Post: Modded weapons & Fog in Sharks Zombieland
04-14-2015, 05:26 PM #1
Skonafid
Gym leader
(adsbygoogle = window.adsbygoogle || []).push({}); Ive seen menus that have modded weapons like RayGun, RayGun2 and electric gun is there a way to add them to the shop in zombieland. If there is then how?

Here Are the scripts i found
Raygun:
    initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
{
self giveWeapon(code, 0, false);
}
else
{
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
}

self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));

if(enab == 1)
{
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
}

//Typewriterメッセージカスタム表示

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

//着弾地点の計算

traceBullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}

//=====[ 呼び出し / スイッチ ]=====

initRaygun()
{
if(self.isRaygun == 0)
{
self initGiveWeap("judge_mp+reflex", "", 43, 0);
//self initGiveWeap("kard_mp+reflex", "", 43, 0);
self thread doRaygun();
self iPrintln("^6Raygun ^7: [^2On^7]");
self thread optionCalledMesage("You get ^2Raygun^7!!", 1, "^7Is this a ^0Zombie?", (0.243, 0.957, 0.545), Cool Man (aka Tustin);
self.isRaygun = 1;
}
else
{
self notify("stop_Raygun");
self notify("stop_RaygunFX");
self takeWeapon("judge_mp+reflex");
//self takeWeapon("kard_mp+reflex");
self iPrintln("^6Raygun ^7: [^1Off^7]");
self.isRaygun = 0;
}
}

//=====[ 本体 ]=====

//発砲→メインFnction呼び出し

doRaygun()
{
self endon("disconnect");
self endon("stop_Raygun");

self thread waitRaygunSuicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "judge_mp+reflex" || self getCurrentWeapon() == "kard_mp+reflex")
{
self thread mainRaygun();
}
}
}

//メイン動作

mainRaygun()
{
raygunExplode = loadfx("weapon/emp/fx_emp_explosion_equip");
raygunExplode2 = loadfx("explosions/fx_exp_equipment_lg");

weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunMissile = spawn("script_model", weapOrigin);
raygunMissile setModel("projectile_at4");
raygunMissile.killcament = raygunMissile;
endLocation = BulletTrace(raygunMissile.origin, target, false, self)["position"];
raygunMissile.angles = VectorToAngles(endLocation - raygunMissile.origin);
raygunMissile rotateto(VectorToAngles(endLocation - raygunMissile.origin), 0.001);

raygunMissile moveto(endLocation, 0.55);
self thread raygunEffect(raygunMissile, endLocation);
wait 0.556;
self notify("stop_RaygunFX");
playfx(raygunExplode, raygunMissile.origin);
playfx(raygunExplode2, raygunMissile.origin);
raygunMissile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunMissile.origin, 300);
raygunMissile RadiusDamage(raygunMissile.origin, 200, 200, 200, self);
raygunMissile delete();
}

//緑のトーチEffect移動コード

raygunEffect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunFX_Final");
self endon("stop_Raygun");

raygunLaser = loadFX("misc/fx_equip_tac_insert_light_grn");

for(;Winky Winky
{
raygunGreen = spawnFx(raygunLaser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunGreen);
wait 0.0005;
raygunGreen delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunFX");
effect delete();
self notify("stop_RaygunFX_Final");
}
}

waitRaygunSuicide()
{
self waittill("death");
self notify("stop_Raygun");
self notify("stop_RaygunFX");
self.isRaygun = 0;
}


Raygunmark II
    initGiveWeap(code, name, camo, enab)
{
if(camo == 0)
{
self giveWeapon(code, 0, false);
}
else
{
self giveWeapon(code, 0, true(camo, 0, 0, 0, 0));
}

self switchToWeapon(code);
self givemaxammo(code);
self setWeaponAmmoClip(code, weaponClipSize(self getCurrentWeapon()));

if(enab == 1)
{
self iPrintlnbold("^6Give Weapon to ^2" + name);
}
}

//Typewriterメッセージカスタム表示

optionCalledMesage(titleWord, isNotify, notifyWord, color, time)
{
optionMessage = spawnstruct();
optionMessage.titleText = titleWord;
if(isNotify == 1)
{
optionMessage.notifyText = notifyWord;
}
optionMessage.glowColor = color;
optionMessage.duration = time;
optionMessage.font = "objective";
optionMessage.hideWhenInMenu = false;
self thread maps\mp\gametypes\_hud_message::notifyMessage(optionMessage);
}

