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picadiente03

picadiente03

@picadiente03
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  • Enhanced Mule Kick
    picadiente03 picadiente03

    Con este código se mejora mule kick para que al volverlo a beber después de ser derribado, puedas recuperar tu tercer arma, además, al tener activo el perk tienes un 25% de probabilidad de no usar munición de la reserva al recargar y un 50% de probabilidad de no gastar granadas al lanzarla.

    This code enhances “Mule Kick” so that when you drink it again after being knocked down, you can recover your third weapon. Additionally, while the perk is active, you have a 25% chance of not using reserve ammo when reloading and a 50% chance of not using a grenade when throwing it.

    #include maps\mp\zombies\_zm_utility;
    #include maps\mp\_utility;
    #include common_scripts\utility;
    #include maps\mp\zombies\_zm_weapons;
    
    init()
    {
        level thread on_player_connect();
    }
    
    on_player_connect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread monitor_mulekick_perk();
            player thread monitor_mulekick_grenades();
            player thread monitor_mulekick_reload();
        }
    }
    
    monitor_mulekick_perk()
    {
        self endon("disconnect");
        
        self.saved_mule_weapon = "none";
        self.saved_mule_clip = 0;
        self.saved_mule_stock = 0;
    
        for(;;)
        {
            self waittill_any("perk_acquired", "perk_lost");
    
            if (self HasPerk("specialty_additionalprimaryweapon"))
            {
                if (self.saved_mule_weapon != "none")
                {
                    if (maps\mp\zombies\_zm_weapons::is_weapon_upgraded(self.saved_mule_weapon))
                    {
                        options = self maps\mp\zombies\_zm_weapons::get_pack_a_punch_weapon_options(self.saved_mule_weapon);
                        self GiveWeapon(self.saved_mule_weapon, 0, options);
                    }
                    else
                    {
                        self GiveWeapon(self.saved_mule_weapon);
                    }
                    
                    self SetWeaponAmmoClip(self.saved_mule_weapon, self.saved_mule_clip);
                    self SetWeaponAmmoStock(self.saved_mule_weapon, self.saved_mule_stock);
                    
                    self.saved_mule_weapon = "none";
                }
    
                self thread track_mule_inventory();
            }
            else
            {
                self notify("stop_mule_tracking");
                
                if (self.saved_mule_weapon != "none" && self HasWeapon(self.saved_mule_weapon))
                {
                    self TakeWeapon(self.saved_mule_weapon);
                }
            }
        }
    }
    
    track_mule_inventory()
    {
        self endon("disconnect");
        self endon("stop_mule_tracking");
    
        for(;;)
        {
            weapons = self GetWeaponsListPrimaries();
            
            if (weapons.size > 2)
            {
                self.saved_mule_weapon = weapons[2];
                self.saved_mule_clip = self GetWeaponAmmoClip(weapons[2]);
                self.saved_mule_stock = self GetWeaponAmmoStock(weapons[2]);
            }
            
            wait 0.5;
        }
    }
    
    monitor_mulekick_grenades()
    {
        self endon("disconnect");
    
        for(;;)
        {
            self waittill("grenade_fire", grenade, weap);
    
            if (self HasPerk("specialty_additionalprimaryweapon"))
            {
                if (RandomInt(100) < 50)
                {
                    ammo = self GetWeaponAmmoClip(weap);
                    self SetWeaponAmmoClip(weap, ammo + 1);
                }
            }
        }
    }
    
    monitor_mulekick_reload()
    {
        self endon("disconnect");
        
        prev_stock = 0;
        prev_weap = "none";
    
        for(;;)
        {
            weap = self GetCurrentWeapon();
            stock = self GetWeaponAmmoStock(weap);
    
            if (weap == prev_weap && stock < prev_stock)
            {
                if (self HasPerk("specialty_additionalprimaryweapon"))
                {
                    if (RandomInt(100) < 25)
                    {
                        self SetWeaponAmmoStock(weap, prev_stock);
                        stock = prev_stock;
                    }
                }
            }
    
            prev_weap = weap;
            prev_stock = stock;
            wait 0.05;
        }
    }
    
    BO2 Modding Releases & Resources

  • 1911 50/50 C93
    picadiente03 picadiente03

    With this code, you'll have a 50/50 chance of starting and respawning with either the 1911 or the C93 from Origins, and you'll start with a full magazine of your starting weapon's ammo. To use this, you'll need the “zm_expanded” or “zm_weapons” mod.


    Con este código, tendrás un 50/50 de iniciar y reaparecer con 1911 o con la C93 de origins, a su vez que iniciaras con la munición del arma inicial al máximo, para esto tienes que tener el mod de "zm_expanded" o "zm_weapons".

    https://forum.plutonium.pw/topic/42656/release-zm-mod-zm_expanded-combining-zm_weapons-zm_perks-into-1-mod?_=1781481492517

    #include maps\mp\zombies\_zm_utility;
    #include maps\mp\_utility;
    #include common_scripts\utility;
    
    init()
    {
        level thread on_player_connect();
    }
    
    on_player_connect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread assign_random_starter();
        }
    }
    
    assign_random_starter()
    {
        self endon("disconnect");
    
        for(;;)
        {
            self waittill("spawned_player");
            
            weapons = self GetWeaponsListPrimaries();
            foreach (weap in weapons)
            {
                self TakeWeapon(weap);
            }
    
            if (RandomInt(100) < 50)
            {
                self GiveWeapon("m1911_zm");
                self GiveMaxAmmo("m1911_zm");
                self SwitchToWeapon("m1911_zm");
            }
            else
            {
                self GiveWeapon("c96_zm");
                self GiveMaxAmmo("c96_zm");
                self SwitchToWeapon("c96_zm");
            }
        }
    }
    
    BO2 Modding Releases & Resources
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