package Slayer_Compatibility_Gamemode_ZAPT{ function zombieValidTarget(%obj,%target) { %mini = getMinigameFromObject(%obj); if(isSlayerMinigame(%mini) && !isObject(%mini.owner)) { %mini.owner = new AiConnection() { minigame = %mini; }; %par = parent::zombieValidTarget(%obj,%target); %mini.owner.delete(); %mini.owner = ""; return %par; } return parent::zombieValidTarget(%obj,%target); }};activatePackage(Slayer_Compatibility_Gamemode_ZAPT);
%p = new Projectile(){ dataBlock = ZombieSmashProjectile; initialPosition = %pos; initialVelocity = %obj.getEyeVector(); sourceObject = %obj; sourceSlot = 0; client = zombieBot(%obj) ? %mini.owner : %client;};
I'm in the process of updating ZAPT for v3.
Thank you so much CityRPG or what ever you wanna be called :DI cant wait for the update.
Do you think we could get a changelog?
Any instances of .owner in the 5 major sanity-check functions are replaced by testing the minigame object itself. This should solve any problems with the gamemode outright not working, but I've always been wary of dedicated minigames.
I hacked getMiniGameFromObject so that you can just getMiniGameFromObject an actual minigame to get the minigame. That way you can test minigames versus any other object and it'll work fine. Great for functions like the ones I have that try to test if any two objects are related.
package Slayer_Dependencies_Minigames{ //why do minigames return -1 when checked with this...? function getMinigameFromObject(%obj) { %parent = parent::getMinigameFromObject(%obj); if(isObject(%obj)) { //BRICKGROUP / BRICK //hacky crap goes here but I removed it to make this post shorter //MINIGAME if(%obj.class $= "MinigameSO" || %obj.superClass $= "MinigameSO") return %obj; } return %parent; }};
Are you accepting requests?If so, you could add more gamemodes to it.basically, one life, no player zombies, Is there a way to make this without having to set it to versus or man.vs.tank?