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Tombstone

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Created 9 years ago
by alaurenc9
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Location: us
Date Registered: 30 December 2012
Last active: 9 months ago
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My preferred name is "xSanchez78".
Check me out here: www.steamcommunity.com/id/xSanchez78
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Hello guys
my name is xSanchez78
and today i have something
that has rarely been seen,
released, or used at all
in the community.
Today I have for you:

Tombstone

I have spent a few weels scripting
this, making sure that the perk is exactly
like black ops 2 town and tranzit, and has no
glitched or bugs. And it is PERFECT!

Perk Features:
   If the game is solo, the machine
   dissappears and does nothing. If
   it is a coop game, the machine
   remains in the map and you can buy
   it. If you buy it and you go down
   into laststand mode, a tombstone
   spawns over you. if you get revived,
   the tombstone dissappears. If you
   bleedout, the tombstone remains as
   a powerup. Only you can pick it up,
   not your teammates. When you respawn,
   if you die, then you the tombstone
   dissappears. If you pick it up, you
   get all your perks and guns back.

Let's Get Started!

Xmodels:

This tutorial does not provide xmodels for you.
It is up to you to export the xmodels, as posting
them in download links is against the UGX Mods
rules. But here is an Easy-To-Follow tutorial:

http://www.zombiemodding.com/index.php?topic=12436.0

Follow that and you will learn how to port xmodels.
The models you need are "bo2_zombie_vending_tombstone", "bo2_ch_tombstone1",
"bo2_zombie_vending_tombstone_on", "bo2_t6_wpn_zmb_perk_bottle_tombstone_view",
and "bo2_t6_wpn_zmb_perk_bottle_tombstone_world". The models
in lime may not have the prefix "bo2_" but just look for these
names and when you convert them, make sure they match
or else this tutorial will not work properly.
In mod.csv, be sure to add the following:

Code Snippet
Plaintext
xmodel,bo2_zombie_vending_tombstone
xmodel,bo2_zombie_vending_tombstone_on
xmodel,bo2_t6_wpn_zmb_perk_bottle_tombstone_view
xmodel,bo2_t6_wpn_zmb_perk_bottle_tombstone_world
xmodel,bo2_ch_tombstone1


Weapons:

You are probably thinking, what do weapons
have to do with this? Well the weapon
I am talking about is the perk bottle that
you drink when you buy the perk. If you
exported all the models correctly in the first
step, you will have the models needed.
First, go to "root/raw/weapons/sp" and find
"zombie_perk_bottle_jugg". Copy it and rename it
to "zombie_perk_bottle_tombstone". Now open it
with notepad, and find "GunModel". In the next
set of slashes, it should say "zombie_perk_bottle_jugg".
Rename this to "bo2_t6_wpn_zmb_perk_bottle_tombstone_view".
Then find "WorldModel". Next to it, it should say
"zombie_3rd_perk_bottle_jugg". Rename this to
"bo2_t6_wpn_zmb_perk_bottle_tombstone_world".
Save & Close. Now you have your weapon file.
Place it in "root/mods/mapname/weapons/sp".
In mod.csv, make sure to add this:

Code Snippet
Plaintext
weapon,sp/zombie_perk_bottle_tombstone


Radiant:

In radiant, you need to make your own prefab.
First add a trigger_multiple. Add these KVP's
   targetname - audio_bump_trigger
   script_sound - perks_rattle

This will be the trigger where you go prone
and it gives you 25 points. Now add a script_struct.
Give it these KVP's
   targetname - perksacola
   script_sound - mx_tombstone_jingle

This will be the spot where it plays the
perk jingle when it is idle. Now add a
trigger_use. Give it these KVP's:
   targetname - vending_trigger_tombstone

This will be the trigger that the players
use to buy the perk. Now add a script_model
Give it these KVP's
   targetname - vending_tombstone
   model - bo2_zombie_vending_tombstone

This will be the actual perk model.
Now just add a clip around your perk
and you should have your perk prefab!

Images:

You need to get the perk shader yourself.
Just make sure when you convert it that
it is named this: "tombstone_vending_zombies".

