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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
add_zombie_powerup( "perk", "zombie_bottle", &"ZOMBIE_POWERUP_MAX_AMMO");
//MM test Change this if you want the same thing to keep spawning
// powerup = "dog";
switch ( powerup )
{
// Don't need to do anything special
case "nuke":
case "insta_kill":
case "double_points":
case "carpenter":
//DUKIP - Added zombie perk.
case "perk":
break;
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
//DUKIP - Added zombie perk
case "perk":
players[i] thread zombie_perk_powerup();
break;
switch(type)
{
case "nuke":
if( vox_rand <= percentage )
{
//sound = "plr_" + index + "_vox_resp_dev_rare_" + rand;
//iprintlnbold( "Whoopdedoo, rare Devil Response line" );
}
else
{
sound = "plr_" + index + "_vox_powerup_nuke_" + rand;
}
break;
case "insta_kill":
if( vox_rand <= percentage )
{
//sound = "plr_" + index + "_vox_resp_dev_rare_" + rand;
//iprintlnbold( "Whoopdedoo, rare Devil Response line" );
}
else
{
sound = "plr_" + index + "_vox_powerup_insta_" + rand;
}
break;
case "full_ammo":
if( vox_rand <= percentage )
{
//sound = "plr_" + index + "_vox_resp_dev_rare_" + rand;
//iprintlnbold( "Whoopdedoo, rare Devil Response line" );
}
else
{
sound = "plr_" + index + "_vox_powerup_ammo_" + rand;
}
break;
case "double_points":
if( vox_rand <= percentage )
{
//sound = "plr_" + index + "_vox_resp_dev_rare_" + rand;
//iprintlnbold( "Whoopdedoo, rare Devil Response line" );
}
else
{
sound = "plr_" + index + "_vox_powerup_double_" + rand;
}
break;
case "carpenter":
if( vox_rand <= percentage )
{
//sound = "plr_" + index + "_vox_resp_dev_rare_" + rand;
//iprintlnbold( "Whoopdedoo, rare Devil Response line" );
}
else
{
sound = "plr_" + index + "_vox_powerup_carp_" + rand;
}
break;
//DUKIP - Add zombie perk, don't do any plr vox sounds.
case "perk":
break;
}
zombie_perk_powerup()
{
self endon("disconnect");
player = self;
perk = getRandomPerk(player);
//DUKIP - Make sure player doesn't have the perk and perk is defined.
if(player HasPerk(perk) || !IsDefined(perk))
{
//DUKIP - 50/50 chance of playing the sound.
if(cointoss())
player PlayLocalSound("sam_nospawn");
return;
}
//DUKIP - Moved this var to above the perk bottle give as there was a chance of getting "dual" perks.
player.is_drinking = 1;
// do the drink animation
gun = player maps\_zombiemode_perks::perk_give_bottle_begin( perk );
player waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );
// restore player controls and movement
player maps\_zombiemode_perks::perk_give_bottle_end( gun, perk );
player.is_drinking = undefined;
// TODO: race condition?
if ( player maps\_laststand::player_is_in_laststand() )
return;
player SetPerk( perk );
player thread maps\_zombiemode_perks::perk_vo(perk);
player setblur( 4, 0.1 );
wait(0.1);
player setblur(0, 0.1);
if(perk == "specialty_armorvest")
{
player.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"];
player.health = level.zombie_vars["zombie_perk_juggernaut_health"];
}
player maps\_zombiemode_perks::perk_hud_create( perk );
//stat tracking
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, 0, perk, self.origin );
player thread maps\_zombiemode_perks::perk_think( perk );
}
getRandomPerk(player)
{
//DUKIP - Make sure we're not drinking anything already.
if(IsSubStr(player getCurrentWeapon(), "bottle") || (IsDefined(player.is_drinking) && player.is_drinking))
return;
all_perks = [];
all_perks[0] = "specialty_armorvest";
all_perks[1] = "specialty_quickrevive";
all_perks[2] = "specialty_fastreload";
all_perks[3] = "specialty_rof";
//all_perks[NUM] = "specialty_XXXX";
all_perks = array_randomize(all_perks);
thePerk = random(all_perks);
return thePerk;
}
include_powerup( "perk" );
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
nice, but i would have made it choose out of perks the player doesnt have instead of if they have the perk it selects they get nothing, aswell i would have removed the drink animation.
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
To me at least, you shouldn't be able to get a perk "all" the time and the drinking I thought should be done based on how you normally get a perk. Why shouldn't it be the same thing?
I mean like it's not even hard to remove both things
For removing current perks just get a list of all the perks you have then remove them using array_remove
For the weapon grabbing just remove the perk bottle/give end (or just make it do the setPerk and the perk_hud_create and increment the stats var on player oh and the perk_think)
Well if they're using perks like a normal person would then it's just adding the perk to getRandomPerk(player) all_perk array.
And the model I don't know you have to match the model name to be the same.
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
that is what I did
![]() | Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Would it be possible to have a powerup that gives you a perk slot when you pick it up? You start with 4 perk limit and every time you pick up the drop it adds a slot. Also have a perk limit counter in the top left corner.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
^^
Ive actually already implemented this into my dig spots script, want me to share?
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
if (player.current_perk >= player.current_perks)
{
continue;
}
player.max_perks++
player.current_perks = 0;