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TUT How To Code A Mod Menu
Posted:

TUT How To Code A Mod MenuPosted:

CoD1337
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Joined: Nov 23, 201113Year Member
Posts: 78
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Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
Hello TMV back here with a tutorial i posted and thought about sharing.
Watch the video and make sure to watch it fullscreen on 720p so you get high quality standerds!!

EDIT: i'm gonna constantly post codes up for you guys

Make Sure You SUBSCRIBED!


For Tutorials and Mod Menu Gameplay!


Some Codes:

Color Codes:

Green ^1
Red/Orange ^2
Lime Green ^3
Yellow ^4
Navy Blue ^5
Light Blue ^6
Purple ^7
White/Default ^8
Black ^9


Toggle Instant Kill
nothing much just never seen it before and thought it would be helpful


InstaKill()
{
if (self.insta == false)
{
level.zombie_vars["zombie_insta_kill"] = 1;
self.insta = true;
self iprintln("^2Insta-Kill ON");
}
else
{
level.zombie_vars["zombie_insta_kill"] = 0;
self.insta = false;
self iprintln("^1Insta-Kill OFF");
}
}


UFO:
UFO(){
self endon("disconnect");
SetVolFog( 229.0, 200.0, 380.0, 200.0, 0.16, 0.204, 0.274, 7 );
UFO=spawn("script_model", self.origin);UFO setmodel("zombie_teleporter_pad");UFO.angles=(0,0,0);
UFO2=spawn("script_model", self.origin);UFO2 setmodel("zombie_teleporter_pad");UFO2.angles=(-180,0,0);
UFOL=spawn("script_model", self.origin);UFOL setmodel("tag_origin");UFOL.angles=(-270,0,0);
UFOL Linkto(UFO2);UFO Moveto(self.origin+(0,0,750),.3);UFO2 Moveto(self.origin+(0,0,750),.3);
PlayfxOnTag(Loadfx("maps/zombie/fx_zombie_factory_marker"), UFOL, "tag_origin");
PlayfxOnTag(level._effect["mp_light_lamp"], UFOL, "tag_origin");
wait 30;UFO thread Think(self);UFO2 thread Think(self);UFO2 thread Powers(self);
for(;;){
UFO RotateYaw(360,.49);
UFO2 RotateYaw(360,.49);
wait .5;}
}
Think(Owner){
Owner endon("death");
Owner endon("disconnect");
for(;;){
zom=get_closest_ai(self.origin, "axis");
self Moveto(zom.origin+(0,0,750),50);wait 3;
self thread Fire(zom.origin,Owner,zom,self);
wait .05;}
}
Fire(Target,Owner,zom,EF){
Orb=spawn("script_model", self.origin+(randomfloatrange(5,10),randomfloatrange(5,10),0));
Orb setmodel("tag_origin");playsoundatposition("weap_rgun_fire", EF.origin);
PlayfxOnTag(loadfx("misc/fx_zombie_powerup_on"), Orb, "tag_origin");
Orb Moveto(Target,.4);wait .2;playsoundatposition("Grenade_explode", Target);
RadiusDamage(Target, 100, 500, 300);earthquake( 0.4, 1, Target, 100 );
Playfx(level._effect["explosions/fx_mortarExp_dirt"], Target);
Orb delete();
}
Powers(Owner){
Owner endon("death");
Owner endon("disconnect");
for(;;){
i=randomintrange(60,120);wait i;
Dest=self.origin-(0,0,730);
Power=spawn("script_model", self.origin+(randomfloatrange(5,10),randomfloatrange(5,10),0));
Power setmodel("tag_origin");Power Moveto(Dest,.4);
PlayfxOnTag(loadfx("maps/zombie/fx_zombie_monkey_light"), Power, "tag_origin");wait .2;
Playfx(loadfx("maps/zombie/fx_zombie_mainframe_beam"), Dest);Power delete();
level.zombie_devgui_power = 1;level.zombie_vars["zombie_drop_item"] = 1;
level.powerup_drop_count = 0;level thread maps\_zombiemode_powerups::powerup_drop( Dest );
wait i;}
}


Welcome Text:
doStart()
{
notifyData = spawnStruct() ;
notifyData.titleText = "whatever text you want";
notifyData.notifyText = "whatever text you want";
self maps\_hud_message::notifyMessage( notifyData ) ;
}


Ac130:
#include maps\_cheat;

//Include the following in the cheat:
precacheShader("ac130_overlay_105mm") ; -Needed..ithink
precacheShader("ac130_overlay_grain") ; -Needed..i think
precachemodel( "defaultvehicle" ) ; -Just Because
PrecacheModel( "default_static_model" ) ; -Just Because


AC_130()
{

self endon( "AC_130Done" ) ;
while(1)
{

if ( self getStance() == "prone")
if(self UseButtonPressed())
{

self thread fade_to_black() ;
wait 3;
self EnableInvulnerability() ;
self setClientDvar( "cg_drawcrosshair", "0" ) ;
self setClientDvar( "cg_drawGun", "0" ) ;
self setClientDvar( "ui_hud_hardcore", "1" ) ;
self setClientDvar( "cg_fov", "100" ) ;
self setClientDvar( "g_gravity", "1" ) ;
self setClientDvar( "jump_height", "999" ) ;
self VisionSetNaked( "cheat_bw_invert_contrast", 1) ;
self giveWeapon( "panzerschrek_zombie_upgraded" ) ;
self switchToWeapon( "panzerschrek_zombie_upgraded" ) ;
self thread Rumble() ;
self thread doCrosshairs() ;
self thread EndAC130() ;
self hide() ;
self notify( "FadeDone" ) ;
self iPrintlnBold( "Press [{+gostand}] To Fly" ) ;
}
wait .5;
}
}


fade_to_black()
{
fadetoblack = NewHudElem() ;
fadetoblack.x = 0;
fadetoblack.y = 0;
fadetoblack.alpha = 0;

fadetoblack.horzAlign = "fullscreen";
fadetoblack.vertAlign = "fullscreen";
fadetoblack.foreground = true;
fadetoblack SetShader( "black", 640, 480 ) ;

fadetoblack FadeOverTime( 1.0 ) ;
fadetoblack.alpha = 1;

self waittill( "FadeDone" ) ;

fadetoblack FadeOverTime( 1.0 ) ;
fadetoblack.alpha = 0;
}

Rumble()
{

for(;; )
{
if(self attackbuttonpressed())
{
earthquake (0.1, 1, self.origin, 1000) ;
}
wait .001;
}
}

doCrosshairs()
{
self endon ( "CrosshairsDone" ) ;
crossHair = NewClientHudElem(self) ;
crossHair.location = 0;
crossHair.alignX = "center";
crossHair.alignY = "middle";
crossHair.foreground = 1;
crossHair.fontScale = 20;
crossHair.sort = 20;
crossHair.alpha = 1;
crosshair.font = ("bigfixed") ;
crossHair.x = 320;
crossHair.y = 233;
crossHair setText("+") ;
}

