JezuzLizard i KNEW it was my shitty code, ty for telling me what's wrong, preciate it
smooshie
Posts
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MOTD Crash/Bug Report -
MOTD Crash/Bug ReportI'm pretty sure every single crash was caused by my awful coding but I thought I'd give my logs anyways, just in case they manage to fix some random bug. GDrive folder is here. They're too big to upload to the forums.
The latest crash as of writing is the 03-28-41 crash which has the reference ID from the screenshot.
I think all of the crashes happened as I was coming back out of the afterlife on MOTD.
This latest one happened at the afterlife station near showers and library.
If anyone has more questions or wants more info, I'm in the Plutonium Discord server, @estrogen.solutions -
Cambiar color de ojos de los zombies πβπ¨ (Textura) (Camo BO2)@Azulejo-xpg 1. i only speak english
2. why me?! -
[Zombies] Infinite Damage GalvaknucklesFaZe Flick On the Github, in releases, to the right.
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[Zombies] Infinite Damage GalvaknucklesSomeone said they'd be interested in this so.. I present to you: Infinite Damage Galvaknuckles!
The .zip and original source code can be found on Github here. -
Infinite Damage Galvaknuckleshindercanrun it was only long imo because i didn't know anything about the language
if i knew what required what and what code went where, it would've been a lot faster. -
Infinite Damage Galvaknucklesso I figured it out! Using BO2 Reimagined's code as a base, I put
if (maps\mp\zombies\_zm_weapons::get_base_weapon_name(weapon, 1) == "tazer_knuckles_zm") { final_damage = level.zombie_health; }
into actor_damage_override and then I put
#include scripts\zm\replaced\_zm; main() { replaceFunc(maps\mp\zombies\_zm::actor_damage_override, scripts\zm\replaced\_zm::actor_damage_override); }
into my own script. Might release the pair of scripts (with all of BO2 Reimagined's code removed obviously).
btw all of those 5 lines took FIVE. HOURS. -
Infinite Damage GalvaknucklesTitle says what I want to achieve. So far, with almost no guidance, all I've managed to come up with is:
self waittill( "weapon_melee", weapon ); if ( weapon == "tazer_knuckles_zm" ) level.overrideplayerdamage(9999999);
or
self waittill( "weapon_melee", weapon ); if ( weapon == "tazer_knuckles_zm" ) eattacker.meleedamage = 999999;
I have no idea how to set the damage of the knuckles, nor if I'm even doing this right. Someone on the discord said this would be simple but it is very much complicated for me