You are viewing our Forum Archives. To view or take place in current topics click here.
StaTiiKxKALEB Ultimate Code Archive
Posted:
StaTiiKxKALEB Ultimate Code ArchivePosted:
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Specnading:
Boss Rounds:
Bleeding Guts:
Startup Text:
Max Round:
Max Score:
Kill all zombies:
Toggle God Mode:
Toggle UFO Mode:
Toggle No Clip:
Unlock All Achivements:
Toggle Jet Boots:
Kamikaze:
Invisible:
Solid Models:
Toggle Ghost Rider:
Zombify:
Ac130:
Sniper Skybase:
Drivable Car:
Cod Jumper:
Solid Pack-A-Punch:
Zombie Counter:
Venom's Edit to Wasted:
Game Ending Nuke:
Spam:
Terminator:
TeleGun:
Create-A-Zombie:
Unlock all death cards/missions:
Orbital Strike:
Play Maps Easter Egg Song:
Turn On the Power:
Revive All Players:
Gunner Zombies:
Unlock all Attachments:
Spinning Text:
Berry'S SkyBase:
Pick A Prestige:
Model Change:
Disco Fog:
Button Codes/Pics:
Left Corner Host Names:
[AriZonaa] HighRaveShitFaced:
Trampoline:
ZomBie StoRe:
Mikey's Skybase:
Lunar Lander:
Walking Ac130:
Ricocheting bullets:
Shooting PowerUps:
Rain Drops On Screen:
The Armory:
Morter airstrike:
Black Hole:
Secret Messages Ftw:
StickyDvars
Zombies Float Up When Dead:
Bigger Scoreboard+BannerHeight:
Different Score+ScoreBoard Colors
Red/Blue/Purple Grenade Indicators
Aimbot Not Sure If Sticky
Wallhack
Red Gamertag
Dev Clantags
Flashing Reload
Red Laser
Names and prestiges are enlarged
Bullet Tracers (Matrix) haha
Promod
Scrolling Text
Beating Heart WORKS Online!
Dolphin Dive:
Rain Drops On Screen:
Open the Pack-a-Punch door:
Unbound Clan Tag:
Lunar Lander On First Map:
CreDiTs_____________
Dempsy
Su Arizona
coolbunny1234
Last edited by StaTiiKxKALEB ; edited 23 times in total
toggle_SpecNading()
{
if( self.SpecNad == false )
{
self.SpecNad = true;
self thread specNading();
self iPrintln( "SpecNading ^2On" );
}
else
{
self.SpecNad = false;
self notify( "SpecNadEnd" );
self notify( "specnade" );
self iPrintln( "SpecNading ^1Off" );
}
}
specNading()
{
self endon( "disconnect" );
self endon( "death" );
self endon( "SpecNadEnd" );
for( ;; )
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(true)
{
self freezeControls(true);
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self unlink();
self show();
self freezeControls(false);
}
}
}
fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for( ;; )
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}
watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self setClientDvar( "cg_crosshairAlpha", 0 );
self setClientDvar( "ui_hud_hardcore", 1 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
self setClientDvar( "cg_crosshairAlpha", 1 );
self setClientDvar( "ui_hud_hardcore", 0 );
}
Boss Rounds:
//Goes on player spawn
level.BossRound = 5; //Starting Level
//Call when you want to start game
self thread StratBoss();
StratBoss()
{for( ;; ){
if( level.round_number == level.BossRound )
{ wait 5; self thread BossRound(); level.BossRound += 5; }
if( level.round_number > level.BossRound )
{ level.BossRound = (level.round_number + 1); }
wait 1;
}}
BossRound()
{
self iPrintln( "^1BossRound!" );
zombie = getAIArray("axis");
zombie[0].health = 100000;
zombie[0].fx_eye_glo = Spawn( "script_model", zombie[0].origin );
zombie[0].fx_eye_glo SetModel( "tag_origin" );
zombie[0].fx_eye_glo LinkTo( zombie[0], "J_Eyeball_LE" );
PlayFxOnTag( level._effect["gasfire2"], zombie[0].fx_eye_glo, "tag_origin" );
while(1)
{
zombieDelete = getAIArray("axis");
for( x = 1; x < zombieDelete.size; x++ )
zombieDelete[x] delete();
self iPrintln( zombie[0].health );
if( zombie[0].health < 1 )
{
zombie[0].fx_eye_glo delete();
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( zombie[0].origin );
level thread SpawnGun(zombie[0].origin);
break;
}
wait 1;
}
}
SpawnGun(boss)
{
self.RewardGun = GetArrayKeys( level.zombie_weapons );
self.RewardIndex = RandomInt(self.RewardGun.size);
self.Timeout = 0;
self.grabbed = 0;
self.fx_glo = Spawn( "script_model", boss + (15,0,40) );
self.fx_glo SetModel( GetWeaponModel(self.RewardGun[self.RewardIndex]) );
playfxontag (level._effect["powerup_on"], self.fx_glo, "tag_origin");
while(1)
{
self.Timeout += 0.5;
players = get_players();
for (i = 0; i < players.size; i++) {
if (distance (get_players()[i].origin, self.fx_glo.origin) < 64)
{
playfx (level._effect["powerup_grabbed"], self.fx_glo.origin);
playfx (level._effect["powerup_grabbed_wave"], self.fx_glo.origin);
self.fx_glo delete();
get_players()[i] takeweapon(get_players()[i] getcurrentweapon());
get_players()[i] giveweapon(self.RewardGun[self.RewardIndex], 0);
get_players()[i] switchToWeapon(self.RewardGun[self.RewardIndex]);
self.grabbed = 1;
break;
}
}
if( self.grabbed == 1 )
break;
if( self.Timeout == 20 )
{ self.fx_glo delete(); break; }
wait 0.5;
}
}
Bleeding Guts:
Gore()
{
if(self.gore == false)
{
self.gore = true;
self iPrintln( "Bleeding Guts ^2On" );
self thread Gore1();
}
else
{
self.gore = false;
self iPrintln( "Bleeding Guts ^1Off" );
self notify( "gore_off" );