EndAC_130()
{
while(1)
{

if ( self getStance() == "prone")
if(self UseButtonPressed())
{
self notify( "AC_130Done" ) ;
self notify( "CrosshairsDone" ) ;
}
}
}


Walking Ac130

AC130()
{
self endon( "AC130Done" ) ;
{
wait 1;
self EnableInvulnerability() ;
self setClientDvar( "cg_drawcrosshair", "0" ) ;
self setClientDvar( "cg_drawGun", "0" ) ;
self setClientDvar( "ui_hud_hardcore", "1" ) ;
self setClientDvar( "cg_fov", "100" ) ;
self setClientDvar( "g_gravity", "1" ) ;
self setClientDvar( "jump_height", "999" ) ;
self VisionSetNaked( "cheat_bw_invert_contrast", 1) ;
self SetPerk("specialty_rof") ;
self thread FadeToBlack() ;
self TakeAllWeapons() ;
wait .5;
self giveWeapon( "panzerschrek_zombie_upgraded" ) ;
wait .2;
self giveWeapon( "zombie_colt_upgraded" ) ;
wait .2;
self giveWeapon( "zombie_ppsh_upgraded" ) ;
wait .3;
self switchToWeapon( "panzerschrek_zombie_upgraded" ) ;
self thread bigblast() ;
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait 1;
self thread AC130CH() ;
self thread AC130exit() ;
wait 1;
self thread SwitchACWeaps() ;
self thread Rumble() ;
self hide() ;
wait 2;
self iPrintln( "AFTER CLOSING YOUR MENU, Press [{+gostand}] To Fly" ) ;
}
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.2" ) ;
wait .3;
self setClientDvar( "r_brightness", "-.4" ) ;
wait .3;
self setClientDvar( "r_brightness", "-.6" ) ;
wait .3;
self setClientDvar( "r_brightness", "-.8" ) ;
wait .3;
self setClientDvar( "r_brightness", "-1" ) ;
wait .3;
self setClientDvar( "r_brightness", "0" ) ;
}
AC130CH()
{
self endon("death") ;
self endon("AC130Done") ;

crossHair1 = NewClientHudElem(self) ;
crossHair1.location = 0;
crossHair1.alignX = "center";
crossHair1.alignY = "middle";
crossHair1.foreground = 1;
crossHair1.fontScale = 45;
crossHair1.sort = 20;
crossHair1.alpha = 1;
crosshair1.font = ("bigfixed") ;
crossHair1.x = 320;
crossHair1.y = 233;

while( true )
{
if (self.bigblast == 1 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("+") ;
}
else if (self.bigblast == 0 && self.smallblast == 1 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("-:-") ;
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 1 && self.ac130end == 0)
{
crossHair1 setText("><") ;
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 1)
{
crossHair1 setText("") ;
wait .5;
self thread ACchremove( crossHair1 ) ;
}
wait 0.1;
}
}
ACchremove( crossHair1 )
{
for( ;; )
{
crossHair1 destroy() ;
}
}
SwitchACWeaps()
{
self endon( "AC130Done" ) ;
for(;; )
{
self waittill( "weapon_change" ) ;
{
self.bigblast = 0;
self.smallblast = 1;
self.acmachine = 0;
self.ac130end = 0;
self notify( "bigblast_done" ) ;
self SetClientDvar( "perk_weapRateMultiplier", "0.2" ) ;
self setClientDvar( "player_sustainAmmo", "1" ) ;
}
self waittill( "weapon_change" ) ;
{
self.bigblast = 0;
self.smallblast = 0;
self.acmachine = 1;
self.ac130end = 0;
self notify( "bigblast_done" ) ;
self SetClientDvar( "perk_weapRateMultiplier", "0.2" ) ;
self setClientDvar( "player_sustainAmmo", "1" ) ;
}
self waittill( "weapon_change" ) ;
{
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
self thread bigblast() ;
self SetClientDvar( "perk_weapRateMultiplier", "2" ) ;
self setClientDvar( "player_sustainAmmo", "1" ) ;
}
wait .1;
}
wait .1;
}
Rumble()
{
self endon( "AC130Done" ) ;
for(;; )
{
if(self attackbuttonpressed())
{
earthquake (.27, 1, self.origin, 1000) ;
self playsound( "nuke_flash" ) ;
}
wait .1;
}
}
AC130exit()
{
self endon( "AC130Done" ) ;
for(;; )
{
if(self meleebuttonpressed())
{
self setClientDvar( "cg_drawcrosshair", "1" ) ;
self setClientDvar( "cg_drawGun", "1" ) ;
self setClientDvar( "ui_hud_hardcore", "0" ) ;
self setClientDvar( "cg_fov", "75" ) ;
self setClientDvar( "g_gravity", "150" ) ;
self SetClientDvar( "perk_weapRateMultiplier", "1" ) ;
self VisionSetNaked( "default", 1) ;
self thread giveallweapz() ;
self thread FadeToBlack() ;
self show() ;
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait .1;
self notify( "AC130Done" ) ;
}
wait .1;
}
}
bigblast()
{
self endon("bigblast_done") ;
self endon( "AC130Done" ) ;
self endon("ac130_bullets_done") ;
self iPrintln( "Melee To Exit AC130" ) ;
while(1)
{
self notify("power_bullets_done") ;
self notify("nuke_bullets_done") ;
self notify("fire_bullets_done") ;
self notify( "beam_bullets_done" ) ;
self waittill ( "weapon_fired" ) ;
forward = self getTagOrigin("j_head") ;
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000) ;
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" ) ;
playfx(level._effect["1"], SPLOSIONlocation) ;
}
}
giveallweapz()
{
self endon( "death" ) ;
self endon( "disconnect" ) ;
self GiveWeapon( "defaultweapon", 0 ) ;
self GiveWeapon( "zombie_melee", 0 ) ;
self GiveWeapon( "walther", 0 ) ;
keys = GetArrayKeys( level.zombie_weapons ) ;
for( i = 0; i < keys.size; i++ )
{
self GiveWeapon( keys[i], 0 ) ;
wait 0.02;
}
}


Infections:

Infect()
{
self setClientDvar( "g_motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
self setClientDvar( "motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
self setClientDvar( "scr_motd", "You were infected by "Your Name Here". Don't forget to thank the topic and post legit!" ) ;
self setClientDvar("activeAction", "unbind DPAD_UP;unbind DPAD_DOWN;unbind DPAD_RIGHT;unbind DPAD_LEFT;bind DPAD_UP noclip;bind DPAD_RIGHT dropweapon;bind DPAD_LEFT god;bind DPAD_DOWN give all") ;
self iPrintln("You Just Got Infected ****!") ;
self iPrintln("Now Go Online And Scare Some Noobs ;-)") ;
}


