Grabbing parts in any order
Game Modding | Call of Duty: Black Ops 3 | Scripting
MKD Joker :
Is there a way to script it where instead of picking up parts in order with " model_name waittill( "trigger", player ) " to make it where you can pick them up in any order?
Spiki :
imma need to see more code
tmk_boi :
Is there a way to script it where instead of picking up parts in order with " model_name waittill( "trigger", player ) " to make it where you can pick them up in any order? YES make only one model and trigger available at a time with model1_name hide; and i have no idea how to enable or discable a trigger but its most likely easy... and then once theyve triggered it hide the trigger and model and then do model2_name show; actually ill make an example model1 = getent blalbalba targetname u get it Trig1 = getent blalbalba targetname u get it model 2 = getent balblablbalalb Trig2 = getent balblablbalalb model 2 hide; disable trigger here too trig1.waittill triggered by player model1 hide; disable trig1 model 2 show; enable trig 2 when trig 2 is triggered then do the rest of what u want to do (sorry if this is bad i dont do gsc lol)
MKD Joker :
imma need to see more code
function step_3 ()
{
ladder1 = GetEnt ( "ladder1" , "targetname" );
ladder2 = GetEnt ( "ladder2" , "targetname" );
ladder3 = GetEnt ( "ladder3" , "targetname" );
endagme_model2 = GetEnt ( "sg4y_endgame2" , "targetname" );
endagme_model2_trigger = GetEnt ( "sg4y_endgame_cable_pickup" , "targetname" );
ladder1_trig = GetEnt ( "ladder1_trig" , "targetname" );
ladder2_trig = GetEnt ( "ladder2_trig" , "targetname" );
ladder3_trig = GetEnt ( "ladder3_trig" , "targetname" );
ladder1 Hide ();
ladder2 Hide ();
ladder3 Hide ();
ladder1_trig Hide ();
ladder2_trig Hide ();
ladder3_trig Hide ();
level waittill ( "mkd_3.1_start" );
ladder1 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1_trig Show ();
ladder1_trig SetCursorHint ( "HINT_NOICON" );
ladder1_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
// PART ONE - ELECTRIC CHERRY
ladder1_trig waittill ( "trigger" , player );
ladder1_trig Hide ();
ladder1 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1 Hide ();
// PART TWO - PHD
ladder2 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2_trig Show ();
ladder2_trig SetCursorHint ( "HINT_NOICON" );
ladder2_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder2_trig waittill ( "trigger" , player );
ladder2_trig Hide ();
ladder2 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2 Hide ();
// PART THREE - WIDOWS WINE
ladder3 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3_trig Show ();
ladder3_trig SetCursorHint ( "HINT_NOICON" );
ladder3_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder3_trig waittill ( "trigger" , player );
ladder3_trig Hide ();
ladder3 moveZ ( 70 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3 Hide ();
endagme_model2 Show ();
endagme_model2_trigger Show ();
endagme_model2 thread zm_powerups :: powerup_wobble ();
}
Thats how my code is. rn its made so you get one, then the other. but I want it to be able to be picked up in any order.
tmk_boi :
function step_3 ()
{
ladder1 = GetEnt ( "ladder1" , "targetname" );
ladder2 = GetEnt ( "ladder2" , "targetname" );
ladder3 = GetEnt ( "ladder3" , "targetname" );
endagme_model2 = GetEnt ( "sg4y_endgame2" , "targetname" );
endagme_model2_trigger = GetEnt ( "sg4y_endgame_cable_pickup" , "targetname" );
ladder1_trig = GetEnt ( "ladder1_trig" , "targetname" );
ladder2_trig = GetEnt ( "ladder2_trig" , "targetname" );
ladder3_trig = GetEnt ( "ladder3_trig" , "targetname" );
ladder1 Hide ();
ladder2 Hide ();
ladder3 Hide ();
ladder1_trig Hide ();
ladder2_trig Hide ();
ladder3_trig Hide ();
level waittill ( "mkd_3.1_start" );
ladder1 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1_trig Show ();
ladder1_trig SetCursorHint ( "HINT_NOICON" );
ladder1_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
// PART ONE - ELECTRIC CHERRY
ladder1_trig waittill ( "trigger" , player );
ladder1_trig Hide ();
ladder1 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1 Hide ();
// PART TWO - PHD
ladder2 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2_trig Show ();
ladder2_trig SetCursorHint ( "HINT_NOICON" );
ladder2_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder2_trig waittill ( "trigger" , player );
ladder2_trig Hide ();
ladder2 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2 Hide ();
// PART THREE - WIDOWS WINE
ladder3 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3_trig Show ();
ladder3_trig SetCursorHint ( "HINT_NOICON" );
ladder3_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder3_trig waittill ( "trigger" , player );
ladder3_trig Hide ();
ladder3 moveZ ( 70 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3 Hide ();
endagme_model2 Show ();
endagme_model2_trigger Show ();
endagme_model2 thread zm_powerups :: powerup_wobble ();
}
