Dottor.gabry I have very little experience my self, this script took a while to make and i just learned entirely from reading the t6 stock scripts. I also had some help from the Plutonium Discord and Resxt
Jason_
Posts
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[Release] [Zombies] Mob of the Dead Helper - Show Locations of Key Items and Craftable Parts -
[Release] [Zombies] Mob of the Dead Helper - Show Locations of Key Items and Craftable PartsMigter12 Would be pretty easy to make, might get around to it eventually
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[Release] [Zombies] Mob of the Dead Helper - Show Locations of Key Items and Craftable Partsstevje Yes there should be a popup at the start of the game that shows the controls for hiding the icons
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[Release] [Zombies] Mob of the Dead Helper - Show Locations of Key Items and Craftable PartsThis script shows the location of:
- Song easter egg bottles
- Craftable parts such as zombie shield, acidgat and wardens key
- Skulls that need to be hit with the tomahawk for the free blundergat
Useful for newcomers to the map or those who haven't memorised the possible locations of each craftable piece.
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Getting Coordinates of Spawned Craftable PartsGot it to work! The function I was looking for was get_craftable_piece_model. I also checked if the parts had a delay to being spawned in which turned out to be true so there's a check for that too when the player spawns.
Heres the code and a link to the function:
#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\zombies\_zm_laststand; #include maps\mp\zombies\_zm_equipment; #include maps\mp\zombies\_zm_unitrigger; #include maps\mp\zombies\_zm_craftables; #include maps\mp\zombies\_zm_stats; #include maps\mp\zombies\_zm_weapons; #include maps\mp\_demo; init() { level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill ("connecting", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); level endon("end_game"); for (;;) { self waittill("spawned_player"); while ( level.a_uts_craftables.size == 0 ){ wait 1; } dolly = get_craftable_piece_model("alcatraz_shield_zm", "dolly"); teleportPlayer(self, dolly.origin, dolly.angles); } } teleportPlayer(player, origin, angles) { player setOrigin(origin); player setPlayerAngles(angles); }
Thanks for your help, i would have been looking about for the function for ages
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Getting Coordinates of Spawned Craftable PartsHi again, it seems that array is still empty. Could it be because the parts aren't spawned immediately? Still trying this on MOTD. Tried looking for a waittill flag for parts being spawned but i can't seem to find anything. Still very new to GSC so not too sure what's going on here.
#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\zombies\_zm_utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\zombies\_zm_laststand; #include maps\mp\zombies\_zm_equipment; #include maps\mp\zombies\_zm_unitrigger; #include maps\mp\zombies\_zm_craftables; #include maps\mp\zombies\_zm_stats; #include maps\mp\zombies\_zm_weapons; #include maps\mp\_demo; init() { level thread onplayerconnect(); } onplayerconnect() { for(;;) { level waittill ("connecting", player); player thread onplayerspawned(); } } onplayerspawned() { self endon("disconnect"); level endon("end_game"); for (;;) { self waittill("spawned_player"); if (isdefined(level.a_uts_craftables)) { println(level.a_uts_craftables.size); } } }
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Getting Coordinates of Spawned Craftable PartsResxt Sure thing, it just doesn't make any sense how the parts can only spawn in certain locations but when you search through the stock scripts there's literally 0 coordinates anywhere for any parts. Very confusing
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Getting Coordinates of Spawned Craftable PartsAny idea on how to do this on MOTD?
Tried to loop through level.zombies_craftablestubs but that array is empty. I've been looking through the T6 stock scripts for ages and i cant find the logic for where the parts are randomly spawned either. Any help would be great.