Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: KillJoyYT
function down_player_func1()
{
// Finding the trigger in map
damaging_trigger1 = getEnt("damaging_trigger1", "targetname");
// Text that you want to show on trigger
damaging_trigger1 setHintstring("^1Hold &&1 At Your Own Risk");
damaging_trigger1 SetCursorHint("HINT_NOICON");
while(1)
{
// Wait for player to hit it
damaging_trigger1 waittill("trigger", player);
player PlayLocalSound( "demo2" ); // Change this to any sound alias you want
// Kill the player
player doDamage( player.health + 666, player.origin );
}
}
not sure how I change code above ^ so that you have to shoot the object instead of holding f for the trigger to kill you.
already tried changing ("trigger", player) to ("damage", player) and also just ("damage")
when I link it with damage it tells me the "player" is an uninitialized local variable.
I'm assuming I need to change something on the line where you kill the player as well?
ModmeBot:
Reply By: mathfag
why don't you just add a damage trigger to the spot? It won't trigger until you do the waittill("damage")
ModmeBot:
Reply By: KillJoyYT
yes I've already tried this.. doesn't kill me when I shoot the trig_dmg
ModmeBot:
Reply By: mathfag
KillJoyYT
yes I've already tried this.. doesn't kill me when I shoot the trig_dmg
function down_player_func()
{
trig_dmg = GetEnt("damage_trig","targetname");
trig_use = GetEnt("use_trig","targetname");
trig_use SetHintString("Swiggity swooty");
trig_use SetCursorHint("HINT_NOICON");
trig_use waittill("trigger", player);
while(1)
{
trig_dmg waittill("damage", amount, attacker, direction_vec, point, type, tagName, modelName, partName, weapon, dFlags, inflictor, chargeLevel, mod, hit_location);
//you just need the attacker variable, you can delete everything after it but not before
if(attacker != player) //if you want the same player to hit F and shoot keep this otherwise comment BOTH lines
continue;
attacker DoDamage(attacker.health+666,attacker.origin);
//break; //if you want it to be a 1 time thing you can just skip the while(1) entirely
}
}
ModmeBot:
Reply By: KillJoyYT
ok so that dmg would be 250 but what would the attacker variable be??
ModmeBot:
Reply By: mathfag
KillJoyYT
ok so that dmg would be 250 but what would the attacker variable be??
ModmeBot:
Reply By: KillJoyYT
not running through the linker.... what am I doing wrong here?
function down_player_func1()
{
trig_dmg = GetEnt("damage_trig","targetname");
trig_use = GetEnt("use_trig","targetname");
trig_use SetHintString("Swiggity swooty");
trig_use SetCursorHint("HINT_NOICON");
trig_use waittill("trigger", player);
{
trig_dmg waittill("damage", player);
if(attacker != player) //if you want the same player to hit F and shoot keep this otherwise comment BOTH lines
continue;
attacker DoDamage(attacker.health+666,attacker.origin);
}
}
trig_dmg waittill ("damage", 250, player);
didn't link either
ModmeBot:
Reply By: mathfag
KillJoyYT
not running through the linker.... what am I doing wrong here? function down_player_func1() { trig_dmg = GetEnt("damage_trig","targetname"); trig_use = GetEnt("use_trig","targetname"); trig_use SetHintString("Swiggity swooty"); trig_use SetCursorHint("HINT_NOICON"); trig_use waittill("trigger", player); { trig_dmg waittill("damage", player); if(attacker != player) //if you want the same player to hit F and shoot keep this otherwise comment BOTH lines continue; attacker DoDamage(attacker.health+666,attacker.origin); } } trig_dmg waittill ("damage", 250, player); didn't link either
waittill("damage", player);
trig_dmg waittill("damage", amount, attacker, direction_vec, point, type, tagName, modelName, partName, weapon, dFlags, inflictor, chargeLevel, mod, hit_location);
while(1)
{
trig_dmg waittill("damage", amount, attacker, direction_vec, point, type, tagName, modelName, partName, weapon, dFlags, inflictor, chargeLevel, mod, hit_location);
if(amount >= 250 && attacker == player)
{
attacker DoDamage(attacker.health+666,attacker.origin);
//break; //if you want it to be a 1 time thing you can just skip the while(1) entirely
}
}