Answered BO2 GSC HELP-Im a NoooooooB

Evolutions

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can some one help,i need this code in a toggle form and i need it so that it loops,basically need no fall damage for the entire lobby,but this code as soon as they get killed i have to activate it again.Im a nood so a script will be great.Thanks in Advance.heres what i have:

>on player spawn:
if(self.allperksset)
self thread NoFall();

>call:
self add_option("LobbyMenu", "No Fall", ::AllPerksForAll);

>call Function:
AllPerksForAll()
{
foreach(player in level.players)
player thread NoFall();
self iprintln("No Fall Damage ^2set!");
}


>Perk Function:
NoFall()
{
self clearperks();
self.All_Perks = strtok("specialty_fallheight,specialty_fastladderc limb,specialty_fastmantle,specialty_fastweaponswit ch,specialty_longersprint,specialty_sprintrecovery ,specialty_unlimitedsprint,specialty_armorpiercing ,specialty_armorvest,specialty_bulletdamage,specia lty_bulletpenetration,specialty_bulletflinch,speci alty_scavenger,specialty_extraammo,specialty_fasta ds,specialty_fastequipmentuse,specialty_holdbreath ,specialty_loudenemies,specialty_noname,specialty_ twogrenades", ",");
for(Ext = 0; Ext < self.All_Perks.size; Ext++)
self setperk(self.All_Perks[Ext]);
}
 
P

Patrick

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can some one help,i need this code in a toggle form and i need it so that it loops,basically need no fall damage for the entire lobby,but this code as soon as they get killed i have to activate it again.Im a nood so a script will be great.Thanks in Advance.heres what i have:

>on player spawn:
if(self.allperksset)
self thread NoFall();

>call:
self add_option("LobbyMenu", "No Fall", ::AllPerksForAll);

>call Function:
AllPerksForAll()
{
foreach(player in level.players)
player thread NoFall();
self iprintln("No Fall Damage ^2set!");
}


>Perk Function:
NoFall()
{
self clearperks();
self.All_Perks = strtok("specialty_fallheight,specialty_fastladderc limb,specialty_fastmantle,specialty_fastweaponswit ch,specialty_longersprint,specialty_sprintrecovery ,specialty_unlimitedsprint,specialty_armorpiercing ,specialty_armorvest,specialty_bulletdamage,specia lty_bulletpenetration,specialty_bulletflinch,speci alty_scavenger,specialty_extraammo,specialty_fasta ds,specialty_fastequipmentuse,specialty_holdbreath ,specialty_loudenemies,specialty_noname,specialty_ twogrenades", ",");
for(Ext = 0; Ext < self.All_Perks.size; Ext++)
self setperk(self.All_Perks[Ext]);
}


Code:
AllPerksForAll()
{
    foreach(Ext in level.players)
        Ext thread NoFall();
    self iprintln("No Fall Damage ^2set!");//Only will be shown to the activator btw
}

NoFall()
{
    self endon("disconnect");
    for(;;)
    {
        self clearperks();
        self.All_Perks = strtok("specialty_fallheight,specialty_fastladderc limb,specialty_fastmantle,specialty_fastweaponswit ch,specialty_longersprint,specialty_sprintrecovery ,specialty_unlimitedsprint,specialty_armorpiercing ,specialty_armorvest,specialty_bulletdamage,specia lty_bulletpenetration,specialty_bulletflinch,speci alty_scavenger,specialty_extraammo,specialty_fasta ds,specialty_fastequipmentuse,specialty_holdbreath ,specialty_loudenemies,specialty_noname,specialty_ twogrenades", ",");
        for(Ext = 0; Ext < self.All_Perks.size; Ext++)
            self setperk(self.All_Perks[Ext]);
        self waittill("spawned_player");
    }
}
 

CabCon

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Code:
AllPerksForAll()
{
    foreach(Ext in level.players)
        Ext thread NoFall();
    self iprintln("No Fall Damage ^2set!");//Only will be shown to the activator btw
}

NoFall()
{
    self endon("disconnect");
    for(;;)
    {
        self clearperks();
        self.All_Perks = strtok("specialty_fallheight,specialty_fastladderc limb,specialty_fastmantle,specialty_fastweaponswit ch,specialty_longersprint,specialty_sprintrecovery ,specialty_unlimitedsprint,specialty_armorpiercing ,specialty_armorvest,specialty_bulletdamage,specia lty_bulletpenetration,specialty_bulletflinch,speci alty_scavenger,specialty_extraammo,specialty_fasta ds,specialty_fastequipmentuse,specialty_holdbreath ,specialty_loudenemies,specialty_noname,specialty_ twogrenades", ",");
        for(Ext = 0; Ext < self.All_Perks.size; Ext++)
            self setperk(self.All_Perks[Ext]);
        self waittill("spawned_player");
    }
}
Thank you for your support!


===
Question answered.
 
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