BigMemerMan1 not enough proof tho
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User with aimbot BO2 -
More Health/Health Changer Script for ZombieNexusClover do you mean you have 150 health while having jug after using afterlife? if yes how do you know that this is the case?
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[Release] (T6ZM) Prevent Players Joining In-Progress After RoundsCUKServers You can set the password midgame and then remove it when the game ends it also updates it in the server list so you know as a player if youre supposed to be able to join a server or not
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need help with scriptThe never_overheat function is from the source code and it basically sets the overheat of the weapon to 0 every 0.05 seconds so it wont overheat when you fire the weapon
init() { level onplayerconnect(); } onplayerconnect() { for(;;) { level waittill( "connecting", player ); player thread never_overheat(); } } never_overheat() { self endon( "disconnect" ); while ( 1 ) { if ( self getcurrentweapon() == "jetgun_zm" ) { self setweaponoverheating( 0, 0 ); } wait 0.05; } }
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can someone please help me with this?AutoTopGR The same thing you did with DisplayKillPoints is you define the function which is this part
DisplayKillPoints() { self endon ("disconnect"); level endon("game_ended"); for(;;) { player waittill("killed_zombie"); if(player.killed_zombie_by_headshot) { createFx( "blood_splash_headshot", player.origin, player.angles, player ); createFontString( "objective", "hudsmall", 2.2, player.origin + (0,0,80), (1,1,0) ) + "+150"; hudSetElementText( player, "objective", "+150" ); } else { createFx( "blood_splash_zombie", player.origin, player.angles ); createFontString( "objective", "hudsmall", 2.2, player.origin + (0,0,80), (1,1,0) ) + "+100"; hudSetElementText( player, "objective", "+100" ); } }
and then you execute it like this
player thread DisplayKillPoints();
with hudsetelementtext you try to execute it like this
hudSetElementText( player, "objective", "+100" );
but there is no definition like this
hudSetElementText(){ //Things this function is supposed to do }
also createFontString only uses 2 parameters which are font and scale so you should change it to createFontString( "objective", "hudsmall" );.
if you want to change the position or what it dispalys you can do this
killpointshud = createFontString( "objective", "hudsmall" );
instead of just
createFontString( "objective", "hudsmall" );
and then change the position of the hud element like this
killpointshud setpoint( "CENTER", "CENTER", 0, 0 );
or set what it displays using
killpointshud setText(text);
or
killpointshud setValue(value);
You should also change all the player in DisplayKillPoints to self because player is undefined in this context what i mean is for example change this
player waittill("killed_zombie");
to
self waittill("killed_zombie");
but only do this in the DisplayKillPoints function
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can someone please help me with this?AutoTopGR then you have to write the definition in this file or include the file that has the definitio
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can someone please help me with this?AutoTopGR To use createfontstring you have to include maps/mp/gametypes_zm/_hud_util. For hudsetelementtext i cant find a definition where do you have it from or did you make it yourself and what is it supposed to do?
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can someone please help me with this?AutoTopGR what i mean is without the " so instead of
#include "maps/mp/_utility";
try
#include maps/mp/_utility;
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is there a way to bring back the normal zombies so they arent always sprinting? I find it quite annoying personally but everything else in the mod is fantastic and i dont want this one ick to keep me from using itsoap mac tavish create a gsc file named Remix2 that has the following code and replace the Remix2.gsc file that you downloaded with the file you created
#include maps\mp\gametypes_zm\_hud_util; #include maps\mp\zombies\_zm_utility; #include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_powerups; #include maps\mp\zombies\_zm_weapons; #include maps\mp\zombies\_zm_magicbox; #include maps\mp\zombies\_zm; #include maps\mp\zombies\_zm_blockers; #include maps\mp\zombies\_zm_pers_upgrades_system; #include maps\mp\zombies\_zm_perks; #include maps\mp\zombies\_zm_stats; #include maps\mp\zombies\_zm_pers_upgrades_functions; #include maps\mp\zombies\_zm_unitrigger; #include maps\mp\zombies\_zm_weap_claymore; #include maps\mp\zombies\_zm_melee_weapon; #include maps\mp\zombies\_zm_craftables; #include maps\mp\zombies\_zm_equipment; #include scripts\zm\remix\_players; #include scripts\zm\remix\_visual; #include scripts\zm\remix\_hud; #include scripts\zm\remix\_weapons; #include scripts\zm\remix\_powerups; #include scripts\zm\remix\_perks; #include scripts\zm\remix\_persistent; #include scripts\zm\remix\_buildables; #include scripts\zm\remix\_equipment; #include