Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: tbone-5
i cant figure out how to give natesmiths empty perk bottle to the player from a shootable objects script & have it be to all players. right now i have this set can't figure out how to make it give the drop & it would need give it to all players.
ModmeBot:
Reply By: natesmithzombies
Sorry for the delayed response. I found out my hotel had a lazy river so what grown man wouldnt want to go in circles for a few hours? lol well here you go:
1) Add this too the bottom of your mapname.gsc (assuming you have already added the my powerup to your mapname.gsc)
Alternative Code Link
Then in your mapname.gsc add this line in your function main:
That should work, but I cant test it as I am away on vacation and on a laptop that cant run Bo3
ModmeBot:
Reply By: tbone-5
natesmithzombiesSorry for the delayed response. I found out my hotel had a lazy river so what grown man wouldnt want to go in circles for a few hours? lol well here you go:
1) Add this too the bottom of your mapname.gsc (assuming you have already added the my powerup to your mapname.gsc)
Alternative Code Link
Then in your mapname.gsc add this line in your function main:
That should work, but I cant test it as I am away on vacation and on a laptop that cant run Bo3
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiesSorry for the delayed response. I found out my hotel had a lazy river so what grown man wouldnt want to go in circles for a few hours? lol well here you go:
1) Add this too the bottom of your mapname.gsc (assuming you have already added the my powerup to your mapname.gsc)
Alternative Code Link
Then in your mapname.gsc add this line in your function main:
That should work, but I cant test it as I am away on vacation and on a laptop that cant run Bo3
thanks a lot ill test this now & tell you if it works, i have a very small question my friend wants to know for his ported weapon, is it easy to make the gib effect in bo3 for the FX that make the zombies explode play 100% of the time with scripts? or would you have to script the FX to gib 100% of the time for the gun explosion? nothing in ape fixes it even gib options, zombies only explode when close otherwise they just fall over
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiesSorry for the delayed response. I found out my hotel had a lazy river so what grown man wouldnt want to go in circles for a few hours? lol well here you go:
1) Add this too the bottom of your mapname.gsc (assuming you have already added the my powerup to your mapname.gsc)
Alternative Code Link
Then in your mapname.gsc add this line in your function main:
That should work, but I cant test it as I am away on vacation and on a laptop that cant run Bo3
thanks a lot ill test this now & tell you if it works, i have a very small question my friend wants to know for his ported weapon, is it easy to make the gib effect in bo3 for the FX that make the zombies explode play 100% of the time with scripts? or would you have to script the FX to gib 100% of the time for the gun explosion? nothing in ape fixes it even gib options, zombies only explode when close otherwise they just fall over
Is that a projectile weapon in the settings?
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiestbone-5natesmithzombiesSorry for the delayed response. I found out my hotel had a lazy river so what grown man wouldnt want to go in circles for a few hours? lol well here you go:
1) Add this too the bottom of your mapname.gsc (assuming you have already added the my powerup to your mapname.gsc)
Alternative Code Link
Then in your mapname.gsc add this line in your function main:
That should work, but I cant test it as I am away on vacation and on a laptop that cant run Bo3
thanks a lot ill test this now & tell you if it works, i have a very small question my friend wants to know for his ported weapon, is it easy to make the gib effect in bo3 for the FX that make the zombies explode play 100% of the time with scripts? or would you have to script the FX to gib 100% of the time for the gun explosion? nothing in ape fixes it even gib options, zombies only explode when close otherwise they just fall over
Is that a projectile weapon in the settings?
Yes the weapon is a projectile weapon. its the scavanger he set it up so that when the projectile impacts it spawns a grenade weapon that detonates after 3 seconds so that grenade weapon is the actual damage source, he wants it so zombies always explode like it did on COTD, no errors on that script for the shootable perk slot but i can't figure the trigger for it in radiant.
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiestbone-5natesmithzombiesSorry for the delayed response. I found out my hotel had a lazy river so what grown man wouldnt want to go in circles for a few hours? lol well here you go:
1) Add this too the bottom of your mapname.gsc (assuming you have already added the my powerup to your mapname.gsc)
Alternative Code Link
Then in your mapname.gsc add this line in your function main:
That should work, but I cant test it as I am away on vacation and on a laptop that cant run Bo3
thanks a lot ill test this now & tell you if it works, i have a very small question my friend wants to know for his ported weapon, is it easy to make the gib effect in bo3 for the FX that make the zombies explode play 100% of the time with scripts? or would you have to script the FX to gib 100% of the time for the gun explosion? nothing in ape fixes it even gib options, zombies only explode when close otherwise they just fall over
Is that a projectile weapon in the settings?
Yes the weapon is a projectile weapon. its the scavanger he set it up so that when the projectile impacts it spawns a grenade weapon that detonates after 3 seconds so that grenade weapon is the actual damage source, he wants it so zombies always explode like it did on COTD, no errors on that script for the shootable perk slot but i can't figure the trigger for it in radiant.
For the trigger just insert a trigger>damage with the targetname - shootale_perk_slot. Lets get that sorted and then we can give scavenger a shot
ModmeBot:
Reply By: natesmithzombies
tbone-5okay i added the trigger with the target name & nothing happeneds when i shoot it
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5okay i added the trigger with the target name & nothing happeneds when i shoot it
Try adding this at the bottom of main_shootable_perk_slot:
If you dont get that statement within 20 seconds of spawning, then the function either isnt running or you dont have the triggers correctly named
ModmeBot:
Reply By: natesmithzombies
tbone-5natesmithzombiestbone-5okay i added the trigger with the target name & nothing happeneds when i shoot it
Try adding this at the bottom of main_shootable_perk_slot:
If you dont get that statement within 20 seconds of spawning, then the function either isnt running or you dont have the triggers correctly named
okay i tried this i got the statement saying there was a trigger in the map.
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5natesmithzombiestbone-5okay i added the trigger with the target name & nothing happeneds when i shoot it
Try adding this at the bottom of main_shootable_perk_slot:
If you dont get that statement within 20 seconds of spawning, then the function either isnt running or you dont have the triggers correctly named
okay i tried this i got the statement saying there was a trigger in the map.
Change the "meteor_affirm" to "zmb_cha_ching". I think this is working and you might not be noticing?
ModmeBot:
Reply By: natesmithzombies
tbone-5just tried that shot the trigger nothing no sound either, it did not give me any extra perk slots either
ModmeBot:
Reply By: tbone-5
natesmithzombiestbone-5just tried that shot the trigger nothing no sound either, it did not give me any extra perk slots either
Can you post a picture of the entity info of your placed trigger_damage?