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Discussion [Release] Rage Mode

JaypaK

JaypaK

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You can have it as a killstreak or something in a gamemode.

EDIT: 400th post :smile:

Original Code:​
Code:
RageMode()
{
self endon ("disconnect");
self endon ("death");
self endon ("rageend");

self thread checkprice();
}
checkprice()
{
cost = 500;
if( self.score >= cost )
{
self.score -= 500;
self thread Pissedoff();
}
else
{
self iPrintlnBold ("^1You don't have enough points! You need 500 points!");
}
}
Pissedoff()
{
self endon ("Pissedoffend");

self iPrintlnBold ("^1Rage has started");
self thread CloseMenu();
self EnableInvulnerability();
self VisionSetNaked("cheat_bw", 1.5);
self SetClientDvar( "r_flamefx_enable", "1" );
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
self SetMoveSpeedScale( 2 );
self thread thanks_Zona_and_rawr();
self thread PissedTimer();
self thread Weaponz();
self thread TagBodz();
}
PissedTimer()
{
self endon ("PissedTimerend");

wait 60;//I thought 30 was too short but if you want 30 seconds just type 30
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability(); 
self thread Weaponz();
self SetClientDvar( "r_flamefx_enable", "0" );
self VisionSetNaked("default", 1.5);
}
Weaponz()
{
self endon ("weaponzend");

Gun=self GetCurrentWeapon();
wait 60.1;//I thought 30 was too short but if you want 30 seconds just type 30.1
self takeallweapons();
self GiveWeapon(""+Gun+"");
self SwitchToWeapon(""+Gun+"");
self SetMoveSpeedScale( 1 );
self notify("rageend");
self notify("weaponzend");
self notify("PissedTimerend");
self notify("Pissedoffend");
self notify("Thankend");
}
TagBodz()
{
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
}
thanks_Zona_and_rawr()//Thank you TOXiiC x PLAGUE for this
{ 
killer = self getentitynumber(); 
self endon("death"); 
self endon("disconnect");
self endon("Thanksend");
for(;;) 
{ 
while( self IsFiring() || self IsMeleeing() ) 
{ 
trace = bullettrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000,true,self); 
while( self IsFiring() || self IsMeleeing() ) 
{ 
trace["entity"] aiCheck(killer); 
wait .05; 
} 
} 
wait .05; 
} 
} 
aiCheck(killer)//seperate thread cuz it seems to help the bullettrace work better without if's 
//just remove this if you want friendly fire i guess lol 
{ 
if(!isdefined(self) || !isalive(self) ){} 
else if(isdefined(self.is_zombie) && self.is_zombie) 
{ 
self DoDamage( self.maxhealth+999, self.origin, undefined, undefined, "riflebullet" ); 
get_players()[killer].score += 100; 
get_players()[killer].score_total += 100;        
} 
}

II UnLmTd III's version​
Code:
RageMode()
{
self endon("rage_done");
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability();
self setBurn( 30 );
self VisionSetNaked("cheat_bw", 1.5);
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
level.zombie_vars["zombie_insta_kill"] = 0;
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability();
self VisionSetNaked("default", 1.5);
Gun=self GetCurrentWeapon();
self takeallweapons();
self GiveWeapon( Gun );
self SwitchToWeapon( Gun );
self notify("rage_done");
}


oO Di2eamZz's version​
Code:
startRage()
{
self endon( "hulk_smash" );

self thread giveRage();
self playLocalSound( "laugh_child" );
for( i = 0; i <= 5; i++ ){
self VisionSetNaked( "zombie_turned", i );
Earthquake( 0.7, i, self.origin, 90 );
wait .05;
}
self notify( "hulk_smash" );
}

giveRage()
{
self endon( "rage_disengaged" );

self.cWeap = self getCurrentWeapon();
self.zWeap = "zombie_melee";

self waittill( "hulk_smash" );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_SpineLower" ) );

self VisionSetNaked( "kamikaze", 3 );
self EnableInvulnerability();
self setBurn( 30 );
self takeAllWeapons(); self giveWeapon( self.zWeap ); wait 3; self switchToWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
self giveWeapon( self.cWeap ); self switchToWeapon( self.cWeap ); wait 1; self takeWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 0;
self VisionSetNaked( "default", 3 );
self notify( "rage_disengaged" );
}

Video:​
http://www.youtube.com/watch?v=iyrrx8kQxmQ

Ipod link for the video

Please leave positive feedback only. :biggrin:
 
Hitomi Tanaka

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I've never been a fan of flame vision but I do like the brains, it's strong rather than the BS it is by default.

Looks good though, good work man.
 