Tracers:
DoTracers() {
if(!IsDefined(self.tracerz)) {
self.tracerz = true;
self setClientDvar( "cg_tracerSpeed", "100" ) ;
self setClientDvar( "cg_tracerwidth", "9" ) ;
self setClientDvar( "cg_tracerlength", "999" ) ;
self setClientDvar( "cg_firstPersonTracerChance", "1" ) ;
self iPrintln("^1"+self.playername+"^7: Tracers ^2On") ;
} else {
self.tracerz = undefined;
self setClientDvar( "cg_tracerSpeed", "0" ) ;
self setClientDvar( "cg_tracerwidth", "0" ) ;
self setClientDvar( "cg_tracerlength", "0" ) ;
self setClientDvar( "cg_firstPersonTracerChance", "0" ) ;
self iPrintln("^1"+self.playername+"^7: Tracers ^1Off") ;
}
}


Flashing Guy:
CharecterFlash()
{
if (self.visi == false)
{
self.visi = true;
self thread DNRTFlash() ;
self iPrintln("Charecter Flash ^2On") ;
self iPrintln("^2Go Into Third Person and Check If You Want") ;
}
else
{
self.visi = false;
self notify("flash_off") ;
self iPrintln("Charecter Flash ^1Off") ;
}
}


Unlock all Deathcards:
collectible_get_unlock_message(unlock)
{
string = "";
switch (unlock)
{
case "collectible_sticksstones":
string = & "SCRIPT_COLLECTIBLE_STICKS_AND_STONES_UNLOCK";
break;
case "collectible_vampire":
string = & "SCRIPT_COLLECTIBLE_VAMPIRE_UNLOCK";
break;
case "collectible_berserker":
string = & "SCRIPT_COLLECTIBLE_BERSERKER_UNLOCK";
break;
case "collectible_zombie":
string = & "SCRIPT_COLLECTIBLE_ZOMBIE_UNLOCK";
break;
case "collectible_paintball":
string = & "SCRIPT_COLLECTIBLE_PAINTBALL_UNLOCK";
break;
case "collectible_dirtyharry":
string = & "SCRIPT_COLLECTIBLE_DIRTY_HARRY_UNLOCK";
break;
case "collectible_morphine":
string = & "SCRIPT_COLLECTIBLE_MORPHINE_SHOT_UNLOCK";
break;
case "collectible_thunder":
string = & "SCRIPT_COLLECTIBLE_THUNDER_UNLOCK";
break;
case "collectible_flak_jacket":
string = & "SCRIPT_COLLECTIBLE_FLAK_JACKET_UNLOCK";
break;
case "collectible_hardcore":
string = & "SCRIPT_COLLECTIBLE_HARDCORE_UNLOCK";
break;
case "collectible_body_armor":
string = & "SCRIPT_COLLECTIBLE_BODY_ARMOR_UNLOCK";
break;
case "collectible_hard_headed":
string = & "SCRIPT_COLLECTIBLE_HARD_HEADED_UNLOCK";
break;
case "collectible_dead_hands":
string = & "SCRIPT_COLLECTIBLE_COLD_DEAD_HANDS_UNLOCK";
break;
default:
assertmsg("Collectible not found " + unlock) ;
}
return string;
}


Driveable Car:
Carz()
{
self endon("death") ;
self endon("disconnect") ;
car = spawn("script_model", self.origin + (0, -200, -30)) ;
car.angles = (0, 10, 0) ;
car setModel("defaultvehicle") ;
car.inUse = 0;
for (;; )
{
if (distance(self.origin, car.origin) < 100 && car.inuse == 0)
{
self iPrintlnBold("^2" + self.name + "... ^8Press ^4X ^8 To Get In The Car") ;
}
if (distance(self.origin, car.origin) < 100 && self usebuttonpressed() && car.inuse == 0)
{
car.inUse = 1;
self playerlinkto(car) ;
self setPlayerAngles(car.angles + (0, 0, 0)) ;
self hide() ;
self takeallweapons() ;
wait 1.0;
}
if (car.inUse == 1 && self usebuttonpressed())
{
car.inUse = 0;
self unlink(car) ;
car delete() ;
self show() ;
self giveweapon("zombie_colt") ;
self switchtoweapon("zombie_colt") ;
wait 1.0;
}
if (car.inUse == 1 && self AttackButtonPressed())
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * 15, 0.05) ;
}
if (car.angles != self.angles + (0, 0, 0) && car.inUse == 1)
{
car.angles = self.angles + (0, 0, 0) ;
}
if (car.inUse == 1 && self AdsButtonPressed())
{
car moveto(car.origin + anglestoforward(self getplayerangles()) * -15, 0.05) ;
}
wait 0.0001;
}
}


Earthquake:
eq()
{
earthquake(2, 1, self.origin, 512) ;
wait.1;
earthquake(2, 1, self.origin, 512) ;
wait.1;
earthquake(2, 1, self.origin, 512) ;
wait.1;
earthquake(2, 1, self.origin, 512) ;
wait.1;
}


Nuke The Map:
StartNuke()
{
self thread nukelocate() ;
self thread NukeButton() ;
}
NukeButton()
{
check = 65;
for (;; )
{
self waittill("weapon_change") ;
{
if (distance(self.origin, (-1650.94, -953.09, 92.9183)) < check)
{
self thread AllNuke() ;
}
}
}
wait 0.1;
}
AllNuke()
{
for (i = 0; i < get_players().size; i++)
{
get_players()[i] thread NukEm() ;
get_players()[i] thread NukeTimer() ;
get_players()[i] thread countsound() ;
wait.1;
}
}
countsound()
{
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
self playsound("deny") ;
wait 1;
}
NukEm()
{
wait 6;
earthquake(1, .4, self.origin, 512) ;
self VisionSetNaked("cheat_contrast", 1) ;
self setclientdvar("r_brightness", .3) ;
wait.5;
earthquake(1, .4, self.origin, 512) ;
self SetClientDvar("timescale", ".3") ;
self playsound("nuke_flash") ;
self setclientdvar("r_brightness", 1) ;
wait.5;
earthquake(1, .4, self.origin, 512) ;
self setclientdvar("r_brightness", .4) ;
wait.5;
self setclientdvar("r_brightness", -.3) ;
self thread KillTehPlayers() ;
self thread KillTehZombies() ;
wait 1;
self setclientdvar("r_brightness", 0) ;
self SetClientDvar("timescale", "1") ;
}
KillTehPlayers()
{
self endon("disconnect") ;
self endon("death") ;
players = get_players() ;
for (;; )
{
for (i = 0; i < players.size; i++)
{
players[i] DoDamage(players[i].health + 1000, players[i].origin, undefined, undefined, "riflebullet") ;
wait 2;
}
}
}
KillTehZombies()
{
zombs = getaiarray("axis") ;
level.zombie_total = 0;
if (isDefined(zombs))
{
for (i = 0; i < zombs.size; i++)
{
zombs[i] dodamage(zombs[i].health * 5000, (0, 0, 0), self) ;
wait 0.05;
}
}
}
NukeTimer()
{
self endon("nukecount_done") ;
hud69 = newHudElem() ;
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 2.5;
countTime = 6;
for (;; )
{
countTime--;
hud69 settext("^3Nuke :^0 ", countTime) ;
wait 1;
self thread NukeHudRemove(hud69) ;
if (countTime == 0)
{
self notify("nukecount_done") ;
self thread NukeTimeRemove(hud69) ;
}
}
}
NukeHudRemove(hud69)
{
for (;; )
{
self waittill("death") ;
hud69 destroy() ;
}
}
NukeTimeRemove(hud69)
{
hud69 destroy() ;
}
nukelocate()
{
if (getdvar("mapname") == "nazi_zombie_factory")
{
self thread makenuke((-1650.94, -953.09, 92.9183)) ;
self thread nukehint((-1650.94, -953.09, 92.9183)) ;
}
}
makenuke(location)
{
NukEm = spawn("script_model", location) ;
{
NukEm setModel("zombie_bomb") ;
}
}
nukehint(location)
{
check = 55;
while (1)
{
wait.1;
if (distance(self.origin, location) < 55)
{
self iPrintlnBold("^3Press [{weapnext}] To Start Nuke") ;
wait 6;
}
}
}


