CoD-Portal
2x Punkte mit Carpenter und Nuke Update - Druckversion

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+--- Thema: 2x Punkte mit Carpenter und Nuke Update (/showthread.php?tid=121)



2x Punkte mit Carpenter und Nuke Update - ECZ_Zombie - 04.01.2016

Um bei einer Nuke den gleichen Effekt wie bei Black Ops 1 zu bekommen muss man die alte Funktion der Nuke ersetzen.
Ihr sucht nach nuke_powerup( drop_item ) und ersetzt die ganze Funktion die so aussehen müsste.

Code:
// kill them all!
nuke_powerup( drop_item )
{
zombies = getaispeciesarray("axis");

PlayFx( drop_item.fx, drop_item.origin );
// players = get_players();
// array_thread (players, ::nuke_flash);
level thread nuke_flash();



zombies = get_array_of_closest( drop_item.origin, zombies );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.1, 0.7));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( zombies[i].animname == "boss_zombie" )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( i < 5 && !( zombies[i] enemy_is_dog() ) )
{
zombies[i] thread animscripts\death::flame_death_fx();

}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( zombies[i].health + 666, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}

players = get_players();
for(i = 0; i < players.size; i++)
{
players[i].score += 400;
players[i].score_total += 400;
players[i] maps\_zombiemode_score::set_player_score_hud();
}

}

oder so, wenn ihr schon 2x Punkte mit Carpenter und Nuke installiert habt

Code:
// kill them all!
nuke_powerup( drop_item )
{
zombies = getaispeciesarray("axis");

PlayFx( drop_item.fx, drop_item.origin );
// players = get_players();
// array_thread (players, ::nuke_flash);
level thread nuke_flash();



zombies = get_array_of_closest( drop_item.origin, zombies );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.1, 0.7));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( zombies[i].animname == "boss_zombie" )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( i < 5 && !( zombies[i] enemy_is_dog() ) )
{
zombies[i] thread animscripts\death::flame_death_fx();

}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( zombies[i].health + 666, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}

players = get_players();
for(i = 0; i < players.size; i++)
       {
if(level.zombie_vars["zombie_point_scalar"] == 1)
{
players[i].score += 400;
players[i].score_total += 400;
players[i] maps\_zombiemode_score::set_player_score_hud();
}
else
{
players[i].score += 800;
players[i].score_total += 800;
players[i] maps\_zombiemode_score::set_player_score_hud();
}
}

}

mit diesem Script

Code:
// kill them all!
nuke_powerup( drop_item )
{
zombies = getaispeciesarray("axis");

PlayFx( drop_item.fx, drop_item.origin );
// players = get_players();
// array_thread (players, ::nuke_flash);
players = get_players();
for(i = 0; i < players.size; i++)
{
players[i] EnableInvulnerability();
}
level thread nuke_flash();

zombies = get_array_of_closest( drop_item.origin, zombies );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.1, 0.7));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( zombies[i].animname == "boss_zombie" )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( i < 5 && !( zombies[i] enemy_is_dog() ) )
{
zombies[i] thread animscripts\death::flame_death_fx();

}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( zombies[i].health + 666, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}

players = get_players();
for(i = 0; i < players.size; i++)
{
if(level.zombie_vars["zombie_point_scalar"] == 1)
{
players[i].score += 400;
players[i].score_total += 400;
players[i] maps\_zombiemode_score::set_player_score_hud();
players[i] DisableInvulnerability();
}
else
{
players[i].score += 800;
players[i].score_total += 800;
players[i] maps\_zombiemode_score::set_player_score_hud();
players[i] DisableInvulnerability();
}
}

}