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Game Modding | Call of Duty: Black Ops 3 | Scripting
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Thread By: Stonermagoo420 //***************************************************************************** // MAIN //***************************************************************************** function main() { zm_usermap::main(); level._zombie_custom_add_weapons =&custom_add_weapons; //Setup the levels Zombie Zone Volumes level.zones = []; level.zone_manager_init_func =&usermap_test_zone_init; init_zones[0] = "start_zone"; level thread zm_zonemgr::manage_zones( init_zones ); level.pathdist_type = PATHDIST_ORIGINAL; function usermap_test_zone_init() { level flag::init( "always_on" ); level flag::set( "always_on" ); } function custom_add_weapons() { zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1); } // Multi Jump lands_On_Ground() { self endon( "disconnect" ); loopResult = true; for(;;) { wait 0.05; newResult = self isOnGround(); if(newResult != loopResult) { if(!loopResult && newResult) self notify( "landedOnGround" ); loopResult = newResult; } } } onPlayerMultijump() { self endon( "disconnect" ); self thread landsOnGround(); if(!isDefined(self.numOfMultijumps)) self.numOfMultijumps = 2; for(;;) { currentNum = 0; while(!self jumpbuttonpressed()) wait 0.05; while(self jumpbuttonpressed()) wait 0.05; if(getDvarInt("jump_height") > 250) continue; if ( !isAlive( self ) ) { self waittill("spawned_player"); continue; } if ( !self isOnGround() ) { while( !self isOnGround() && isAlive( self ) && currentNum < self.numOfMultijumps) { waittillResult = self waittill_any_timeout( 0.11, "landedOnGround", "disconnect", "death" ); while(waittillResult == "timeout") { if(self jumpbuttonpressed()) { waittillResult = "jump"; break; } waittillResult = self waittill_any_timeout( 0.05, "landedOnGround", "disconnect", "death" ); } if(waittillResult == "jump" && !self isOnGround() && isAlive( self )) { playerAngles = self getplayerangles(); playerVelocity = self getVelocity(); self setvelocity( (playerVelocity[0], playerVelocity[1], playerVelocity[2]/2 ) + anglestoforward( (270, playerAngles[1], playerAngles[2]) ) * getDvarInt( "jump_height" ) * ( ( (-1/39) * getDvarInt( "jump_height" ) ) + (17/2) ) ); currentNum++; while(self jumpbuttonpressed()) wait 0.05; } else break; } while(!self isOnGround()) wait 0.05; } } }
//***************************************************************************** // MAIN //***************************************************************************** function main() { zm_usermap::main(); level._zombie_custom_add_weapons =&custom_add_weapons; //Setup the levels Zombie Zone Volumes level.zones = []; level.zone_manager_init_func =&usermap_test_zone_init; init_zones[0] = "start_zone"; level thread zm_zonemgr::manage_zones( init_zones ); level.pathdist_type = PATHDIST_ORIGINAL; function usermap_test_zone_init() { level flag::init( "always_on" ); level flag::set( "always_on" ); } function custom_add_weapons() { zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1); } // Multi Jump lands_On_Ground() { self endon( "disconnect" ); loopResult = true; for(;;) { wait 0.05; newResult = self isOnGround(); if(newResult != loopResult) { if(!loopResult && newResult) self notify( "landedOnGround" ); loopResult = newResult; } } } onPlayerMultijump() { self endon( "disconnect" ); self thread landsOnGround(); if(!isDefined(self.numOfMultijumps)) self.numOfMultijumps = 2; for(;;) { currentNum = 0; while(!self jumpbuttonpressed()) wait 0.05; while(self jumpbuttonpressed()) wait 0.05; if(getDvarInt("jump_height") > 250) continue; if ( !isAlive( self ) ) { self waittill("spawned_player"); continue; } if ( !self isOnGround() ) { while( !self isOnGround() && isAlive( self ) && currentNum < self.numOfMultijumps) { waittillResult = self waittill_any_timeout( 0.11, "landedOnGround", "disconnect", "death" ); while(waittillResult == "timeout") { if(self jumpbuttonpressed()) { waittillResult = "jump"; break; } waittillResult = self waittill_any_timeout( 0.05, "landedOnGround", "disconnect", "death" ); } if(waittillResult == "jump" && !self isOnGround() && isAlive( self )) { playerAngles = self getplayerangles(); playerVelocity = self getVelocity(); self setvelocity( (playerVelocity[0], playerVelocity[1], playerVelocity[2]/2 ) + anglestoforward( (270, playerAngles[1], playerAngles[2]) ) * getDvarInt( "jump_height" ) * ( ( (-1/39) * getDvarInt( "jump_height" ) ) + (17/2) ) ); currentNum++; while(self jumpbuttonpressed()) wait 0.05; } else break; } while(!self isOnGround()) wait 0.05; } } }