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thegtlad()
{
vending_triggers = GetEntArray( "zombie_vending", "targetname" );
perks = [];
for( i = 0; i < vending_triggers.size; i++ )
{
perk = vending_triggers[i].script_noteworthy;
if ( isdefined ( self.perk_purchased ) && self.perk_purchased == perk )
{
continue;
}
if ( !self HasPerk ( perk ) )
{
perks[ perks.size ] = perk;
}
}
if ( perks.size > 0 )
{
perks = array_randomize( perks );
self SetPerk( perks[0] );
self perk_hud_create( perks[0] );
}
}
add_zombie_powerup( "carpenter", "zombie_carpenter", &"ZOMBIE_POWERUP_MAX_AMMO");
add_zombie_powerup( "gtlad", "static_berlin_bread_loaf", "gtlad");
powerup_grab()
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)
{
playfx (level._effect["powerup_grabbed"], self.origin);
playfx (level._effect["powerup_grabbed_wave"], self.origin);
if( IsDefined( level.zombie_powerup_grab_func ) )
{
level thread [[level.zombie_powerup_grab_func]]();
}
else
{
switch (self.powerup_name)
{
case "nuke":
level thread nuke_powerup( self );
/* chrisp - adding powerup VO sounds */
players[i] thread powerup_vo("nuke");
zombies = getaiarray("axis");
players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
players[i] notify("nuke_triggered");
break;
case "full_ammo":
level thread full_ammo_powerup( self );
players[i] thread powerup_vo("full_ammo");
break;
case "double_points":
level thread double_points_powerup( self );
players[i] thread powerup_vo("double_points");
break;
case "insta_kill":
level thread insta_kill_powerup( self );
players[i] thread powerup_vo("insta_kill");
break;
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
case "gtlad":
level thread gtlad_powerup( self );
break;
default:
println ("Unrecognized poweup.");
break;
}
}
wait( 0.1 );
playsoundatposition("powerup_grabbed", self.origin);
self stoploopsound();
self delete();
self notify ("powerup_grabbed");
}
}
wait 0.1;
}
}
nuke_flash()
{
players = getplayers();
for(i=0; i<players.size; i ++)
{
players[i] play_sound_2d("nuke_flash");
}
level thread devil_dialog_delay();
fadetowhite = newhudelem();
fadetowhite.x = 0;
fadetowhite.y = 0;
fadetowhite.alpha = 0;
fadetowhite.horzAlign = "fullscreen";
fadetowhite.vertAlign = "fullscreen";
fadetowhite.foreground = true;
fadetowhite SetShader( "white", 640, 480 );
// Fade into white
fadetowhite FadeOverTime( 0.2 );
fadetowhite.alpha = 0.8;
wait 0.5;
fadetowhite FadeOverTime( 1.0 );
fadetowhite.alpha = 0;
wait 1.1;
fadetowhite destroy();
}
gtlad_powerup( drop_item )
{
PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
flag_wait( "electricity_on" );
players[i] maps\_zombiemode_perks::thegtlad();
}
}
gtlad_powerup( drop_item )
{
PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
players[i] maps\_zombiemode_perks::thegtlad();
}
}
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );
xmodel,static_berlin_bread_loaf
It works without It needing the power on but when you set It to wait til electricity Is on It doesn't give you the perks after you turn on the power
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