scripts\zm\remix\_magicbox; #include scripts\zm\remix\_sharedbox; #include scripts\zm\remix\_reset; #include scripts\zm\remix\_utility; #include scripts\zm\remix\_zombies; #include scripts\zm\remix\_debug; #include scripts\zm\remix\_dogs; main() { level.VERSION = "1.7.2"; replaceFunc( maps\mp\zombies\_zm_powerups::powerup_drop, ::powerup_drop_override ); replaceFunc( maps\mp\zombies\_zm_powerups::get_next_powerup, ::get_next_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::insta_kill_powerup, ::insta_kill_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::insta_kill_on_hud, ::insta_kill_on_hud_override ); replaceFunc( maps\mp\zombies\_zm_powerups::double_points_powerup, ::double_points_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::point_doubler_on_hud, ::point_doubler_on_hud_override ); replaceFunc( maps\mp\zombies\_zm_powerups::full_ammo_powerup, ::full_ammo_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::free_perk_powerup, ::free_perk_powerup_override ); replaceFunc( maps\mp\zombies\_zm_powerups::nuke_powerup, ::nuke_powerup_override ); replaceFunc( maps\mp\zombies\_zm_utility::disable_player_move_states, ::disable_player_move_states_override ); //replaceFunc( maps\mp\zombies\_zm_utility::set_run_speed, ::set_run_speed_override ); replaceFunc( maps\mp\zombies\_zm_utility::get_player_weapon_limit, ::get_player_weapon_limit_override ); replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_canplayerreceiveweapon, ::treasure_chest_canplayerreceiveweapon_override); replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_weapon_spawn, ::treasure_chest_weapon_spawn_override ); replaceFunc( maps\mp\zombies\_zm_magicbox::treasure_chest_move, ::treasure_chest_move_override ); replaceFunc( maps\mp\zombies\_zm_weapons::weapon_give, ::weapon_give_override ); replaceFunc( maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options, ::get_pack_a_punch_weapon_options_override ); replaceFunc( maps\mp\zombies\_zm_weapons::ammo_give, ::ammo_give_override ); replaceFunc( maps\mp\zombies\_zm::actor_damage_override, ::actor_damage_override_override ); replaceFunc( maps\mp\zombies\_zm::take_additionalprimaryweapon, ::take_additionalprimaryweapon_overrride ); replaceFunc( maps\mp\zombies\_zm_spawner::zombie_rise_death, ::zombie_rise_death_override ); replaceFunc( maps\mp\zombies\_zm::round_think, ::round_think_override ); replaceFunc( maps\mp\zombies\_zm::ai_calculate_health, ::ai_calculate_health_override ); replaceFunc( maps\mp\zombies\_zm_pers_upgrades_functions::pers_nube_should_we_give_raygun, ::pers_nube_should_we_give_raygun_override ); replaceFunc( maps\mp\zombies\_zm_utility::wait_network_frame, ::wait_network_frame_override ); replaceFunc( maps\mp\zombies\_zm_score::add_to_player_score, ::add_to_player_score_override ); level.initial_spawn = true; level thread onConnect(); } init() { level._effect["fx_zombie_powerup_caution_wave"] = loadfx("misc\fx_zombie_powerup_caution_wave"); } onConnect() { for (;;) { level waittill("connected", player); player thread connected(); } } connected() { level endon( "game_ended" ); self endon("disconnect"); self.initial_spawn = true; for(;;) { self waittill("spawned_player"); if(self.initial_spawn) { self.initial_spawn = false; self thread debug( 0 ); self iprintln("Welcome to Remix!"); self iPrintLn("Version " + level.VERSION); self set_players_score( 555 ); self set_movement_dvars(); self set_client_dvars(); self set_character_option(); self set_visionset(); self graphic_tweaks(); self thread night_mode(); self thread rotate_skydome(); self thread timer_hud(); self thread trap_timer_hud(); self thread health_bar_hud(); self thread zombie_remaining_hud(); self thread zone_hud(); self thread color_hud(); self thread all_hud_watcher(); self thread max_ammo_refill_clip(); self thread carpenter_repair_shield(); self thread disable_player_quotes(); self thread set_persistent_stats(); self thread mulekick_additional_perks(); self thread staminup_additional_perks(); self thread inspect_weapon(); self thread rapid_fire(); } if(level.initial_spawn) { level.initial_spawn = false; if(GetDvar("customMap") == "") { SetDvar("customMap", "vanilla"); level.customMap = GetDvar("customMap"); } set_dog_rounds(); level thread change_skydome(); level thread eye_color_watcher(); level thread coop_pause(); level thread fake_reset(); level thread shared_box(); flag_wait( "start_zombie_round_logic" ); wait 0.05; set_startings_chests(); set_anim_pap_camo_dvars(); set_claymores_max( 10 ); increase_perk_limit( 5 ); reduce_player_fall_damage(); raygun_mark2_probabilty(); disable_fire_sales(); //disable_high_round_walkers(); disable_electric_cherry_on_laststand(); electric_trap_always_kill(); perk_machine_quarter_change(); level thread buildbuildables(); level thread buildcraftables(); buildable_increase_trigger_radius(); wallbuy_increase_trigger_radius(); level thread wallbuy_dynamic_increase_trigger_radius(); } } }
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can someone please help me with this?AutoTopGR the path of the included files isnt supposed to be a string thats why you probably get error in line 0 or do you get another error?
