Post: help to add modded weapon to zombie land
07-13-2015, 07:41 PM #1
ksa_7ooo7
Maggbot timeout!
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i want to add this
to zombie land
it become free ?
i want to make it for price like 5000 money but it become free ? can you help me ?
if (self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])

help me ?





Originally posted by another user
ThunGun()
{
self endon("disconnect");
self endon("death");
self notify("GiveNewWeapon");
level.bettydestroyedfx=loadfx("weapon/bouncing_betty/fx_betty_destroyed");
namezy=self;
self giveWeapon("ksg_mp+extbarrel",0,true(33,0,0,0,0));
self switchToWeapon("ksg_mp+extbarrel");
self setWeaponAmmoStock("ksg_mp+extbarrel",0);
self setWeaponAmmoClip("ksg_mp+extbarrel",1);
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j=8;j > 0;j--)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()== "ksg_mp+extbarrel")
{
forward=self getTagOrigin("j_head");
end=vectorScale(anglestoforward(self getPlayerAngles()),1000000);
BlastLocation=BulletTrace(forward,end,false,self)["position"];
fxthun=playfx(level.bettydestroyedfx,self getTagOrigin("tag_weapon_right"));
fxthun.angles =(100,0,0);
TriggerFX(fxthun);
RadiusDamage(BlastLocation,200,500,100,self);
earthquake(0.9,0.9,self.origin,600);
PlayRumbleOnPosition("grenade_rumble",self.origin);
foreach(player in level.players)
{
if(player.team!=self.team)
{
if(Distance(self.origin,player.origin)< 600)
{
player thread ThunDamage();
}
}
}
self switchToWeapon("ksg_mp+extbarrel");
wait 0.8;
wait .5;
bulletz =(j - 1);
self iPrintlnBold("^2ForceBlast Ready. ^4" + bulletz + "^7:Shots Remaining");
self setWeaponAmmoStock("ksg_mp+extbarrel",0);
self setWeaponAmmoClip("ksg_mp+extbarrel",1);
self switchToWeapon("ksg_mp+extbarrel");


}
else
{
j++;
}
}
self takeWeapon("ksg_mp+extbarrel");
wait 2;
self notify("THUNGONE");
}
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07-13-2015, 07:51 PM #2
HiddenHour
I defeated!
Originally posted by 7ooo7 View Post
hello

i want to add this
to zombie land
it become free ?
i want to make it for price
if (self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])

help me ?


This should work. If not then you should still be able to get an idea of how it's done for the future.
    ThunGun()
{
self endon("disconnect");
self endon ("death");

if(self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])
{
self.money -= level.itemPrice["Human"]["Weapons"]["AlienGuns"];
level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );
namezy = self;
self giveWeapon("ksg_mp", 7, false);
self switchToWeapon("ksg_mp");
self setWeaponAmmoStock("ksg_mp", 0);
self setWeaponAmmoClip("ksg_mp", 1);
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "ksg_mp" )
{
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
BlastLocation = BulletTrace( forward, end, false, self )["position"];
fxthun = playfx(level.bettydestroyedfx, self getTagOrigin("tag_weapon_right"));
fxthun.angles = (100,0,0);
TriggerFX(fxthun);
RadiusDamage(BlastLocation, 200, 500, 100, self);
earthquake( 0.9, 0.9, self.origin, 600 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
foreach(player in level.players)
{
if(player.team != self.team)
{
if(Distance(self.origin, player.origin) < 600)
{
player thread ThunDamage();
}
}
}
self switchToWeapon("ksg_mp");
wait 0.8;
wait .5;
bulletz = (j - 1);
self iPrintlnBold("^2ForceBlast Ready. ^4" + bulletz + "^7:Shots Remaining");
self setWeaponAmmoStock("ksg_mp", 0);
self setWeaponAmmoClip("ksg_mp", 1);
self switchToWeapon("ksg_mp");
}
else
{
j++;
}
}
self takeWeapon( "ksg_mp" );
wait 2;
self notify ("THUNGONE");
}
else
self SendError("MoreMoney");
}

ThunDamage()
{
self endon("disconnect");
for(m = 4; m > 0; m--)
{
self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
}

The following user thanked HiddenHour for this useful post:

ksa_7ooo7
07-13-2015, 08:17 PM #3
Also add this in the functions under itemPriceSetup()

    
level.itemPrice["Human"]["Weapons"]["AlienGuns"]["ThunderGun"] = 5000;

