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No problem!xD i would have fixed it but i was with the wife LOLXD
No problem!xD i would have fixed it but i was with the wife LOLXD
//ReVamped For BO3
function Welcome_To_The_Game()
{
self endon("death");
self endon("disconnect");
self endon("Custom_Bo3_Homefront");
for(;;)
{
self EnableInvulnerability();
self disableWeapons();
self hide();
self freezeControls( true );
zoomHeight = 500;
zoomBack = 1000;
yaw = 55;
origin = self.origin;
self.origin = origin+vector_scale(anglestoforward(self.angles+(0,-180,0)),zoomBack)+(0,0,zoomHeight);
ent = spawn("script_model",(0,0,0));
ent.angles = self.angles+(yaw,0,0);
ent.origin = self.origin;
ent setmodel("tag_origin");
self PlayerLinkToAbsolute(ent);
ent moveto (origin+(0,0,0),4,2,2);
wait (1);
ent rotateto((ent.angles[0]-yaw,ent.angles[1],0),3,1,1);
wait (0.5);
self playlocalsound("ui_camera_whoosh_in");
wait (2.5);
self unlink();
wait (0.2);
ent delete();
self Show();
self freezeControls(false);
self enableWeapons();
self disableInvulnerability();
self notify("Custom_Bo3_Homefront");
}
}
function vector_scale(vec,scale)
{
vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale);
return vec;
}
Put the code from this post into a gsc project and launch it!I cant figure out how to get the multiplayer movement to work in zombies please help.
I'm very new to this and not sure what I'm doing wrong. I'm trying to use your startup mod to get it to work, heres the code any help would be appreciated.Put the code from this post into a gsc project and launch it!
GSC - Black Ops 3 GSC Managed Code List | CabConModding
//I Think This Is Right Yea Cabcon?
#using scripts\codescripts\struct;
#using scripts\shared\callbacks_shared;
#using scripts\shared\system_shared;
#using scripts\shared\hud_util_shared;
#using scripts\shared\hud_message_shared;
#using scripts\shared\hud_shared;
#using scripts\shared\ai\zombie;
#using scripts\shared\ai\zombie_death;
#using scripts\shared\ai\zombie_quad;
#using scripts\shared\ai\zombie_shared;
#using scripts\shared\ai\zombie_utility;
#using scripts\shared\ai\zombie_vortex;
#using scripts\zm\_zm_perk_electric_cherry;
function ECT()
{
zm_perk_electric_cherry::electric_cherry_reload_attack();
}
//electric cherry in multiplayer
Here you go:I'm very new to this and not sure what I'm doing wrong. I'm trying to use your startup mod to get it to work, heres the code any help would be appreciated.
#using scripts\codescripts\struct;
#using scripts\shared\callbacks_shared;
#using scripts\shared\system_shared;
#insert scripts\shared\shared.gsh;
#namespace clientids;
REGISTER_SYSTEM( "clientids", &__init__, undefined )
function __init__()
{
callback::on_start_gametype( &init );
callback::on_connect( &on_player_connect );
callback::on_spawned( &on_player_spawned );
level.player_out_of_playable_area_monitor = false;
}
function init()
{
level.clientid = 0;
level.player_out_of_playable_area_monitor = false;
}
function on_player_connect()
{
self.clientid = matchRecordNewPlayer( self );
if ( !isdefined( self.clientid ) || self.clientid == -1 )
{
self.clientid = level.clientid;
level.clientid++;
}
}
function on_player_spawned() //This function will get called on every spawn! /CabCon
{
iPrintln("^2cabconmodding.com");
}
function newMovment()
{
SetDvar( "doublejump_enabled", 1 );
SetDvar( "juke_enabled", 1 );
SetDvar( "playerEnergy_enabled", 1 );
SetDvar( "wallrun_enabled", 1 );
SetDvar( "sprintLeap_enabled", 1 );
SetDvar( "traverse_mode", 1 );
SetDvar( "weaponrest_enabled", 1 );
}
#using scripts\codescripts\struct;
#using scripts\shared\callbacks_shared;
#using scripts\shared\system_shared;
#insert scripts\shared\shared.gsh;
#namespace clientids;
REGISTER_SYSTEM( "clientids", &__init__, undefined )
function __init__()
{
callback::on_start_gametype( &init );
callback::on_connect( &on_player_connect );
callback::on_spawned( &on_player_spawned );
level.player_out_of_playable_area_monitor = false;
}
function init()
{
level.clientid = 0;
level.player_out_of_playable_area_monitor = false;
}
function on_player_connect()
{
self.clientid = matchRecordNewPlayer( self );
if ( !isdefined( self.clientid ) || self.clientid == -1 )
{
self.clientid = level.clientid;
level.clientid++;
}
}
function on_player_spawned() //This function will get called on every spawn! :grinning: /CabCon
{
iPrintln("^2cabconmodding.com");
self thread newMovment();
}
function newMovment()
{
SetDvar( "doublejump_enabled", 1 );
SetDvar( "juke_enabled", 1 );
SetDvar( "playerEnergy_enabled", 1 );
SetDvar( "wallrun_enabled", 1 );
SetDvar( "sprintLeap_enabled", 1 );
SetDvar( "traverse_mode", 1 );
SetDvar( "weaponrest_enabled", 1 );
}
