Post: Spawn+Weapon Issue
03-15-2012, 01:10 PM #1
LightModz
League Champion
(adsbygoogle = window.adsbygoogle || []).push({}); hey, im making a small game mode. its bacially a small bunker for wasteland and ive came to a stop. im having trouble setting a spawn point+making one team have a set of weapons and other team having another set of differnt weapons.
what ive done is ive managed to make a spawn point when i create the game mode but they only spawn there once, i want it to be the spawn point for the whole game.
also i am the only player who gets the weapons which i set..... also the weapons i set get reset the the class i choose when i die.... :/ so anyway if someone could make or post a code that sets the point point for a whole game and give the player that weapon for the whole game it would be great.
also the codes i used for the weapons were from a game mode call juggy zombies...
if you help me with code you will be added to credits on release thread.
    zombiegame()
{
self endon ("disconnect");
foreach(p in level.players)
self playsound ("flag_spawned");
self thread doASpawn1();
self thread attackers();
self thread say();
self thread defenders();


foreach(player in level.players)
player setOrigin((-242,1316,-6));
CreateWalls((-3482, 863, 104), (-2522, 863, 27));
CreateWalls((-2495, 660, 60), (-2495, 447, 170));
CreateWalls((-2495, 233, 60), (-2495, -187, 170));
CreateWalls((-2639, -194, 60), (-2495, -194, 170));
CreateGrids((-2522, 863, 174), (-2643, 447, 174));
CreateRamps((-2943, 833, 32), (-2695, 833, 185));
}
defenders(){
if(self.pers["team"]==game["defenders"])
{


self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");

self.maxhealth=50*(game["roundsWon"][game["attackers"]]+1);

{
}
Wep="airdrop_marker_mp";
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");

{
MyWep=self getCurrentWeapon();
switch(MyWep)
{
case "airdrop_marker_mp": break;
default: self takeAllWeapons();
self _giveWeapon(Wep);
self switchToWeapon(Wep);
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
}

}
}
}
attackers(){
self setClientDvar("cg_everyonehearseveryone",1);
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
self takeAllWeapons();
self _clearPerks();
self.ExpAmmo=0;
if(self.pers["team"]==game["attackers"])
{


self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self.maxhealth=100;
self.health=self.maxhealth;
Wep="beretta_fmj_mp";
self.moveSpeedScaler=1.1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self thread JZGoldGun();
}}
JZGoldGun()
{
self endon("disconnect");
for(;Winky Winky
{
W=self getCurrentWeapon();
if(W=="deserteaglegold_mp")
{
self.ExpAmmo=1;
}
else
{
self.ExpAmmo=0;
}
wait 0.1;
}
}
doASpawn1()
{
self waittill ("spawned_player");
x=randomIntRange(-75,75);
y=randomIntRange(-75,75);
z=10;
self.neworiginspawn =(-242+x,1316+y,-6+z);
self.newangles =(0,0,0);
self setOrigin(self.neworiginspawn);
self setPlayerAngles(self.newangles);
}
say(){
self sayall("Welcome To LightModz Zombie Game");
wait 2;
self sayall("Isnt Playable and Needs Improving");
wait 2;
self sayall("AnyWay Enjoy LOL :}");}
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03-15-2012, 01:49 PM #2
Cmd-X
It's been awhile.
Originally posted by LightModz View Post
...


About the spawn points.. Maybe if you put a player thread that reminds the spawn point.. Like this:
    zombiegame()
{
self endon ("disconnect");
foreach(p in level.players)
self playsound ("flag_spawned");
self thread doASpawn1();
[b]self thread doRemind();[/b]
self thread attackers();
self thread say();
self thread defenders();


foreach(player in level.players)
player setOrigin((-242,1316,-6));
CreateWalls((-3482, 863, 104), (-2522, 863, 27));
CreateWalls((-2495, 660, 60), (-2495, 447, 170));
CreateWalls((-2495, 233, 60), (-2495, -187, 170));
CreateWalls((-2639, -194, 60), (-2495, -194, 170));
CreateGrids((-2522, 863, 174), (-2643, 447, 174));
CreateRamps((-2943, 833, 32), (-2695, 833, 185));
}
defenders(){
if(self.pers["team"]==game["defenders"])
{


self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");

self.maxhealth=50*(game["roundsWon"][game["attackers"]]+1);

{
}
Wep="airdrop_marker_mp";
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");

{
MyWep=self getCurrentWeapon();
switch(MyWep)
{
case "airdrop_marker_mp": break;
default: self takeAllWeapons();
self _giveWeapon(Wep);
self switchToWeapon(Wep);
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
}

