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
functionstep_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");ladder1Hide();ladder2Hide();ladder3Hide();ladder1_trigHide();ladder2_trigHide();ladder3_trigHide();levelwaittill("mkd_3.1_start");ladder1Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1_trigShow();ladder1_trigSetCursorHint("HINT_NOICON");ladder1_trigsetHintString("Press and Hold ^3&&1^7 to Interact");// PART ONE - ELECTRIC CHERRYladder1_trigwaittill("trigger",player);ladder1_trigHide();ladder1moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1Hide();// PART TWO - PHDladder2Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2_trigShow();ladder2_trigSetCursorHint("HINT_NOICON");ladder2_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder2_trigwaittill("trigger",player);ladder2_trigHide();ladder2moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2Hide();// PART THREE - WIDOWS WINEladder3Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3_trigShow();ladder3_trigSetCursorHint("HINT_NOICON");ladder3_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder3_trigwaittill("trigger",player);ladder3_trigHide();ladder3moveZ(70,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3Hide();endagme_model2Show();endagme_model2_triggerShow();endagme_model2threadzm_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:
functionstep_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");ladder1Hide();ladder2Hide();ladder3Hide();ladder1_trigHide();ladder2_trigHide();ladder3_trigHide();levelwaittill("mkd_3.1_start");ladder1Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1_trigShow();ladder1_trigSetCursorHint("HINT_NOICON");ladder1_trigsetHintString("Press and Hold ^3&&1^7 to Interact");// PART ONE - ELECTRIC CHERRYladder1_trigwaittill("trigger",player);ladder1_trigHide();ladder1moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1Hide();// PART TWO - PHDladder2Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2_trigShow();ladder2_trigSetCursorHint("HINT_NOICON");ladder2_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder2_trigwaittill("trigger",player);ladder2_trigHide();ladder2moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2Hide();// PART THREE - WIDOWS WINEladder3Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3_trigShow();ladder3_trigSetCursorHint("HINT_NOICON");ladder3_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder3_trigwaittill("trigger",player);ladder3_trigHide();ladder3moveZ(70,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3Hide();endagme_model2Show();endagme_model2_triggerShow();endagme_model2threadzm_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:
functionstep_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");ladder1Hide();ladder2Hide();ladder3Hide();ladder1_trigHide();ladder2_trigHide();ladder3_trigHide();level.step_3_pieces=0;levelwaittill("mkd_3.1_start");threadstep_3_1(ladder1,ladder1_trig);threadstep_3_2(ladder2,ladder2_trig);threadstep_3_3(ladder3,ladder3_trig);while(level.step_3_pieces!=3)wait1;endagme_model2Show();endagme_model2_triggerShow();endagme_model2threadzm_powerups::powerup_wobble();}functionstep_3_1(ladder1,ladder1_trig){ladder1Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1_trigShow();ladder1_trigSetCursorHint("HINT_NOICON");ladder1_trigsetHintString("Press and Hold ^3&&1^7 to Interact");// PART ONE - ELECTRIC CHERRYladder1_trigwaittill("trigger",player);ladder1_trigHide();ladder1moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1Hide();level.step_3_pieces++;}functionstep_3_2(ladder2,ladder2_trig){// PART TWO - PHDladder2Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2_trigShow();ladder2_trigSetCursorHint("HINT_NOICON");ladder2_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder2_trigwaittill("trigger",player);ladder2_trigHide();ladder2moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2Hide();level.step_3_pieces++;}functionstep_3_3(ladder3,ladder3_trig){// PART THREE - WIDOWS WINEladder3Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3_trigShow();ladder3_trigSetCursorHint("HINT_NOICON");ladder3_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder3_trigwaittill("trigger",player);ladder3_trigHide();ladder3moveZ(70,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3Hide();level.step_3_pieces++;}
MKD Joker:
functionstep_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");ladder1Hide();ladder2Hide();ladder3Hide();ladder1_trigHide();ladder2_trigHide();ladder3_trigHide();level.step_3_pieces=0;levelwaittill("mkd_3.1_start");threadstep_3_1(ladder1,ladder1_trig);threadstep_3_2(ladder2,ladder2_trig);threadstep_3_3(ladder3,ladder3_trig);while(level.step_3_pieces!=3)wait1;endagme_model2Show();endagme_model2_triggerShow();endagme_model2threadzm_powerups::powerup_wobble();}functionstep_3_1(ladder1,ladder1_trig){ladder1Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1_trigShow();ladder1_trigSetCursorHint("HINT_NOICON");ladder1_trigsetHintString("Press and Hold ^3&&1^7 to Interact");// PART ONE - ELECTRIC CHERRYladder1_trigwaittill("trigger",player);ladder1_trigHide();ladder1moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder1","targetname").origin);ladder1Hide();level.step_3_pieces++;}functionstep_3_2(ladder2,ladder2_trig){// PART TWO - PHDladder2Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2_trigShow();ladder2_trigSetCursorHint("HINT_NOICON");ladder2_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder2_trigwaittill("trigger",player);ladder2_trigHide();ladder2moveZ(150,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder2","targetname").origin);ladder2Hide();level.step_3_pieces++;}functionstep_3_3(ladder3,ladder3_trig){// PART THREE - WIDOWS WINEladder3Show();playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3_trigShow();ladder3_trigSetCursorHint("HINT_NOICON");ladder3_trigsetHintString("Press and Hold ^3&&1^7 to Interact");ladder3_trigwaittill("trigger",player);ladder3_trigHide();ladder3moveZ(70,2);wait(3);playfx(level._effect["powerup_grabbed_solo"],GetEnt("ladder3","targetname").origin);ladder3Hide();level.step_3_pieces++;}