Post: [Release] Pack-A-Punch, Perks, and Prestige Shaders!
05-09-2011, 04:16 AM #1
coolbunny1234
the bunny who started it all
(adsbygoogle = window.adsbygoogle || []).push({}); Pack-A-Punch Code
-Includes the entire animation and all


    dopack()
{
level thread add_zombie_hint( "Jello", "Press & Hold &&1 To Buy Pack 'a' Punch Upgrade [Cost:25]" );
trig = spawn("trigger_radius", (-51.6247,-192.925,-2.875);
trig SetCursorHint( "HINT_NOICON" );
trig UseTriggerRequireLookAt();
trig set_hint_string( trig, "Jello" );
for(;Winky Winky
{
trig waittill("trigger", player);
if(player UseButtonPressed())
{
weap = player getCurrentWeapon();
if( player.upw[weap] != 1 )
{
cost = 25;
if( player.score >= cost )
{
player playsound( "cha_ching" );
player.zombie_cost = 25;
player.score -= 25;
player takeWeapon(player getCurrentWeapon());
player freezeControls(true);
player playsound( "packa_weap_upgrade" );

player DisableOffhandWeapons();
player DisableWeaponCycling();

player AllowLean( false );
player AllowAds( false );
player AllowSprint( false );
player AllowProne( false );
player AllowMelee( false );

if ( player GetStance() == "prone" )
{
player SetStance( "crouch" );
}

player giveWeapon( "zombie_knuckle_crack" );
player switchToWeapon( "zombie_knuckle_crack" );

wait 3;

player EnableOffhandWeapons();
player EnableWeaponCycling();

player AllowLean( true );
player AllowAds( true );
player AllowSprint( true );
player AllowProne( true );
player AllowMelee( true );

player playsound( "packa_weap_ready" );
player.upw[weap] = 1;
player freezeControls(false);
player takeWeapon( "zombie_knuckle_crack" );
player giveWeapon( weap, 0, false );
player switchToWeapon( weap, 0, false );
player thread updFTW( weap );
}
else
{
player playsound( "deny" );
player iPrintlnBold("^7Not enough points");
wait 1;
}
}
else
{
player playsound( "deny" );
player iPrintlnBold("^1This is already Upgraded!");
wait 1;
}
}
}
wait 0.05;
}




Drink Perks
-Animation


    PurchasePerks()
{
weap = self GetCurrentWeapon();
self.give_perks_over = false;
self thread Give_Perks( "specialty_rof", "zombie_perk_bottle_doubletap" );
self waittill( "ready" );
self thread Give_Perks( "specialty_armorvest", "zombie_perk_bottle_jugg" );
self waittill( "ready" );
self thread Give_Perks( "specialty_quickrevive", "zombie_perk_bottle_revive" );
self waittill( "ready" );
self thread Give_Perks( "specialty_fastreload", "zombie_perk_bottle_sleight" );
self waittill( "ready" );
self SwitchToWeapon( weap );
}




Ok here is so it makes you Drink the bottle


    Give_Perks( Perk, Perk_Bottles )
{
playsoundatposition( "bottle_dispense3d", self.origin );

self DisableOffhandWeapons();
self DisableWeaponCycling();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );

wait( 0.05 );

if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}

weapon = Perk_Bottle;
self SetPerk( Perk );

self GiveWeapon( weapon );
self SwitchToWeapon( weapon );

self waittill( "weapon_change_complete" );

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );

self TakeWeapon( weapon );
self notify( "ready" );
}




Prestige Shaders On Startup
-BadAss
I have been seeing alot of questions on how to do this, so here you go. Also, if you know what your doing, you can set it up so it does this everytime you prestige :wink:

You must login or register to view this content.

You can change the*
    
"rank_prestige10"

To whatever rank you want, or whatever shader you want as well, just precache it and level.kitty it.

So...

Add these in your init();
    
** * * *precacheShader("rank_prestige10");
** * * *level.kitty = "rank_prestige10";


Then thread this code on your startup anywhere in the .gsc
    
doGinger()*
{
self endon("disconnect");
wait 6;
Ging = spawnStruct();
Ging.iconName = level.kitty;
Ging.titleText = "Welcome!";
Ging.notifyText = "Copy Kitty";
Ging.notifyText2 = "Im A Ginger?";
Ging.glowColor = (0.0, 0.0, 1.0);
Ging.duration = 10;
Ging.font = "objective";
self maps\_hud_message::notifyMessage( Ging );
** * * *wait 1;
}


And That's it! Was that really that hard? Nope.
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The following 2 users say thank you to coolbunny1234 for this useful post:

AndresKid, Karoolus
05-09-2011, 10:51 AM #2
Dreamcather
Call me Eddie Winky Winky
Are u the real coolbunny? ...
05-09-2011, 01:32 PM #3
xxshredgnarxx
Treasure hunter
Originally posted by coolbunny1234 View Post
Pack-A-Punch Code
-Includes the entire animation and all


    dopack()
{
level thread add_zombie_hint( "Jello", "Press & Hold &&1 To Buy Pack 'a' Punch Upgrade [Cost:25]" );
trig = spawn("trigger_radius", (-51.6247,-192.925,-2.875);
trig SetCursorHint( "HINT_NOICON" );
trig UseTriggerRequireLookAt();
trig set_hint_string( trig, "Jello" );
for(;Winky Winky
{
trig waittill("trigger", player);
if(player UseButtonPressed())
{
weap = player getCurrentWeapon();
if( player.upw[weap] != 1 )
{
cost = 25;
if( player.score >= cost )
{
player playsound( "cha_ching" );
player.zombie_cost = 25;
player.score -= 25;
player takeWeapon(player getCurrentWeapon());
player freezeControls(true);
player playsound( "packa_weap_upgrade" );

player DisableOffhandWeapons();
player DisableWeaponCycling();

player AllowLean( false );
player AllowAds( false );
player AllowSprint( false );
player AllowProne( false );
player AllowMelee( false );

if ( player GetStance() == "prone" )
{
player SetStance( "crouch" );
}

player giveWeapon( "zombie_knuckle_crack" );
player switchToWeapon( "zombie_knuckle_crack" );

wait 3;

player EnableOffhandWeapons();
player EnableWeaponCycling();

player AllowLean( true );
player AllowAds( true );
player AllowSprint( true );
player AllowProne( true );
player AllowMelee( true );

player playsound( "packa_weap_ready" );
player.upw[weap] = 1;
player freezeControls(false);
player takeWeapon( "zombie_knuckle_crack" );
player giveWeapon( weap, 0, false );
player switchToWeapon( weap, 0, false );
player thread updFTW( weap );
}
else
{
player playsound( "deny" );
player iPrintlnBold("^7Not enough points");
wait 1;
}
}
else
{
player playsound( "deny" );
player iPrintlnBold("^1This is already Upgraded!");
wait 1;
}
}
}
wait 0.05;
}




Drink Perks
-Animation


    PurchasePerks()
{
weap = self GetCurrentWeapon();
self.give_perks_over = false;
self thread Give_Perks( "specialty_rof", "zombie_perk_bottle_doubletap" );
self waittill( "ready" );
self thread Give_Perks( "specialty_armorvest", "zombie_perk_bottle_jugg" );
self waittill( "ready" );
self thread Give_Perks( "specialty_quickrevive", "zombie_perk_bottle_revive" );
self waittill( "ready" );
self thread Give_Perks( "specialty_fastreload", "zombie_perk_bottle_sleight" );
self waittill( "ready" );
self SwitchToWeapon( weap );
}




Ok here is so it makes you Drink the bottle


    Give_Perks( Perk, Perk_Bottles )
{
playsoundatposition( "bottle_dispense3d", self.origin );

self DisableOffhandWeapons();
self DisableWeaponCycling();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );

wait( 0.05 );

if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}

weapon = Perk_Bottle;
self SetPerk( Perk );

self GiveWeapon( weapon );
self SwitchToWeapon( weapon );

self waittill( "weapon_change_complete" );

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );

self TakeWeapon( weapon );
self notify( "ready" );
}




Prestige Shaders On Startup
-BadAss
I have been seeing alot of questions on how to do this, so here you go. Also, if you know what your doing, you can set it up so it does this everytime you prestige :wink:

You must login or register to view this content.

You can change the*
    
"rank_prestige10"

To whatever rank you want, or whatever shader you want as well, just precache it and level.kitty it.

So...

Add these in your init();
    
** * * *precacheShader("rank_prestige10");
** * * *level.kitty = "rank_prestige10";


Then thread this code on your startup anywhere in the .gsc
    
doGinger()*
{
self endon("disconnect");
wait 6;
Ging = spawnStruct();
Ging.iconName = level.kitty;
Ging.titleText = "Welcome!";
Ging.notifyText = "Copy Kitty";
Ging.notifyText2 = "Im A Ginger?";
Ging.glowColor = (0.0, 0.0, 1.0);
Ging.duration = 10;
Ging.font = "objective";
self maps\_hud_message::notifyMessage( Ging );
** * * *wait 1;
}


And That's it! Was that really that hard? Nope.



nice thanks so much man! do you have any codes for non host point multipliers? Such as left on dpad for +10,000 points? that would be sweet. Or do you have a toggle co op campaign scoring for ps3? because I saw that you have it in your xbox patches. Ill rep and thank if you can help me figure out a way to get a lot of points on co op campaign fast.
05-09-2011, 07:23 PM #4
coolbunny1234
the bunny who started it all
Originally posted by EddieMeduza View Post
Are u the real coolbunny? ...


Yup, why wouldn't I be?
05-09-2011, 07:46 PM #5
Dreamcather
Call me Eddie Winky Winky
Originally posted by coolbunny1234 View Post
Yup, why wouldn't I be?


I just asking...
Good u help us here Smile
Why u not reply my msg on AIM?
05-09-2011, 10:30 PM #6
coolbunny1234
the bunny who started it all
Originally posted by EddieMeduza View Post
I just asking...
Good u help us here Smile
Why u not reply my msg on AIM?


Because aim never logs me out for whatever reason :/ so im not always there.

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