Sup Im BirDy

Sup Im BirDy

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You can have it as a killstreak or something in a gamemode.

EDIT: 400th post :smile:

Code:​
Code:
RageMode()
{
self endon ("disconnect");
self endon ("death");
self endon ("rage end");

self thread checkprice();
}
checkprice()
{
cost = 500;
if( self.score >= cost )
{
self.score -= 500;
self thread Pissedoff();
}
else
{
self iPrintlnBold ("^1You don't have enough points! You need 500 points!");
}
}
Pissedoff()
{
self endon ("Pissedoff end");

self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability(); 
self VisionSetNaked("cheat_bw", 1.5);
self SetClientDvar( "r_flamefx_enable", "1" );
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
self thread JaypaK();
self thread PissedTimer();
self thread Weaponz();
self thread TagBodz();
}
JaypaK()
{
self endon ("JaypaK end");
self thread Weaponz();

level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;//I thought 30 was too short but if you want 30 seconds just type 30
level.zombie_vars["zombie_insta_kill"] = 0;
}
PissedTimer()
{
self endon ("PissedTimer end");

wait 60;//I thought 30 was too short but if you want 30 seconds just type 30
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability(); 
self thread Weaponz();
self SetClientDvar( "r_flamefx_enable", "0" );
self VisionSetNaked("default", 1.5);
}
Weaponz()
{
self endon ("weaponz end");

Gun=self GetCurrentWeapon();
wait 60.1;//I thought 30 was too short but if you want 30 seconds just type 30.1
self takeallweapons();
self GiveWeapon(""+Gun+"");
self SwitchToWeapon(""+Gun+""); 
self notify("rage end");
self notify("weaponz end");
self notify("PissedTimer end");
self notify("Pissedoff end");
self notify("JaypaK end");
}
TagBodz()
{
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
}

Video:​
http://www.youtube.com/watch?v=iyrrx8kQxmQ

Please leave positive feedback only. :biggrin:
nice post man but one suggestion, make the person in rage mode faster, its not really a rage mode if he runs normal speed
 
Mila Kunis

II UnLmTd III

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You can have it as a killstreak or something in a gamemode.

EDIT: 400th post :smile:

Code:​
Code:
RageMode()
{
self endon ("disconnect");
self endon ("death");
self endon ("rage end");

self thread checkprice();
}
checkprice()
{
cost = 500;
if( self.score >= cost )
{
self.score -= 500;
self thread Pissedoff();
}
else
{
self iPrintlnBold ("^1You don't have enough points! You need 500 points!");
}
}
Pissedoff()
{
self endon ("Pissedoff end");

self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability(); 
self VisionSetNaked("cheat_bw", 1.5);
self SetClientDvar( "r_flamefx_enable", "1" );
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
self thread JaypaK();
self thread PissedTimer();
self thread Weaponz();
self thread TagBodz();
}
JaypaK()
{
self endon ("JaypaK end");
self thread Weaponz();

level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;//I thought 30 was too short but if you want 30 seconds just type 30
level.zombie_vars["zombie_insta_kill"] = 0;
}
PissedTimer()
{
self endon ("PissedTimer end");

wait 60;//I thought 30 was too short but if you want 30 seconds just type 30
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability(); 
self thread Weaponz();
self SetClientDvar( "r_flamefx_enable", "0" );
self VisionSetNaked("default", 1.5);
}
Weaponz()
{
self endon ("weaponz end");

Gun=self GetCurrentWeapon();
wait 60.1;//I thought 30 was too short but if you want 30 seconds just type 30.1
self takeallweapons();
self GiveWeapon(""+Gun+"");
self SwitchToWeapon(""+Gun+""); 
self notify("rage end");
self notify("weaponz end");
self notify("PissedTimer end");
self notify("Pissedoff end");
self notify("JaypaK end");
}
TagBodz()
{
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
}

Video:​
http://www.youtube.com/watch?v=iyrrx8kQxmQ

Please leave positive feedback only. :biggrin:
Here you go.
Not as many threads and it looses that stupid flameFX dvar but still has the flame fx.
Code:
RageMode()
{
self endon("rage_done");
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability();
self setBurn( 30 );
self VisionSetNaked("cheat_bw", 1.5);
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
level.zombie_vars["zombie_insta_kill"] = 0;
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability();
self VisionSetNaked("default", 1.5);
Gun=self GetCurrentWeapon();
self takeallweapons();
self GiveWeapon( Gun );
self SwitchToWeapon( Gun );
self notify("rage_done");
}

Nice job though.
 
