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
06-01-2015, 02:12 PM #11
Originally posted by Skonafid View Post
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


Okay thanks bro an nice work on your zombie land
06-03-2015, 09:05 PM #12
Devilemi
Can’t trickshot me!
lol bro i fix that

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