Show/Hide door
Game Modding | Call of Duty: Black Ops 3 | Scripting
Pepergogo :
Hi I just want to appear a door when the Boss fight starts and dissapear when the fight ends Anyone know how to do it?
//Brutus Boss Fight
function brutus_doo_dah ()
{
level . brutuses = 14 ; //amount of brutuses to spawn
level . brutus_in_between_spawn_time = 30 ; //time between spawns for Brutus. If you're only spawning one Brutus, set this to 0.
level . stop_zombies_from_spawning = false ; //set "true" to stop zombies from spawning during Brutus fight.
level . kill_all_zombies_before_fight = true ; //set "true" to kill all zombies before Brutus fight.
level . brutus_reward = "door" ; //what happens when you kill all the Brutuses. Right now, options are: ("door","powerup","gun")
level . brutus_reward_2 = false ; //add another reward if you want. just say "false" or delete the line if you don't want an extra reward.
level . brutus_reward_3 = false ; //add yet another reward if you want. Note that you cannot do more than one of the same reward.
level . brutus_powerup_type = "nuke" ; //if using a powerup as one of your rewards, this is what type. can be ("full_ammo","nuke","insta_kill","free_perk","fire_sale","double_points","carpenter","minigun",and "random")
level . brutus_reward_weapons = array ( "ar_damage" , "lmg_cqb" , "shotgun_pump" , "smg_versatile" ); //weapons it can give you in the "gun" reward. put as many or as little as you like.
level . brutus_gun_expire = true ; //whether or not the gun will go away in time.
level . brutus_delete_door_after_move = true ; //set "true" to delete the door after its done moving. Would recommend if it won't be seen.
level . brutus_gun_hintstring = "Press ^3[ { +activate } ]^7 to take weapon" ; //if gun reward is activated, hintstring for picking up gun.
level . brutus_one_gun_per_player = true ; //for gun powerup, set "true" if you want a gun to spawn for each player, "false" for just one gun no matter what.
level . brutus_different_guns_per_player = false ; //for gun powerup, set "true" if you want each gun to be randomly different, false if you want them to be the same random gun. if one_gun_per_player = "false" this doesn't matter.
trig = GetEnt ( "brutus_trig" , "targetname" );
trig waittill ( "trigger" , player );
if ( level . stop_zombies_from_spawning == true )
level flag :: clear ( "spawn_zombies" );
if ( level . kill_all_zombies_before_fight == true )
{
zombies = zombie_utility :: get_round_enemy_array ();
if ( isdefined ( zombies ) )
{
array :: run_all ( zombies , & amp ; Kill );
}
}
thread spawn_my_brutus ();
level waittill ( "all_brutuses_down" );
//IPrintLnBold("recieved");
if ( level . stop_zombies_from_spawning == true )
level flag :: set ( "spawn_zombies" );
brutus_reward ();
}
function spawn_my_brutus ()
{
brutus_spawners = struct :: get_array ( "brutus_arena_spawn" , "targetname" );
for ( i = 0 ; i & lt ; level . brutuses ; i ++ )
{
rand = RandomIntRange ( 0 , brutus_spawners . size );
brutus_spawners [ rand ] thread brutus :: arena_spawn_brutus ();
wait ( level . brutus_in_between_spawn_time );
}
}
function brutus_reward ()
{
//IPrintLnBold("brutus_reward");
if ( level . brutus_reward == "door" || level . brutus_reward_2 == "door" || level . brutus_reward_3 == "door" )
{
//IPrintLnBold("door reward");
time = 2 ; //2 is amount of time in seconds door takes to move.
door_parts = GetEntArray ( "brutus_door" , "targetname" );
for ( i = 0 ; i & lt ; door_parts . size ; i ++ )
{
target = Struct :: Get ( door_parts [ i ] . target , "targetname" );
if ( isdefined ( target ))
door_parts [ i ] MoveTo ( target . origin , time );
if ( isdefined ( door_parts [ i ] . script_vector ))
door_parts [ i ] MoveTo ( door_parts [ i ] . origin + ( door_parts [ i ] . script_vector ), time );
}
wait ( time );
if ( level . brutus_delete_door_after_move == true )
{
for ( i = 0 ; i & lt ; door_parts . size ; i ++ )
{
door_parts [ i ] Delete ();
}
}
}
if ( level . brutus_reward == "powerup" || level . brutus_reward_2 == "powerup" || level . brutus_reward_3 == "powerup" )
{
powerup_struct = GetEnt ( "brutus_powerup_struct" , "targetname" );
if ( level . brutus_powerup_type != "random" )
thread zm_powerups :: specific_powerup_drop ( level . brutus_powerup_type , powerup_struct . origin );
if ( level . brutus_powerup_type == "random" )
{
rand = RandomIntRange ( 0 , 7 ); //("full_ammo","nuke","insta_kill","free_perk","fire_sale","double_points","carpenter","minigun")
if ( rand == 0 )
thread zm_powerups :: specific_powerup_drop ( "full_ammo" , powerup_struct . origin );
if ( rand == 1 )
thread zm_powerups :: specific_powerup_drop ( "nuke" , powerup_struct . origin );
if ( rand == 2 )
thread zm_powerups :: specific_powerup_drop ( "insta_kill" , powerup_struct . origin );
