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[TUTORIAL] Mortar Strike

HOT
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Created 8 years ago
by BluntStuffy
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Taking it out of the IWD, and putting it back in after still gives me an error. It keeps saying I dont have permission when IU try to add/change something.
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hi, May I download or weapon ?
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you will have tutorial but vidéo?
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hi, May I download or weapon ?

you will have tutorial but vidéo?


Not sure what you mean, the tutorial is in the first post & the script is uploaded as an attachment at the bottom of the first post...
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yes I finally find the link but I did everything as said in the tutorial but I have no mortar_strike in the crate weapon
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yes I finally find the link but I did everything as said in the tutorial but I have no mortar_strike in the crate weapon

And you also did this:

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Dont forget to add the weapon 'mortar_strike" to both dlc3_code and _zombiemode_weapons

and ticked the weapon-file in launcher before compiling?
Last Edit: November 14, 2016, 09:09:39 pm by BluntStuffy
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Yes I did everything well though Can you make a video of se tuto?
Last Edit: November 14, 2016, 09:27:48 pm by Lukkie1998
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You want me to make a video of me pasting some line's in a text-editor, i dont see how that's going to help..
Just make sure you read every step carefully, and take it one step at a time.
And also the fact if the weapon shows up in the box or not, is not related to adding the lines in the script ( except for the stuff in _weapons and dlc3_code ).
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look my script

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Hi there,

I am having trubble with adding the "mortar_strike" in to the _zombiemode_weapons.gsc.

I have never added a weapon of any kind and have no idea what to put in.

Could you help?

Thanks,
ERAWEX
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this isnt working for me
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Just a fun script i came across a few days ago, have it laying around for ages but not going to use it myself prob so why not upload it?
 
Instructions included in the dl as well.
 
 
Add this to a .csv:
Code Snippet
Plaintext
// mortar strike
sound,mortar_strike,,,
weapon,sp/mortar_strike
material,hud_icon_m8_white_smoke
xmodel,projectile_us_smoke_grenade
xmodel,mortar_shell
fx,weapon/satchel/fx_explosion_satchel_generic
fx,blst_custom/streak_marker_smoke
fx,misc/fx_ui_airstrike_smk_green



Open _zombiemode, around line 60-70 you'll see similar line's. Add this one:
 
Code Snippet
Plaintext
maps\_blst_mortar_strike::init();

 


( this might be a bit different in your version of _weapons, so pay attention! )
open _zombiemode_weapons, and look for this line inside the treasure_chest_give_weapon() function:
Code Snippet
Plaintext
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" ) )

Add this part to it:
Code Snippet
Plaintext
|| weapon_string == "mortar_strike"

 
So it looks like:
Code Snippet
Plaintext
if( !( weapon_string == "fraggrenade" || weapon_string == "stielhandgranate" || weapon_string == "molotov" || weapon_string == "zombie_cymbal_monkey" || weapon_string == "mortar_strike" ) )



Next a few lines down, you'll see this line:
Code Snippet
Plaintext
if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" )

This time we're going to add:
Code Snippet
Plaintext
&& weapon_string != "mortar_strike" 

So in the end it looks like:
Code Snippet
Plaintext
if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" && weapon_string != "mortar_strike" )



 
Next look for the function treasure_chest_give_weapon(), and in there look for these lines:
Code Snippet
Plaintext
self GiveWeapon( weapon_string, 0 );
self GiveMaxAmmo( weapon_string );
self SwitchToWeapon( weapon_string );

Right ABOVE those lines, paste in these new ones:
Code Snippet
Plaintext
if( weapon_string == "mortar_strike" )
{
self thread maps\_blst_mortar_strike::player_give_mortar();
play_weapon_vo("zombie_cymbal_monkey");
return;
}

 


Dont forget to add the weapon 'mortar_strike" to both dlc3_code and _zombiemode_weapons, like you would with any other weapon.
 


If you want to give the players a mortar strike in another way then through the box, use this line of code ( using 'give' in the console will not work!! ):
 
player thread maps\_blst_mortar_strike::player_give_mortar();
 
 
 
The Script:
Spoiler: click to show...
Code Snippet
Plaintext
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;

////////////////////////////////////////////////
///// Mortar Strike:   /////
///// by: BluntStuffy   /////
///// Please give credit when used..       /////
////////////////////////////////////////////////

init()
{
// level thread test_mortar_strike(); // put this line back in to get a mortar strike 3 seconds after the game starts ( for testing )

level.mortar_drop_count = 35; // amount of mortars that will be launched

level.mortar_damages_other_players = false; // if other players can take damage from your mortar strike

level.player_mortar_radius = 250; // radius of effect of the mortars on the players
level.player_mortar_damage = 50; // max damage from a mortar, when a player is in the center of the radius

level.zombie_mortar_radius = 300; // radius of effect of the mortars on zombies
level.zombie_mortar_damage = 1200; // max damage from a mortar, when a zombie is in the center of the radius

    level._effect = loadfx( "misc/fx_ui_airstrike_smk_green");
    level._effect = loadfx( "weapon/satchel/fx_explosion_satchel_generic");
level._effect = loadfx( "weapon/grenade/fx_trail_rifle_grenade" );
precachemodel( "mortar_shell" );

}

test_mortar_strike()
{
wait 3;

player = get_players();
for( i=0 ;i 0.3 )
{
refs = ;
refs[refs.size] = "guts";
refs[refs.size] = "right_arm";
refs[refs.size] = "left_arm";
refs[refs.size] = "right_leg";
refs[refs.size] = "left_leg";
refs[refs.size] = "no_legs";

zombs[i].a.gib_ref = animscripts\death::get_random( refs );
zombs[i] thread animscripts\death::do_gib();
}

zombs[i] dodamage( damage, self.origin, player );
// iprintln( "zombie damage: "+damage );
}
}
}
its doesnt work
 

 
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