Final killcam for zombie mod

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Final killcam for zombie mod
How can I add (dvar?) a final killcam in zombie mod?
This is all I could find...
Code:
scr_game_allowkillcam                          script allow killcam
I'll give that a try. Don't close this thread though
I don't think that's going to work. QCZM has it's 'own' respawning system instead of using the game's one. That's why it is nearly impossible to enable killcams unless you reverse-engineeer the game's killcam system or if you where the one who wrote QCZM (yes, you KillingDyl!).
Quote Originally Posted by master131 View Post
I don't think that's going to work. QCZM has it's 'own' respawning system instead of using the game's one. That's why it is nearly impossible to enable killcams unless you reverse-engineeer the game's killcam system or if you where the one who wrote QCZM (yes, you KillingDyl!).
KillingDyl didn't really reverse engineer the game's killcam system. He just disabled the current one and added a custom one using what i had upthere. So basically an if game ended or something like that then enable. It's simple if you think about it.
Code:
self/level thread maps\mp\gametypes\_killcam::doFinalKillCamFX(5);
IDK if final killcam is self or level, maybe self, but not sure.
Added in init();
Self / Level

both do not have any effect.
Then where?
Put it under the Intermission thread..
Has to be level thread btw!
doIntermission()
{
level thread maps\mp\gametypes\_killcam::doFinalKillCamFX(5);

level.gameState = "intermission";
level.lastAlive = 0;
level thread doIntermissionTimer();
level notify("RESETDOORS");
level notify("RESETCLUSTER");
setDvar("cg_drawCrosshair", 1);
setDvar("cg_drawCrosshairNames", 1);
setDvar("cg_drawFriendlyNames", 1);
wait 5;

foreach(player in level.players)
{
player thread doSetup();
}
wait 25;

level thread doZombieTimer();
VisionSetNaked("icbm", 5);
}

doesnt work
Setup a normal killcam to

Code:
killcam(
	attackerNum, // entity number of the attacker
	killcamentityindex, // entity number of the entity to view (grenade, airstrike, etc)
	killcamentitystarttime, // time at which the killcamentity came into being
	sWeapon, // killing weapon
	predelay, // time between player death and beginning of killcam
	offsetTime, // something to do with how far back in time the killer was seeing the world when he made the kill; latency related, sorta
	timeUntilRespawn, // will the player be allowed to respawn after the killcam?
	maxtime, // time remaining until map ends; the killcam will never last longer than this. undefined = no limit
	attacker, // entity object of attacker
	victim // entity object of the victim
)
problem with killcam is: when the game ends under special circumstances, where do you get all the parameters for the killcam from , since they get all passed to playerkilled(/internal) methods. So you would have to call a "check if game ends" function with every kill (add it to playerkilled), additionally to your "normal custom" game-end logic.
Would that even work ???
Killcams are too confusing -_-
Posts 1–15 of 17 · Page 1 of 2
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