}
}
Gore1()
{
self endon( "gore_off" );
for( ;; )
{
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;
}
}
Startup Text:
doStart()
{
notifyData = spawnStruct();
notifyData.titleText = "WELCOME TEXT 1";
notifyData.notifyText = "WELCOME TEXT 2";
self maps\_hud_message::notifyMessage( notifyData );
}
Max Round:
MaxRound()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
if( level.round_number >= 1 )
{
level.round_number = 2147483640;
wait 1;
return;
}
}
}
Max Score:
MaxScore()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
if( level.round_number >= 1 )
{
self.score += 2147473140;
self.score_total +=2147483140;
wait 1;
return;
}
}
}
Kill all zombies:
Killzombies()
{
self endon ( "disconnect" );
self endon ( "death" );
zombies = getaiarray("axis");
for ( i = 0; i < zombies.size; i++ )
{
wait 0.1;
zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
}
self iPrintlnBold( "^1Zombies Eliminated" );
}
Toggle God Mode:
ToggleGodMode()
{
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;
}
}
Toggle UFO Mode:
toggleUfo()
{
if( self.sessionstate == "spectator" )
{
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self iPrintlnBold( "Ufo Mode ^1Off" );
}
else
{
self allowSpectateTeam( "freelook", true );
self.sessionstate = "spectator";
self iPrintlnBold( "Ufo Mode ^1On" );
}
}
Toggle No Clip:
toggle_noclip()
{
self endon("death");
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
if(self.NoclipOn == false)
{
self.newufo.origin = self.origin;
self playerlinkto(self.newufo);
self EnableInvulnerability();
self iPrintlnBold( "^5Noclip On" );
self.NoclipOn = true;
}
else
{
self unlink();
self.NoclipOn = false;
self iPrintlnBold( "^5Noclip Off" );
}
for( ;; )
{
if(self.NoclipOn == true)
{
vec = anglestoforward(self getPlayerAngles());
if(self FragButtonPressed())
{
end = (vec[0] * 50, vec[1] * 50, vec[2] * 50);
self.newufo.origin = self.newufo.origin+end;
}
}
wait 0.05;
}
}
Unlock All Achivements:
unlockAchievements()
{
self iPrintlnBold("^1 Achievments Unlocking");
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";
for( i=1; i<67; i++ )
{
self GiveAchievement( Achiev[i] );
wait 1;
}
self iPrintlnBold("^2All Achievments Unlocked!");
}
Toggle Jet Boots:
jetboots(){self endon("jetpack_off");self.jetboots= 100;self.boots = NewHudElem( undefined, 150, 280, 1.3, .9, self );self.booots = NewHudElem( undefined, 150, 300, 1.3, .9, self );self.booots SetShader( "white", 1 + 100, 12 );self.booots.color = ( 0, 0, 1 );for(i=0;;i++){if(self usebuttonpressed() && self.jetboots>0){self playsound( "elec_jib_zombie" );playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_RI" ) );playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_LE" ) );earthquake(.15,.2,self gettagorigin("j_spine4"),50);self.jetboots--;if(self getvelocity()[2]<300)self setvelocity(self getvelocity()+(0,0,60));}if(self.jetboots<100 &&!self usebuttonpressed())self.jetboots++;self.boots settext( "Boost :"+ self.jetboots );wait .05;}}
Kamikaze:
DoKam(){kam = spawn("script_model", self.origin+(5000,1000,10000));kam setmodel("defaultvehicle");kam.angles = VectorToAngles((kam.origin)-(self.origin))-(180,0,180);kam moveto(self.origin,3.5,2,1.5);kam waittill("movedone");Earthquake( 2.5, 2, kam.origin, 300 );playfx(level._effect["thunder"], kam.origin);playfx(loadfx("explosions/default_explosion"), kam.origin);playfx(loadfx("explosions/default_explosion"), kam.origin+(0,20,50)); wait 0.1;playfx(loadfx("explosions/default_explosion"), kam.origin);playfx(loadfx("explosions/default_explosion"), kam.origin+(0,20,50));Earthquake( 3, 2, kam.origin, 500 );RadiusDamage( kam.origin, 500, 1000, 300, self );
kam delete();}
Invisible:
ViewMod() {if(!IsDefined(self.viewmodhid)) {self HideViewModel(); type = "Hidden";self.viewmodhid = true;} else {self ShowViewModel(); type = "Not Hidden";self.viewmodhid = undefined;}self iPrintln("^1"+self.playername+"^7- View Model "+type);}
Solid Models:
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
level.solid.origin = newpos;
level.solid.angles = (0, 90, 0);
level.solid setContents( 1 );
Toggle Ghost Rider:
toggle_GHOSTRIDER( playernum)
{
if(self.ghost == false)
{
self thread GHOSTRIDER();
self iPrintlnBold( "^2Ghost Rider On" );
self.ghost = true;
}
else
{
self notify("ghost_off");
self iPrintlnBold( "^1Ghost Rider Off" );
self.ghost = false;
}
}
GHOSTRIDER()
{
{
self setClientDvar( "cg_fov", "85" );
self attach("zombie_skull", "J_Eyeball_LE", true);
self attach("zombie_teddybear", "J_Ankle_LE", true);
self attach("zombie_teddybear", "J_Ankle_RI", true);
self playlocalsound("laugh_child");
playFx( level._effect["transporter_beam"], self getTagOrigin( "j_head" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "j_head" ) );
playFx( level._effect["transporter_beam"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["poltergeist"], self getTagOrigin( "J_Ankle_RI" ) );
linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag );
self.fx_eye_glow SetModel( fxModel );