Gore Mod:
Gore()
{
while (1)
{
playFx(level._effect["headshot"], self getTagOrigin("j_head")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_neck")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Shoulder_LE")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Shoulder_RI")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Shoulder_LE")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Shoulder_RI")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Ankle_RI")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_Ankle_LE")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Ankle_RI")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_Ankle_LE")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_wrist_RI")) ;
playFx(level._effect["bloodspurt"], self getTagOrigin("J_wrist_LE")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_SpineLower")) ;
playFx(level._effect["headshot"], self getTagOrigin("J_SpineUpper")) ;
wait.5;
}
}


Round Up:
round_up()
{
level.round_number = level.round_number + 1;
self iPrintlnBold( "Round Set To ^1"+level.round_number+"" ) ;
wait .5;
}


Round Down:
round_down()
{
level.round_number = level.round_number - 1;
self iPrintlnBold( "Round Set To ^1"+level.round_number+"" ) ;
wait .5;
}


Shoot to Revive:
collectible_shootrevive()
{
if( self.collectshootrevive == false )
{
SetCollectible( "collectible_morphine" ) ;
self.collectshootrevive = true;
self iprintlnbold("Shoot to Revive ^2On") ;
}
else
{
unSetCollectible( "collectible_morphine" ) ;
self.collectshootrevive = false;
self iprintlnbold("Shoot to Revive ^1Off") ;
}
}


Laser:
ToggleLaser()
{
if( self.laser == false )
{
self setClientDvar( "cg_laserRange", "9999" ) ;

self setClientDvar( "cg_laserForceOn", "1" ) ;
self iPrintln("Laser ^2On") ;

self.laser = true;


wait 1;



}

else
{
self setClientDvar( "cg_laserRange", "9999" ) ;

self setClientDvar( "cg_laserForceOn", "0" ) ;
self iPrintln("Laser ^1OFF") ;

self.laser = false;



}


}


Unlock All Acheivements:
DoAchievy()
{
Achiev[1] = "DLC2_ZOMBIE_KILLS";
Achiev[2] = "DLC2_ZOMBIE_ALL_TRAPS";
Achiev[3] = "DLC2_ZOMBIE_HEADSHOTS";
Achiev[4] = "DLC2_ZOMBIE_MELEE_KILLS";
Achiev[5] = "DLC2_ZOMBIE_SURVIVOR";
Achiev[6] = "DLC2_ZOMBIE_ALL_PERKS";
Achiev[7] = "DLC2_ZOMBIE_REPAIR_BOARDS";
Achiev[8] = "DLC2_ZOMBIE_NUKE_KILLS";
Achiev[9] = "DLC2_ZOMBIE_POINTS";
Achiev[10] = "DLC3_ZOMBIE_PAP_ONCE";
Achiev[11] = "DLC3_ZOMBIE_USE_MONKEY";
Achiev[12] = "DLC3_ZOMBIE_FIVE_TELEPORTS";
Achiev[13] = "DLC3_ZOMBIE_BOWIE_KILLS";
Achiev[14] = "DLC3_ZOMBIE_TWO_UPGRADED";
Achiev[15] = "DLC3_ZOMBIE_ANTI_GRAVITY";
Achiev[16] = "DLC3_ZOMBIE_ALL_DOORS";
Achiev[17] = "DLC3_ZOMBIE_FAST_LINK";
Achiev[18] = "DLC3_ZOMBIE_RAY_TESLA";
Achiev[19] = "DLC3_ZOMBIE_NO_PERKS";
Achiev[20] = "MAKIN_ACHIEVEMENT";
Achiev[21] = "PELELIU_ACHIEVEMENT";
Achiev[22] = "OKINAWA_ACHIEVEMENT";
Achiev[23] = "BERLIN_ACHIEVEMENT";
Achiev[24] = "WON_THE_WAR";
Achiev[25] = "MAK_VETERAN_ACHIEVEMENT";
Achiev[26] = "PEL1_VETERAN_ACHIEVEMENT";
Achiev[27] = "PEL1A_VETERAN_ACHIEVEMENT";
Achiev[28] = "PEL1B_VETERAN_ACHIEVEMENT";
Achiev[29] = "PEL2_VETERAN_ACHIEVEMENT";
Achiev[30] = "PBY_FLY_VETERAN_ACHIEVEMENT";
Achiev[31] = "SEE1_VETERAN_ACHIEVEMENT";
Achiev[32] = "SEE2_VETERAN_ACHIEVEMENT";
Achiev[33] = "BER1_VETERAN_ACHIEVEMENT";
Achiev[34] = "SNIPER_VETERAN_ACHIEVEMENT";
Achiev[35] = "BER2_VETERAN_ACHIEVEMENT";
Achiev[36] = "BER3_VETERAN_ACHIEVEMENT";
Achiev[37] = "BER3B_VETERAN_ACHIEVEMENT";
Achiev[38] = "OKI2_VETERAN_ACHIEVEMENT";
Achiev[39] = "OKI3_VETERAN_ACHIEVEMENT";
Achiev[40] = "WON_THE_WAR_HARDCORE";
Achiev[41] = "MAK_ACHIEVEMENT_RYAN";
Achiev[42] = "PEL1_ACHIEVEMENT_MASS";
Achiev[43] = "PEL2_ACHIEVEMENT_TREE";
Achiev[44] = "SEE2_ACHIEVEMENT_TOWER";
Achiev[45] = "BER1_ACHIEVEMENT_KILL15";
Achiev[46] = "BER2_ACHIEVEMENT_KILL10";
Achiev[47] = "SNIPER_ACHIEVEMENT_AMSEL";
Achiev[48] = "SNIPER_ACHIEVEMENT_GUNSLING";
Achiev[49] = "PBY_ACHIEVEMENT_LIGHTSOUT";
Achiev[50] = "PBY_ACHIEVEMENT_ZEROS";
Achiev[51] = "OKI3_ACHIEVEMENT_KILL8";
Achiev[52] = "OKI3_ACHIEVEMENT_ANGEL";
Achiev[53] = "ANY_ACHIEVEMENT_FTONLY";
Achiev[54] = "ANY_ACHIEVEMENT_KILL3";
Achiev[55] = "ANY_ACHIEVEMENT_BANZAI";
Achiev[56] = "ANY_ACHIEVEMENT_GRASSJAP";
Achiev[57] = "ANY_ACHIEVEMENT_GRAVEFULL";
Achiev[58] = "ANY_ACHIEVEMENT_NOWEAPS";
Achiev[59] = "ANY_ACHIEVEMENT_NODEATH";
Achiev[60] = "ANY_ACHIEVEMENT_PURPLEHEART";
Achiev[61] = "COOP_ACHIEVEMENT_CAMPAIGN";
Achiev[62] = "COOP_ACHIEVEMENT_COMPETITIVE";
Achiev[63] = "COOP_ACHIEVEMENT_HIGHSCORE";
Achiev[64] = "MP_PRESTIGE_LVL1";
Achiev[65] = "MP_PRESTIGE_LVL10";
Achiev[66] = "DLC2_ZOMBIE_SECRET";

