They only save in private/solo matches (so does your rank and perma-perks).

Jon_Trollsten
Posts
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Zombies Easter Eggs -
[Release] [GSC] Zombies Custom Powerup | Unlimited AmmoTried improving the code, added ambient sound when powerup is active, and iprintin message about powerup being picked up and being ended. I also tried drawing a hud powerup icon but it doesn't work.
I also removed zombie blood code because it wasn't working.#include maps\mp\_utility; #include common_scripts\utility; #include maps\mp\gametypes_zm\_hud_util; #include maps\mp\gametypes_zm\_hud_message; //important include #include maps\mp\zombies\_zm_powerups; init() { level thread onPlayerConnect(); precacheshader( "zom_icon_minigun" ); // tried precaching death machine icon for hud, didn't work for some reason include_zombie_powerup("unlimited_ammo"); add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0); powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1); } onPlayerConnect() { for(;;) { level waittill("connected", player); player thread onPlayerSpawned(); } } onPlayerSpawned() { self endon("disconnect"); level endon("game_ended"); for(;;) { self waittill("spawned_player"); //only run this when the host spawns in for the very first time if(!isDefined(level.unlimited_ammo_first_spawn)) { wait 2; level._zombiemode_powerup_grab = ::custom_powerup_grab; level.unlimited_ammo_first_spawn = "fortnite!fortnite!!"; } } } //fires when we grab any custom powerup custom_powerup_grab(s_powerup, e_player) { if (s_powerup.powerup_name == "unlimited_ammo") level thread unlimited_ammo_powerup(s_powerup, e_player); } unlimited_ammo_powerup(m_powerup, e_player) { foreach(player in level.players) { //if powerup is already on, turn it off player notify("end_unlimited_ammo"); //decided to use stinger from when you get ray gun from box player playsound("mus_raygun_stinger"); player thread turn_on_unlimited_ammo(); player thread notify_unlimited_ammo_end(); player thread sfx_inf_ammo(); player thread ammo_hud_create(); player iprintln("^2Bottomless Clip!"); wait 30; player iprintln("^1Bottomless Clip has ended!"); player playsound("zmb_insta_kill_loop_off"); } } sfx_inf_ammo() { level endon("game_ended"); self endon("disconnect"); self endon("end_unlimited_ammo"); inf_ammo_ent = spawn( "script_origin", ( 0, 0, 0 ) ); inf_ammo_ent playloopsound( "zmb_insta_kill_loop" ); wait 30; inf_ammo_ent stoploopsound(); inf_ammo_ent destroy(); } //my attempt at making a hud icon for it, as expected, it didn't work ammo_hud_create() { self.ammo_icon = newclienthudelem( self ); self.ammo_icon.horzalign = "center"; self.ammo_icon.vertalign = "middle"; self.ammo_icon.x = -16; self.ammo_icon.y = 16; self.ammo_icon.alpha = 0; width = 64; height = 64; self.ammo_icon setshader( "zom_icon_minigun", width, height ); wait 30; self.ammo_icon destroy(); } turn_on_unlimited_ammo() { level endon("game_ended"); self endon("disconnect"); self endon("end_unlimited_ammo"); self setWeaponAmmoClip(self GetCurrentWeapon(), 150); for(;;) { self waittill ("weapon_fired"); //simply set the current mag to be full on a loop self setWeaponAmmoClip(self GetCurrentWeapon(), 150); wait .02; } } notify_unlimited_ammo_end() { level endon("game_ended"); self endon("disconnect"); self endon("end_unlimited_ammo"); //changed duration to 30 because why not wait 30; self notify("end_unlimited_ammo"); }
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[Support] Request: Does anyone have a decent gsc for zombies?Changing starting weapon is just literally one line
level.start_weapon = "fiveseven_zm"; //replace fiveseven_zm with any other weapon name
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[Support] Enabling phd flopper (persistent upgrade) on Die RiseI fixed the error and code actually runs! The only problem that it actually doesn't give you the flopper for some reason.
#include maps/mp/zombies/_zm_perk_divetonuke; #include maps/mp/zombies/_zm_pers_upgrades_functions; #include maps/mp/zombies/_zm_magicbox; #include maps/mp/zombies/_zm_perks; #include maps/mp/zombies/_zm_weapons; #include maps/mp/_visionset_mgr; #include maps/mp/zombies/_zm_powerups; #include maps/mp/gametypes_zm/_globallogic_score; #include maps/mp/zombies/_zm_score; #include maps/mp/zombies/_zm_stats; #include maps/mp/zombies/_zm_pers_upgrades; #include maps/mp/zombies/_zm_utility; #include maps/mp/_utility; #include common_scripts/utility; #include maps\mp\zombies\_zm_powerups; init() { checkthemap(); } checkthemap() { if( getdvar("mapname") == "zm_highrise" ) { level.pers_upgrade_flopper = 1; level.divetonuke_precache_override_func = divetonuke_precache_override_func; level.pers_flopper_divetonuke_func = pers_flopper_explode; level.pers_flopper_network_optimized = 1; } } divetonuke_precache_override_func() { precacheshader( "specialty_divetonuke_zombies" ); level._effect[ "divetonuke_light" ] = loadfx( "misc/fx_zombie_cola_dtap_on" ); } pers_flopper_explode( attacker, origin ) { self endon( "disconnect" ); radius = level.zombie_vars[ "zombie_perk_divetonuke_radius" ]; min_damage = level.zombie_vars[ "zombie_perk_divetonuke_min_damage" ]; max_damage = level.zombie_vars[ "zombie_perk_divetonuke_max_damage" ]; if ( isDefined( level.pers_flopper_network_optimized ) && level.pers_flopper_network_optimized ) { attacker thread pers_flopper_damage_network_optimized( origin, radius, max_damage, min_damage, "MOD_GRENADE_SPLASH" ); } else { radiusdamage( origin, radius, max_damage, min_damage, attacker, "MOD_GRENADE_SPLASH" ); } attacker setclientfield( "phd_flopper_effects", 1 ); maps/mp/_visionset_mgr::vsmgr_activate( "visionset", "zm_perk_divetonuke", attacker ); wait 1; maps/mp/_visionset_mgr::vsmgr_deactivate( "visionset", "zm_perk_divetonuke", attacker ); attacker setclientfield( "phd_flopper_effects", 0 ); }
I don't even know if you actually can make PHD Flopper work on Die Rise, but still worth a try.
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[Support] Enabling phd flopper (persistent upgrade) on Die RiseAlright so, I am a total noob to gsc scripting and I tried to enable flopper (persistent upgrade) for Die Rise.
As expected, I ran into an error:
1 script error(s): Unresolved external : "maps/mp/zombies/_zm_pers_upgrades_functions" with 0 parameters in "_clientids" at lines 1,1
Here's the code:
#include maps/mp/zombies/_zm_perk_divetonuke; #include maps/mp/zombies/_zm_pers_upgrades_functions; init() { level.pers_upgrade_flopper = 1; level.divetonuke_precache_override_func=::maps/mp/zombies/_zm_pers_upgrades_functions::divetonuke_precache_override_func; level.pers_flopper_divetonuke_func = ::maps/mp/zombies/_zm_pers_upgrades_functions::pers_flopper_explode; level.pers_flopper_network_optimized = 1; }
Could someone help me please?
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[Release] [GSC] Zombies Custom Powerup | Unlimited AmmoHmm...
maybe add death machine powerup?