 
            {
                perks = level._random_perk_machine_perk_list;
            }
        	foreach ( perk in perks )
        	{
        		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
        		{
        		}
        		else
        		{
        			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
        			{
        			}
        			else
        			{
        				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
        				wait 0.25;
        			}
        		}
        	}
            if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
            {
                if ( !is_true( self._retain_perks ) )
                {
                    self thread watch_for_respawn();
                    self._retain_perks = 1;
                }
            }
        }
        
        watch_for_respawn()
        {
            level endon( "end_game" );
            self endon( "disconnect" );
            while ( true )
            {
                self waittill_either( "spawned_player", "player_revived" );
                wait_network_frame();
                self thread sq_give_player_all_perks();
                self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
            }
        }
        

        You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

        Doobundefined RuinasYm0_0undefined JuiceTrailer62undefined 3 Replies Last reply
        4
        • JezuzLizardundefined JezuzLizard

          Doob I figured I'd make a simple script that would work for all maps giving all perks.
          It uses some of Treyarch's code from buried to work but slightly modified:

          #include maps/mp/zombies/_zm_utility;
          #include maps/mp/_utility;
          #include common_scripts/utility;
          #include maps/mp/zombies/_zm_perks;
          
          init()
          {
              level thread on_player_connect();
          }
          
          on_player_connect()
          {
              level endon( "end_game" );
              while ( true )
              {
                  level waittill( "connected", player );
                  player thread on_player_spawned();
                  player thread sq_give_player_all_perks();
              }
          }
          
          on_player_spawned()
          {
              level endon( "end_game" );
              self endon( "disconnect" );
              while ( true )
              {
                  self waittill( "spawned_player" );
              }
          }
          
          sq_give_player_all_perks()
          {
              flag_wait( "initial_blackscreen_passed" );
              if ( level.script != "zm_tomb" )
              {
                  machines = getentarray( "zombie_vending", "targetname" );
                  perks = [];
                  i = 0;
                  while ( i < machines.size )
                  {
                      if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                      {
                          i++;
                          continue;
                      }
                      perks[ perks.size ] = machines[ i ].script_noteworthy;
                      i++;
                  }
              }
              else 
              {
                  perks = level._random_perk_machine_perk_list;
              }
          	foreach ( perk in perks )
          	{
          		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
          		{
          		}
          		else
          		{
          			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
          			{
          			}
          			else
          			{
          				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
          				wait 0.25;
          			}
          		}
          	}
              if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
              {
                  if ( !is_true( self._retain_perks ) )
                  {
                      self thread watch_for_respawn();
                      self._retain_perks = 1;
                  }
              }
          }
          
          watch_for_respawn()
          {
              level endon( "end_game" );
              self endon( "disconnect" );
              while ( true )
              {
                  self waittill_either( "spawned_player", "player_revived" );
                  wait_network_frame();
                  self thread sq_give_player_all_perks();
                  self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
              }
          }
          

          You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

          Doobundefined Offline
          Doobundefined Offline
          Doob
          wrote on last edited by
          #8

          JezuzLizard Wow, big thanks dude! Fantastic script : )
          I do have two questions though, by server config for the perma perk value do you mean like in the dedicated_zm.cfg? Also are there any work arounds for mob of the dead? You do get the perks at the start but since you down at the beginning you loose them.

          JezuzLizardundefined 1 Reply Last reply
          0
          • Doobundefined Doob

            JezuzLizard Wow, big thanks dude! Fantastic script : )
            I do have two questions though, by server config for the perma perk value do you mean like in the dedicated_zm.cfg? Also are there any work arounds for mob of the dead? You do get the perks at the start but since you down at the beginning you loose them.

            JezuzLizardundefined Offline
            JezuzLizardundefined Offline
            JezuzLizard
            Plutonium Staff
            wrote on last edited by
            #9

            Doob Its difficult to make it work on mob since mob has its own system with how perks work when you down. What you could do is make the script give the perks every time a player respawns or is revived.

