ok thanks for testing that im home now so i can look into it. It might not be getting notified when power is turned on ill take a look. Double Post Merge: February 25, 2017, 11:09:54 pm yourmapname.gsc and above zm_usermap::main(); replace: level.initial_quick_revive_power_off = true; ( if you still have it there ) WITH:
if player goes into laststand during drink process player waittill("burp"); will NOT be notified. if you go into laststand im pretty sure it returns before player notify("burp"); may cause issues with re buying perk. SEE: function vending_trigger_post_think( player, perk )
You could always add player zm_score::minus_to_player_score( the perk cost here ); in function vending_trigger_post_think( player, perk ) before player notify("burp"); this should work the same and you dont need player waittill("burp"); where you have it now.
OR
you could make it so it just gives points back if player goes down during drink process add a small code in mapname.gsc this way you dont need to edit perk script. something like this... EXAMPLE:
yea its finished already i just need to find time to post it. I need to finish bo3 elevators for someone first then ill post a tut maybe tomorrow. Ill let you know when i post it
REMOVE SWITCH FROM YOUR MAP. In your mapname.gsc add this to the bottom
Also in mapname.gsc under: zm_usermap::main(); add this line
If there is no switch on your map global power will be turned on. I use this on a test map. Im not sure if there is an easier way ive never looked into it either way this should work fine.
If you want to keep power switch for pap ect and just want perks only to be powered on at the start i have a script for that also just let me know.
are you trying to say you want liquid to move up while player touching origins generator trigger Then go back down when no players are touching trigger?
I made this with respawn a few months ago. I didnt test it that much but i shared the scripts with a few mappers and everyone said it works great. PM me if you still need this
What logic can be used to solve my problem of collecting the zombie shot, the player who shot him, and the weapon used to doSomething(); perhaps I have the idea completely wrong but there is 0 documentation tutorials or help on this subject.
cant you simply use zombiemode spawner for this?
go to _zombiemode_spawner.gsc
find FUNCTION...
zombie_gib_on_damage()
add this line under if( !IsDefined( self ) ) { return; }
next add this to the bottom of the script (change and add whatever checks to this fuction you need )
self.damageWeapon - is the weapon used to damage zombie amount - is the amount of damage caused by weapon attacker - is the player who caused damage type - is the type of damage used to damage zombie