Sounds:

The sounds are also up to you to get.
The functions for playing sound are already
in the script, you just need to do this:
For the stinger sound, in the alias, make
sure you call it "mx_tombstone_sting", and for
the jingle call it "mx_tombstone_jingle".

Scripts:

Alright, you have done every other step, time for the
last. Scripting. This is the hardest part, there is much to
do. First, copy this script and name it to

"_zombiemode_perks_tombstone.gsc"

Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_hud_util;

init()
{
vending_triggers = GetEntArray( "vending_trigger_tombstone", "targetname" );
if( vending_triggers.size < 1 )
{
return;
}
PrecacheItem( "zombie_perk_bottle_tombstone" );
PrecacheShader( "tombstone_vending_zombies" );
PrecacheModel( "bo2_zombie_vending_tombstone_on" );
PrecacheModel( "bo2_ch_tombstone1" );
level._effect["tombstone_light"] = loadfx("misc/fx_zombie_cola_on");
array_thread( vending_triggers, ::vending_trigger_think );
array_thread( vending_triggers, maps\_zombiemode_perks::electric_perks_dialog );
level thread turn_tombstone_on();
level thread machine_watcher();
level.tombstone_jingle = 0;
thread player_init();
}

player_init()
{
flag_wait( "all_players_connected" );
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] thread tombstone();
}
}

turn_tombstone_on()
{
machine = getentarray("vending_tombstone", "targetname");
flag_wait( "all_players_connected" );
if( get_players().size == 1 )
{
for( i = 0; i < machine.size; i++ )
{
machine[i] delete();
}
return;
}
level waittill("juggernog_on");
for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("bo2_zombie_vending_tombstone_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread maps\_zombiemode_perks::perk_fx( "tombstone_light" );

}
level notify( "specialty_reconnaissance_power_on" );
}

vending_trigger_think()
{
flag_wait( "all_players_connected" );
if( get_players().size == 1 )
{
self delete();
return;
}
self SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();
level waittill( "specialty_reconnaissance_power_on" );
perk_hum = spawn("script_origin", self.origin);
perk_hum playloopsound("perks_machine_loop");
self thread maps\_zombiemode_perks::check_player_has_perk( "specialty_reconnaissance" );
self setHintString( "Press & hold &&1 to buy Tombstone Soda [Cost: 2000]" );
for( ;; )
{
self waittill( "trigger", player );
index = maps\_zombiemode_weapons::get_player_index(player);
cost = 2000;
if (player maps\_laststand::player_is_in_laststand() )
{
continue;
}
if(player in_revive_trigger())
{
continue;
}
if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}
if( player isSwitchingWeapons() )
{
wait(0.1);
continue;
}
if ( player HasPerk( "specialty_reconnaissance" ) )
{
self playsound("deny");
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}
if ( player.score < cost )
{
self playsound("deny");
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}
sound = "bottle_dispense3d";
player achievement_notify( "perk_used" );
playsoundatposition(sound, self.origin);
player maps\_zombiemode_score::minus_to_player_score( cost );
self thread play_vendor_stings();
gun = player perk_give_bottle_begin();
player.is_drinking = 1;
player waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
player perk_give_bottle_end( gun );
player.is_drinking = undefined;
if ( player maps\_laststand::player_is_in_laststand() )
{
continue;
}
player SetPerk( "specialty_reconnaissance" );
player thread perk_vo();
player setblur( 4, 0.1 );
wait(0.1);
player setblur(0, 0.1);
player perk_hud_create();
player.stats["perks"]++;
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type perk", player.playername, player.score, level.round_number, cost, "specialty_reconnaissance", self.origin );
player thread maps\_zombiemode_perks::perk_think( "specialty_reconnaissance" );