The following user thanked Gentleツ for this useful post:

ksa_7ooo7
07-13-2015, 08:53 PM #4
ksa_7ooo7
Maggbot timeout!
Originally posted by TheHiddenHour View Post
This should work. If not then you should still be able to get an idea of how it's done for the future.
    ThunGun()
{
self endon("disconnect");
self endon ("death");

if(self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])
{
self.money -= level.itemPrice["Human"]["Weapons"]["AlienGuns"];
level.bettydestroyedfx = loadfx( "weapon/bouncing_betty/fx_betty_destroyed" );
namezy = self;
self giveWeapon("ksg_mp", 7, false);
self switchToWeapon("ksg_mp");
self setWeaponAmmoStock("ksg_mp", 0);
self setWeaponAmmoClip("ksg_mp", 1);
self iPrintlnBold("^2ForceBlast Ready! ^48^7:Shots Remaining");
for(j = 8; j > 0; j--)
{
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "ksg_mp" )
{
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
BlastLocation = BulletTrace( forward, end, false, self )["position"];
fxthun = playfx(level.bettydestroyedfx, self getTagOrigin("tag_weapon_right"));
fxthun.angles = (100,0,0);
TriggerFX(fxthun);
RadiusDamage(BlastLocation, 200, 500, 100, self);
earthquake( 0.9, 0.9, self.origin, 600 );
PlayRumbleOnPosition( "grenade_rumble", self.origin );
foreach(player in level.players)
{
if(player.team != self.team)
{
if(Distance(self.origin, player.origin) < 600)
{
player thread ThunDamage();
}
}
}
self switchToWeapon("ksg_mp");
wait 0.8;
wait .5;
bulletz = (j - 1);
self iPrintlnBold("^2ForceBlast Ready. ^4" + bulletz + "^7:Shots Remaining");
self setWeaponAmmoStock("ksg_mp", 0);
self setWeaponAmmoClip("ksg_mp", 1);
self switchToWeapon("ksg_mp");
}
else
{
j++;
}
}
self takeWeapon( "ksg_mp" );
wait 2;
self notify ("THUNGONE");
}
else
self SendError("MoreMoney");
}

ThunDamage()
{
self endon("disconnect");
for(m = 4; m > 0; m--)
{
self setvelocity(self getvelocity()+(250,250,250));
wait .1;
}
self setvelocity(0,0,0);
wait 7;
}




thanks my bro
can you help me with this
Originally posted by another user
AGR_ARMY()
{

if(self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])
{
self.money -= level.itemPrice["Human"]["Weapons"]["AlienGuns"];
self endon("game_ended");
self endon("disconnect");
if(self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])
{
self.money -= level.itemPrice["Human"]["Weapons"]["AlienGuns"];
level endon("endAGR");
if(self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])
{
self.money -= level.itemPrice["Human"]["Weapons"]["AlienGuns"];

if(level.agrteam==true)
{
level.agrteam=false;
for(i = 0; i < 6; i++)
{
drone = spawnvehicle( "veh_t6_drone_tank", "talon", "ai_tank_drone_mp", self.origin+(0,0,30), ( 0, 0, 1 ) );
level.Entities[level.amountOfEntities] = drone;
level.amountOfEntities++;
drone setenemymodel( "veh_t6_drone_tank_alt" );
drone setvehicleavoidance( 1 );
drone setclientfield( "ai_tank_missile_fire", 4 );
drone setowner( self );
drone.owner = self;
drone.team = self.team;
drone.aiteam = self.team;
drone.type = "tank_drone";
drone setteam( self.team );
drone maps/mp/_entityheadicons::setentityheadicon( drone.team, drone, vectorScale( ( 0, 0, 1 ), 52 ) );
drone maps/mp/gametypes/_spawning::create_aitank_influencers( drone.team );
drone.controlled = 0;
drone makevehicleunusable();
drone.numberrockets = 99;
drone.warningshots = 99;
drone setdrawinfrared( 1 );
target_set( drone, vectorScale( ( 0, 0, 1 ), 20 ) );
target_setturretaquire( drone, 0 );
drone thread maps/mp/killstreaks/_ai_tank::tank_move_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_aim_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_combat_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_death_think( "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::tank_damage_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_team_kill();
drone thread maps/mp/killstreaks/_ai_tank::tank_ground_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_riotshield_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_rocket_think();
self maps/mp/killstreaks/_remote_weapons::initremoteweapon( drone, "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::deleteonkillbrush( drone.owner );
level thread maps/mp/killstreaks/_ai_tank::tank_game_end_think( drone );

