Post: Help code packopunch into zombieland?
05-01-2015, 01:37 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); can someone help me put this onto the zombie land i put it on there but when you packopunch your gun its free then you have unlimited money after you packopunch is there a way to fix that so The packopunch cost money an so everything is not free after you do it?

packopunch(origin, angle, price)
{
packopunch = spawnEntity("script_model", level.supplyDropModelAxis, origin, angle);
spawnObjective(origin, "rank_prestige11");

packopunch thread packopunch_Player_Think();
}

packopunch_Player_Think()
{
level endon("game_ended");

for(;
{
foreach(player in level.players)
{
player.packopunch destroy();
if(distance(self.origin, player.origin) <100)
{
player.packopunch = player createFontString( "default", 2.0 );
player.packopunch setPoint( "TOP", "TOP", 0, 20 );
player.packopunch setText("Press [{+usereload}] For Pack-O-Punch / ^2$2000");

if(player usebuttonpressed())
{
if (player.money >= level.itemPrice["Human"]["General"]["PackoPunch"])
{
weap = player getCurrentWeapon();
if( player.upw[weap] != 1 )
{
player.money -= level.itemPrice["Human"]["General"]["PackoPunch"];
player takeWeapon(player getCurrentWeapon());
player freezeControls(true);
player iPrintlnBold("Packing That Shit Hold Up");
wait 0.5;
player iPrintlnBold("Done! Now Fuck Shit Up");
player.upw[weap] = 1;
player freezeControls(false);
player giveWeapon( weap, 0, false );
player SwitchToWeapon(weap);
player thread bo2modz( weap );
}
else
{
player iPrintlnBold("You've Already Upgraded This Gun!");
wait 1;
}
}
else
player iprintlnbold("^1Error: ^7You Do Not Have Enough Money");
wait 1;
}
}
wait 0.05;
}
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}

The following 2 users say thank you to DexTeamFTW for this useful post:

0zersub, Skonafid
05-01-2015, 04:22 AM #2
HiddenHour
I defeated!
Originally posted by DexTeamFTW View Post
can someone help me put this onto the zombie land i put it on there but when you packopunch your gun its free then you have unlimited money after you packopunch is there a way to fix that so The packopunch cost money an so everything is not free after you do it?

packopunch(origin, angle, price)
{
packopunch = spawnEntity("script_model", level.supplyDropModelAxis, origin, angle);
spawnObjective(origin, "rank_prestige11");

packopunch thread packopunch_Player_Think();
}

packopunch_Player_Think()
{
level endon("game_ended");

for(;
{
foreach(player in level.players)
{
player.packopunch destroy();
if(distance(self.origin, player.origin) <100)
{
player.packopunch = player createFontString( "default", 2.0 );
player.packopunch setPoint( "TOP", "TOP", 0, 20 );
player.packopunch setText("Press [{+usereload}] For Pack-O-Punch / ^2$2000");

if(player usebuttonpressed())
{
if (player.money >= level.itemPrice["Human"]["General"]["PackoPunch"])
{
weap = player getCurrentWeapon();
if( player.upw[weap] != 1 )
{
player.money -= level.itemPrice["Human"]["General"]["PackoPunch"];
player takeWeapon(player getCurrentWeapon());
player freezeControls(true);
player iPrintlnBold("Packing That Shit Hold Up");
wait 0.5;
player iPrintlnBold("Done! Now Fuck Shit Up");
player.upw[weap] = 1;
player freezeControls(false);
player giveWeapon( weap, 0, false );
player SwitchToWeapon(weap);
player thread bo2modz( weap );
}
else
{
player iPrintlnBold("You've Already Upgraded This Gun!");
wait 1;
}
}
else
player iprintlnbold("^1Error: ^7You Do Not Have Enough Money");
wait 1;
}
}
wait 0.05;
}
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


Wrong section m8
05-01-2015, 07:25 AM #3
0zersub
Little One
i will try it Winky Winky
05-01-2015, 07:35 AM #4
Originally posted by 0zersub View Post
i will try it Winky Winky


packopunch((93.1205, -608.294, 171.867), (0, 90, 0)); That edit works on standoff but idk i cant get the coding right but you will see packopunch on stand off if you add that to your map edit an put the other in functions
05-01-2015, 10:42 AM #5
FRINZ
I’m too L33T
dex ur skype
05-01-2015, 11:45 AM #6
Originally posted by DexTeamFTW View Post
can someone help me put this onto the zombie land i put it on there but when you packopunch your gun its free then you have unlimited money after you packopunch is there a way to fix that so The packopunch cost money an so everything is not free after you do it?

packopunch(origin, angle, price)
{
packopunch = spawnEntity("script_model", level.supplyDropModelAxis, origin, angle);
spawnObjective(origin, "rank_prestige11");

packopunch thread packopunch_Player_Think();
}

packopunch_Player_Think()
{
level endon("game_ended");

for(;
{
foreach(player in level.players)
{
player.packopunch destroy();
if(distance(self.origin, player.origin) <100)
{
player.packopunch = player createFontString( "default", 2.0 );
player.packopunch setPoint( "TOP", "TOP", 0, 20 );
player.packopunch setText("Press [{+usereload}] For Pack-O-Punch / ^2$2000");

if(player usebuttonpressed())
{
if (player.money >= level.itemPrice["Human"]["General"]["PackoPunch"])
{
weap = player getCurrentWeapon();
if( player.upw[weap] != 1 )
{
player.money -= level.itemPrice["Human"]["General"]["PackoPunch"];
player takeWeapon(player getCurrentWeapon());
player freezeControls(true);
player iPrintlnBold("Packing That Shit Hold Up");
wait 0.5;
player iPrintlnBold("Done! Now Fuck Shit Up");
player.upw[weap] = 1;
player freezeControls(false);
player giveWeapon( weap, 0, false );
player SwitchToWeapon(weap);
player thread bo2modz( weap );
}
else
{
player iPrintlnBold("You've Already Upgraded This Gun!");
wait 1;
}
}
else
player iprintlnbold("^1Error: ^7You Do Not Have Enough Money");
wait 1;
}
}
wait 0.05;
}
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}

vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}


Can You please pm if you get this working im trying to add new stuff to zombieland like weapons but the price is still the same
05-02-2015, 02:41 AM #7
Originally posted by leagand786 View Post
Can You please pm if you get this working im trying to add new stuff to zombieland like weapons but the price is still the same


well it works now its just that once you packopunch your gun everything else is free an also you dont even gotta pay for the packopunch
05-02-2015, 08:17 AM #8
Originally posted by leagand786 View Post
Can You please pm if you get this working im trying to add new stuff to zombieland like weapons but the price is still the same


I fixed were after you would get packopunch everything would be free its no longer free but the packopunch is still free an idk how to fix that
05-26-2015, 10:34 PM #9
Originally posted by FRlNZ View Post
dex ur skype


skype's darkanon420
06-01-2015, 11:38 AM #10
Skonafid
Gym leader
Originally posted by DexTeamFTW View Post
packopunch((93.1205, -608.294, 171.867), (0, 90, 0)); That edit works on standoff but idk i cant get the coding right but you will see packopunch on stand off if you add that to your map edit an put the other in functions


i think it should look like this: packopunch((93.1205, -608.294, 171.867), (0, 90, 0), 2000);

packopunch((origin), (angle), price);

btw i just tried it with this and it worked 100% Smile
Last edited by Skonafid ; 06-01-2015 at 12:08 PM.

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