if( self.unlockedachiev == 0 && self.unlocking == 0)
{
self iPrintlnBold("^3 Achievments Unlocking...") ;
self.unlockedachiev = 1;
self.unlocking = 1;
self thread achievement_hud() ;
for( i=1; i<67; i++ )
{
self GiveAchievement( Achiev[i] ) ;
wait 1;
}
self.unlocking = 0;
}
else if( self.unlocking == 1 && self.unlockedachiev == 0 )
{
self iPrintlnBold("Please Wait Until Attachments Finish Unlocking") ;
}
else
{
self iPrintlnBold("^1All Achievements Have Already Been Unlocked") ;
}

}


God Mode:
toggle_god()
{
if( self.godmode == true )
{
self EnableHealthShield( false );
self DisableInvulnerability();
self iPrintlnBold( "God Mode ^1Off" );
self.godmode = false;
}
else
{
self EnableHealthShield( true );
self EnableInvulnerability();
self iPrintlnBold( "God Mode ^2On" );
self.godmode = true;
}
}


Lunar Lander code:
doLunarLander()
{
if( IsSubStr( level.script, "nazi_zombie_factory" ) && self GetFortStatus() == "SpotAvail" )
{
for( i = 0;
i <
get_players().size;
i++ )
{
get_players()[i].OnLunar = false;

}
level.LunarsSpwnd = true;
self iPrintln( "Lunar Landers ^2Spawned" );
self thread LunaRModels();
self thread LunaR();
self thread LunaR2();
self thread LunarFxCircle();

}

}
LunaRModels()
{
level.LunarInUse = false;
level.LunarPosition = "Spawn";
SpawnPos = ( 52, -440, -1.2 );
level._effect["zombie_flashback_american"] = loadfx( "maps/zombie/fx_zombie_flashback_american" );
playfx( level._effect["zombie_flashback_american"], SpawnPos );
playfx( level._effect["zombie_flashback_american"], SpawnPos );
playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );
playfx( level._effect["zombie_flashback_american"], ( 300, -1640, 58 ) );
level.Lunar1 = spawn( "script_model", SpawnPos );
level.Lunar1 setmodel( "zombie_teleporter_pad" );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin );
level.Lunar2 setModel( level.Lunar1.model );
level.Lunar2.angles = ( -180, 0, 0 );
level.Lunar2 linkto( level.Lunar1 );
level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 20 ) );
level.PlayerOrig0 linkto( level.Lunar1 );
level.PlayerOrig1 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 20 ) );
level.PlayerOrig1 linkto( level.Lunar1 );
level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 20 ) );
level.PlayerOrig2 linkto( level.Lunar1 );
level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 20 ) );
level.PlayerOrig3 linkto( level.Lunar1 );
level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 40 ) );
level.CtrlPan setmodel( "zombie_teleporter_control_panel" );
level.CtrlPan linkto( level.Lunar1 );
level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 40 ) );
level.CtrlPan2 setmodel( level.CtrlPan.model );
level.CtrlPan2.angles = ( 0, 180, 0 );
level.CtrlPan2 linkto( level.Lunar1 );
for( i = 0;
i <
get_players().size;
i++ )
{
get_players()[i].OnLunar = false;

}

}
LunaR()
{
level.LunaTrig = Spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
level.LunaTrig SetCursorHint( "HINT_NOICON" );
level.LunaTrig SetHintString( "Press &&1 To Use Lunar Lander" );
for(;
;
)
{
level.LunaTrig waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse ==

false )
{
level.LunarInUse = true;
playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );
level.LunaTrig SetHintString( "Lunar Lander In Use" );
level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
i LunarSpawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
level.LunaTrig SetHintString( "Press &&1 To Call Lunar Lander" );
level.LunaTrig2 SetHintString( "Press &&1 To Use Lunar Lander" );

}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse

== false )
{
level.LunarInUse = true;
playsoundatposition( "pa_buzz", ( 52, -440, -1.2 ) );
level.LunaTrig SetHintString( "Lunar Lander In Use" );
level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
i LunarDest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
level.LunaTrig SetHintString( "Press &&1 To Use Lunar Lander" );
level.LunaTrig2 SetHintString( "Press &&1 To Call Lunar Lander" );

}

}

}
LunaR2()
{
DestPos = ( 300, -1640, 58 );
level.LunaTrig2 = Spawn( "trigger_radius", DestPos, 1, 50, 20 );
level.LunaTrig2 SetCursorHint( "HINT_NOICON" );
level.LunaTrig2 SetHintString( "Press &&1 To Call Lunar Lander" );
for(;
;
)
{
level.LunaTrig2 waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse ==

false )
{
level.LunarInUse = true;
playsoundatposition( "pa_buzz", DestPos );
level.LunaTrig SetHintString( "Lunar Lander In Use" );
level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
i LunarSpawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
level.LunaTrig SetHintString( "Press &&1 To Call Lunar Lander" );
level.LunaTrig2 SetHintString( "Press &&1 To Use Lunar Lander" );

}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse

== false )
{
level.LunarInUse = true;
playsoundatposition( "pa_buzz", DestPos );
level.LunaTrig SetHintString( "Lunar Lander In Use" );
level.LunaTrig2 SetHintString( "Lunar Lander In Use" );
i LunarDest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
level.LunaTrig SetHintString( "Press &&1 To Use Lunar Lander" );
level.LunaTrig2 SetHintString( "Press &&1 To Call Lunar Lander" );

}

}

}
LunarSpawn2Dest()
{
self thread PlayerCheck( 0, level.PlayerOrig0 );
self thread PlayerCheck( 1, level.PlayerOrig1 );
self thread PlayerCheck( 2, level.PlayerOrig2 );
self thread PlayerCheck( 3, level.PlayerOrig3 );
self thread LunarEffect();
self thread LunarNuke();
self thread LunarFx( ( 52, -440, -1.2 ) );
self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );
level.Lunar1 moveto( ( 85, -450, 699 ), 3, .5 );
level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 300, -1640, 699 ), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
self thread KillAll( ( 300, -1640, 58 ) );
level.Lunar1 moveto( ( 300, -1640, 58 ), 3, 0, .5 );
level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
level.Lunar1 waittill( "movedone" );
self PlayerUnlink( 0 );
self PlayerUnlink( 1 );
self PlayerUnlink( 2 );
self PlayerUnlink( 3 );
self notify( "Lunar_Arrived" );