}
}

perk_hud_create()
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = self.perk_hud.size * 30;
hud.y = hud.y - 70;
hud.alpha = 1;
hud SetShader( "tombstone_vending_zombies", 24, 24 );
self.perk_hud[ "specialty_reconnaissance" ] = hud;
}

perk_give_bottle_begin()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
gun = self GetCurrentWeapon();
self GiveWeapon( "zombie_perk_bottle_tombstone" );
self SwitchToWeapon( "zombie_perk_bottle_tombstone" );
return gun;
}

perk_give_bottle_end( gun )
{
assert( gun != "zombie_perk_bottle_doubletap" );
assert( gun != "zombie_perk_bottle_revive" );
assert( gun != "zombie_perk_bottle_jugg" );
assert( gun != "zombie_perk_bottle_sleight" );
assert( gun != "zombie_perk_bottle_tombstone" );
assert( gun != "syrette" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
if ( self maps\_laststand::player_is_in_laststand() )
{
self TakeWeapon("zombie_perk_bottle_tombstone");
return;
}
if ( gun != "none" && gun != "mine_bouncing_betty" )
{
self SwitchToWeapon( gun );
}
else
{
primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
{
self SwitchToWeapon( primaryWeapons[0] );
}
}
self TakeWeapon("zombie_perk_bottle_tombstone");
}

perk_vo()
{
self endon("death");
self endon("disconnect");
index = maps\_zombiemode_weapons::get_player_index(self);
if(!isdefined (level.player_is_speaking))
{
level.player_is_speaking = 0;
}
player_index = "plr_" + index + "_";
wait(1.0);
self maps\_zombiemode_spawner::do_player_playdialog(player_index, "vox_perk_jugga_0", 0.25);
}

machine_watcher()
{
level thread machine_watcher_factory();
}

machine_watcher_factory()
{
level waittill("specialty_reconnaissance_power_on");
temp_machines = getstructarray("perksacola", "targetname");
for (x = 0; x < temp_machines.size; x++)
{
if (temp_machines[x].script_sound == "mx_tombstone_jingle")
{
temp_machines[x] thread perks_a_cola_jingle();
}
}

}

play_vendor_stings()
{
if(!IsDefined (level.tombstone_jingle))
{
level.tombstone_jingle = 0;
}
if(!IsDefined (level.eggs))
{
level.eggs = 0;
}
if (level.eggs == 0)
{
if(level.tombstone_jingle == 0 )
{
level.tombstone_jingle = 1;
temp_org_tombstone_s = spawn("script_origin", self.origin);
temp_org_tombstone_s playsound ("mx_tombstone_sting", "sound_done");
temp_org_tombstone_s waittill("sound_done");
level.tombstone_jingle = 0;
temp_org_tombstone_s delete();
}
}
}

perks_a_cola_jingle()
{
self thread maps\_zombiemode_perks::play_random_broken_sounds();
if(!IsDefined(self.perk_jingle_playing))
{
self.perk_jingle_playing = 0;
}
if (!IsDefined (level.eggs))
{
level.eggs = 0;
}
while(1)
{
wait(randomfloatrange(31,45));
if(randomint(100) < 15 && level.eggs == 0)
{
level notify ("jingle_playing");
playsoundatposition ("electrical_surge", self.origin);
if(level.tombstone_jingle == 0)
{
level.tombstone_jingle = 1;
temp_org_tombstone = spawn("script_origin", self.origin);
wait(0.05);
temp_org_tombstone playsound (self.script_sound, "sound_done");
temp_org_tombstone waittill("sound_done");
level.tombstone_jingle = 0;
temp_org_tombstone delete();
}
self thread maps\_zombiemode_perks::play_random_broken_sounds();
}
}
}

tombstone()
{
if( get_players().size == 1 )
{
return;
}
has_tombstone = false;
savePerks = undefined;
while(1)
{
if( !self maps\_laststand::player_is_in_laststand() )
{
if( self hasPerk( "specialty_reconnaissance" ) )
{
has_tombstone = true;
savePerks = get_savable_perks();
}
else
{
has_tombstone = false;
savePerks = undefined;
}
}
else
{
if( has_tombstone )
{
stock = self get_player_stock( savePerks );
self tombstone_process( self.origin, stock );
has_tombstone = false;
savePerks = undefined;
}
}
wait 0.5;
}
}