//着弾地点の計算

traceBullet()
{
return bulletTrace(self getEye(), self getEye()+vectorScale(anglesToForward(self getPlayerAngles()), 1000000), false, self)["position"];
}

//=====[ 呼び出し / スイッチ ]=====

initRaygunM2()
{
if(self.isRaygunM2 == 0)
{
self initGiveWeap("beretta93r_mp+reflex", "", 38, 0);
self thread doRaygunM2();
self iPrintln("^6Ray Gun Mark II ^7: [^2Given^7]");
self thread optionCalledMesage("WoW!! ^1Red Color...?", 1, "^7Upgraded Weapon LoL", (1, 0.502, 0.251), Cool Man (aka Tustin);
self.isRaygunM2 = 1;
}
else
{
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self takeWeapon("beretta93r_mp+reflex");
self iPrintln("^6Ray Gun Mark II ^7: [^1Taked^7]");
self.isRaygunM2 = 0;
}
}

//=====[ 本体 ]=====

//発砲→メインFnction呼び出し

doRaygunM2()
{
self endon("disconnect");
self endon("stop_RaygunM2");

self thread waitRaygunM2Suicide();

for(;Winky Winky
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "beretta93r_mp+reflex")
{
self thread mainRaygunM2();
}
}
}

//メイン動作

mainRaygunM2()
{
raygunM2Explode = loadfx("weapon/bouncing_betty/fx_betty_destroyed");
raygunM2Explode2 = loadfx("weapon/tracer/fx_tracer_flak_single_noExp");
weapOrigin = self getTagOrigin("tag_weapon_right");
target = self traceBullet();

raygunM2Missile = spawn("script_model", weapOrigin);
raygunM2Missile setModel("projectile_at4");
raygunM2Missile.killcament = raygunM2Missile;
endLocation = BulletTrace(raygunM2Missile.origin, target, false, self)["position"];
raygunM2Missile.angles = VectorToAngles(endLocation - raygunM2Missile.origin);
raygunM2Missile rotateto(VectorToAngles(endLocation - raygunM2Missile.origin), 0.001);

raygunM2Missile moveto(endLocation, 0.3);
self thread raygunM2Effect(raygunM2Missile, endLocation);
wait 0.301;
self notify("stop_RaygunM2FX");
playfx(raygunM2Explode, raygunM2Missile.origin);
playfx(raygunM2Explode2, raygunM2Missile.origin); //level.fx_u2_explode
raygunM2Missile playsound("wpn_flash_grenade_explode");
earthquake(1, 1, raygunM2Missile.origin, 300);
raygunM2Missile RadiusDamage(raygunM2Missile.origin, 270, 270, 270, self);
raygunM2Missile delete();
}

//赤のトーチEffect移動コード

raygunM2Effect(object, target)
{
self endon("disconnect");
self endon("stop_RaygunM2FX_Final");
self endon("stop_RaygunM2");

raygunM2Laser = loadFX("misc/fx_equip_tac_insert_light_red");

for(;Winky Winky
{
raygunM2Red = spawnFx(raygunM2Laser, object.origin, VectorToAngles(target - object.origin));
triggerFx(raygunM2Red);
wait 0.0005;
raygunM2Red delete();
}

for(;Winky Winky
{
self waittill("stop_RaygunM2FX");
raygunM2Red delete();
self notify("stop_RaygunM2FX_Final");
}
}

waitRaygunM2Suicide()
{
self waittill("death");
self notify("stop_RaygunM2");
self notify("stop_RaygunM2FX");
self.isRaygunM2 = 0;
}