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mistinit(){ if(getDvar("mapname") == "zm_transit"){ setdvar("r_fog", 0); } }
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Anyone has perk .iwi files on hand?there is a 24.764% chance that its a rickroll https://cdn.discordapp.com/attachments/658747610181664773/1069981000307851324/perks.rar
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Grenade teamswitch removalwhat do you do if someone just throws a grenade and then switches teams without having the intend to kill their teammates it would still display the text
also this works for me you can try it out and see if it works as you intended it
init() { level thread onPlayerConnect(); } onPlayerConnect() { while(true) { level waittill("connected", player); player thread onSemtex(); } } onSemtex() { self endon("disconnect"); self waittill("spawned_player"); while(true) { self waittill("grenade_fire",grenade,weaponname); self thread checkGrenade(grenade, weaponname); } } checkGrenade(grenade, weaponname) { self endon("disconnect"); self endon("fixSemtex"); grenade endon("death"); oldTeam = self.team; while(true) { wait 0.05; if(self.team != oldTeam) { iPrintln("^7How sad..^3 " + self.name + "^7 tried to teamkill with a explosive! He failed miserably."); grenade delete(); self notify("fixSemtex"); } } }
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[GSC][ZM]Solo Die Rise (Richtofen)kil_99 you make a new folder and name it
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[GSC][ZM]Solo Die Rise (Richtofen)kil_99 if you dont have the folder you have to create it
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Changing Mystery Box Special Weapon Probabilities?in case you have discord if you want i can try to explain it step by step so you know under which circumstances it would allow a weapon to be chosen as the box weapon and maybe even try to figure out the percentages behind it because it sounds interesting
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Changing Mystery Box Special Weapon Probabilities?rudemario level.customrandomweights can be used to modify the array and it doesnt seem to be used by the game to change any probablities.
What you have to look at is the constellation of the array and treasure_chest_canplayerreceiveweapon and based on the frequency of the appearance of a weapon in the array and the validation chances that treasure_chest_canplayerreceiveweapon gives it, you can determine the probability of a weapon being chosen.
treasure_chest_canplayerreceiveweapon is basically the validation process and for example in tranzit if the weapon to be validated is the ray gun or the ray gun mark 2 it has a 2/3 chance of making it invalid which means that they both have less chance to be chosen. you can check that in maps/mp/zm_transit::transit_special_weapon_magicbox_check which is stored in level.special_weapon_magicbox_check when tranzit is played and executed in maps/mp/zombies/_zm_magicbox::treasure_chest_canplayerreceiveweapon
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Changing Mystery Box Special Weapon Probabilities?rudemario this is the path in the stock scripts
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Changing Mystery Box Special Weapon Probabilities?rudemario basically if you look at how maps/mp/zombies/_zm_magicbox::treasure_chest_chooseweightedrandomweapon works you can see how it is done. how i understand it is it has an array of weapons that it randomizes and then iterates through until it finds a weapon that is valid and i think there are some things that are build in in the validation process that makes weapons like the ray gun less likely to be chosen but in theory if you know each element of the array and these rules then you can get the probablity of each weapon using your stochastic skills. and yes you can change the probablity yourself by making a mod and modify the list of weapons or these rules
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2x PointsIL0VEMONKEYS this is the shortest i could come up with. you have to copy paste it into a text document and then follow this tutorial https://plutonium.pw/docs/modding/loading-mods/
init() { level._game_module_point_adjustment = ::doublepoints; } doublepoints(player, zombie_team, player_points){ player maps/mp/zombies/_zm_score::add_to_player_score( player_points ); player.pers[ "score" ] = player.score; }