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Delete zm_custom_powerups.gsc
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startCustomPowerups()
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{
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if(!isDefined(level.custompowerupinit))
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{
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level.custompowerupinit = true;
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wait 2;
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if(isDefined(level._zombiemode_powerup_grab))
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level.original_zombiemode_powerup_grab = level._zombiemode_powerup_grab;
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wait 2;
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level._zombiemode_powerup_grab = ::custom_powerup_grab;
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}
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}
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initCustomPowerups() //credit goes to _Ox for the original code <3
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{
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level.unlimited_ammo_duration = 20;
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//unlimited ammo drop "bottomless clip" credit to _Ox
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include_zombie_powerup("unlimited_ammo");
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add_zombie_powerup("unlimited_ammo", "T6_WPN_AR_GALIL_WORLD", &"ZOMBIE_POWERUP_UNLIMITED_AMMO", ::func_should_always_drop, 0, 0, 0);
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powerup_set_can_pick_up_in_last_stand("unlimited_ammo", 1);
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if(getDvar("mapname") == "zm_prison")
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{
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//fast feet - speed potion, basically you run fast for 15 seconds
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include_zombie_powerup("fast_feet");
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add_zombie_powerup("fast_feet", "bottle_whisky_01", &"ZOMBIE_POWERUP_FAST_FEET", ::func_should_always_drop, 0, 0, 0);
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powerup_set_can_pick_up_in_last_stand("fast_feet", 1);
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//pack a punch - pack a punches your current gun credit Knight
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include_zombie_powerup("pack_a_punch");
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add_zombie_powerup("pack_a_punch", "p6_zm_al_vending_pap_on", &"ZOMBIE_POWERUP_PACK_A_PUNCH", ::func_should_drop_pack_a_punch, 0, 0, 0);
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powerup_set_can_pick_up_in_last_stand("pack_a_punch", 0);
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//couldn't find a better model for this money drop, if you find a better one pls let me know haha
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include_zombie_powerup("money_drop");
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add_zombie_powerup("money_drop", "p6_anim_zm_al_magic_box_lock_red", &"ZOMBIE_POWERUP_MONEY_DROP", ::func_should_always_drop, 0, 0, 0);
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powerup_set_can_pick_up_in_last_stand("money_drop", 1);
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}
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else
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{
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include_zombie_powerup("fast_feet");
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add_zombie_powerup("fast_feet", "zombie_pickup_perk_bottle", &"ZOMBIE_POWERUP_FAST_FEET", ::func_should_always_drop, 0, 0, 0);
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powerup_set_can_pick_up_in_last_stand("fast_feet", 1);
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include_zombie_powerup("pack_a_punch");
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add_zombie_powerup("pack_a_punch", "p6_anim_zm_buildable_pap", &"ZOMBIE_POWERUP_PACK_A_PUNCH", ::func_should_drop_pack_a_punch, 0, 0, 0);
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powerup_set_can_pick_up_in_last_stand("pack_a_punch", 0);
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include_zombie_powerup("money_drop");
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add_zombie_powerup("money_drop", "zombie_teddybear", &"ZOMBIE_POWERUP_MONEY_DROP", ::func_should_always_drop, 0, 0, 0);
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powerup_set_can_pick_up_in_last_stand("money_drop", 1);
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}
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}
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func_should_drop_pack_a_punch()
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{
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if ( level.zmPowerupsEnabled[ "pack_a_punch" ].active != 1 || level.round_number < 12 || isDefined( level.rounds_since_last_pack_a_punch_drop ) && level.rounds_since_last_pack_a_punch_drop < 5 )
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{
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return 0;
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}
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return 1;
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}
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custom_powerup_grab(powerup, player) //credit to _Ox much thx for powerup functions
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{
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if(powerup.powerup_name == "money_drop")
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player thread doRandomScore(); //some cash money
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else if(powerup.powerup_name == "pack_a_punch")
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player thread doPackAPunchWeapon(); //i dont even use this one, its so OP lmao. If we could edit drop rate for this drop only it'd be better
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else if(powerup.powerup_name == "unlimited_ammo")
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player thread doUnlimitedAmmo(); //credit to _Ox for this one baby. its so good
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else if(powerup.powerup_name == "fast_feet")
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player thread doFastFeet(); //go fast as fuck boi
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else if (isDefined(level.original_zombiemode_powerup_grab))
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level thread [[level.original_zombiemode_powerup_grab]](s_powerup, e_player);
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}
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doFastFeet() //gotta go fast!