self.fx_eye_glow LinkTo( self, linkTag );
PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
linkTag1 = "J_spine4";
fxModel1 = "tag_origin";
fxTag1 = "tag_origin";
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag1 ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag1 );
self.fx_eye_glow SetModel( fxModel1 );
self.fx_eye_glow LinkTo( self, linkTag1 );
PlayFxOnTag( level._effect["gasfire2"], self.fx_eye_glow, fxTag1 );
}
wait .5;
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self setClientDvar( "cg_fov", "65" );
}
wait .5;
}
Zombify:
zombify_player() {
if(self.is_zombie == false || !IsDefined(self.is_zombie))
{
self.ignoreme = true;
self.is_zombie = true;
self.isai = true;
self.ai = true;
self.zombification_time = getTime();
self.team = "axis";
self notify( "zombified" );
if( IsDefined( self.revivetrigger ) ) {
self.revivetrigger Delete();
}
self.revivetrigger = undefined;
self setMoveSpeedScale( 0.3 );
self reviveplayer();
self TakeAllWeapons();
self starttanning();
self GiveWeapon( "zombie_melee", 0 );
self SwitchToWeapon( "zombie_melee" );
self DisableWeaponCycling();
self DisableOffhandWeapons();
self VisionSetNaked( "zombie_turned", 1 );
maps\_utility::setClientSysState( "zombify", 1, self ); // Zombie grain goooo
self thread injured_walk();
self thread playerzombie_player_damage();
//Now lets make them look like a zomb :P
self.human_model = self.model;
self setmodel(getaiarray("axis")[randomint(getaiarray("axis").size-1)].model);
}
}
injured_walk() {
self.ground_ref_ent = Spawn( "script_model", ( 0, 0, 0 ) );
self.player_speed = 50;
self AllowSprint( false );
self AllowProne( false );
self AllowCrouch( false );
self AllowAds( false );
self AllowJump( false );
self PlayerSetGroundReferenceEnt( self.ground_ref_ent );
self thread limp();
}
limp() {
level endon( "disconnect" );
level endon( "death" );
stumble = 0;
alt = 0;
while( 1 ) {
velocity = self GetVelocity();
player_speed = abs( velocity[0] ) + abs( velocity[1] );
if( player_speed < 10 ) {
wait( 0.05 );
continue;
}
speed_multiplier = player_speed / self.player_speed;
p = RandomFloatRange( 3, 5 );
if( RandomInt( 100 ) < 20 ) {
p *= 3;
}
r = RandomFloatRange( 3, 7 );
y = RandomFloatRange( -8, -2 );
stumble_angles = ( p, y, r );
stumble_angles = vector_multiply( stumble_angles, speed_multiplier );
stumble_time = RandomFloatRange( .35, .45 );
recover_time = RandomFloatRange( .65, .8 );
stumble++;
if( speed_multiplier > 1.3 ) {
stumble++;
}
self thread stumble( stumble_angles, stumble_time, recover_time );
level waittill( "recovered" );
}
}
stumble( stumble_angles, stumble_time, recover_time, no_notify ) {
stumble_angles = self adjust_angles_to_player( stumble_angles );
self.ground_ref_ent RotateTo( stumble_angles, stumble_time, ( stumble_time/4*3 ), ( stumble_time/4 ) );
self.ground_ref_ent waittill( "rotatedone" );
base_angles = ( RandomFloat( 4 ) - 4, RandomFloat( 5 ), 0 );
base_angles = self adjust_angles_to_player( base_angles );
self.ground_ref_ent RotateTo( base_angles, recover_time, 0, ( recover_time / 2 ) );
self.ground_ref_ent waittill( "rotatedone" );
if( !IsDefined( no_notify ) ) {
level notify( "recovered" );
}
}
adjust_angles_to_player( stumble_angles ) {
pa = stumble_angles[0];
ra = stumble_angles[2];
rv = AnglesToRight( self.angles );
fv = AnglesToForward( self.angles );
rva = ( rv[0], 0, rv[1]*-1 );
fva = ( fv[0], 0, fv[1]*-1 );
angles = vector_multiply( rva, pa );
angles = angles + vector_multiply( fva, ra );
return angles +( 0, stumble_angles[1], 0 );
}
playerzombie_player_damage() {
self endon( "death" );
self endon( "disconnect" );
self thread playerzombie_infinite_health(); // manually keep regular health up
self.zombiehealth = level.zombie_health;
while( 1 ) {
self waittill( "damage", amount, attacker, directionVec, point, type );
if( !IsDefined( attacker ) || !IsPlayer( attacker ) ) {
wait( 0.05 );
continue;
}
self.zombiehealth -= amount;
if( self.zombiehealth <= 0 ) {
// "down" the zombie
self thread playerzombie_downed_state();
self waittill( "playerzombie_downed_state_done" );
self.zombiehealth = level.zombie_health;
}
}
}
playerzombie_downed_state() {
self endon( "death" );
self endon( "disconnect" );
downTime = 15;
startTime = GetTime();
endTime = startTime +( downTime * 1000 );
self thread playerzombie_downed_hud();
self.playerzombie_soundboard_disable = true;
self DisableWeapons();
self AllowStand( false );
self AllowCrouch( false );
self AllowProne( true );
while( GetTime() < endTime ) {
wait( 0.05 );
}
self.playerzombie_soundboard_disable = false;
self EnableWeapons();
self AllowStand( true );
self AllowCrouch( false );
self AllowProne( false );
self notify( "playerzombie_downed_state_done" );
}
playerzombie_downed_hud() {
self endon( "death" );
self endon( "disconnect" );
text = NewClientHudElem( self );
text.alignX = "center";
text.alignY = "middle";
text.horzAlign = "center";
text.vertAlign = "bottom";
text.foreground = true;
text.font = "default";
text.fontScale = 1.8;