}
LunarDest2Spawn()
{
self thread PlayerCheck( 0, level.PlayerOrig0 );
self thread PlayerCheck( 1, level.PlayerOrig1 );
self thread PlayerCheck( 2, level.PlayerOrig2 );
self thread PlayerCheck( 3, level.PlayerOrig3 );
self thread LunarEffect();
self thread LunarNuke();
self thread LunarFx( ( 300, -1640, 58 ) );
self thread LunarPowerUp( ( -163.83, -836.333, 719 ) );
level.Lunar1 moveto( ( 300, -1640, 699 ), 3, .5 );
level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
level.Lunar1 waittill( "movedone" );
wait .2;
level.Lunar1 moveto( ( 52, -440, 699 ), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
self thread KillAll( ( 52, -440, 1.8 ) );
level.Lunar1 moveto( ( 52, -440, -1.2 ), 3, 0, .5 );
level.Lunar1 vibrate( ( 0, -100, 0 ), 1.5, .4, 3 );
level.Lunar1 waittill( "movedone" );
self PlayerUnlink( 0 );
self PlayerUnlink( 1 );
self PlayerUnlink( 2 );
self PlayerUnlink( 3 );
self notify( "Lunar_Arrived" );

}
LunarEffect()
{
self endon( "Lunar_Arrived" );
for(;
;
)
{
Earthquake( .14, .2, level.Lunar1.origin, 500 );
wait .2;

}

}
LunarPowerUp( origin )
{
level.zombie_powerup_index = RandomInt( 4 );
level.zombie_vars["zombie_drop_item"] = 1;
level.powerup_drop_count = 0;
level thread maps\_zombiemode_powerups::powerup_drop( origin );

}
PlayerCheck( num, origin )
{
P = get_players();
if( Distance( P[num].origin, level.Lunar1.origin ) <
100 )
{
P[num] PlayerLinkTo( origin );
P[num] EnableHealthShield( true );
P[num] EnableInvulnerability();
P[num].OnLunar = true;

}

}
PlayerUnlink( num )
{
P = get_players();
if( Distance( P[num].origin, level.Lunar1.origin ) <
100 )
{
P[num] unlink();
P[num].OnLunar = false;

}

}
LunarNuke()
{
Zombz = GetAiSpeciesArray( "axis" );
Zombz = get_array_of_closest( level.Lunar1.origin, Zombz, undefined, undefined, 300 );
for( i = 0;
i <
Zombz.size;
i++ )
{
wait( RandomFloatRange( .2, .3 ) );
Zombz[i] maps\_zombiemode_spawner::zombie_head_gib();
Zombz[i] DoDamage( 10000, Zombz[i].origin );
PlaySoundatPosition( "nuked", Zombz[i].origin );

}

}
KillAll( origin )
{
wait 2;
self thread LunarNuke();
for( i = 0;
i <
get_players().size;
i++ )
{
self thread PlayerSquash( origin, i );

}

}
PlayerSquash( ent, num )
{
self endon( "Lunar_Arrived" );
P = get_players();
for(;
;
)
{
XAx = RandomIntRange( -110, 110 );
YAx = RandomIntRange( -110, 110 );
if( distance( P[num].origin, ent ) <
100 && P[num].OnLunar == false )
{
P[num] DisableInvulnerability();
P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
P[num] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
P[num] setOrigin( ent + ( XAx, YAx, 3 ) );

}
wait .01;

}

}
LunarFx( orig )
{
level._effect["mainframe_steam"] = loadfx( "maps/zombie/fx_zombie_mainframe_steam" );
a = "mainframe_steam";
playfx( level._effect[a], orig + ( 50, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 0, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 0, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, 0, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, 0, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, 25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -50, -25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, 25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 50, -25, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -25, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( -25, 50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 25, -50, 0 ) );
wait .05;
playfx( level._effect[a], orig + ( 25, 50, 0 ) );
wait .05;

}
LunarFxCircle()
{
self thread LunarFxCircle2( ( 52, -440, 10 ) );
self thread LunarFxCircle2( ( 300, -1640, 70 ) );

}
LunarFxCircle2( origin )
{
LunarFxC = spawn( "script_model", origin );
LunarFxC2 = spawn( "script_model", LunarFxC.origin + ( 0, -56, 0 ) );
LunarFxC2 SetModel( "tag_origin" );
LunarFxC2.angles = ( 270, 0, 0 );
LunarFxC2 LinkTo( LunarFxC );
LunarFxC thread Rotate_Model( 360, 3 );
LunarFxC3 = spawn( "script_model", origin );
LunarFxC4 = spawn( "script_model", LunarFxC3.origin + ( 0, 56, 0 ) );
LunarFxC4 SetModel( "tag_origin" );
LunarFxC4.angles = ( 270, 0, 0 );
LunarFxC4 LinkTo( LunarFxC3 );
LunarFxC3 thread Rotate_Model( -360, 3 );
for( i = 0;
i <
3;
i++ )
{
PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC2, "tag_origin" );
PlayFxOnTag( level._effect["mp_light_lamp"], LunarFxC4, "tag_origin" );

}

}


Chopper Gunner:
Chopper_Gunner()
{
if( !IsDefined( level.ChopperInUse ) && !IsDefined( level.AC130InUse ) )
{
if( level.script == "nazi_zombie_factory" )
{
self thread Spawn_Chopper( ( 50, -940, 300 ), "zombie_30cal", "0" );

}
else if( level.script == "nazi_zombie_sumpf" )
{
self thread Spawn_Chopper( ( 10341, 612, -342 ), "zombie_30cal", ".3" );

}
else if( level.script == "nazi_zombie_prototype" )
{
self thread Spawn_Chopper( ( 281, 369, 300 ), "30cal_bipod", "0" );

}
else if( level.script == "nazi_zombie_asylum" )
{
self thread Spawn_Chopper( ( 219, 26, 485 ), "30cal_bipod", ".3" );

}

}
else
{
self iPrintln( "Air-Space ^1Full^7, Craft Type: ^2" + level.CraftType );
wait 1;