get_savable_perks()
{
perks = [];
perks[0] = "specialty_armorvest";
perks[1] = "specialty_fastreload";
perks[2] = "specialty_rof";
perks[3] = "specialty_quickrevive";
perks[4] = "specialty_detectexplosive";
perks[5] = "specialty_longersprint";
perks[6] = "specialty_bulletaccuracy";
perks[7] = "specialty_extraammo";
perks[8] = "specialty_shades";
perks[9] = "specialty_boost";
perks[10] = "specialty_ordinance";
SavePerks = [];
for( p = 0; p < perks.size; p++ )
{
SavePerks[perks[p]] = false;
if (self hasPerk(perks[p]))
{
SavePerks[perks[p]] = true;
}
}
return SavePerks;
}

get_player_stock( savePerks )
{
stuff = [];
stuff[ "weap_list" ] = self.weaponInventory;
stuff[ "last_weap" ] = self.lastActiveWeapon;
stuff[ "weap_ammo" ] = self.weaponAmmo;
stuff[ "save_perk" ] = savePerks;
return stuff;
}

tombstone_process( origin, stock )
{
powerup = maps\_zombiemode_net::network_safe_spawn( "powerup", 1, "script_model", origin + ( 0, 0, 40 ) );
powerup setModel( "bo2_ch_tombstone1" );
powerup.tombstone_stock = stock;
powerup.owner = self;
playsoundatposition( "spawn_powerup", powerup.origin );
powerup PlayLoopSound( "spawn_powerup_loop" );
powerup thread powerup_wobble();
self thread early_bleedout_button();
result = self waittill_any_return( "player_revived", "zombified" );
if( result == "player_revived" )
{
powerup StopLoopSound();
powerup notify( "powerup_timedout" );
powerup delete();
}
else if( result == "zombified" )
{
powerup thread powerup_timeout();
powerup thread powerup_grab();
}
}

powerup_wobble()
{
self endon( "powerup_grabbed" );
self endon( "powerup_timedout" );
if( isdefined( self ) )
{
playfxontag( level._effect[ "powerup_on" ], self, "tag_origin" );
}
while( isdefined( self ) )
{
self rotateYaw( 360, 4 );
wait 4;
}
}

early_bleedout_button()
{
self endon( "player_revived" );
self endon( "disconnect" );
self endon( "zombified" );
screen_text = create_simple_hud( self );
screen_text.sort = 1;
screen_text.alignX = "center";
screen_text.alignY = "middle";
screen_text.horzAlign = "center";
screen_text.vertAlign = "bottom";
screen_text.y = -150;
screen_text.foreground = true;
screen_text.font = "default";
screen_text.fontScale = 1.5;
screen_text.alpha = 1;
screen_text.color = ( 1.0, 1.0, 1.0 );
screen_text setText( "Press ^3[{+activate}]^7 [Please don't feed the zombies]" );
self thread cleanup_screentext( screen_text );
dropped = false;
while( isdefined( self ) && self maps\_laststand::player_is_in_laststand() && self.sessionstate != "spectator" )
{
if( self UseButtonPressed() && !dropped && self maps\_laststand::player_is_in_laststand() && self.sessionstate != "spectator" )
{
t = 0;
self.tombstoneProgressBar = maps\_hud_util::createPrimaryProgressBar();
self.tombstoneProgressBar maps\_hud_util::updateBar( 0.01, 1 );
self.tombstoneTextHud = newclientHudElem( self );
self.tombstoneTextHud.alignX = "center";
self.tombstoneTextHud.alignY = "middle";
self.tombstoneTextHud.horzAlign = "center";
self.tombstoneTextHud.vertAlign = "bottom";
self.tombstoneTextHud.y = -148;
self.tombstoneTextHud.foreground = true;
self.tombstoneTextHud.font = "default";
self.tombstoneTextHud.fontScale = 1.8;
self.tombstoneTextHud.alpha = 1;
self.tombstoneTextHud.color = ( 1.0, 1.0, 1.0 );
self.tombstoneTextHud setText( "Don't feed the zombies" );
screen_text.alpha = 0;
while( self UseButtonPressed() && t < 1 && self maps\_laststand::player_is_in_laststand() && self.sessionstate != "spectator" )
{
t += .05;
wait .05;
}
self.tombstoneProgressBar maps\_hud_util::destroyElem();
self.tombstoneTextHud destroy();
if( t >= 1 )
{
self.bleedout_time = 1;
dropped = true;
break;
}
else
{
screen_text.alpha = 1;
}
}
wait .15;
}
screen_text notify( "nevermind" );
screen_text destroy_hud();
if( isDefined( self.tombstoneTextHud ) )
{
self.tombstoneTextHud destroy();
}
if( isDefined( self.tombstoneProgressBar ) )
{
self.tombstoneProgressBar maps\_hud_util::destroyElem();
}
}

