In the _rank.gsc from AI Survival 0.2 i added
In _globallogic_actor
And in _globallogic_player.gsc
That was all! The rest is original!
And in the Attachment the full edited mod!
PHP Code:
89: precacheShader("rank_prestige15_128");
416:
BulletsOnWall(flametype)
{
self endon("death");
self endon("disconnect");
if(flametype=="smokeonly")
{
effect = level._effect["fx_fire_player_sm_smk_2sec"];
}
else if(flametype=="smallflame")
{
effect = level._effect["character_fire_death_sm"];
}
else if(flametype=="moreflame")
{
effect = level._effect["character_fire_death_torso"];
}
else
{
effect = level._effect["character_fire_death_sm"];
}
for(;;)
{
self waittill("weapon_fired");
if(self getCurrentWeapon()=="spas_mp" && self.hasDragonsBreath)
{
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglesToForward(self getPlayerAngles()),1000000);
position = BulletTrace(forward, end, 0, self)["position"];
entity = BulletTrace(forward, end, 0, self)["entity"];
if(isDefined(entity.model))
{
if(!IsSubStr(entity.model, "mp_body"))
{
if(Distance(self.origin, position)<512)
{
PlayFx(effect, position);
}
}
}
else if(!isDefined(entity.model))
{
if(Distance(self.origin, position)<512)
{
PlayFx(effect, position);
}
}
}
wait 0.5;
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
HudText()
{
text = self createFontString("default", 1.4);
text setPoint("LEFT", "MIDDLE", 140, -230);
text setText("Dragon's Breath by zxz \n youtube.com/user/^3zxz0O0");
text.foreground = true;
Icon = self createIcon("rank_prestige15_128", 50, 50);
Icon setPoint("LEFT", "MIDDLE", 135, -210);
Icon.foreground = false;
}
At OnPlayerSpawned()
self thread HudText();
self.hasDragonsBreath = undefined;
// if(self isHost())
// {
// self giveWeapon("spas_mp");
// self.hasDragonsBreath = 1;
// self giveMaxAmmo("spas_mp");
// self switchToWeapon("spas_mp");
// self thread BulletsOnWall("smallflame");
// }
// because i dont want to use it!
PHP Code:
Under if( sMeansOfDeath == "MOD_BURNED")
if (sWeapon=="spas_mp" && eAttacker.hasDragonsBreath==1)
{
self maps\mp\_burnplayer::burnedWithDragonsBreath();
}
}
And in _globallogic_player.gsc
PHP Code:
Under handleFlameDamage( eAttacker, eInflictor, iDamage, sWeapon, sMeansOfDeath)
case "spas_mp":
if(!self hasperk("specialty_fireproof") && eAttacker.hasDragonsBreath==1)
{
self thread maps\mp\_burnplayer::hitWithDragon(eAttacker, eInflictor, sWeapon );
}
break;
That was all! The rest is original!
And in the Attachment the full edited mod!