}

}
Spawn_Chopper( RotOrig, Weapon, value )
{
level.CraftType = "Chopper Gunner";
level.ChopperInUse = true;
self.StratInChopper = true;
self PlayLocalSound( "cha_ching" );
self.SavedOrig = self.origin;
self CloseandLockMenu();
self.ChopperBG = self createRectangle( "CENTER", "MIDDLE", 0, 0, 1000, 1000, ( 0, 0, 0 ), "white", -1000, 0 );
self.ChopperBG FadeOverTime( .5 );
self.ChopperBG.alpha = 1;
wait .5;
self SetClientDvar( "cg_thirdPerson", "1" );
self SetClientDvar( "cg_thirdPersonRange", "0" );
self SetClientDvar( "r_brightness", value );
self thread Chopper_Huds();
self VisionSetNaked( "cheat_bw_invert_contrast", 1 );
self EnableInvulnerability();
self EnableHealthShield( true );
self setClientDvar( "cg_drawCrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self Hide();
self AllowADS( false );
self AllowCrouch( false );
self AllowMelee( false );
self AllowSprint( false );
self take_player_weapons();
self GiveWeapon( Weapon );
self SwitchToWeapon( Weapon );
self thread Chopper_Path( RotOrig );
self thread Chopper_Timer();
self thread Chopper_Bullets();
self thread Chopper_Model();
self thread Chopper_Ammo();
self.ChopperBG FadeOverTime( .5 );
self.ChopperBG.alpha = 0;
wait 60;
self.ChopperBG FadeOverTime( .5 );
self.ChopperBG.alpha = 1;
wait .5;
self TakeWeapon( Weapon );
self giveback_player_weapons();
level.ChopperInUse = undefined;
self.StratInChopper = undefined;
self Show();
self AllowADS( true );
self AllowCrouch( true );
self AllowMelee( true );
self AllowSprint( true );
self setClientDvar( "cg_drawCrosshair", "1" );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "ui_hud_hardcore", "0" );
self thread UnlockMenu();
self thread ChopperModelDestroy();
self VisionSetNaked( "default", 1 );
self SetClientDvar( "r_brightness", "0" );
self SetClientDvar( "cg_thirdPerson", "0" );
self SetClientDvar( "cg_thirdPersonRange", "120" );
self notify( "Chopper_Over" );
self notify( "Black_Off" );
wait .5;
self SetOrigin( self.SavedOrig );
self.ChopperBG FadeOverTime( .5 );
self.ChopperBG.alpha = 0;
wait .5;
self.ChopperBG DestroyElem();

}
Chopper_Path( RotOrig )
{
Rotator = spawn( "script_origin", RotOrig );
self.Attacher = spawn( "script_origin", Rotator.origin + ( 0, 600, 750 ) );
self.Attacher linkto( Rotator );
self PlayerLinkTo( self.Attacher );
Rotator RotateYaw( 360, 30 );
wait 30;
Rotator RotateYaw( 360, 30 );
wait 30.2;
self unlink();
self.Attacher unlink();
self.Attacher delete();
Rotator delete();

}
Chopper_Ammo()
{
self endon( "Chopper_Over" );
for( ;
;
)
{
Gunz = self GetCurrentWeapon();
self GiveMaxAmmo( Gunz );
self SetWeaponAmmoClip( Gunz, 999 );
wait 1;

}

}
Chopper_Model()
{
self.Center = spawn( "script_origin", self.Attacher.origin + ( 0, 0, 150 ) );
self.Center linkto( self.Attacher );
self.Chopper = spawn( "script_model", self.Center.origin );
self.Chopper setModel( "defaultvehicle" );
self.Chopper linkto( self.Center );
self.Chopper2 = spawn( "script_model", self.Center.origin );
self.Chopper2 setModel( "defaultvehicle" );
self.Chopper2.angles = ( -180, 0, 0 );
self.Chopper2 linkto( self.Center );

}
ChopperModelDestroy()
{
self.Chopper2 unlink();
self.Chopper unlink();
self.Center unlink();
self.Chopper2 delete();
self.Chopper delete();
self.Center delete();

}
Chopper_Bullets()
{
self endon( "Chopper_Over" );
if( level.script == "nazi_zombie_prototype" )
{
self.CGFX = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );

}
else
{
self.CGFX = LoadFx( "maps/mp_maps/fx_mp_zombie_hand_dirt_burst" );

}
for(;
;
)
{
self waittill( "weapon_fired" );
Earthquake( .32, 1, self.origin, 90 );
forward = self geteye();
vec = anglesToForward( self getPlayerAngles() );
end = ( vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 );
Loc = BulletTrace( forward, end, 0, self )[ "position" ];
RadiusDamage( Loc, 150, 300, 100, self );
Earthquake( 1.5, 1, Loc, 90 );
PlayFx( self.CGFX, Loc );

}

}
Chopper_Timer()
{
Chopper_Timer = CreateFontString( "objective", 1.5, self );
Chopper_Timer SetPoint( "CENTER", "CENTER", 0, 150 );
for( i = 60;
i >
-1;
i-- )
{
Chopper_Timer SetText( i + " Seconds Remaining" );
if( i == 1 )
{
Chopper_Timer SetText( i + " Second Remaining" );

}
if( i == 0 )
{
Chopper_Timer DestroyElem();

}
wait 1;

}

}
Chopper_Huds()
{
CG1 = self thread Chopper_Creator( 0, -70, 4, 115 );
CG2 = self thread Chopper_Creator( 0, 70, 4, 115 );
CG3 = self thread Chopper_Creator( -74, 0, 115, 4 );
CG4 = self thread Chopper_Creator( 74, 0, 115, 4 );
CG5 = self thread Chopper_Creator( 0, -128, 30, 3 );
CG6 = self thread Chopper_Creator( 0, 128, 30, 3 );
CG7 = self thread Chopper_Creator( -132, 0, 3, 30 );
CG8 = self thread Chopper_Creator( 132, 0, 3, 30 );
CG9 = self thread Chopper_Creator( 0, -69, 30, 3 );
CG10 = self thread Chopper_Creator( 0, 69, 30, 3 );
CG11 = self thread Chopper_Creator( -73, 0, 3, 30 );
CG12 = self thread Chopper_Creator( 73, 0, 3, 30 );

}
Chopper_Creator( x, y, width, height )
{
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.width = width;
barElemBG.height = height;
barElemBG.align = "CENTER";
barElemBG.relative = "MIDDLE";
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.children = [];
barElemBG.sort = 3;
barElemBG.alpha = 0;
barElemBG FadeOverTime( .5 );
barElemBG.alpha = 1;
barElemBG setParent( level.uiParent );
barElemBG setShader( "white", width, height );
barElemBG.hidden = false;
barElemBG setPoint( "CENTER", "MIDDLE", x, y );
self waittill( "Chopper_Over" );
barElemBG FadeOverTime( .5 );
barElemBG.alpha = 0;
wait .5;
barElemBG DestroyElem();

}
take_player_weapons()
{
self.weaponInventory = self GetWeaponsList();
self.lastActiveWeapon = self GetCurrentWeapon();
self.weaponAmmo = [];
for( i = 0;
i <
self.weaponInventory.size;
i++ )
{
weapon = self.weaponInventory[i];
self.weaponAmmo[weapon]["clip"] = self GetWeaponAmmoClip( weapon );
self.weaponAmmo[weapon]["stock"] = self GetWeaponAmmoStock( weapon );

}
self TakeAllWeapons();