            1 Reply Last reply
            1
            • David23undefined Offline
              David23undefined Offline
              David23
              wrote on last edited by David23
              #10

              how to give perk on zm_tomb ? i've tried many but dont work.

              1 Reply Last reply
              0
              • Doobundefined Doob

                How would I give players the perk once they spawn in? What function would I use?

                GerardS0406undefined Offline
                GerardS0406undefined Offline
                GerardS0406
                VIP
                wrote on last edited by
                #11
                This post is deleted!
                1 Reply Last reply
                0
                • JezuzLizardundefined JezuzLizard

                  Doob I figured I'd make a simple script that would work for all maps giving all perks.
                  It uses some of Treyarch's code from buried to work but slightly modified:

                  #include maps/mp/zombies/_zm_utility;
                  #include maps/mp/_utility;
                  #include common_scripts/utility;
                  #include maps/mp/zombies/_zm_perks;
                  
                  init()
                  {
                      level thread on_player_connect();
                  }
                  
                  on_player_connect()
                  {
                      level endon( "end_game" );
                      while ( true )
                      {
                          level waittill( "connected", player );
                          player thread on_player_spawned();
                          player thread sq_give_player_all_perks();
                      }
                  }
                  
                  on_player_spawned()
                  {
                      level endon( "end_game" );
                      self endon( "disconnect" );
                      while ( true )
                      {
                          self waittill( "spawned_player" );
                      }
                  }
                  
                  sq_give_player_all_perks()
                  {
                      flag_wait( "initial_blackscreen_passed" );
                      if ( level.script != "zm_tomb" )
                      {
                          machines = getentarray( "zombie_vending", "targetname" );
                          perks = [];
                          i = 0;
                          while ( i < machines.size )
                          {
                              if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                              {
                                  i++;
                                  continue;
                              }
                              perks[ perks.size ] = machines[ i ].script_noteworthy;
                              i++;
                          }
                      }
                      else 
                      {
                          perks = level._random_perk_machine_perk_list;
                      }
                  	foreach ( perk in perks )
                  	{
                  		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
                  		{
                  		}
                  		else
                  		{
                  			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
                  			{
                  			}
                  			else
                  			{
                  				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
                  				wait 0.25;
                  			}
                  		}
                  	}
                      if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
                      {
                          if ( !is_true( self._retain_perks ) )
                          {
                              self thread watch_for_respawn();
                              self._retain_perks = 1;
                          }
                      }
                  }
                  
                  watch_for_respawn()
                  {
                      level endon( "end_game" );
                      self endon( "disconnect" );
                      while ( true )
                      {
                          self waittill_either( "spawned_player", "player_revived" );
                          wait_network_frame();
                          self thread sq_give_player_all_perks();
                          self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
                      }
                  }
                  

                  You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

                  RuinasYm0_0undefined Offline
                  RuinasYm0_0undefined Offline
                  RuinasYm0_0
                  wrote on last edited by
                  #12
                  This post is deleted!
                  1 Reply Last reply
                  0
                  • Sorexundefined Sorex

                    Doob
                    With give_perk("specialty_armorvest"); will give just the perk ability. You can use this function to give the perk ability and show the icon. This funcion will show also the drink animations when you give the perk.

                    doGivePerk(perk)
                    {
                        self endon("disconnect");
                        self endon("death");
                        level endon("game_ended");
                        self endon("perk_abort_drinking");
                        if (!(self hasperk(perk) || (self maps/mp/zombies/_zm_perks::has_perk_paused(perk))))
                        {
                            gun = self maps/mp/zombies/_zm_perks::perk_give_bottle_begin(perk);
                            evt = self waittill_any_return("fake_death", "death", "player_downed", "weapon_change_complete");
                            if (evt == "weapon_change_complete")
                                self thread maps/mp/zombies/_zm_perks::wait_give_perk(perk, 1);
                            self maps/mp/zombies/_zm_perks::perk_give_bottle_end(gun, perk);
                            if (self maps/mp/zombies/_zm_laststand::player_is_in_laststand() || isDefined(self.intermission) && self.intermission)
                                return;
                            self notify("burp");
                        }
                    }
                    
                    Vin Sorenundefined Offline
                    Vin Sorenundefined Offline
                    Vin Soren
                    wrote on last edited by
                    #13

                    Sorex lo estoy probando y seme congela el juego cuando me da las bebidas. alguna soluciรณn?