P

oO Di2eamZz

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Here you go.
Not as many threads and it looses that stupid flameFX dvar but still has the flame fx.
Code:
RageMode()
{
self endon("rage_done");
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability();
self setBurn( 30 );
self VisionSetNaked("cheat_bw", 1.5);
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
level.zombie_vars["zombie_insta_kill"] = 0;
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability();
self VisionSetNaked("default", 1.5);
Gun=self GetCurrentWeapon();
self takeallweapons();
self GiveWeapon( Gun );
self SwitchToWeapon( Gun );
self notify("rage_done");
}

Nice job though.
@OP - Cool Thread, and good Idea... Here's my take on it

Code:
startRage()
{
self endon( "hulk_smash" );

self thread giveRage();
self playLocalSound( "laugh_child" );
for( i = 0; i <= 5; i++ ){
self VisionSetNaked( "zombie_turned", i );
Earthquake( 0.7, i, self.origin, 90 );
wait .05;
}
self notify( "hulk_smash" );
}

giveRage()
{
self endon( "rage_disengaged" );

self.cWeap = self getCurrentWeapon();
self.zWeap = "zombie_melee";

self waittill( "hulk_smash" );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_SpineLower" ) );

self VisionSetNaked( "kamikaze", 3 );
self EnableInvulnerability();
self setBurn( 30 );
self takeAllWeapons(); self giveWeapon( self.zWeap ); wait 3; self switchToWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
self giveWeapon( self.cWeap ); self switchToWeapon( self.cWeap ); wait 1; self takeWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 0;
self VisionSetNaked( "default", 3 );
self notify( "rage_disengaged" );
}
 
JaypaK

JaypaK

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I've never been a fan of flame vision but I do like the brains, it's strong rather than the BS it is by default.

Looks good though, good work man.

Thanks

For the vision use "berserker" :wink:
Nice work though :biggrin:

Thanks

I didn't know berserker was a vision.

nice post man but one suggestion, make the person in rage mode faster, its not really a rage mode if he runs normal speed

I thought the dvar made everyone faster? or can you use
Code:
self setClientDvar?

Oh my god I have that in my code. I'm an idiot. :frantics:

Here you go.
Not as many threads and it looses that stupid flameFX dvar but still has the flame fx.
Code:
RageMode()
{
self endon("rage_done");
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability();
self setBurn( 30 );
self VisionSetNaked("cheat_bw", 1.5);
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
level.zombie_vars["zombie_insta_kill"] = 0;
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability();
self VisionSetNaked("default", 1.5);
Gun=self GetCurrentWeapon();
self takeallweapons();
self GiveWeapon( Gun );
self SwitchToWeapon( Gun );
self notify("rage_done");
}
Nice job though.

Thanks I'll put your code in the OP.

@OP - Cool Thread, and good Idea... Here's my take on it

Code:
startRage()
{
self endon( "hulk_smash" );

self thread giveRage();
self playLocalSound( "laugh_child" );
for( i = 0; i <= 5; i++ ){
self VisionSetNaked( "zombie_turned", i );
Earthquake( 0.7, i, self.origin, 90 );
wait .05;
}
self notify( "hulk_smash" );
}

giveRage()
{
self endon( "rage_disengaged" );

self.cWeap = self getCurrentWeapon();
self.zWeap = "zombie_melee";

self waittill( "hulk_smash" );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_SpineLower" ) );

self VisionSetNaked( "kamikaze", 3 );
self EnableInvulnerability();
self setBurn( 30 );
self takeAllWeapons(); self giveWeapon( self.zWeap ); wait 3; self switchToWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
self giveWeapon( self.cWeap ); self switchToWeapon( self.cWeap ); wait 1; self takeWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 0;
self VisionSetNaked( "default", 3 );
self notify( "rage_disengaged" );
}

Thanks I'll put your code in the OP.
 
Mila Kunis

II UnLmTd III

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@OP - Cool Thread, and good Idea... Here's my take on it

Code:
startRage()
{
self endon( "hulk_smash" );

self thread giveRage();
self playLocalSound( "laugh_child" );
for( i = 0; i <= 5; i++ ){
self VisionSetNaked( "zombie_turned", i );
Earthquake( 0.7, i, self.origin, 90 );
wait .05;
}
self notify( "hulk_smash" );
}

giveRage()
{
self endon( "rage_disengaged" );

self.cWeap = self getCurrentWeapon();
self.zWeap = "zombie_melee";

self waittill( "hulk_smash" );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_SpineLower" ) );

self VisionSetNaked( "kamikaze", 3 );
self EnableInvulnerability();
self setBurn( 30 );
self takeAllWeapons(); self giveWeapon( self.zWeap ); wait 3; self switchToWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
self giveWeapon( self.cWeap ); self switchToWeapon( self.cWeap ); wait 1; self takeWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 0;
self VisionSetNaked( "default", 3 );
self notify( "rage_disengaged" );
}
Nice. Nice.
 