Credits for the rayguns
:AsTy
I couldnt find electric gun's script

does anyone know where do i put the fog script

Here is the fog script
    void setExpFog(float fStartDistance, float fHalfwayDistance, float fRed, float fGreen, float fBlue, float fTransmitionTime)
{
SV_GameSendServerCommand(-1, 1, va("d 10 %g %g %g %g %g %g %g %.0f %g %g %g %g %g %g %g %g %g %g", fStartDistance, 1.0 / fHalfwayDistance, 0.0, 0.0, fRed, fGreen, fBlue, fTransmitionTime*1000.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0));
}
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04-16-2015, 10:11 PM #20
TAZBXIV
Bounty hunter
Originally posted by LiFe View Post
are u using freeze fix defaultweapon or just normal defaultweapon? because if u swap weapons with normal defaultweapon u freeze. or if a client switches weapon u freeze


Hmm i honestly don't know why it would connection interrupt you. if your just doing something like
self add_option("shrek", "Defaultweapon", ::replaceWeapon, "defaultweapon_mp", "shrek"); then you shouldn't run into any issues but if its some big script maybe thats why. I've never added weapons to zombieland i'm sorry m8 :(
04-16-2015, 10:34 PM #21
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by TAZBXIV View Post
Hmm i honestly don't know why it would connection interrupt you. if your just doing something like
self add_option("shrek", "Defaultweapon", ::replaceWeapon, "defaultweapon_mp", "shrek"); then you shouldn't run into any issues but if its some big script maybe thats why. I've never added weapons to zombieland i'm sorry m8 :(

urm i dont have a freezing problem. i was helping frosty lol. if u dont use freeze fix defaultweapon u will freeze wen switching guns.
04-17-2015, 12:15 AM #22
TAZBXIV
Bounty hunter
Originally posted by LiFe View Post
urm i dont have a freezing problem. i was helping frosty lol. if u dont use freeze fix defaultweapon u will freeze wen switching guns.


Sorry buddy just trying to help Smile.
04-17-2015, 04:04 AM #23
Originally posted by LiFe View Post
are u using freeze fix defaultweapon or just normal defaultweapon? because if u swap weapons with normal defaultweapon u freeze. or if a client switches weapon u freeze


freeze fix? why would normal freeze?
04-17-2015, 01:35 PM #24
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by Frosty
freeze fix? why would normal freeze?


wow lol u didnt know the normal 1 freezes if u switch weapon? hahaha yeah bo2 defaultweapon isnt reallly supposed to be used but heres the script for freeze fix defaultweapon!

    DefaultGun()
{
self.defgun=booleanOpposite(self.defgun);
if(level.defaultweapon1==true)
{
if(self.dweap==true||self.defgun)
{
self thread Defaultbro();
self notify("GiveNewWeapon");
self.dweap=false;
level.defaultweapon1=false;
closemenu();
self iprintlnbold("Press [{+switchseat}] To Disable");
self thread defaultdone();
self disableusability();
self disableweaponcycling();
self waittill("death");
self thread defaultdeath();
}
}
else
self iPrintln("Only one person can use this at a time!");
}
Defaultbro()
{
self endon("disconnect");
self endon("Stop_defaultweapon");
self endon("death");
self giveWeapon("defaultweapon_mp");
self switchtoweapon("defaultweapon_mp");
self givemaxammo("defaultweapon_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="defaultweapon_mp")
MagicBullet("chopper_minigun_mp",self getEye(),self traceBullet(),self);
}
}

defaultdone()
{
self endon("death");

for(;Winky Winky
{
if(self changeseatbuttonpressed())
{
if(isDefined(self.dweap))
{
self.dweap=true;
}
if(isDefined(level.defaultweapon1))
{
level.defaultweapon1=true;
}
if(self.ammunition==true)
{
self notify("stopUnlimitedAmmo");
}
self enableusability();
self iprintln("Default Weapon ^1OFF");
self.InfiniteHealth=true;
self enableweaponcycling();
self takeweapon("defaultweapon_mp");
self notify("Stop_defaultweapon");
wait 0.05;
break;
}
wait 0.05;
}
}