                    1 Reply Last reply
                    0
                    • JezuzLizardundefined JezuzLizard

                      Doob I figured I'd make a simple script that would work for all maps giving all perks.
                      It uses some of Treyarch's code from buried to work but slightly modified:

                      #include maps/mp/zombies/_zm_utility;
                      #include maps/mp/_utility;
                      #include common_scripts/utility;
                      #include maps/mp/zombies/_zm_perks;
                      
                      init()
                      {
                          level thread on_player_connect();
                      }
                      
                      on_player_connect()
                      {
                          level endon( "end_game" );
                          while ( true )
                          {
                              level waittill( "connected", player );
                              player thread on_player_spawned();
                              player thread sq_give_player_all_perks();
                          }
                      }
                      
                      on_player_spawned()
                      {
                          level endon( "end_game" );
                          self endon( "disconnect" );
                          while ( true )
                          {
                              self waittill( "spawned_player" );
                          }
                      }
                      
                      sq_give_player_all_perks()
                      {
                          flag_wait( "initial_blackscreen_passed" );
                          if ( level.script != "zm_tomb" )
                          {
                              machines = getentarray( "zombie_vending", "targetname" );
                              perks = [];
                              i = 0;
                              while ( i < machines.size )
                              {
                                  if ( machines[ i ].script_noteworthy == "specialty_weapupgrade" )
                                  {
                                      i++;
                                      continue;
                                  }
                                  perks[ perks.size ] = machines[ i ].script_noteworthy;
                                  i++;
                              }
                          }
                          else 
                          {
                              perks = level._random_perk_machine_perk_list;
                          }
                      	foreach ( perk in perks )
                      	{
                      		if ( isDefined( self.perk_purchased ) && self.perk_purchased == perk )
                      		{
                      		}
                      		else
                      		{
                      			if ( self hasperk( perk ) || self maps/mp/zombies/_zm_perks::has_perk_paused( perk ) )
                      			{
                      			}
                      			else
                      			{
                      				self maps/mp/zombies/_zm_perks::give_perk( perk, 0 );
                      				wait 0.25;
                      			}
                      		}
                      	}
                          if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
                          {
                              if ( !is_true( self._retain_perks ) )
                              {
                                  self thread watch_for_respawn();
                                  self._retain_perks = 1;
                              }
                          }
                      }
                      
                      watch_for_respawn()
                      {
                          level endon( "end_game" );
                          self endon( "disconnect" );
                          while ( true )
                          {
                              self waittill_either( "spawned_player", "player_revived" );
                              wait_network_frame();
                              self thread sq_give_player_all_perks();
                              self setmaxhealth( level.zombie_vars[ "zombie_perk_juggernaut_health" ] );
                          }
                      }
                      

                      You can set this dvar: players_keep_perks_permanently to 1 in your server config for players to never lose perks even if they down, or bleedout. If you play solo with this mod with the dvar set you'll also have infinite quick revives.

                      JuiceTrailer62undefined Offline
                      JuiceTrailer62undefined Offline
                      JuiceTrailer62
                      wrote on last edited by
                      #14

                      JezuzLizard Im just now seeing this, pretty cool especially players_keep_perks_permanently couldn't you just use this to give all perks?

                      for( i = 0; i < level.perks.size; i++ ) {
                          self give_perk( level.perks[ i ] );
                      }
                      
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