04.01.2016, 09:56
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.
oder so, wenn ihr schon 2x Punkte mit Carpenter und Nuke installiert habt
mit diesem Script
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();
}
}
}