text.alpha = 0;
text.color = ( 1.0, 1.0, 1.0 );
text SetText( &"ZOMBIE_PLAYERZOMBIE_DOWNED" );
text.y = -113;
if( IsSplitScreen() ) {
text.y = -137;
}
text FadeOverTime( 0.1 );
text.alpha = 1;
self waittill( "playerzombie_downed_state_done" );
text FadeOverTime( 0.1 );
text.alpha = 0;
}
playerzombie_infinite_health() {
self endon( "death" );
self endon( "disconnect" );
/* bighealth = 100000;
while( 1 ) {
if( self.health < bighealth ) {
self.health = bighealth;
}
wait( 0.1 );
} */
}
Ac130:
AC130_2() //only thing that needs threading
{
for( ;; )
{
if( self FragButtonPressed() && self GetStance() == "prone" )
{
self thread AC130Button();
wait 1.5;
}
wait .5;
}
wait .5;
}
AC130Button()
{
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 FadeToBlack2();
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 bigblastII();
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait 1;
self thread AC130CH2();
self thread AC130exit2();
wait 1;
self thread SwitchACWeaps2();
self thread Rumble2();
self hide();
wait 2;
self iPrintln( "Press [{+gostand}] To Fly" );
}
}
FadeToBlack2() { 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" ); }
AC130CH2() { 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 ACchremove2( crossHair1 ); } wait 0.1; } }
ACchremove2( crossHair1 ) { for( ;; ) { crossHair1 destroy(); } } SwitchACWeaps2() { 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 bigblastII(); self SetClientDvar( "perk_weapRateMultiplier", "2" ); self setClientDvar( "player_sustainAmmo", "1" ); } wait .1; } wait .1; } Rumble2() { self endon( "AC130Done" ); for(;;) { if(self attackbuttonpressed()) { earthquake (.27, 1, self.origin, 1000); self playsound( "nuke_flash" ); } wait .1; } }
AC130exit2() { 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 giveallweapz2(); self thread FadeToBlack2(); 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; } }
bigblastII() { 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_Scal2(anglestoforward(self getPlayerAngles()),1000000); SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ]; level._effect["1"] = loadfx( "explosions/default_explosion" ); playfx(level._effect["1"], SPLOSIONlocation); } }
vector_Scal2(vec, scale) {
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec; }
giveallweapz2()
{ 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;
} }
Sniper Skybase:
StartBase()//only function that needs to be threaded
{
self endon( "death" );
self endon( "disconnect" );
leech = get_players();
PrecacheModel( "zombie_teddybear_shanks" );
PrecacheModel( "zombie_treasure_box_lid" );
tb = "zombie_teddybear_shanks";
wait 1;
for(i=0; i<get_players().size; i++)
{
if(getdvar("mapname") == "nazi_zombie_factory" && self.sniperbase != 1)
{
leech[i] thread tbutton();
leech[i] thread BaseCheck();
wait .1;
leech[i].sniperbase = 1;
self thread SpawnBear((52.3535,-468.596,15.875),tb,(0,90,0));
wait .2;
self thread SpawnBear((-1034.98,-856.611,2156.75),tb,(0,0,0));
wait .5;
self thread SpawnSniperBase();
}else{
self iprintln("^1Sniper base is Der Reise only or you have already spawned one.");
}
}
}
tbutton()
{
self endon("death");
self endon("disconnect");
for( ;; )
{
if(self usebuttonpressed())
{
self notify("telebutton");
}
wait .01;
}
wait .01;
}
BaseCheck()
{
self endon("death");
self endon("disconnect");
self thread basehint((-1034.98,-854.611,2156.75));
wait .1;
self thread basehint((58.3535,-448.596,15.875));
uMaD = 40;
for(;;)
{
self waittill("telebutton");
{
if(distance( self.origin, (-1034.98,-854.611,2156.75) ) < uMaD ){
self thread TeleBase((58.3535,-448.596,21.875),(0,90,0));
}else if(distance( self.origin, (58.3535,-448.596,15.875) ) < uMaD ){
self thread TeleBase((-1034.98,-854.611,2164.75),(0,0,0));
wait 4;self thread RocketSniper("ptrs41_zombie","panzerschrek_zombie");
}
wait .01;
}
wait .01;
}
wait .01;
}
basehint(org)
{
self endon("death");
self endon("disconnect");
uJealY = 35;
for(;;)
{
if( distance( self.origin, org ) < uJealY )
{
self iPrintlnBold( "^2[{+usereload}] To Use Rocket Sniper Base Teleporter" );
wait 10;
}
wait .01;
}
wait .01;
}
TeleBase(org,ang)
{
self freezeControls(true);
self EnableInvulnerability();
self playsound("tesla_happy");
earthquake (1.8, 1, self.origin, 1000);
wait .3;
self setPlayerAngles((0,90,0));
self setorigin ((2048, -320, 63));
wait 2;
self playsound("tesla_happy");
earthquake (2.5, 1, self.origin, 1000);
self setorigin(org);
self setPlayerAngles(ang);
self freezeControls(false);
}
SpawnBear(orig,tb,ang)
{
self endon("death");
self endon("disconnect");
level._effect["TOXiiC"] = loadfx("misc/fx_zombie_electric_trap");wait .1;
level._effect["PLAGUE"] = loadfx("maps/zombie/fx_zombie_wire_spark");wait .1;
mod = spawn("script_model", orig);
mod setmodel(tb);
mod.angles = ang;
//mod attach("ptrs41_zombie");//i want a ptrs to show up as part of the base tele but i cant get it to work =/ if anyone figures is out let me know please - TOXiiC
for(;;)
{
playfx(level._effect["TOXiiC"], mod.origin); wait .1;