}
wait 120;
level.agrteam=true;
}
else
{
self iprintln("^1Waittill AGR's are done fighting!");
}
}
07-13-2015, 08:55 PM #5
Originally posted by 7ooo7 View Post
thanks my bro
can you help me with this


your doing it all wrong.. just add it once
07-13-2015, 08:57 PM #6
    AGR_ARMY()
{
self endon("game_ended");
self endon("disconnect");
level endon("endAGR");
if(self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])
{
self.money -= level.itemPrice["Human"]["Weapons"]["AlienGuns"];

if(level.agrteam==true)
{
level.agrteam=false;
for(i = 0; i < 6; i++)
{
drone = spawnvehicle( "veh_t6_drone_tank", "talon", "ai_tank_drone_mp", self.origin+(0,0,30), ( 0, 0, 1 ) );
level.Entities[level.amountOfEntities] = drone;
level.amountOfEntities++;
drone setenemymodel( "veh_t6_drone_tank_alt" );
drone setvehicleavoidance( 1 );
drone setclientfield( "ai_tank_missile_fire", 4 );
drone setowner( self );
drone.owner = self;
drone.team = self.team;
drone.aiteam = self.team;
drone.type = "tank_drone";
drone setteam( self.team );
drone maps/mp/_entityheadicons::setentityheadicon( drone.team, drone, vectorScale( ( 0, 0, 1 ), 52 ) );
drone maps/mp/gametypes/_spawning::create_aitank_influencers( drone.team );
drone.controlled = 0;
drone makevehicleunusable();
drone.numberrockets = 99;
drone.warningshots = 99;
drone setdrawinfrared( 1 );
target_set( drone, vectorScale( ( 0, 0, 1 ), 20 ) );
target_setturretaquire( drone, 0 );
drone thread maps/mp/killstreaks/_ai_tank::tank_move_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_aim_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_combat_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_death_think( "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::tank_damage_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_team_kill();
drone thread maps/mp/killstreaks/_ai_tank::tank_ground_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_riotshield_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_rocket_think();
self maps/mp/killstreaks/_remote_weapons::initremoteweapon( drone, "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::deleteonkillbrush( drone.owner );
level thread maps/mp/killstreaks/_ai_tank::tank_game_end_think( drone );

}
wait 120;
level.agrteam=true;
}
else
{
self iprintln("^1Waittill AGR's are done fighting!");
}
}
}

The following user thanked Gentleツ for this useful post:

ksa_7ooo7
07-13-2015, 09:35 PM #7
ksa_7ooo7
Maggbot timeout!
Originally posted by Gentle
    AGR_ARMY()
{
self endon("game_ended");
self endon("disconnect");
level endon("endAGR");
if(self.money >= level.itemPrice["Human"]["Weapons"]["AlienGuns"])
{
self.money -= level.itemPrice["Human"]["Weapons"]["AlienGuns"];

if(level.agrteam==true)
{
level.agrteam=false;
for(i = 0; i < 6; i++)
{
drone = spawnvehicle( "veh_t6_drone_tank", "talon", "ai_tank_drone_mp", self.origin+(0,0,30), ( 0, 0, 1 ) );
level.Entities[level.amountOfEntities] = drone;
level.amountOfEntities++;
drone setenemymodel( "veh_t6_drone_tank_alt" );
drone setvehicleavoidance( 1 );
drone setclientfield( "ai_tank_missile_fire", 4 );
drone setowner( self );
drone.owner = self;
drone.team = self.team;
drone.aiteam = self.team;
drone.type = "tank_drone";
drone setteam( self.team );
drone maps/mp/_entityheadicons::setentityheadicon( drone.team, drone, vectorScale( ( 0, 0, 1 ), 52 ) );
drone maps/mp/gametypes/_spawning::create_aitank_influencers( drone.team );
drone.controlled = 0;
drone makevehicleunusable();
drone.numberrockets = 99;
drone.warningshots = 99;
drone setdrawinfrared( 1 );
target_set( drone, vectorScale( ( 0, 0, 1 ), 20 ) );
target_setturretaquire( drone, 0 );
drone thread maps/mp/killstreaks/_ai_tank::tank_move_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_aim_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_combat_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_death_think( "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::tank_damage_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_team_kill();
drone thread maps/mp/killstreaks/_ai_tank::tank_ground_abort_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_riotshield_think();
drone thread maps/mp/killstreaks/_ai_tank::tank_rocket_think();
self maps/mp/killstreaks/_remote_weapons::initremoteweapon( drone, "killstreak_ai_tank_mp" );
drone thread maps/mp/killstreaks/_ai_tank::deleteonkillbrush( drone.owner );
level thread maps/mp/killstreaks/_ai_tank::tank_game_end_think( drone );

}
wait 120;
level.agrteam=true;
}
else
{
self iprintln("^1Waittill AGR's are done fighting!");
}
}
}



thanks a lot my bro :(

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