Post: [RELEASE][GSC] Script - Remove Death Barrier Zombie Mode
09-30-2014, 07:12 PM #1
ZeiiKeN
Group 935
(adsbygoogle = window.adsbygoogle || []).push({}); Hi NextGenUpdate,

So after numerous requests for I have decided to share with you the Remove Death Barrier for the zombie mode.
This allows you to go anywhere on the map without dying of an invisible barrier.

I would point out that this fix was really easy to find.



Tutorial:

Added in init code:

    level.player_out_of_playable_area_monitor = 0;


Explanations:

    level.player_out_of_playable_area_monitor = 0; // Death Barrier Disabled
level.player_out_of_playable_area_monitor = 1; // Death Barrier Enabled


Example _clientids.gsc:

    #include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#include maps/mp/_utility;
#include maps/mp/zombies/_zm_utility;

init( )
{
level.clientid = 0;
level thread onplayerconnect( );
level.player_out_of_playable_area_monitor = 0; // remove death barrier
}
onplayerconnect( )
{
for(;Winky Winky
{
level waittill( "connecting", player );
player thread onplayerspawned( );
player.clientid = level.clientid;
level.clientid++;
}
}
onplayerspawned( )
{
self endon( "disconnect" );
level endon( "game_ended" );
for(;Winky Winky
{
self waittill( "spawned_player" );
self.maxhealth=999999999; //godmod)
self.health=self.maxhealth; //godmod
self enableInvulnerability(); // godmod
self doUFOMode(); // ufo mode
}
}

doUFOMode()
{
self endon("EndUFOMode");
self.Fly = 0;
UFO = spawn("script_model",self.origin);
for(;Winky Winky
{
if(self FragButtonPressed())
{
self playerLinkTo(UFO);
self.Fly = 1;
}
else
{
self unlink();
self.Fly = 0;
}
if(self.Fly == 1)
{
Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);
UFO moveTo(Fly,.01);
}
wait .001;
}
}

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


Credits:
- ZeiiKeN
- CraigChrist8239 ( GSC Loader & Compiler Console )
- dtx12 ( Original GSC Loader & Compiler PC Version )
Last edited by ZeiiKeN ; 10-02-2014 at 08:16 AM.

The following 11 users say thank you to ZeiiKeN for this useful post:

BeeMovie, Couto, DexTeamModding, koekiemonstarr2, LBK, Loz, John, roosterpro, Dacoco, ThrzModding, xEGz_TalezZ
10-01-2014, 03:04 AM #2
dtx12
Do a barrel roll!
I sure, that this is not deserve the separate thread.
Last edited by dtx12 ; 10-01-2014 at 03:31 AM.
10-01-2014, 06:17 AM #3
ZeiiKeN
Group 935
Originally posted by dtx12 View Post
I sure, that this is not deserve the separate thread.


I know, I only send scripts to the user who created the topic or scripts are together and I is not got no response.
10-01-2014, 06:51 AM #4
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by ZeiiKeN View Post
I know, I only send scripts to the user who created the topic or scripts are together and I is not got no response.

Why not just post them in his thread instead of sending them to him and waiting for him to post them? I mean that's what the thread is for.
10-01-2014, 01:24 PM #5
Originally posted by ZeiiKeN View Post
Hi NextGenUpdate,

So after numerous requests for I have decided to share with you the Remove Death Barrier for the zombie mode.
This allows you to go anywhere on the map without dying of an invisible barrier.

I would point out that this fix was really easy to find.



Tutorial:

Added in init code:

    level.player_out_of_playable_area_monitor = 0;


Explanations:

    level.player_out_of_playable_area_monitor = 0; // Death Barrier Disabled
level.player_out_of_playable_area_monitor = 1; // Death Barrier Enabled


Example _clientids.gsc:

    #include maps/mp/_utility;
#include common_scripts/utility;
#include maps/mp/gametypes_zm/_hud_util;
#include maps/mp/_utility;
#include maps/mp/zombies/_zm_utility;

init( )
{
level.clientid = 0;
level thread onplayerconnect( );
level.player_out_of_playable_area_monitor = 0; // remove death barrier
}
onplayerconnect( )
{
for(;Winky Winky
{
level waittill( "connecting", player );
player thread onplayerspawned( );
player.clientid = level.clientid;
level.clientid++;
}
}
onplayerspawned( )
{
self endon( "disconnect" );
level endon( "game_ended" );
for(;Winky Winky
{
self waittill( "spawned_player" );
self.maxhealth=999999999; //godmod)
self.health=self.maxhealth; //godmod
self enableInvulnerability(); // godmod
self doUFOMode(); // ufo mode
}
}

doUFOMode()
{
self endon("EndUFOMode");
self.Fly = 0;
UFO = spawn("script_model",self.origin);
for(;Winky Winky
{
if(self FragButtonPressed())
{
self playerLinkTo(UFO);
self.Fly = 1;
}
else
{
self unlink();
self.Fly = 0;
}
if(self.Fly == 1)
{
Fly = self.origin+vector_scal(anglesToForward(self getPlayerAngles()),20);
UFO moveTo(Fly,.01);
}
wait .001;
}
}

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


Credits:
- ZeiiKeN
- CraigChrist8239 ( GSC Loader & Compiler Console )


Give credits to dtx12, he's the one who made all this .gsc shit possible, not CraigChrist.

The following user thanked Red-EyeX32 for this useful post:

ErasedDev
10-02-2014, 08:16 AM #6
dtx12
Do a barrel roll!
Originally posted by EyeX32 View Post
Give credits to dtx12, he's the one who made all this .gsc shit possible, not CraigChrist.


I don't care about fame, I just don't like, that everything, what I could see here - the shit load of mod menus, that's why I will not share compiler for next games(I even not sure that gsc will be precompiled in the next CoD).
10-02-2014, 12:33 PM #7
Items
Bounty hunter
thanks Smile
10-02-2014, 01:05 PM #8
Originally posted by dtx12 View Post
I don't care about fame, I just don't like, that everything, what I could see here - the shit load of mod menus, that's why I will not share compiler for next games(I even not sure that gsc will be precompiled in the next CoD).


What did you expect you were going to see if you released a compiler for BOII? I already knew this was going to happen, oh look it did!
I'm also glad that you are going to keep a compiler if the next COD has pre-compiled ScriptFiles.
10-02-2014, 01:11 PM #9
A Friend
League Champion
Originally posted by dtx12 View Post
I don't care about fame, I just don't like, that everything, what I could see here - the shit load of mod menus, that's why I will not share compiler for next games(I even not sure that gsc will be precompiled in the next CoD).

How do you want the compiler to be used then if not for making menus?
10-02-2014, 01:15 PM #10
dtx12
Do a barrel roll!
Originally posted by A
How do you want the compiler to be used then if not for making menus?

Take a look on previous CODs, there is really cool new gamemodes, while here only shit load of mod menus. In the past I wanted to give people ability to make mods with fast files, just like with Black Ops 1 Mod tools, but now I see, that people interested only in mod menus, so I changed my opinion.

The following user thanked dtx12 for this useful post:

Guilhermex12

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