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
11-15-2014, 05:05 PM #20
Originally posted by BeeMovie View Post
yo does this still work on 1.19


No it doesn't. We have to find a new way to remove the barrier :(

The following user thanked xMasterModzx for this useful post:

BeeMovie
11-15-2014, 07:42 PM #21
ok thanx for letting me know!
12-26-2014, 06:14 AM #22
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
- dtx12 ( Original GSC Loader & Compiler PC Version
02-03-2016, 06:16 PM #23
I agree with you, poeple only do Mod menus, and with GSC you can do a lot of things :/
07-23-2016, 01:32 AM #24
Couto
Haxor!
I know this thread is dead for the longest time, but this is how you fix the death barrier in 1.19:


Add this anywhere inside your code and it's gone =)
    
self notify( "stop_player_out_of_playable_area_monitor" );


This will stop the thread that monitors the player being out or not of the playable area.

All it was needed to be done is take a look at the thread itself:

    

player_out_of_playable_area_monitor()
{
self notify( "stop_player_out_of_playable_area_monitor" );
self endon( "stop_player_out_of_playable_area_monitor" );
self endon( "disconnect" );
level endon( "end_game" );
wait 0.05;
wait 0.15 * self.characterindex;
wait get_player_out_of_playable_area_monitor_wait_time();
wait get_player_out_of_playable_area_monitor_wait_time();
/#
iprintlnbold( "out of playable" );
wait get_player_out_of_playable_area_monitor_wait_time();
wait get_player_out_of_playable_area_monitor_wait_time();
#/
self maps\mp\zombies\_zm_stats::increment_map_cheat_stat( "cheat_out_of_playable" );
self maps\mp\zombies\_zm_stats::increment_client_stat( "cheat_out_of_playable", 0 );
self maps\mp\zombies\_zm_stats::increment_client_stat( "cheat_total", 0 );
self playlocalsound( level.zmb_laugh_alias );
wait 0.5;
level notify( "end_game" );
self disableinvulnerability();
self.lives = 0;
self dodamage( self.health + 1000, self.origin );
self.bleedout_time = 0;
wait get_player_out_of_playable_area_monitor_wait_time();
}


ZeiiKeN if you see this, update your thread with this code. =)
08-03-2016, 03:02 AM #25
easy fix in 1.19
    
init( )
{
level.clientid = 0;
level thread onplayerconnect( );
}
onplayerconnect( )
{
for(;Winky Winky
{
level.player_out_of_playable_area_monitor = 0; // remove death barrier
level waittill( "connecting", player );
player thread onplayerspawned( );
player.clientid = level.clientid;
level.clientid++;
}
}

cause it keeps death barriers off no matter what easiest fix
Last edited by ikilzu ; 08-07-2016 at 07:25 PM.
12-31-2016, 07:49 PM #26
Rui
Keeper
i did it worked fine i had no clip but when i added UFO mode code no my deather barrier is not work any help please

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