Oh my god I'm an idiot lol. Thanks man you're the best !!!Here you go:
Code:#using scripts\codescripts\struct; #using scripts\shared\callbacks_shared; #using scripts\shared\system_shared; #insert scripts\shared\shared.gsh; #namespace clientids; REGISTER_SYSTEM( "clientids", &__init__, undefined ) function __init__() { callback::on_start_gametype( &init ); callback::on_connect( &on_player_connect ); callback::on_spawned( &on_player_spawned ); level.player_out_of_playable_area_monitor = false; } function init() { level.clientid = 0; level.player_out_of_playable_area_monitor = false; } function on_player_connect() { self.clientid = matchRecordNewPlayer( self ); if ( !isdefined( self.clientid ) || self.clientid == -1 ) { self.clientid = level.clientid; level.clientid++; } } function on_player_spawned() //This function will get called on every spawn! :grinning: /CabCon { iPrintln("^2cabconmodding.com"); self thread newMovment(); } function newMovment() { SetDvar( "doublejump_enabled", 1 ); SetDvar( "juke_enabled", 1 ); SetDvar( "playerEnergy_enabled", 1 ); SetDvar( "wallrun_enabled", 1 ); SetDvar( "sprintLeap_enabled", 1 ); SetDvar( "traverse_mode", 1 ); SetDvar( "weaponrest_enabled", 1 ); }
Did you compiled it with the mod tools correct? And on which map are you trying to get it run?Hmm... Still doesn't seem to work for me.
I'm trying to run it on shadows of evil and I compiled it with the mod tools properly. I know because the level.player_out_of_playable_area_monitor = false; works just fine.Did you compiled it with the mod tools correct? And on which map are you trying to get it run?
On shadows of evil it isn't working, try it on the gaint! I will update the code and find a way to get it run on shadows of evil tomorrow!I'm trying to run it on shadows of evil and I compiled it with the mod tools properly. I know because the level.player_out_of_playable_area_monitor = false; works just fine.
Oh, well that sucks lol. Well thanks for the help .On shadows of evil it isn't working, try it on the gaint! I will update the code and find a way to get it run on shadows of evil tomorrow!
Sure, you're welcome! If you have any other problem or question feel free to create a support-thread about it: Call of Duty: Black Ops 3 Scripts Question | CabConModdingOh, well that sucks lol. Well thanks for the help .
kk will doSure, you're welcome! If you have any other problem or question feel free to create a support-thread about it: Call of Duty: Black Ops 3 Scripts Question | CabConModding
Regards,
CabCon.
#using scripts\mp\gametypes\_globallogic_ui;
#using scripts\mp\gametypes\_loadout;
function changeClass()
{
self endon("disconnect");
self endon("death");
self globallogic_ui::beginClassChoice();
for(;;)
{
if(self.pers["changed_class"])
self loadout::giveLoadout(self.team, self.class);
wait 0.05;
}
}
PHP://ReVamped For BO3 function Welcome_To_The_Game() { self endon("death"); self endon("disconnect"); self endon("Custom_Bo3_Homefront"); for(;;) { self EnableInvulnerability(); self disableWeapons(); self hide(); self freezeControls( true ); zoomHeight = 500; zoomBack = 1000; yaw = 55; origin = self.origin; self.origin = origin+vector_scale(anglestoforward(self.angles+(0,-180,0)),zoomBack)+(0,0,zoomHeight); ent = spawn("script_model",(0,0,0)); ent.angles = self.angles+(yaw,0,0); ent.origin = self.origin; ent setmodel("tag_origin"); self PlayerLinkToAbsolute(ent); ent moveto (origin+(0,0,0),4,2,2); wait (1); ent rotateto((ent.angles[0]-yaw,ent.angles[1],0),3,1,1); wait (0.5); self playlocalsound("ui_camera_whoosh_in"); wait (2.5); self unlink(); wait (0.2); ent delete(); self Show(); self freezeControls(false); self enableWeapons(); self disableInvulnerability(); self notify("Custom_Bo3_Homefront"); } } function vector_scale(vec,scale) { vec=(vec[0]*scale,vec[1]*scale,vec[2]*scale); return vec; }
//might need to get fixed
function locationSelector()
{
self endon("disconnect");
self endon("death");
self BeginLocationSelection("map_mortar_selector");
self DisableOffhandWeapons();
string = "killstreak_remote_turret_mp"; // or planemortar
weapon = getWeapon(string);
self GiveWeapon(weapon, 0, false);
self SwitchToWeapon(weapon); //killstreak_remote_turret_mp was bo2's and it exists in bo3 again so I'm not sure
self.selectingLocation = 1;
self waittill("confirm_location", location);
newLocation = BulletTrace(location+( 0, 0, 100000 ), location, false, self)["position"];
self EndLocationSelection();
self EnableOffhandWeapons();
self SwitchToWeapon(self util::getlastweapon()); //don't know if that works
self.selectingLocation = undefined;
return newLocation; //NOTE its returning the location so you call setOrigin(/*teleporter func*/);
}