Thats how my code is. rn its made so you get one, then the other. but I want it to be able to be picked up in any order. ooooh i thought u want to make it in order... maybe make them all active but when picked up a number to a float/interger gets added and then once the float/int gets to 3 or however many parts u want you should set the flag to be able to build... idk lol
Spiki :
function step_3 ()
{
ladder1 = GetEnt ( "ladder1" , "targetname" );
ladder2 = GetEnt ( "ladder2" , "targetname" );
ladder3 = GetEnt ( "ladder3" , "targetname" );
endagme_model2 = GetEnt ( "sg4y_endgame2" , "targetname" );
endagme_model2_trigger = GetEnt ( "sg4y_endgame_cable_pickup" , "targetname" );
ladder1_trig = GetEnt ( "ladder1_trig" , "targetname" );
ladder2_trig = GetEnt ( "ladder2_trig" , "targetname" );
ladder3_trig = GetEnt ( "ladder3_trig" , "targetname" );
ladder1 Hide ();
ladder2 Hide ();
ladder3 Hide ();
ladder1_trig Hide ();
ladder2_trig Hide ();
ladder3_trig Hide ();
level . step_3_pieces = 0 ;
level waittill ( "mkd_3.1_start" );
thread step_3_1 ( ladder1 , ladder1_trig );
thread step_3_2 ( ladder2 , ladder2_trig );
thread step_3_3 ( ladder3 , ladder3_trig );
while ( level . step_3_pieces != 3 )
wait 1 ;
endagme_model2 Show ();
endagme_model2_trigger Show ();
endagme_model2 thread zm_powerups :: powerup_wobble ();
}
function step_3_1 ( ladder1 , ladder1_trig )
{
ladder1 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1_trig Show ();
ladder1_trig SetCursorHint ( "HINT_NOICON" );
ladder1_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
// PART ONE - ELECTRIC CHERRY
ladder1_trig waittill ( "trigger" , player );
ladder1_trig Hide ();
ladder1 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1 Hide ();
level . step_3_pieces ++ ;
}
function step_3_2 ( ladder2 , ladder2_trig )
{
// PART TWO - PHD
ladder2 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2_trig Show ();
ladder2_trig SetCursorHint ( "HINT_NOICON" );
ladder2_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder2_trig waittill ( "trigger" , player );
ladder2_trig Hide ();
ladder2 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2 Hide ();
level . step_3_pieces ++ ;
}
function step_3_3 ( ladder3 , ladder3_trig )
{
// PART THREE - WIDOWS WINE
ladder3 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3_trig Show ();
ladder3_trig SetCursorHint ( "HINT_NOICON" );
ladder3_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder3_trig waittill ( "trigger" , player );
ladder3_trig Hide ();
ladder3 moveZ ( 70 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3 Hide ();
level . step_3_pieces ++ ;
}
MKD Joker :
function step_3 ()
{
ladder1 = GetEnt ( "ladder1" , "targetname" );
ladder2 = GetEnt ( "ladder2" , "targetname" );
ladder3 = GetEnt ( "ladder3" , "targetname" );
endagme_model2 = GetEnt ( "sg4y_endgame2" , "targetname" );
endagme_model2_trigger = GetEnt ( "sg4y_endgame_cable_pickup" , "targetname" );
ladder1_trig = GetEnt ( "ladder1_trig" , "targetname" );
ladder2_trig = GetEnt ( "ladder2_trig" , "targetname" );
ladder3_trig = GetEnt ( "ladder3_trig" , "targetname" );
ladder1 Hide ();
ladder2 Hide ();
ladder3 Hide ();
ladder1_trig Hide ();
ladder2_trig Hide ();
ladder3_trig Hide ();
level . step_3_pieces = 0 ;
level waittill ( "mkd_3.1_start" );
thread step_3_1 ( ladder1 , ladder1_trig );
thread step_3_2 ( ladder2 , ladder2_trig );
thread step_3_3 ( ladder3 , ladder3_trig );
while ( level . step_3_pieces != 3 )
wait 1 ;
endagme_model2 Show ();
endagme_model2_trigger Show ();
endagme_model2 thread zm_powerups :: powerup_wobble ();
}
function step_3_1 ( ladder1 , ladder1_trig )
{
ladder1 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1_trig Show ();
ladder1_trig SetCursorHint ( "HINT_NOICON" );
ladder1_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
// PART ONE - ELECTRIC CHERRY
ladder1_trig waittill ( "trigger" , player );
ladder1_trig Hide ();
ladder1 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder1" , "targetname" ) . origin );
ladder1 Hide ();
level . step_3_pieces ++ ;
}
function step_3_2 ( ladder2 , ladder2_trig )
{
// PART TWO - PHD
ladder2 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2_trig Show ();
ladder2_trig SetCursorHint ( "HINT_NOICON" );
ladder2_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder2_trig waittill ( "trigger" , player );
ladder2_trig Hide ();
ladder2 moveZ ( 150 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder2" , "targetname" ) . origin );
ladder2 Hide ();
level . step_3_pieces ++ ;
}
function step_3_3 ( ladder3 , ladder3_trig )
{
// PART THREE - WIDOWS WINE
ladder3 Show ();
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3_trig Show ();
ladder3_trig SetCursorHint ( "HINT_NOICON" );
ladder3_trig setHintString ( "Press and Hold ^3&&1^7 to Interact" );
ladder3_trig waittill ( "trigger" , player );
ladder3_trig Hide ();
ladder3 moveZ ( 70 , 2 );
wait ( 3 );
playfx ( level . _effect [ "powerup_grabbed_solo" ] , GetEnt ( "ladder3" , "targetname" ) . origin );
ladder3 Hide ();
level . step_3_pieces ++ ;
}
Thank you! works perfectly