playfx(level._effect["PLAGUE"], mod.origin); wait .1;
wait 3;
}
}
SpawnSniperBase()
{
ab = -885.375;bb = -870.375;cb = -855.375;db = -840.375;eb = -825.375;fb = -810.375;//short side
gb = 2137.57;//model distance from ground
hb = -1034.5;ib = -1004.5;jb = -974.5;kb = -944.5;lb = -914.5;mb = -884.5;nb = -854.5;//long side
ob = 2113.50;//barrier distance from ground
pb = -1065.5;//fix the front edges
qb = -825.5;//fix the back edges
yb = (0, 180, 0);zb = "zombie_treasure_box_lid";
wait .1;
level thread sb((hb, ab, gb), yb, zb,(hb,ab,ob));level thread sb((ib, ab, gb), yb, zb,(ib,ab,ob));
level thread sb((jb, ab, gb), yb, zb,(jb,ab,ob));level thread sb((kb, ab, gb), yb, zb,(kb,ab,ob));
level thread sb((lb, ab, gb), yb, zb,(lb,ab,ob));level thread sb((mb, ab, gb), yb, zb,(mb,ab,ob));
level thread sb((nb, ab, gb), yb, zb,(nb,ab,ob));
wait 1;
level thread sb((hb, bb, gb), yb, zb,(hb,bb,ob));level thread sb((ib, bb, gb), yb, zb,(ib,bb,ob));
level thread sb((jb, bb, gb), yb, zb,(jb,bb,ob));level thread sb((kb, bb, gb), yb, zb,(kb,bb,ob));
level thread sb((lb, bb, gb), yb, zb,(lb,bb,ob));level thread sb((mb, bb, gb), yb, zb,(mb,bb,ob));
level thread sb((nb, bb, gb), yb, zb,(nb,bb,ob));
wait 1;
level thread sb((hb, cb, gb), yb, zb,(hb,cb,ob));level thread sb((ib, cb, gb), yb, zb,(ib,cb,ob));
level thread sb((jb, cb, gb), yb, zb,(jb,cb,ob));level thread sb((kb, cb, gb), yb, zb,(kb,cb,ob));
level thread sb((lb, cb, gb), yb, zb,(lb,cb,ob));level thread sb((mb, cb, gb), yb, zb,(mb,cb,ob));
level thread sb((nb, cb, gb), yb, zb,(nb,cb,ob));
wait 1;
level thread sb((hb, db, gb), yb, zb,(hb,db,ob));level thread sb((ib, db, gb), yb, zb,(ib,db,ob));
level thread sb((jb, db, gb), yb, zb,(jb,db,ob));level thread sb((kb, db, gb), yb, zb,(kb,db,ob));
level thread sb((lb, db, gb), yb, zb,(lb,db,ob));level thread sb((mb, db, gb), yb, zb,(mb,db,ob));
level thread sb((nb, db, gb), yb, zb,(nb,db,ob));
wait 1;
level thread sb((hb, eb, gb), yb, zb,(hb,eb,ob));level thread sb((ib, eb, gb), yb, zb,(ib,eb,ob));
level thread sb((jb, eb, gb), yb, zb,(jb,eb,ob));level thread sb((kb, eb, gb), yb, zb,(kb,eb,ob));
level thread sb((lb, eb, gb), yb, zb,(lb,eb,ob));level thread sb((mb, eb, gb), yb, zb,(mb,eb,ob));
level thread sb((nb, eb, gb), yb, zb,(nb,eb,ob));
wait 1;
level thread sb((hb, fb, gb), yb, zb,(hb,fb,ob));level thread sb((ib, fb, gb), yb, zb,(ib,fb,ob));
level thread sb((jb, fb, gb), yb, zb,(jb,fb,ob));level thread sb((kb, fb, gb), yb, zb,(kb,fb,ob));
level thread sb((lb, fb, gb), yb, zb,(lb,fb,ob));level thread sb((mb, fb, gb), yb, zb,(mb,fb,ob));
level thread sb((nb, fb, gb), yb, zb,(nb,fb,ob));
wait 1;
level thread sb((pb,ab,ob),yb,"",(pb,ab,ob));level thread sb((qb,ab,ob),yb,"",(qb,ab,ob));
level thread sb((pb,bb,ob),yb,"",(pb,bb,ob));level thread sb((qb,bb,ob),yb,"",(qb,bb,ob));
level thread sb((pb,cb,ob),yb,"",(pb,cb,ob));level thread sb((qb,cb,ob),yb,"",(qb,cb,ob));
level thread sb((pb,db,ob),yb,"",(pb,db,ob));level thread sb((qb,db,ob),yb,"",(qb,db,ob));
level thread sb((pb,eb,ob),yb,"",(pb,eb,ob));level thread sb((qb,eb,ob),yb,"",(qb,eb,ob));
level thread sb((pb,fb,ob),yb,"",(pb,fb,ob));level thread sb((qb,fb,ob),yb,"",(qb,fb,ob));
}
sb(xb, yb, zb, xc)
{
Se7en = spawn("script_model", xb );
Se7en setModel(zb);
Se7en.angles = yb;
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
level.base.origin = xc;
level.base.height = (1);
level.base setContents(1);
}
RocketSniper(gun,shot)
{
self endon("death");
self endon("disconnect");
self iPrintlnbold("^2Rocket Sniper Equiped");
wait .1;
self giveWeapon(gun, 4, true);
wait .1;
self switchToWeapon(gun, 4, true);
for(;;)
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == gun )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal4(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( shot, forward, location, self );
}
}
}
vector_Scal4(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Drivable Car:
Carz(){
self endon( "death" );self endon( "disconnect" );self iPrintlnBold( "Press [{+usereload}] To Get Into The Car" );self endon( "exitcar" );x = 0; hud8 = NewClientHudElem(self);hud8.foreground = true;hud8.sort = 1;hud8.hidewheninmenu = false;hud8.alignX = "left";hud8.alignY = "middle";hud8.horzAlign = "left";hud8.vertAlign = "middle";hud8.x = 2;hud8.y = 140;hud8.alpha = 1;hud8.fontscale = 1.3; car = spawn( "script_model", self.origin+(0,-200,0)); car.angles = (0,10,0);car setModel( "defaultvehicle" ); car.dri = 0;while(1){ if(distance(self.origin, car.origin) <100 && self usebuttonpressed() && car.dri == 0){ car.dri = 1;self playerlinkto(car); self setPlayerAngles(car.angles+(0,0,0)); self hide();self takeallweapons();wait 1.0;} if(car.dri == 1 && self usebuttonpressed()){ car.dri = 0;self unlink(car);car delete();self show(); self giveweapon( "zombie_colt" );self switchtoweapon( "zombie_colt" );wait .1; self notify( "exitcar" );} if(car.dri == 1 && self AttackButtonPressed()){if ( x == 200){ car moveto(car.origin+anglestoforward(self getplayerangles())*x, 0.05); hud8 settext( "Speed: " + x + "/200" );}else{x++; car moveto(car.origin+anglestoforward(self getplayerangles())*x, 0.05); hud8 settext( "Speed: " + x + "/200" );}}else{x=0;hud8 settext( "Speed: " + x + "/200" );} if(car.angles != self.angles+(0,0,0) && car.dri == 1){ car.angles = self.angles+(0,0,0);} if (car.dri == 1 && self AdsButtonPressed()){ car moveto(car.origin+anglestoforward(self getplayerangles())*-15, 0.05);} wait .01; }}
