Release Demon xModRx's Bo2 Theater Infection Maker

Cxsmo

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No, this was differently me. I just rounded up all of the DVARs that all of my menus use and put them into a single function. I also made this when i wasn't so good at coding. Heres a more compact script that accomplishes the same thing:



#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;

init(){
level thread onPlayerConnect();
}

onPlayerConnect(){
for(;; ){
level waittill("connected", player);
player thread onPlayerSpawned();
}
}

onPlayerSpawned(){
self endon("disconnect");
level endon("game_ended");
for(;; ){
self waittill("spawned_player");
makeinfect();
}
}

makeinfect(){
infect = strtok("player_meleeRange,jump_ladderPushVel,g_knockback,player_useRadius", ",");
for(i=0;i<infect.size;i++)
self setdvar(infect, 999999);
setdvar("cg_overheadnamessize","2");
setdvar("perk_weapReloadMultiplier","0.001");
setdvar("g_speed","600");
setdvar("scr_killcam_time","15");
setdvar("cg_drawThroughWalls","1");
setdvar("partyMigrate_disabled","1");
setdvar("party_mergingEnabled","0");
setdvar("party_connectToOthers","0");
setdvar("bg_prone_yawcap","360");
setdvar("bg_ladder_yawcap","360");
setdvar("cg_fov","90");
setdvar("cg_gun_y","7");
setdvar("cg_overheadnamessize","2");
setdvar("cg_fov","90");
iprintlnbold("^1Infection Done!");
wait 2.5;
level notify("end_game");
}
do you know of a way to make a theater mode infection for a specific gamemode gsc
 

markzily

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Nice work! This looks really helpful for people still experimenting with BO2 mods. I like how you explained the setup clearly—especially the steps with theater mode. Looking forward to seeing more features or DVARs others might add to expand it further.
 
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