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Custom zombie maps waw not working
Custom zombie maps waw not working








custom zombie maps waw not working custom zombie maps waw not working custom zombie maps waw not working

Unlimited_ammo_hud_string fadeovertime(.5) Unlimited_ammo_hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars - (level.zombie_vars * 2)) Unlimited_ammo_hud_string setparent(level.uiparent) Unlimited_ammo_hud_string.height = int( level.fontheight * 2 ) Unlimited_ammo_hud_string.font = "objective" Unlimited_ammo_hud_string.elemtype = "font" Unlimited_ammo_hud_string = newclienthudelem(self) Player thread notify_unlimited_ammo_end() cba'd to come up with anything better and don't have a list of sounds, small cha ching sound for each player when someone picks up the powerup pass args onto the original custom powerup grab functionĮlse if (isDefined(level.original_zombiemode_powerup_grab)) If (s_powerup.powerup_name = "unlimited_ammo") Level specific_powerup_drop("unlimited_ammo", self.origin + VectorScale(AnglesToForward(self.angles), 70)) Self iprintlnbold("^7Press ^1 ^7to test, you have ^15 seconds^7.") Level.unlimited_ammo_first_spawn = "fortnite!fortnite!!" whatever so this variable isn't undefined anymore remove the line directly below to disable can be used to make sure it's actually working and all good gives host the ability to test the powerup at the start of the game Self iprintlnbold("^7Unlimited Ammo Custom Powerup Loaded!") message for the host to indicate that it should be all good

custom zombie maps waw not working

Level._zombiemode_powerup_grab = ::custom_powerup_grab override the function Origins and Buried defines for this delayed defining of the custom function so we're sure to Level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab If(isDefined(level._zombiemode_powerup_grab)) I have no idea what will happen, probably pretty broken note that this is not intended for Grief or Turned if one exists (Origins, Buried, Grief & Turned) store the original custom powerup grab function, If(self isHost() & !isDefined(level.unlimited_ammo_first_spawn)) Powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1) galil works in all maps though, so be decent in that regard igĪdd_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0) change to w/e if you have some nice model shitty model, cant find a good model list so cba change the powerup duration if you want Include_zombie_powerup("unlimited_ammo") #include maps\mp\gametypes_zm\_hud_message Be sure to read the comments in there if you'll be doing any changes yourself. I can deal with a checkerboard icon in some maps.įull source for a minimal example script. I fucking cba trying to find one that works. Managed to even spam myself with the powerup over 2000 times in a row with no issues.ĮDIT: Seems the shader I'm using for the icon wont load in all maps KMS KMS KMS KMS KMS KMS. Nothing good I'd assume.Ĭba'd to make it work with them because who needs unlimited ammo in Turned, and who tf plays Grief. I have no idea what happens if you try to use them there. This is not intended for Turned or Grief. Duration can be easily changed, of course. So it'll drop on the ground randomly just like any powerup, and when someone picks it up, every player gets unlimited ammo for 30secs. Thought of making a custom powerup and unlimited ammo seemed like a pretty cool one. Just to remember the good old golden days. So I was playing some zombies with a friend and wanted to do something with gsc.










Custom zombie maps waw not working