Cod Jumper:
codjumper()
{
self thread spawnthing();
self giveweapon("walther");
self switchtoweapon("walther");
}
spawnthing(){
self endon("death");
self thread JumpText();
self setclientdvar( "g_gravity", "150" );
for( ;; )
{
self waittill("weapon_fired"); if(self getcurrentweapon() == "walther") { self GiveMaxAmmo( "walther" ); self setWeaponAmmoClip( "walther", self GetWeaponAmmoClip("walther")+1 ); if(IsDefined(self.cans)) { for(o=0;o<=self.cans.size-1;o++) { self.cans[o] delete(); self notify("newtramp"); } } vec = anglestoforward(self getPlayerAngles()); end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000); l = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ]; self.cans = []; for(x=-2;x<=2;x++) { for(y=-2;y<=2;y++) { i = self.cans.size; self.cans[i] = spawn("script_model", (l[0]+(x*10), l[1]+(y*10), l[2])); self.cans[i] setModel("zombie_ammocan"); playfxontag(level._effect[ "powerup_on" ], self.cans[i], "tag_origin"); } } self thread watchjump(self.cans); } }}watchjump(cans){ self endon("death"); self endon("newtramp"); for(;;) { for(i=0;i<=cans.size-1;i++) { if(distance(self.origin, cans[i].origin) < 10 ) { v = self getVelocity(); z = randomIntRange(9000,10000); cans[i] rotateYaw(360, .3); self setVelocity((v[0],v[1],z)); } } wait 0.05; }}JumpText(){ self endon("death"); self.guntext = self createFontString( "objective", 2, self ); self.guntext setPoint( "CENTER", "CENTER", 0, 125 ); self thread JumpThingsDelete(); for(;;) { if(self getcurrentweapon() == "walther") { self.guntext settext( "^5Jump ^1Gun" ); } else { self.guntext settext( "" ); } self waittill("weapon_change"); }}JumpThingsDelete() { self waittill("death"); self.guntext destroy(); if(IsDefined(self.cans)) { for(o=0;o<=self.cans.size-1;o++) { self.cans[o] delete(); } }}
Solid Pack-A-Punch:
packo(pos, angle, ModelName)
{
self thread packpunchon();
Model = spawn("script_model", pos );
Model setModel(ModelName);
Model.angles = angle;
level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 65, 30 );
level.solid.origin = (69.0972, -594.813, 9.65484);
level.solid.height = (12);
level.solid.angles = (0, 180, 0);
level.solid setContents( 1 );
for(;;)
{
if(distance(level.solid.origin) <10)
{
self.indi destroy();
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^1Pack-A-Punching!");
wait 4;
self iPrintlnBold("^1Done!");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread updFTW( weap );
} else {
self iPrintlnBold("^1You have already upgraded this gun!!!!!!");
wait 1;
}
}
}
wait 0.05;
}
}
updFTW( gun )
{
for( ;; )
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx("explosions/default_explosion");
playfx(level._effect["1"], SPLOSIONlocation);
}
}
}
packpunchon()
{
self thread packo((69.0972, -594.813, 9.65484), (0, 180, 0), "zombie_vending_packapunch_on");
}
Zombie Counter:
zombCount(){ self endon("disconnect"); self endon("death"); zCount = createFontString("default", 2, self); zCount setPoint("TOPRIGHT", "TOPRIGHT", 0, 25); for( ;; ){ zC = getAIArray("axis"); zCount setText("^5Zombies Remaining : " + zC.size); wait .1; }}
Venom's Edit to Wasted:
Wasted()
{
self thread Give_Perks( "zombie_perk_bottle_jugg" );
wait 13;
self endon("death");
self endon("disconnect");
self SetBlur( 5.0, 1.0 );
self thread Effects();
self thread injured_walk2();
}
Effects()
{ self endon( "disco_done" );
while( 1 )
{
wait .1;
self SetExpFog(256, 512, 0, 0.8, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0.8, 0 );
wait 1;
self SetExpFog(256, 512, 0.8, 0.8, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0.8, 0, 0 );
wait 1;
self SetExpFog(256, 512, 0.8, 0, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0.8, 0 );
wait 1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0, 0.8, 0 );
wait 1;
self SetExpFog(256, 512, 0, 0.8, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0, 0 );
wait 1;
self SetExpFog(256, 512, 0.8, 0, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0, 0 );
wait 1;
self SetExpFog(256, 512, 1, 0.5, 0, 0);
self SetVolFog( 165, 835, 200, 75, 1, 0.5, 0, 0 );
wait 1;
}
}
limp2()
{
level endon( "disconnect" );
level endon( "death" );
stumble = 0;
alt = 0;
while( 1 ) {
velocity = self GetVelocity();
player_speed = abs( velocity[0] ) + abs( velocity[1] );
if( player_speed < 10 ) {
wait( 0.05 );
continue;
}
speed_multiplier = player_speed / self.player_speed;
p = RandomFloatRange( 3, 5 );
if( RandomInt( 100 ) < 20 ) {
p *= 3;
}
r = RandomFloatRange( 3, 7 );
y = RandomFloatRange( -8, -2 );
stumble_angles = ( p, y, r );
