Call of Duty: Black Ops III

Call of Duty: Black Ops III

Reaper Collection v1.115.1
LogisticalReaper  [开发者] 2022 年 6 月 21 日 下午 11:30
ADDING CHAOS MOD EFFECTS ON CUSTOM MAPS
with the v1.1 update custom mappers can now add in their own chaos mod effects, heres a short tutorial on how to set up and test them

first add this in your mapname.gsc ABOVE zm_usermap::main();
level.reap_collect_chaos_add_func = &custom_chaos_mod_effects;

then at the bottom add this

function custom_chaos_mod_effects() { // level.chaos_mod_effects = []; // uncomment this to remove all effects from the mod, only the ones you add here will show up //name - required - the name of the effect, will show up as this in the list //effect_func - optional - function to run when the effect happens //effect_type - optional - set this to "helpful", "harmful" or "neutral". set it to whatever best fits your effect //remove_func - optional - function to run when the effect ends (this will only apply for timed effects) //effect_time - optional - the time in seconds for the effect to run, a progress bar will be made when this is set and lasts for this time //notification_delay - optional - a delay in seconds before the effect shows up in the list (usually for troll effects) //assisted_desc - optional - if assisted mode is set, this text will be used when this effect runs // name effect_type effect_func remove_func effect_time notification_delay assisted_desc add_chaos_mod_effect( "EXAMPLE EFFECT", "neutral", &example_effect, undefined, undefined, undefined, "this is an example effect"); } function add_chaos_mod_effect(name, effect_type = "neutral", func, take_effect, effect_time, notification_delay, assisted_desc) { if(!isdefined(level.chaos_mod_effects)) level.chaos_mod_effects = []; effect = SpawnStruct(); effect.name = name; effect.effect_type = effect_type; effect.func = func; effect.take_effect = take_effect; effect.effect_time = effect_time; effect.notification_delay = notification_delay; effect.assisted_desc = assisted_desc; level.chaos_mod_effects[level.chaos_mod_effects.size] = effect; } function example_effect() { iprintlnbold("this is an example effect"); }