Game Modding | Call of Duty: Black Ops 3 | General Discussion
ModmeBot:
Thread By: greeNTheBoyz The title states it all. Is there a way to shoot five models around the map and after that initiate music? I'm going to use The Gift (Theatrical) as the music, so I'll probably have to add it myself.
ModmeBot:
Reply By: Durnald Turnip
functioninit(){level.shootablesNeeded=5;level.shootablesCollected=0;trig1=GetEnt("shootable_trig","targetname");trig2=GetEnt("shootable_trig_2","targetname");trig3=GetEnt("shootable_trig_3","targetname");trig4=GetEnt("shootable_trig_4","targetname");trig5=GetEnt("shootable_trig_5","targetname");trig1threadteddieThink();trig2threadteddieThink();trig3threadteddieThink();trig4threadteddieThink();trig5threadteddieThink();threadlistenForMusicEEDone();}functionteddieThink(){selfSetHintString("");// not neededselfSetCursorHint("HINT_NOICON");selfwaittill("trigger");IPrintLn("");// put in whatever you want in quotes, not neededforeach(playerinGetPlayers())playerPlaySoundToPlayer("alias",player);// sound to play when activatedlevel.shootablesCollected++;selfdelete();}functionlistenForMusicEEDone(){while(level.shootablesCollected<level.shootablesNeeded)wait1;foreach(playerinGetPlayers())playerPlaySoundToPlayer("alias",player);// song to be played}
Credits to my man DuBCraft21for helping me out with this script for my map.
Any errors/questions just ask.
ModmeBot:
Reply By: Hero115
Durnald
functioninit(){level.shootablesNeeded=5;level.shootablesCollected=0;trig1=GetEnt("shootable_trig","targetname");trig2=GetEnt("shootable_trig_2","targetname");trig3=GetEnt("shootable_trig_3","targetname");trig4=GetEnt("shootable_trig_4","targetname");trig5=GetEnt("shootable_trig_5","targetname");trig1threadteddieThink();trig2threadteddieThink();trig3threadteddieThink();trig4threadteddieThink();trig5threadteddieThink();threadlistenForMusicEEDone();}functionteddieThink(){selfSetHintString("");// not neededselfSetCursorHint("HINT_NOICON");selfwaittill("trigger");IPrintLn("");// put in whatever you want in quotes, not neededforeach(playerinGetPlayers())playerPlaySoundToPlayer("alias",player);// sound to play when activatedlevel.shootablesCollected++;selfdelete();}functionlistenForMusicEEDone(){while(level.shootablesCollected<level.shootablesNeeded)wait1;foreach(playerinGetPlayers())playerPlaySoundToPlayer("alias",player);// song to be played}
Credits to my man DuBCraft21for helping me out with this script for my map.
Any errors/questions just ask.
If you don't want a Hintstring then please delete this part or at least comment it like this :
// self SetHintString(""); // not needed// self SetCursorHint("HINT_NOICON");
It's better that's way. Just for the sake of cleaning.
Same goes with :
// IPrintLn(""); // put in whatever you want in quotes, not needed