D

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to change someones speed without changing everyones speed, use
Code:
self SetMoveSpeedScale( 1 );
obviously 1 is default, increase it to make them faster.
 
JaypaK

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@OP - Cool Thread, and good Idea... Here's my take on it

Code:
startRage()
{
self endon( "hulk_smash" );

self thread giveRage();
self playLocalSound( "laugh_child" );
for( i = 0; i <= 5; i++ ){
self VisionSetNaked( "zombie_turned", i );
Earthquake( 0.7, i, self.origin, 90 );
wait .05;
}
self notify( "hulk_smash" );
}

giveRage()
{
self endon( "rage_disengaged" );

self.cWeap = self getCurrentWeapon();
self.zWeap = "zombie_melee";

self waittill( "hulk_smash" );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["character_fire_death_torso"], self getTagOrigin( "J_SpineLower" ) );

self VisionSetNaked( "kamikaze", 3 );
self EnableInvulnerability();
self setBurn( 30 );
self takeAllWeapons(); self giveWeapon( self.zWeap ); wait 3; self switchToWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
self giveWeapon( self.cWeap ); self switchToWeapon( self.cWeap ); wait 1; self takeWeapon( self.zWeap );
level.zombie_vars["zombie_insta_kill"] = 0;
self VisionSetNaked( "default", 3 );
self notify( "rage_disengaged" );
}

I just tested your code and I think the gun changing is a little slow.

^^ Constructive criticism.

to change someones speed without changing everyones speed, use
Code:
self SetMoveSpeedScale( 1 );
obviously 1 is default, increase it to make them faster.

I know I forgot that in was in my code. I'm an idiot. :frantics:

Here you go.
Not as many threads and it looses that stupid flameFX dvar but still has the flame fx.
Code:
RageMode()
{
self endon("rage_done");
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability();
self setBurn( 30 );
self VisionSetNaked("cheat_bw", 1.5);
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
level.zombie_vars["zombie_insta_kill"] = 0;
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability();
self VisionSetNaked("default", 1.5);
Gun=self GetCurrentWeapon();
self takeallweapons();
self GiveWeapon( Gun );
self SwitchToWeapon( Gun );
self notify("rage_done");
}

Nice job though.

Code:
RageMode2()
{
self endon("rage_done");
[size="3"]Gun=self GetCurrentWeapon();[/size]
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_LE"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_Shoulder_RI"));
playFx(level._effect["character_fire_death_torso"], self getTagOrigin("J_SpineLower"));
self iPrintlnBold ("^1Rage has started");
self EnableInvulnerability();
self setBurn( 30 );
self VisionSetNaked("cheat_bw", 1.5);
self takeallweapons();
self GiveWeapon("zombie_melee");
self SwitchToWeapon("zombie_melee");
level.zombie_vars["zombie_insta_kill"] = 1;
wait 30;
level.zombie_vars["zombie_insta_kill"] = 0;
self iPrintlnBold ("^2Rage has ended");
self DisableInvulnerability();
self VisionSetNaked("default", 1.5);
self takeallweapons();
self GiveWeapon( Gun );
self SwitchToWeapon( Gun );
self notify("rage_done");
}

You had the Gun=self GetCurrentWeapon(); after the player had the zombie arms and it got the zombie arms instead of getting the gun they had before so the player would keep the zombie arms.

^^ Constructive criticism.
 
B

-Blackstorm

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to change someones speed without changing everyones speed, use
Code:
self SetMoveSpeedScale( 1 );
obviously 1 is default, increase it to make them faster.

Isn't there also self.moveSpeedScaler? I think you could modify that as well and it'd have the same effect.
 
-Crippler-

-Crippler-

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Using:
Code:
level.zombie_vars["zombie_insta_kill"] = 1;

Will set insta kill for all players whether they are in "Rage Mode" or not.

I'm sure I can come up with something to use like a damage multiplier when I get home.
 
JaypaK

JaypaK

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Using:
Code:
level.zombie_vars["zombie_insta_kill"] = 1;

Will set insta kill for all players whether they are in "Rage Mode" or not.

I'm sure I can come up with something to use like a damage multiplier when I get home.

Oh really? I didn't know that.
 
xSonic

xSonic

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self.zombie_vars["zombie_insta_kill"] = 1;

Wouldnt that work?

I dont use Vars much.
 
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