if ( rand == 3 )
thread zm_powerups :: specific_powerup_drop ( "free_perk" , powerup_struct . origin );
if ( rand == 4 )
thread zm_powerups :: specific_powerup_drop ( "fire_sale" , powerup_struct . origin );
if ( rand == 5 )
thread zm_powerups :: specific_powerup_drop ( "double_points" , powerup_struct . origin );
if ( rand == 6 )
thread zm_powerups :: specific_powerup_drop ( "carpenter" , powerup_struct . origin );
if ( rand == 7 )
thread zm_powerups :: specific_powerup_drop ( "minigun" , powerup_struct . origin );
}
}
if ( level . brutus_reward == "gun" || level . brutus_reward_2 == "gun" || level . brutus_reward_3 == "gun" )
{
//IPrintLnBold("gun reward");
if ( level . brutus_one_gun_per_player == false )
gun_struct = struct :: get ( "brutus_gun_struct" , "targetname" );
thread brutus_RewardGun ( gun_struct . origin + ( 0 , 0 , 40 ), array :: randomize ( level . brutus_reward_weapons )[ 0 ]);
if ( level . brutus_one_gun_per_player == true & amp ; & amp ; level . brutus_different_guns_per_player == true )
{
gun_structs = struct :: get_array ( "brutus_gun_struct" , "targetname" );
players = GetPlayers ();
for ( i = 0 ; i & lt ; players . size ; i ++ )
{
thread brutus_RewardGun ( gun_structs [ i ] . origin + ( 0 , 0 , 40 ), array :: randomize ( level . brutus_reward_weapons )[ 0 ]);
}
}
if ( level . brutus_one_gun_per_player == true & amp ; & amp ; level . brutus_different_guns_per_player == false )
{
rand = RandomIntRange ( 0 , level . brutus_reward_weapons . size );
gun_structs = struct :: get_array ( "brutus_gun_struct" , "targetname" );
players = GetPlayers ();
for ( i = 0 ; i & lt ; players . size ; i ++ )
{
thread brutus_RewardGun ( gun_structs [ i ] . origin + ( 0 , 0 , 40 ), level . brutus_reward_weapons [ rand ]);
}
}
}
}
function brutus_RewardGun ( pos , weapon )
{
gun = spawn ( "script_model" , pos );
playsoundatposition ( "zmb_spawn_powerup" , pos );
gun SetModel ( GetWeaponWorldModel ( GetWeapon ( weapon )));
PlayFX ( level . _effect [ "powerup_grabbed_solo" ], gun . origin );
trig = spawn ( "trigger_radius" , gun . origin , 0 , 20 , 50 );
gun thread brutus_SpinMe ();
gun thread brutus_GiveMe ( weapon , trig );
if ( level . brutus_gun_expire == true )
gun thread brutus_LifeTime ( trig );
}
function brutus_LifeTime ( trig )
{
self endon ( "death" );
wait ( 120 ); //wait 2 minutes then delete
if ( isdefined ( self ))
{
self notify ( "rewardgun_delete" );
}
if ( isdefined ( trig ))
{
trig delete ();
}
if ( isdefined ( self ))
{
self delete ();
}
}
function brutus_GiveMe ( weapon , trig )
{
self endon ( "rewardgun_delete" );
while ( 1 )
{
trig waittill ( "trigger" , player );
player thread brutus_SetGunHint ( level . brutus_gun_hintstring , trig );
if ( player HasWeapon ( getweapon ( "minigun" )))
{
continue ;
}
if ( ! ( player UseButtonPressed ()))
{
continue ;
}
if ( player laststand :: player_is_in_laststand ())
{
continue ;
}
trig delete ();
self delete ();
player zm_weapons :: weapon_give ( getweapon ( weapon ));
player SwitchToWeapon ( getweapon ( weapon ));
break ;
wait ( .1 );
}
}
function brutus_SpinMe ()
{
self endon ( "rewardgun_delete" );
self endon ( "death" );
while ( isdefined ( self ))
{
if ( isdefined ( self ))
{
self rotateyaw ( 360 , 2 );
}
wait ( 1.9 );
}
}
function brutus_SetGunHint ( text , trig )
{
if ( isdefined ( self . brutus_gun_hud ))
{
return ;
}
self . brutus_gun_hud = NewClientHudElem ( self );
self . brutus_gun_hud . horzAlign = "center" ;
self . brutus_gun_hud . vertAlign = "middle" ;
self . brutus_gun_hud . alignX = "center" ;
self . brutus_gun_hud . alignY = "middle" ;
self . brutus_gun_hud . foreground = 1 ;
self . brutus_gun_hud . fontscale = 1 ;
self . brutus_gun_hud . alpha = 1 ;
self . brutus_gun_hud . color = ( 0.44 , .74 , .94 );
self . brutus_gun_hud SetText ( text );
while ( isdefined ( trig ) & amp ; & amp ; self IsTouching ( trig ))
{
wait ( .05 );
}
self . brutus_gun_hud SetText ( "" );
self . brutus_gun_hud Destroy ();
self . brutus_gun_hud = undefined ;
}
modric1337 :
door_parts = GetEntArray("brutus_door","targetname"); is a preset reward for beating the boss, so use that targetname on the door(s) you want opened (clip and model)... as for hiding it you would have to make the door_parts hidden using Hide() earlier in the script and then do Show() when you anticipate players starting the boss.
Pepergogo :
door_parts = GetEntArray("brutus_door","targetname"); is a preset reward for beating the boss, so use that targetname on the door(s) you want opened (clip and model)... as for hiding it you would have to make the door_parts hidden using Hide() earlier in the script and then do Show() when you anticipate players starting the boss. But for use "Hide()", do I need to write something like "Hide(brutus_door, targetname)" or different?