Are you talking about a script which gives you all zombie perks dynamically for each map?hi can someone pls give me yhe script for the perks i mean a script what will change the perks in your menu on what you are playing tnx
hi can someone pls give me yhe script for the perks i mean a script what will change the perks in your menu on what you are playing tnx
Here you go:yeah that one
//----------------------------------------
// Include this:
#include maps/mp/zombies/_zm_utility;
#include maps/mp/zombies/_zm_weapons;
#include maps/mp/zombies/_zm;
#include maps/mp/zombies/_zm_perks;
//----------------------------------------
//----------------------------------------
//GiveAllPerk created by NzV and CabCon!
//----------------------------------------
func_GiveAllPerks()
{
if (isDefined(level.zombiemode_using_juggernaut_perk) && level.zombiemode_using_juggernaut_perk)
self doGivePerk("specialty_armorvest");
if (isDefined(level.zombiemode_using_sleightofhand_perk) && level.zombiemode_using_sleightofhand_perk)
self doGivePerk("specialty_fastreload");
if (isDefined(level.zombiemode_using_revive_perk) && level.zombiemode_using_revive_perk)
self doGivePerk("specialty_quickrevive");
if (isDefined(level.zombiemode_using_doubletap_perk) && level.zombiemode_using_doubletap_perk)
self doGivePerk("specialty_rof");
if (isDefined(level.zombiemode_using_marathon_perk) && level.zombiemode_using_marathon_perk)
self doGivePerk("specialty_longersprint");
if(isDefined(level.zombiemode_using_additionalprimaryweapon_perk) && level.zombiemode_using_additionalprimaryweapon_perk)
self doGivePerk("specialty_additionalprimaryweapon");
if (isDefined(level.zombiemode_using_deadshot_perk) && level.zombiemode_using_deadshot_perk)
self doGivePerk("specialty_deadshot");
if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
self doGivePerk("specialty_scavenger");
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_flakjacket"]) && (level.script != "zm_buried"))
self doGivePerk("specialty_flakjacket");
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_nomotionsensor"]))
self doGivePerk("specialty_nomotionsensor");
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_grenadepulldeath"]))
self doGivePerk("specialty_grenadepulldeath");
if (isDefined(level.zombiemode_using_chugabud_perk) && level.zombiemode_using_chugabud_perk)
self doGivePerk("specialty_finalstand");
self iprintln("All Perks ^2Gived");
}
doGivePerk(perk)
{
self endon("disconnect");
self endon("death");
level endon("game_ended");
self endon("perk_abort_drinking");
if (!(self hasperk(perk) || (self maps/mp/zombies/_zm_perks::has_perk_paused(perk))))
{
gun = self maps/mp/zombies/_zm_perks::perk_give_bottle_begin(perk);
evt = self waittill_any_return("fake_death", "death", "player_downed", "weapon_change_complete");
if (evt == "weapon_change_complete")
self thread maps/mp/zombies/_zm_perks::wait_give_perk(perk, 1);
self maps/mp/zombies/_zm_perks::perk_give_bottle_end(gun, perk);
if (self maps/mp/zombies/_zm_laststand::player_is_in_laststand() || isDefined(self.intermission) && self.intermission)
return;
self notify("burp");
}
}
func_RemoveAllPerks()
{
self notify("specialty_armorvest_stop");
self notify("specialty_fastreload_stop");
self notify("specialty_quickrevive_stop");
self notify("specialty_rof_stop");
self notify("specialty_longersprint_stop");
self notify("specialty_additionalprimaryweapon_stop");
self notify("specialty_deadshot_stop");
self notify("specialty_scavenger_stop");
self notify("specialty_flakjacket_stop");
self notify("specialty_nomotionsensor_stop");
self notify("specialty_grenadepulldeath_stop");
self notify("specialty_finalstand_stop");
self iprintln("All Perks ^1Removed");
}