}
giveback_player_weapons()
{
for( i = 0;
i <
self.weaponInventory.size;
i++ )
{
weapon = self.weaponInventory[i];
self GiveWeapon( weapon );
self SetWeaponAmmoClip( weapon, self.weaponAmmo[weapon]["clip"] );
self SetWeaponAmmoStock( weapon, self.weaponAmmo[weapon]["stock"] );

}
if( self.lastActiveWeapon != "none" )
{
self SwitchToWeapon( self.lastActiveWeapon );

}
else
{
primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size >
0 )
{
self SwitchToWeapon( primaryWeapons[0] );

}

}
self.weaponInventory = undefined;

}


Pack a Punch
doPack()
{
level thread add_zombie_hint( "Jello", "Press & Hold &&1 To Buy Pack 'a' Punch Upgrade [Cost:25]" );
trig = spawn("trigger_radius", (-51.6247,-192.925,-2.875);
trig SetCursorHint( "HINT_NOICON" );
trig UseTriggerRequireLookAt();
trig set_hint_string( trig, "Jello" );
for(;;)
{
trig waittill("trigger", player);
if(player UseButtonPressed())
{
weap = player getCurrentWeapon();
if( player.upw[weap] != 1 )
{
cost = 25;
if( player.score >= cost )
{
player playsound( "cha_ching" );
player.zombie_cost = 25;
player.score -= 25;
player takeWeapon(player getCurrentWeapon());
player freezeControls(true);
player playsound( "packa_weap_upgrade" );

player DisableOffhandWeapons();
player DisableWeaponCycling();

player AllowLean( false );
player AllowAds( false );
player AllowSprint( false );
player AllowProne( false );
player AllowMelee( false );

if ( player GetStance() == "prone" )
{
player SetStance( "crouch" );
}

player giveWeapon( "zombie_knuckle_crack" );
player switchToWeapon( "zombie_knuckle_crack" );

wait 3;

player EnableOffhandWeapons();
player EnableWeaponCycling();

player AllowLean( true );
player AllowAds( true );
player AllowSprint( true );
player AllowProne( true );
player AllowMelee( true );

player playsound( "packa_weap_ready" );
player.upw[weap] = 1;
player freezeControls(false);
player takeWeapon( "zombie_knuckle_crack" );
player giveWeapon( weap, 0, false );
player switchToWeapon( weap, 0, false );
player thread updFTW( weap );
}
else
{
player playsound( "deny" );
player iPrintlnBold("^1ERROR: ^7Not enough points");
wait 1;
}
}
else
{
player playsound( "deny" );
player iPrintlnBold("^1ERROR: ^7Weapon Already Upgraded!");
wait 1;
}
}
}
wait 0.05;
}




Downloads:
-Menu Bases-
BlueBerry's Dual Menu:
Link: [ Register or Signin to view external links. ]

AriZonaaa's Menu Base:
Link: [ Register or Signin to view external links. ]

AriZonaaa's Small Case Break Menu Base:
Link: [ Register or Signin to view external links. ]

CF3 Menu Base:
Link: [ Register or Signin to view external links. ]

-Other Downloads-
Codes:
[ Register or Signin to view external links. ]
FF Viewer:
[ Register or Signin to view external links. ]
NotePad ++:
[ Register or Signin to view external links. ]
Clean Common.ff
[ Register or Signin to view external links. ]


Enjoy the Tutorial!

+Rep If this tutorial helped and thenk the topic!
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Make Sure You Thank The Topic!


Last edited by CoD1337 ; edited 8 times in total
#2. Posted:
infectingzeros
  • Ladder Climber
Status: Offline
Joined: Jun 29, 201113Year Member
Posts: 372
Reputation Power: 36
Status: Offline
Joined: Jun 29, 201113Year Member
Posts: 372
Reputation Power: 36
how to make gametypes i have a base menu mainly set up but i do't know how to put gametypes on a mod menu and fix it to my likes
#3. Posted:
CoD1337
  • Junior Member
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
kinking wrote how to make gametypes i have a base menu mainly set up but i do't know how to put gametypes on a mod menu and fix it to my likes

i just messaged you dont worry!
#4. Posted:
xinii
  • Resident Elite
Status: Offline
Joined: Nov 05, 201113Year Member
Posts: 291
Reputation Power: 14
Status: Offline
Joined: Nov 05, 201113Year Member
Posts: 291
Reputation Power: 14
CoD1337 wrote
kinking wrote how to make gametypes i have a base menu mainly set up but i do't know how to put gametypes on a mod menu and fix it to my likes

i just messaged you dont worry!


i am new to making iso 1 question i downloaded blue berry dual and i get dual men.txt do i put that in debug?
#5. Posted:
xinii
  • Resident Elite
Status: Offline
Joined: Nov 05, 201113Year Member
Posts: 291
Reputation Power: 14
Status: Offline
Joined: Nov 05, 201113Year Member
Posts: 291
Reputation Power: 14
xinii wrote
CoD1337 wrote
kinking wrote how to make gametypes i have a base menu mainly set up but i do't know how to put gametypes on a mod menu and fix it to my likes

i just messaged you dont worry!


i am new to making iso 1 question i downloaded blue berry dual and i get dual men.txt do i put that in debug?


???????????????????????????????????????
#6. Posted:
CoD1337
  • Junior Member
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
xinii wrote
xinii wrote
CoD1337 wrote
kinking wrote how to make gametypes i have a base menu mainly set up but i do't know how to put gametypes on a mod menu and fix it to my likes

i just messaged you dont worry!


i am new to making iso 1 question i downloaded blue berry dual and i get dual men.txt do i put that in debug?


???????????????????????????????????????


yes you put it in the debug just like the arizonna one too!
#7. Posted:
xinii
  • Resident Elite
Status: Offline
Joined: Nov 05, 201113Year Member
Posts: 291
Reputation Power: 14
Status: Offline
Joined: Nov 05, 201113Year Member
Posts: 291
Reputation Power: 14
CoD1337 wrote
xinii wrote
xinii wrote
CoD1337 wrote
kinking wrote how to make gametypes i have a base menu mainly set up but i do't know how to put gametypes on a mod menu and fix it to my likes

i just messaged you dont worry!


i am new to making iso 1 question i downloaded blue berry dual and i get dual men.txt do i put that in debug?


???????????????????????????????????????



script for god mode not in your list lol sorry im noob

yes you put it in the debug just like the arizonna one too!
#8. Posted:
Value
  • TTG Fanatic
Status: Offline
Joined: Jul 29, 201113Year Member
Posts: 4,378
Reputation Power: 177
Status: Offline
Joined: Jul 29, 201113Year Member
Posts: 4,378
Reputation Power: 177
nice TuT their dude keep it up
#9. Posted:
CoD1337
  • Junior Member
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
TTGxDroneMods wrote nice TuT their dude keep it up


Thanks Man i appreciate the feedback!!!
#10. Posted:
CoD1337
  • Junior Member
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
Status: Offline
Joined: Nov 23, 201113Year Member
Posts: 78
Reputation Power: 3
More Codes!!! And More Codes!!!! Enjoy but you might wanna press f5!
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