}
}
}
attackers(){
self setClientDvar("cg_everyonehearseveryone",1);
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
self takeAllWeapons();
self _clearPerks();
self.ExpAmmo=0;
if(self.pers["team"]==game["attackers"])
{


self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self.maxhealth=100;
self.health=self.maxhealth;
Wep="beretta_fmj_mp";
self.moveSpeedScaler=1.1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self thread JZGoldGun();
}}
JZGoldGun()
{
self endon("disconnect");
for(;Winky Winky
{
W=self getCurrentWeapon();
if(W=="deserteaglegold_mp")
{
self.ExpAmmo=1;
}
else
{
self.ExpAmmo=0;
}
wait 0.1;
}
}
doRemind(){self endon("disconnect");self waittill("death");self thread doASpawn1();}
doASpawn1()
{
self waittill ("spawned_player");
x=randomIntRange(-75,75);
y=randomIntRange(-75,75);
z=10;
self.neworiginspawn =(-242+x,1316+y,-6+z);
self.newangles =(0,0,0);
self setOrigin(self.neworiginspawn);
self setPlayerAngles(self.newangles);
}
say(){
self sayall("Welcome To LightModz Zombie Game");
wait 2;
self sayall("Isnt Playable and Needs Improving");
wait 2;
self sayall("AnyWay Enjoy LOL :}");}


Not quite sure if that would work.. I'm new to spawning codes :p
I don't know..
03-15-2012, 02:00 PM #3
LightModz
League Champion
Originally posted by xBlackberryHaze View Post
About the spawn points.. Maybe if you put a player thread that reminds the spawn point.. Like this:
    zombiegame()
{
self endon ("disconnect");
foreach(p in level.players)
self playsound ("flag_spawned");
self thread doASpawn1();
[b]self thread doRemind();[/b]
self thread attackers();
self thread say();
self thread defenders();


foreach(player in level.players)
player setOrigin((-242,1316,-6));
CreateWalls((-3482, 863, 104), (-2522, 863, 27));
CreateWalls((-2495, 660, 60), (-2495, 447, 170));
CreateWalls((-2495, 233, 60), (-2495, -187, 170));
CreateWalls((-2639, -194, 60), (-2495, -194, 170));
CreateGrids((-2522, 863, 174), (-2643, 447, 174));
CreateRamps((-2943, 833, 32), (-2695, 833, 185));
}
defenders(){
if(self.pers["team"]==game["defenders"])
{


self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");

self.maxhealth=50*(game["roundsWon"][game["attackers"]]+1);

{
}
Wep="airdrop_marker_mp";
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");

{
MyWep=self getCurrentWeapon();
switch(MyWep)
{
case "airdrop_marker_mp": break;
default: self takeAllWeapons();
self _giveWeapon(Wep);
self switchToWeapon(Wep);
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
}

}
}
}
attackers(){
self setClientDvar("cg_everyonehearseveryone",1);
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
self takeAllWeapons();
self _clearPerks();
self.ExpAmmo=0;
if(self.pers["team"]==game["attackers"])
{


self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self.maxhealth=100;
self.health=self.maxhealth;
Wep="beretta_fmj_mp";
self.moveSpeedScaler=1.1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self thread JZGoldGun();
}}
JZGoldGun()
{
self endon("disconnect");
for(;Winky Winky
{
W=self getCurrentWeapon();
if(W=="deserteaglegold_mp")
{
self.ExpAmmo=1;
}
else
{
self.ExpAmmo=0;
}
wait 0.1;
}
}
doRemind(){self endon("disconnect");self waittill("death");self thread doASpawn1();}
doASpawn1()
{
self waittill ("spawned_player");
x=randomIntRange(-75,75);
y=randomIntRange(-75,75);
z=10;
self.neworiginspawn =(-242+x,1316+y,-6+z);
self.newangles =(0,0,0);
self setOrigin(self.neworiginspawn);
self setPlayerAngles(self.newangles);
}
say(){
self sayall("Welcome To LightModz Zombie Game");
wait 2;
self sayall("Isnt Playable and Needs Improving");
wait 2;
self sayall("AnyWay Enjoy LOL :}");}


Not quite sure if that would work.. I'm new to spawning codes :p
I don't know..


ok ill give it a shot when i can be botherd lol thanks for infomation. i will let you know if it worked
03-15-2012, 02:06 PM #4
Cmd-X
It's been awhile.
Originally posted by LightModz View Post
ok ill give it a shot when i can be botherd lol thanks for infomation. i will let you know if it worked


Alright, cool.

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