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{
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self thread poweruptext("Fast Feet!"); //thanks to _Ox again for the powerup pickup string
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self playsound("zmb_cha_ching"); //m-m-m-m-m-money shot
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self setmovespeedscale(3); //super sonic speed
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wait 15;
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self setmovespeedscale(1);
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self playsound("zmb_insta_kill"); //less happy sound than before
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}
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doUnlimitedAmmo() //unlimited ammo powerup function credit _Ox
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{
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foreach(player in level.players)
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{
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player notify("end_unlimited_ammo");
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player playsound("zmb_cha_ching");
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player thread poweruptext("Bottomless Clip");
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player thread monitorUnlimitedAmmo(); //bottomless clip
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player thread notifyUnlimitedAmmoEnd(); //notify when it ends
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}
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}
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monitorUnlimitedAmmo() //credit to _Ox
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{
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level endon("end_game");
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self endon("disonnect");
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self endon("end_unlimited_ammo");
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for(;;)
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{
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self setWeaponAmmoClip(self GetCurrentWeapon(), 150);
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wait .05;
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}
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}
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notifyUnlimitedAmmoEnd() //credit to _Ox
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{
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level endon("end_game");
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self endon("disonnect");
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self endon("end_unlimited_ammo");
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wait level.unlimited_ammo_duration;
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self playsound("zmb_insta_kill");
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self notify("end_unlimited_ammo");
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}
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doPackAPunchWeapon() //pack a punch function credit Knight
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{
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baseweapon = get_base_name(self getcurrentweapon());
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weapon = get_upgrade(baseweapon);
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if(IsDefined(weapon) && isDefined(self.packapunching))
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{
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level.rounds_since_last_pack_a_punch_drop = 0;
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self.packapunching = undefined;
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self takeweapon(baseweapon);
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self giveweapon(weapon, 0, self get_pack_a_punch_weapon_options(weapon));
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self switchtoweapon(weapon);
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self givemaxammo(weapon);
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}
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else
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self playsoundtoplayer( level.zmb_laugh_alias, self );
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}
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get_upgrade(weapon)
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{
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if(IsDefined(level.zombie_weapons[weapon].upgrade_name) && IsDefined(level.zombie_weapons[weapon]))
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{
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self.packapunching = true;
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return get_upgrade_weapon(weapon, 0 );
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}
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else
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return get_upgrade_weapon(weapon, 1 );
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}
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doRandomScore() //this is a bad way of doing this but i couldnt get the array to work before and did this out of frustration
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{
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x = randomInt(9); //picks a number 0-9
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self playsound("zmb_cha_ching");
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if(x==1)
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self.score += 50; //+50
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else if(x==2)
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self.score += 100; //+100
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else if(x==3)
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self.score += 250; //+250 I think you get the idea
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else if(x==4)
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self.score += 500;
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else if(x==5)
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self.score += 750;
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else if(x==6)
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self.score += 1000;
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else if(x==7)
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self.score += 2500;
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else if(x==8)
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self.score += 5000;
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else if(x==9)
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self.score += 7500;
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else
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self.score += 10000;
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}
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poweruptext(text) //credit to _Ox for base string hud
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{
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self endon("disconnect");
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level endon("end_game");
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hud_string = newclienthudelem(self);
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hud_string.elemtype = "font";
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hud_string.font = "objective";
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hud_string.fontscale = 2;
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hud_string.x = 0;
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hud_string.y = 0;
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hud_string.width = 0;
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hud_string.height = int( level.fontheight * 2 );
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hud_string.xoffset = 0;
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hud_string.yoffset = 0;
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hud_string.children = [];
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hud_string setparent(level.uiparent);
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hud_string.hidden = 0;
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hud_string maps/mp/gametypes_zm/_hud_util::setpoint("TOP", undefined, 0, level.zombie_vars["zombie_timer_offset"] - (level.zombie_vars["zombie_timer_offset_interval"] * 2));
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hud_string.sort = .5;
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hud_string.alpha = 0;
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hud_string fadeovertime(.5);
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hud_string.alpha = 1;
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hud_string setText(text);
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hud_string thread poweruptextmove();
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}
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poweruptextmove() //credit to _Ox for base string hud
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{
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wait .5;
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self fadeovertime(1.5);
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self moveovertime(1.5);
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self.y = 270;
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self.alpha = 0;
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wait 1.5;
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self destroy();
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}
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