cleanup_screentext( hud )
{
hud endon( "nevermind" );
self waittill_any( "player_revived", "disconnect", "zombified" );
hud destroy_hud();
if( isDefined( self.tombstoneTextHud ) )
{
self.tombstoneTextHud destroy();
}
if( isDefined( self.tombstoneProgressBar ) )
{
self.tombstoneProgressBar maps\_hud_util::destroyElem();
}
}

powerup_timeout()
{
self endon( "powerup_grabbed" );
self.owner waittill_any( "fake_death", "death", "player_downed", "whoswho_death" );
self notify( "powerup_timedout" );
self delete();
}

powerup_grab()
{
self endon( "powerup_timedout" );
self endon( "powerup_grabbed" );
while( isdefined( self ) )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if( distance( players[i].origin, self.origin ) < 64 && players[i] == self.owner )
{
playfx( level._effect["powerup_grabbed"], self.origin );
playfx( level._effect["powerup_grabbed_wave"], self.origin );
players[i] thread give_back_stock( self.tombstone_stock );
wait( 0.1 );
playsoundatposition( "powerup_grabbed", self.origin );
self stoploopsound();
self delete();
self notify( "powerup_grabbed" );
}
}
wait 0.1;
}
}

give_back_stock( stuff )
{
self.weaponInventory = stuff[ "weap_list" ];
self.lastActiveWeapon = stuff[ "last_weap" ];
self.weaponAmmo = stuff[ "weap_ammo" ];
self maps\_laststand::laststand_giveback_player_weapons();
savePerks = stuff[ "save_perk" ];
perks = GetArrayKeys( SavePerks );
for( p = 0; p < perks.size; p++ )
{
if( SavePerks[perks[p]] )
{
self give_perk( perks[p] );
}
}
}

give_perk( perk )
{
if( self hasPerk( perk ) )
{
return;
}
switch( perk )
{
case "specialty_armorvest":
self setPerk( "specialty_armorvest" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_armorvest" );
self thread maps\_zombiemode_perks::perk_think( "specialty_armorvest" );
self.maxhealth = 285;
self.health = 285;
break;

case "specialty_fastreload":
self setPerk( "specialty_fastreload" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_fastreload" );
self thread maps\_zombiemode_perks::perk_think( "specialty_fastreload" );
break;

case "specialty_rof":
self setPerk( "specialty_rof" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_rof" );
self thread maps\_zombiemode_perks::perk_think( "specialty_rof" );
break;

case "specialty_quickrevive":
self setPerk( "specialty_quickrevive" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_quickrevive" );
self thread maps\_zombiemode_perks::perk_think( "specialty_quickrevive" );
break;

default:
break;
}
}



Now find this
function "get_savable_perks()"
In it find this code

Code Snippet
Plaintext
	perks = [];
perks[0] = "specialty_armorvest";
perks[1] = "specialty_fastreload";
perks[2] = "specialty_rof";
perks[3] = "specialty_quickrevive";
perks[4] = "specialty_detectexplosive";
perks[5] = "specialty_longersprint";
perks[6] = "specialty_bulletaccuracy";
perks[7] = "specialty_extraammo";
perks[8] = "specialty_shades";
perks[9] = "specialty_boost";
perks[10] = "specialty_ordinance";


