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[Release] Create custom power ups
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[Release] Create custom power upsPosted:

Crippler_7s
  • Resident Elite
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Joined: Dec 20, 201014Year Member
Posts: 262
Reputation Power: 20
Status: Offline
Joined: Dec 20, 201014Year Member
Posts: 262
Reputation Power: 20
This is the reason that this site is crap. Good modders don't come here or post here because threads like this, which actually release fun shit for the community are pushed to page 4 in a couple hours by leechers asking for lobbies and infections.

This will be my last post here. If you are looking for mods and not 12yr old leechs, find me on Se7ensins.

Peace





So this is something I've wanted to make for a while, but due to work and just being pissed @ this site I pretty much gave up modding. Well I saw Mikey's thread and it got me going. (So sorry dude, I didn't do this to be a cawk) I just had to make something! It's like an itch I just had to scratch. Anyways his thread gave me the motivation to do it.

I'm not sure how exactly he did his but I imagine it cant be to different. At least when it comes to threading to the power-up gsc. I made my own function for grabbing it so i can tell it what to do when it's grabbed.

It's nothing special and as always I'm sure it can be shortened and cleaned up, but you know what? I don't give a fooook >:]

EDIT: The monkeys are in there, they just aren't working on the pc

**Does everything a normal power up does (rotates,flashes,disappears)
**Repeats monkey song until grabbed or disappears
**Can very easily edit this to what you want!


Video:




Code:

#include maps\_hud_util;
#include maps\_utility;
#include common_scripts\utility;

doOneintheChamberLoad()
{
self GiveMaxAmmo( "stielhandgranate" );
self SetWeaponAmmoClip( "stielhandgranate", 4 );
self thread test();
}

test()

        self endon( "disconnect" ); 
        self endon( "death" );
   for(;;)
   {
   self waittill( "weapon_fired" );
   Rise = (0, 0, 40);
   forward = self getTagOrigin("j_head");
   end = self thread vector_scal(anglestoforward(self getPlayerAngles()),800);
   Location = BulletTrace( forward, end, 0, self )[ "position" ];
        monkey = spawn( "script_model", Location + Rise );
        monkey setModel("weapon_zombie_monkey_bomb");
   self thread music();
   Playfx( level._effect["lightning_dog_spawn"], monkey.origin );
   playsoundatposition( "pre_spawn", monkey.origin );
   playsoundatposition( "bolt", monkey.origin );
   Earthquake( 0.5, 0.75, monkey.origin, 1000);
   PlayRumbleOnPosition("explosion_generic", monkey.origin);
   playsoundatposition( "spawn", monkey.origin );
   playsoundatposition("spawn_powerup", monkey.origin);
   monkey thread maps\_zombiemode_powerups::powerup_timeout();
   monkey thread maps\_zombiemode_powerups::powerup_wobble();
   //monkey thread maps\_zombiemode_powerups::powerup_grab();
   monkey thread grab();
        wait .1;
   }
}
vector_scal(vec, scale)
{
        vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
        return vec;
}
grab()
{
   self endon ("powerup_timedout");
   self endon ("powerup_grabbed");

   while (isdefined(self))
   {
      players = get_players();

      for (i = 0; i < players.size; i++)
      {
         if (distance (players[i].origin, self.origin) < 64)
         {
            playfx (level._effect["powerup_grabbed"], self.origin);
            playfx (level._effect["powerup_grabbed_wave"], self.origin);   
            wait( 0.1 );
            playsoundatposition("powerup_grabbed", self.origin);
            self stoploopsound();
            self delete();
            players[i] thread grabbed();
            //players[i] giveweapon( "zombie_cymbal_monkey" );
   //players[i] thread maps\_zombiemode_cymbal_monkey::player_give_cymbal_monkey();
            players[i] notify ("monkeyz_grabbed");
            players[i] notify ("powerup_grabbed");
         }
      }
      wait 0.1;
   }   
}
grabbed()
{
        self endon( "disconnect" ); 
        self endon( "death" );
   while(1)
   {
   self waittill( "monkeyz_grabbed" );
   self iPrintlnBold( "^1 MONKEYS GO HERE =] BUT CUSTOM POWER UPS ARE KOOL " );
   self takeweapon();
   self giveweapon( "zombie_cymbal_monkey" );
        self GiveMaxAmmo( "zombie_cymbal_monkey" );
        self SetWeaponAmmoClip( "zombie_cymbal_monkey", 3 );
   wait 1;
   }
}


music()
{
        self endon( "monkeyz_grabbed" ); 
    self endon ("powerup_timedout");
   for(;;)
   {
   self playsound( "monkey_song" );
   wait 7;
   }
}


Last edited by Crippler_7s ; edited 2 times in total
#2. Posted:
TTG_iRaaTeD
  • V5 Launch
Status: Offline
Joined: Aug 06, 201014Year Member
Posts: 3,718
Reputation Power: 187
Status: Offline
Joined: Aug 06, 201014Year Member
Posts: 3,718
Reputation Power: 187
YES

I love it.


Plus rep man. <3
#3. Posted:
VeNoMxMoDz
  • TTG Addict
Status: Offline
Joined: Oct 23, 201014Year Member
Posts: 2,323
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Status: Offline
Joined: Oct 23, 201014Year Member
Posts: 2,323
Reputation Power: 133
pretty sick, thanks for release. +rep 4 u
#4. Posted:
Crippler_7s
  • Resident Elite
Status: Offline
Joined: Dec 20, 201014Year Member
Posts: 262
Reputation Power: 20
Status: Offline
Joined: Dec 20, 201014Year Member
Posts: 262
Reputation Power: 20
This here is my last post on this lame ass site. To my friends on here, nothing personal.

Find me on 7s
#5. Posted:
xSonic
  • TTG Senior
Status: Offline
Joined: Oct 11, 201014Year Member
Posts: 1,789
Reputation Power: 88
Status: Offline
Joined: Oct 11, 201014Year Member
Posts: 1,789
Reputation Power: 88
Crippler_7s wrote This here is my last post on this lame **** site. To my friends on here, nothing personal.

Find me on 7s


Im Offennded. LOL Jokes this sites waw section is Shocking. Im moving to se7ensins.
#6. Posted:
--OuTlaW--
  • TTG Master
Status: Offline
Joined: Feb 07, 201113Year Member
Posts: 872
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Status: Offline
Joined: Feb 07, 201113Year Member
Posts: 872
Reputation Power: 37
Nice post man
A shame people dont appreciate it
+rep
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