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Plutonium

Amuseddundefined

Amusedd

@Amusedd
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  • [Release] [Zombies] Secondary Score Display for matches with 4+ players
    Amuseddundefined Amusedd

    INSANEMODE current theory is that any amount of functions that changes text on screen etc will get the client/server to crash, but since a lot of mods use the same/similar functions (code was inspired by multiple text changing scripts around on plutonium) you can only have so many before crashing.

    Best bet might be to just scratch the secondary score display and just print the player's score every time it changes, though i'm not sure how effective that would be.


  • [Release] [Zombies] Secondary Score Display for matches with 4+ players
    Amuseddundefined Amusedd

    Updated the code, if you were having overflow errors try again, tho I can't confirm compatibility with Z++


  • [Release] [Zombies] Secondary Score Display for matches with 4+ players
    Amuseddundefined Amusedd

    GerardS0406 thank you so much, I've replaced the func in my post with yours, and gave you credit, not to familiar with T6 GSC.


  • [Release] [Zombies] Secondary Score Display for matches with 4+ players
    Amuseddundefined Amusedd

    Fry Thanks for the feedback, the ++'s were prob a typo, agree that it's prob best if the iprintlnbold is commented out


  • [Release] [Zombies] Secondary Score Display for matches with 4+ players
    Amuseddundefined Amusedd

    Quickly wrote this up for my server and thought I'd release it for other servers to use.

    alt text
    (image shows me on solo. though the score doesn't enable until there's 5 or more players)

    Since BO2 Zombies isn't really meant to have 8 players, you usually see the score on the player's hud freeze, which requires users to hold TAB to see their score. This function will ensure that players wont have to do that (unless they want to see the scores of other players)

    Automatically enables and disables based on the amount of players in game.

    Install
    Add these includes if you don't already have them

    #include maps/mp/gametypes_zm/_hud_message;
    #include maps/mp/gametypes_zm/_hud_util;
    

    Add this line to your onplayerconnect()

    foreach(player in GetPlayers())
     {
       player thread toggleScore();      	
     }
    

    Place this somewhere in your script

    toggleScore()
    {
    	//self waittill("spawned_player");
    	if(!isDefined(self.scoretext))
    	{
            self.scoreText = CreateFontString("Objective", 1.5);
            self.scoretext setPoint("CENTER", "RIGHT", "CENTER", "RIGHT");
            self.scoreText.label = &"^2Score: ^7";
            self.scoretext.alpha = 0;	  	
    	}
    	else if(getplayers().size >= 5 && self.scoretext.alpha == 0)
    	{
    	  self.scoretext.alpha = 1;
          if(self.scoreInUse == 0)
          	self thread displayScore();	
    	}
      	else if(getplayers().size < 5 && self.scoretext.alpha == 1)
    	{
    	  self.scoretext.alpha = 0;
    	  self.scoreInUse = 0;
    	}
    }
    
    displayScore()
    {
     self.scoreInUse = 1; 
     while(self.scoretext.alpha == 1)
      {
       self.scoretext SetValue(self.score);
       wait 0.25;	
      }
     return;	
    }
    

    and compile

    tested and worked pretty well, however I'm shit at writing loops so I'm open to suggestions and tweaks I should make. Also shoutout to Sore/Sorez for helping me a bit with the displayScore function, and Ashton Biehl for their health function, which I based this off of.

    Updated 8/16/20: This was a rewrite I had laying around for a bit that I kinda forgot about, while I can't say for sure if this will have compatibility with other scripts (Z++, Z Reimagined) but it worked perfectly with my servers. I took a different approach to the loops using a combo of my code and Gerard's code. If there are any issues let me know, last time I ran this it worked just fine.


  • [Release] [ZM] ZOMBIES++
    Amuseddundefined Amusedd

    I couldn't find any functionality for Mule Kick, and couldn't get it to work until I added this into _zm_weapons.gsc

    get_player_weapon_limit( player )
    {
    	if ( isDefined( level.get_player_weapon_limit ) )
    	{
    		return [[ level.get_player_weapon_limit ]]( player );
    	}
    	weapon_limit = 2;
    	if ( player hasperk( "specialty_additionalprimaryweapon" ) || player.hasMuleKick == true )
    	{
    		weapon_limit = 3;
    	}
    	return weapon_limit;
    }
    

    Essentially having the weapon_give function read this function rather then the _zm_utility one, which didn't work with mule kick, will look for both specialty_additionalprimaryweapon (normal mule kick perk) and self.hasMuleKick which is Cahz's mule kick detection.


  • [Release] [ZM] ZOMBIES++
    Amuseddundefined Amusedd

    JezuzLizard said in [Release] [Zombies] ZOMBIES++ MOD (Extra Perk Machines, Powerups, more):

    .

    Oh, that makes sense, thank you so much for the help.


  • [Release] [ZM] ZOMBIES++
    Amuseddundefined Amusedd

    Hello, sorry for the bother, but I was wondering if you could give me insight on how to link this script to my _clientids.gsc? I compiled all the scripts together using GSC Studio already, but can't get the server to read the file.

    I've put an include at the top of the script (zmpp.gsc being the compiled name)

    #include maps/mp/zombies/zmpp;
    

    and I've tried putting threads to the init using

    self maps\mp\zombies\zmpp::init();
    

    and

    level thread maps\mp\zombies\zmpp::init();
    

    but both of these result in the following error

    Unresolved external :  "init" with 0 parameters in "_clientids" at line 1
    

    Sorry if this is a basic fix, I'm more familiar with t7 GSC then t6.

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