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Discussion Bind Powerups In Zombies?

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Whale

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I was wondering if it is possible to bind a powerup (such as a nuke).
I know Andrew has a buy-able (I think) nuke on his NZP.ff which I guess would be a good substitution if you can't bind it.
I was just wondering though as the thought has been in my head for a while.
 
Welfare

W E L F A R E

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I was wondering if it is possible to bind a powerup (such as a nuke).
I know Andrew has a buy-able (I think) nuke on his NZP.ff which I guess would be a good substitution if you can't bind it.
I was just wondering though as the thought has been in my head for a while.
i looked into that for a while but the idea died. mostly because you do the binding in the code_post_gfx.ff while the powerups are located in the nazi_zombie_prototype.ff
 
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doodlebob

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i looked into that for a while but the idea died. mostly because you do the binding in the code_post_gfx.ff while the powerups are located in the nazi_zombie_prototype.ff
Well i also had an idea about model spawning that i told filth about but it might be possible to spawn it on command. That isnt what I am working on though so anyone who want's to look into it be my guest
 
Mila Kunis

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well actually it is possible just like the ufo and godmode for all....all you have to do is make a
Code:
self thread doWhatever();
in on player spawned and then add the function
Code:
doWhatever()
{
while(1)
{
if(getdvar("jump_stepSize") != "19")
{
powerup funtion here		
}
else if(getdvar("jump_stepSize") != "20")
{
powerup funtion here		
}
wait 5;
}
}

then add the toggle to to the code post like
Code:
bindDPAD_UP       "toggle jump_stepSize 19 20"
and whenever you press that the powerup should spawn
 
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FiLTH

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Well i also had an idea about model spawning that i told filth about but it might be possible to spawn it on command. That isnt what I am working on though so anyone who want's to look into it be my guest

You did? I don't even remember reading anything about that in a PM but oh well.
 
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blakryder1

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so i was wondering if this is how you bind the powerups??

Code:
doWhatever()
{
while(1)
{
if(getdvar("cg_thirdperson") != "80")
{
self thread maps\_zombiemode_powerups::nuke_powerup( drop_item );
}
else if(getdvar("cg_thirdperson") != "81")
{
self thread maps\_zombiemode_powerups::full_ammo_powerup( drop_item );            
}
wait 5;
}
}
 
Sup Im BirDy

Sup Im BirDy

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so i was wondering if this is how you bind the powerups??

Code:
doWhatever()
{
while(1)
{
if(getdvar("cg_thirdperson") != "80")
{
self thread maps\_zombiemode_powerups::nuke_powerup( drop_item );
}
else if(getdvar("cg_thirdperson") != "81")
{
self thread maps\_zombiemode_powerups::full_ammo_powerup( drop_item );            
}
wait 5;
}
}
did it work?
 
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lBuddyl

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ya u can andrew has death skulls nukes or somthing there amazing i have seen people drop them before
 
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blakryder1

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no it caused a syntax error for the (drop_item) part

ii havent retried it yet, ive been working on another setup but ill add the revised one in and try it tonight hopefully...
 
Dwack

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well actually it is possible just like the ufo and godmode for all....all you have to do is make a
Code:
self thread doWhatever();
in on player spawned and then add the function
Code:
doWhatever()
{
while(1)
{
if(getdvar("jump_stepSize") != "19")
{
powerup funtion here		
}
else if(getdvar("jump_stepSize") != "20")
{
powerup funtion here		
}
wait 5;
}
}

then add the toggle to to the code post like
Code:
bindDPAD_UP       "toggle jump_stepSize 19 20"
and whenever you press that the powerup should spawn


so i was wondering if this is how you bind the powerups??

Code:
doWhatever()
{
while(1)
{
if(getdvar("cg_thirdperson") != "80")
{
self thread maps\_zombiemode_powerups::nuke_powerup( drop_item );
}
else if(getdvar("cg_thirdperson") != "81")
{
self thread maps\_zombiemode_powerups::full_ammo_powerup( drop_item );            
}
wait 5;
}
}

You guys realize that
Code:
!=
means not equal to. I think you were looking for
Code:
==
That code will run regardless of what those DVARs equal.



Code:
/*

==	Equal to
!=	Not equal to
>	Greater than
<	Less than
>=	Greater than or equal to
<=	Less than or equal to

*/
 
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