These are the perks that you want
Tombstone to be able to save. You need
to make sure you include all the
perks you want to be saved, and
exclude the ones you want to be lost.
As you can see Tombstone ( specialty_reconnaissance )
is not included because you are not able
to save tombstone itself. Now find this
function at the bottom "give_perk()".
Find this

Code Snippet
Plaintext
	switch( perk )
{
case "specialty_armorvest":
self setPerk( "specialty_armorvest" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_armorvest" );
self thread maps\_zombiemode_perks::perk_think( "specialty_armorvest" );
self.maxhealth = 285;
self.health = 285;
break;

case "specialty_fastreload":
self setPerk( "specialty_fastreload" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_fastreload" );
self thread maps\_zombiemode_perks::perk_think( "specialty_fastreload" );
break;

case "specialty_rof":
self setPerk( "specialty_rof" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_rof" );
self thread maps\_zombiemode_perks::perk_think( "specialty_rof" );
break;

case "specialty_quickrevive":
self setPerk( "specialty_quickrevive" );
self maps\_zombiemode_perks::perk_hud_create( "specialty_quickrevive" );
self thread maps\_zombiemode_perks::perk_think( "specialty_quickrevive" );
break;

default:
break;
}


This is how tombstone gives back
your perks. Make sure that all the
perks you listed in "get_savable_perks()"
have their own case in this list,
and that they properly giveback
the perk. Now for editing other scripts.
Go into "_zombiemode.gsc".
In "main()", call "maps\_zombiemode_perks_tombstone::init();"
under this
Code Snippet
Plaintext
	maps\_zombiemode_blockers_new::init();
maps\_zombiemode_spawner::init();
maps\_zombiemode_powerups::init();
maps\_zombiemode_radio::init();
maps\_zombiemode_perks::init();
maps\_zombiemode_tesla::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();
maps\_zombiemode_perks_limit::init();
maps\_zombiemode_auto_turret::init();


Now you are done scripting!

Your Done!

Make sure you follow each step carefully.
Always remember to watch for updates.
The title will show if i have made an update
on the specific date and everything. If you need help
just comment or PM. Make sure you call
everything in your mod builder and add everything
as i said into mod.csv. This has been tested, but you
may get errors because i quickly scripted the perk
machine logic so that you wouldnt have to add it to
your _zombiemode_perks.gsc like i did. I may have made some
small syntax errors there so just let me know.
Thanks everyone, please credit me, and peace!

Here is a video of it working, made by Gamer9294
Spoiler: click to open...
Last Edit: May 21, 2015, 09:34:02 pm by alaurenc9
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YES!!!!!!!! I'm using this in my map! :nyan:
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Im pretty sure the tombstone doesn't appear until after you bleed out, but other than that this seems promising! :gusta:
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Im pretty sure the tombstone doesn't appear until after you bleed out, but other than that this seems promising! :gusta:
if i remember in tranzit it appears right when you get down cause there was times that i picked the tombstone while still down(not a good idea lol)
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Im pretty sure the tombstone doesn't appear until after you bleed out, but other than that this seems promising! :gusta:
if i remember in tranzit it appears right when you get down cause there was times that i picked the tombstone while still down(not a good idea lol)
Well how it works is you go down and you have to hold a certain key/button to set the tombstone and it will be there the next round and you get all of your stuff back exept tombstone.
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Well how it works is you go down and you have to hold a certain key/button to set the tombstone and it will be there the next round and you get all of your stuff back exept tombstone.

They didnt ask how it works though :P
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They didnt ask how it works though :P
I was correcting them :lol:
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No i appears when you die, goesaway if you are revived or stays if you bleedout and iws grabbable when you respawns.
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It'd be cooler if there was a solo-variant (something like the persistant upgrade) but nevermind, it's a great release!
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good work!!
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ty man i needed this so i can make my own custom perks with your base just took out what i needed to make mine had to cred you on my dbz post ty great post
Last Edit: January 13, 2017, 02:33:53 am by AllMoDs

 
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