stumble_angles = vector_multiply( stumble_angles, speed_multiplier );
stumble_time = RandomFloatRange( .35, .45 );
recover_time = RandomFloatRange( .65, .8 );
stumble++;
if( speed_multiplier > 1.3 ) {
stumble++;
}
self thread stumble2( stumble_angles, stumble_time, recover_time );
level waittill( "recovered" );
}
}
stumble2( stumble_angles, stumble_time, recover_time, no_notify )
{
stumble_angles = self adjust_angles_to_player2( stumble_angles );
self.ground_ref_ent RotateTo( stumble_angles, stumble_time, ( stumble_time/4*3 ), ( stumble_time/4 ) );
self.ground_ref_ent waittill( "rotatedone" );
base_angles = ( RandomFloat( 4 ) - 4, RandomFloat( 5 ), 0 );
base_angles = self adjust_angles_to_player2( base_angles );
self.ground_ref_ent RotateTo( base_angles, recover_time, 0, ( recover_time / 2 ) );
self.ground_ref_ent waittill( "rotatedone" );
if( !IsDefined( no_notify ) )
{
level notify( "recovered" );
}
}
adjust_angles_to_player2( stumble_angles )
{
pa = stumble_angles[0];
ra = stumble_angles[2];
rv = AnglesToRight( self.angles );
fv = AnglesToForward( self.angles );
rva = ( rv[0], 0, rv[1]*-1 );
fva = ( fv[0], 0, fv[1]*-1 );
angles = vector_multiply( rva, pa );
angles = angles + vector_multiply( fva, ra );
return angles +( 0, stumble_angles[1], 0 );
}
injured_walk2() {
self.ground_ref_ent = Spawn( "script_model", ( 0, 0, 0 ) );
self.player_speed = 50;
self AllowSprint( false );
self AllowProne( false );
self AllowCrouch( false );
self AllowAds( false );
self AllowJump( false );
self PlayerSetGroundReferenceEnt( self.ground_ref_ent );
self thread limp2();
}
Give_Perks( Perk_Bottle )
{
playsoundatposition( "bottle_dispense3d", self.origin );
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
weapon = Perk_Bottle;
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self TakeWeapon( weapon );
self notify( "ready" );
wait 0.1;
playsoundatposition( "bottle_dispense3d", self.origin );
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
weapon = Perk_Bottle;
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self TakeWeapon( weapon );
self notify( "ready" );
wait 0.1;
playsoundatposition( "bottle_dispense3d", self.origin );
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
weapon = Perk_Bottle;
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self TakeWeapon( weapon );
self notify( "ready" );
wait 0.1;
playsoundatposition( "bottle_dispense3d", self.origin );
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
weapon = Perk_Bottle;
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self TakeWeapon( weapon );
self notify( "ready" );
wait 0.1;
playsoundatposition( "bottle_dispense3d", self.origin );
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
weapon = Perk_Bottle;
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self TakeWeapon( weapon );
self notify( "ready" );
wait 0.1;
playsoundatposition( "bottle_dispense3d", self.origin );
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
weapon = Perk_Bottle;
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
self TakeWeapon( weapon );
self notify( "ready" );
}
Game Ending Nuke:
StartNuke() //only thing that needs threading
{
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" );
self disableinvulnerability();
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;
}
}
}
Spam:
Spam()
{
self endon("death");
self endon("disconnect");
self thread SpamHim();
self thread Flash();
}
SpamHim()
{
self iPrintlnBold( "**** You" );
wait 0.5;
self iPrintlnBold( "xxxx" );
wait 0.5;
self iPrintlnBold( "No one **** likes you leave!" );
wait 0.5;
self iPrintlnBold( "I Own Your xxxx" );
wait 0.5;
self iPrintlnBold( "Venom an Sperrge Iz Pro" );
wait 0.5;
self iPrintlnBold( "Now Get Out ****" );
}
Flash()
{
self endon( "disco_done" );
while( 1 )
{
wait .5;
self SetExpFog(256, 512, 0, 0.8, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0.8, 0 );
wait .5;
self SetExpFog(256, 512, 0.8, 0.8, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0.8, 0, 0 );
wait .5;
self SetExpFog(256, 512, 0.8, 0, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0.8, 0 );
wait .5;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0, 0.8, 0 );
wait .5;
self SetExpFog(256, 512, 0, 0.8, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0, 0 );
wait .5;
self SetExpFog(256, 512, 0.8, 0, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0, 0 );
wait .5;
self SetExpFog(256, 512, 1, 0.5, 0, 0);
self SetVolFog( 165, 835, 200, 75, 1, 0.5, 0, 0 );
wait .5;
}
}
Terminator:
Terminator()
{
self endon ( "disconnect" );
self endon ( "term1" );
for( ;; )
{
self iPrintlnBold("^1Terminator activated");
self playlocalsound("laugh_child");
self freezeControls(true);
wait 2;
self iPrintlnBold("^1Transformation Beginning");
self thread Term();
wait 3;
self freezeControls(false);
self thread doTerm();
self thread TerminatorShoot();
self iPrintlnBold("^1Transformation ^2Complete !");
self thread EndTerm();
}
wait 0.05;
}
//Need to find gun models....