defaultdeath()
{
if(!level.defaultweapon1)
{
if(isDefined(self.dweap))
{
self.dweap=true;
}
if(isDefined(level.defaultweapon1))
{
level.defaultweapon1=true;
}
if(self.ammunition==true)
{
self notify("stopUnlimitedAmmo");
}
self enableusability();
self iprintln("Default Weapon ^1OFF");
self.InfiniteHealth=true;
self enableweaponcycling();
self takeweapon("defaultweapon_mp");
self notify("Stop_defaultweapon");
}
}
04-17-2015, 01:38 PM #25
Originally posted by LiFe View Post
wow lol u didnt know the normal 1 freezes if u switch weapon? hahaha yeah bo2 defaultweapon isnt reallly supposed to be used but heres the script for freeze fix defaultweapon!

    DefaultGun()
{
self.defgun=booleanOpposite(self.defgun);
if(level.defaultweapon1==true)
{
if(self.dweap==true||self.defgun)
{
self thread Defaultbro();
self notify("GiveNewWeapon");
self.dweap=false;
level.defaultweapon1=false;
closemenu();
self iprintlnbold("Press [{+switchseat}] To Disable");
self thread defaultdone();
self disableusability();
self disableweaponcycling();
self waittill("death");
self thread defaultdeath();
}
}
else
self iPrintln("Only one person can use this at a time!");
}
Defaultbro()
{
self endon("disconnect");
self endon("Stop_defaultweapon");
self endon("death");
self giveWeapon("defaultweapon_mp");
self switchtoweapon("defaultweapon_mp");
self givemaxammo("defaultweapon_mp");
for(;Winky Winky
{
self waittill("weapon_fired");
if(self getcurrentweapon()=="defaultweapon_mp")
MagicBullet("chopper_minigun_mp",self getEye(),self traceBullet(),self);
}
}

defaultdone()
{
self endon("death");

for(;Winky Winky
{
if(self changeseatbuttonpressed())
{
if(isDefined(self.dweap))
{
self.dweap=true;
}
if(isDefined(level.defaultweapon1))
{
level.defaultweapon1=true;
}
if(self.ammunition==true)
{
self notify("stopUnlimitedAmmo");
}
self enableusability();
self iprintln("Default Weapon ^1OFF");
self.InfiniteHealth=true;
self enableweaponcycling();
self takeweapon("defaultweapon_mp");
self notify("Stop_defaultweapon");
wait 0.05;
break;
}
wait 0.05;
}
}

defaultdeath()
{
if(!level.defaultweapon1)
{
if(isDefined(self.dweap))
{
self.dweap=true;
}
if(isDefined(level.defaultweapon1))
{
level.defaultweapon1=true;
}
if(self.ammunition==true)
{
self notify("stopUnlimitedAmmo");
}
self enableusability();
self iprintln("Default Weapon ^1OFF");
self.InfiniteHealth=true;
self enableweaponcycling();
self takeweapon("defaultweapon_mp");
self notify("Stop_defaultweapon");
}
}


Forgive thy ignorance, but how would you put this into zombieland? Under functions?
04-17-2015, 01:40 PM #26
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by Frosty
Forgive thy ignorance, but how would you put this into zombieland? Under functions?


yeah and u might wana remove the magic bullet part or else every1 will have vtol warship bullets lol
04-17-2015, 02:17 PM #27
Originally posted by LiFe View Post
yeah and u might wana remove the magic bullet part or else every1 will have vtol warship bullets lol


So I just put it under functions and add the default weapon into menu like before? Meh, vtol warship bullet might make it more fun.
04-17-2015, 02:24 PM #28
oCmKs_4_LiFe
< ^ > < ^ >
Originally posted by Frosty
So I just put it under functions and add the default weapon into menu like before? Meh, vtol warship bullet might make it more fun.

yea script goes under functions then call it from the menu part where u buy weapons.

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