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Plutonium

Bloopd0gundefined

Bloopd0g

@Bloopd0g
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  • Syntax error in gsc studio
    Bloopd0gundefined Bloopd0g

    A month or two ago me and my wife were trying to play zombies together, though she has always used a controller. I found an aim assist script and cobbled it together for it to only work for her all the time. I changed pc's and somehow lost the original script that I had compiled and that had worked in gsc studio, and now im back to having a syntax issue. I remember having the same issue when I first attempted this, but I do not remember how I solved it.

    
    #include maps/mp/_utility;
    #include common_scripts/utility;
    #include maps/mp/gametypes/_hud_util;
    #include maps/mp/gametypes/_hud_message;
    #include maps/mp/zombies/_zm_perks;
    #include maps/mp/zombies/_zm_utility;
    init()
    {
    	level thread onplayerconnect();
    
    }
    
    onPlayerConnect()
    {
    	level endon("end_game");
        for(;;)
        {
            self waittill_either( "spawned_player", "player_revived" );
            
            if (player.name == "Taternastee")
            {
                  player thread AimAssist();
            }   else	{
            return(0);
            
    }
    }
    
    
     			
     			
     			AimAssist() ///IT SAYS THIS LINE HAS BAD SYNTAX-------------------
    {
    	self endon( "disconnect" );
    	self waittill( "spawned_player" );
    	flag_wait( "initial_blackscreen_passed" );
    	self thread is_player_aiming();
    	view_pos = self getweaponmuzzlepoint();
    	zombies = get_array_of_closest( view_pos, getaiarray( level.zombie_team ), undefined, undefined, undefined );
    	range_squared *= 300;
    	i = 0;
    	while( i < zombies.size )
    	{
    		if( !(isalive( zombies[ i] ))isalive( zombies[ i] ) )
    		{
    			continue;
    		}
    		enemy_origin = zombies[ i].origin;
    		test_range_squared = distancesquared( view_pos, enemy_origin );
    		if( test_range_squared < range_squared )
    		{
    			if( zombies[ i] player_can_see_me( self ) )
    			{
    				while( !(self.isaiming)self.isaiming && !(self isreloading()) )
    				{
    					self setplayerangles( vectortoangles( zombies[ i] gettagorigin( "j_spine4" ) - self geteye() ) );
    					while( self adsbuttonpressed() )
    					{
    						wait 0.05;
    					}
    				}
    			}
    		}
    		i++;
    	}
    	wait 0.05;
    	?;
    
    }
    player_can_see_me( player )
    {
    	playerangles = player getplayerangles();
    	playerforwardvec = anglestoforward( playerangles );
    	playerunitforwardvec = vectornormalize( playerforwardvec );
    	banzaipos = self.origin;
    	playerpos = player getorigin();
    	playertobanzaivec -= playerpos;
    	playertobanzaiunitvec = vectornormalize( playertobanzaivec );
    	forwarddotbanzai = vectordot( playerunitforwardvec, playertobanzaiunitvec );
    	if( forwarddotbanzai >= 1 )
    	{
    		anglefromcenter = 0;
    	}
    	else
    	{
    		if( forwarddotbanzai <= -1 )
    		{
    			anglefromcenter = 180;
    		}
    		else
    		{
    			anglefromcenter = acos( forwarddotbanzai );
    		}
    	}
    	playerfov = getdvarfloat( "cg_fov" );
    	banzaivsplayerfovbuffer = getdvarfloat( "g_banzai_player_fov_buffer" );
    	if( banzaivsplayerfovbuffer <= 0 )
    	{
    		banzaivsplayerfovbuffer = 0.2;
    	}
    	playercanseeme = ( anglefromcenter <= playerfov ) * ( 0.5 * ( 1 - banzaivsplayerfovbuffer ) );
    	return playercanseeme;
    
    }
    
    is_player_aiming()
    {
    	self.isaiming = 0;
    	for(;;)
    	{
    	aiming = 0;
    	self.isaiming = 0;
    	while( self adsbuttonpressed() )
    	{
    		aiming++;
    		if( aiming > 1 )
    		{
    			self.isaiming = 1;
    		}
    		wait 0.05;
    	}
    	wait 0.05;
    	}
    
    }
    
     if ( getDvarInt( "players_keep_perks_permanently" ) == 1 )
        {
            if ( !is_true( self._retain_perks ) )
            {
                self thread watch_for_respawn();
                self._retain_perks = 1;
            }
        }
    }
    
    
    
    
    
    

    though I do remember it was a relatively simple thing that I somehow figured out on my own from my own forgotten coding knowledge.
    Also If anyone can figure it out, can someone kindly add a way to make the players always have infinite sprint with staminup and mule kick.

    BO2 Modding Support & Discussion

  • Turning off scripts for certain players
    Bloopd0gundefined Bloopd0g

    Thank you so much.

    BO2 Modding Support & Discussion

  • Turning off scripts for certain players
    Bloopd0gundefined Bloopd0g

    Hello recently ive been playing with my fiance and friend on our computers in zombies. the issue is my fiance is a controller player and the aim assist in plutonium isnt similar to the console aim assist in zombies. I found a script I use to give her aim assist, but it also affects me and my friend on pc. is there way to make certain scripts affect certain players by name? Or is there a way to add a keybind to disable the script for the player who presses the keybind? here is the script I have.

    these are all very basic fixes i can think of if its implementable as I dont plan on using it any other way than saying hey friend click this button to turn it off.

    BO2 Modding Support & Discussion
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