Term()
{
self attach("zombie_skull", "J_Eyeball_LE", true);
self attach("weapon_ger_fg42_bipod_lmg", "J_Shoulder_LE", true);
self attach("weapon_ger_fg42_bipod_lmg", "J_Shoulder_RI", true);
}
doTerm()
{
self setClientDvar("cg_thirdPerson", "1");
self setClientDvar( "cg_thirdPersonRange", "230" );
}
EndTerm()
{
self notify ( "term1" );
}
TerminatorShoot()
{
self endon ( "disconnect" );
self endon ( "death" );
for( ;; )
{
self waittill( "weapon_fired" );
SWGun = self getTagOrigin("J_Shoulder_LE");
SWGun2 = self getTagOrigin("J_Shoulder_RI");
GunShot = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet( "panzerschrek", SWGun, GunShot+(x, y, z), self );
MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self );
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scalz(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scalz(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
TeleGun:
TeleGun(){
self endon("death");
self giveweapon( "ray_gun" );
self thread TeleText();
for( ;; )
{
self waittill("weapon_fired");
if(self getcurrentweapon() == "ray_gun")
{
self GiveMaxAmmo( "ray_gun" );
self setWeaponAmmoClip( "ray_gun", self GetWeaponAmmoClip("ray_gun")+1 );
eye = self geteye();
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
pos = BulletTrace( eye, end, 0, self )[ "position" ];
self setorigin(pos);
}
}
}
TeleText()
{
self endon("death");
self.guntext = self createFontString( "objective", 2, self );
self.guntext setPoint( "CENTER", "CENTER", 0, 125 );
for( ;; )
{
if(self getcurrentweapon() == "ray_gun")
{
self.guntext settext( "^5Teleport ^4Gun" );
}
else
{
self.guntext settext( "" );
}
self waittill("weapon_change");
}
}
Create-A-Zombie:
acreatezombie()
{
self endon ( "disconnect" );
self endon ( "death" );
self endon ( "scz" );
self iPrintln( "^1Create-A-Zombie" );
for( ;; )
{
zombies = getaiarray("axis");
for ( i = 0; i < zombies.size; i++ )
{
wait 0.1;
zombies[i] attach("zombie_skull", "J_Eyeball_LE", true);
zombies[i] attach("zombie_brain", "J_Ankle_LE", true);
zombies[i] attach("zombie_brain", "J_Ankle_RI", true);
self playlocalsound("laugh_child");
playFx( level._effect["zapper"], zombies[i] getTagOrigin( "j_head" ) );
playFx( level._effect["dog_trail_fire"], zombies[i] getTagOrigin( "j_head" ) );
playFx( level._effect["zapper"], zombies[i] getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["dog_trail_fire"], zombies[i] getTagOrigin( "J_Ankle_RI" ) );
linkTag = "J_Eyeball_LE"; fxModel = "tag_origin";
fxTag = "tag_origin";
zombies[i].effect = Spawn( "script_model", zombies[i] GetTagOrigin( linkTag ) );
zombies[i].effect.angles = zombies[i] GetTagAngles( linkTag );
zombies[i].effect SetModel( fxModel );
zombies[i].effect LinkTo( zombies[i], linkTag );
PlayFxOnTag( level._effect["eye_glow"], zombies[i].effect, fxTag );
linkTag1 = "J_spine4";
fxModel1 = "tag_origin";
fxTag1 = "tag_origin";
zombies[i].fx_eye_glow = Spawn( "script_model", zombies[i] GetTagOrigin( linkTag1 ) );
zombies[i].effect.angles = zombies[i] GetTagAngles( linkTag1 );
zombies[i].effect SetModel( fxModel1 );
zombies[i].effect LinkTo( zombies[i], linkTag1 );
PlayFxOnTag( level._effect["character_fire_death_torso"], zombies[i].effect, fxTag1 );
wait .1;
}
wait .1;
}
}
Unlock all death cards/missions:
UnlockSP()
{
for(a = 0; a < 13; a++)
{
SetClientSysState( "collectibles", a );
}
SetMissionDvar( "mis_difficulty", 2 );
SetMissionDvar( "mis_01", 20 );
}
Orbital Strike:
Put this in the menu section for example, if you were using the ibetreyy menu it would look like this:
list[0] = "orbital strike";
func[0] = ::orbital;
[b]opt[0] = level._effect["zombie_mainframe_link_all"];[/b] //put this level._effect["zombie_mainframe_link_all"]; in the opt, or arguement, or what ever it is in the base you are using
orbital(fx)
{
if(self.score >= 2500)
{
self.score -= 2500;
self endon("death");
wait 2;
self iPrintlnBold( "^2Aim Then Press X For Orbital Strike" );
self waittill ( "ubp" );
forward = self geteye();
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
for(i=0;i < 10; i++)
{
Earthquake( 0.5, 1, self.origin, 90 );
RadiusDamage( SPLOSIONlocation, 600, 1000, 500, self );
Earthquake( 3, 2, SPLOSIONlocation, 90 );
playfx(fx, SPLOSIONlocation);
}
}
else
{
self iPrintlnBold( "^1You Don't have enough ^2Money" );
}
}
watchuse() //thread this in on player spawned
{
for( ;; )
{
if(self UseButtonPressed())
{
self notify("ubp");
}
wait .5;
}
}
Play Maps Easter Egg Song:
derRieseEEMusic()
{
if( self.easterEggDR == false )
{
self.easterEggDR = true;
self playsound( "mx_eggs" );
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
self iPrintln("^3Music Playing ^2:: ^5Der Riese Easter Egg Song");
wait( 270 );
}
if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
{
self iPrintln("^3Music Playing ^2:: ^5Shi No Numa Easter Egg Song");
wait( 292 );
}
if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
{
self iPrintln("^3Music Playing ^2:: ^5Zombie Verruckt Easter Egg Song");
wait( 245 );
}
self.easterEggDR = false;
}
else
{
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
self iPrintln("^3Der Riese ^2Easter Egg Song ^5Already Playing");
}
if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
{
self iPrintln("^3Shi No Numa ^2Easter Egg Song ^5Already Playing");
}
if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
{
self iPrintln("^3Zombie Verruckt ^2Easter Egg Song ^5Already Playing");
}
}
}
Turn On the Power:
PowerOn()
{
if ( level.script == "nazi_zombie_factory" )
{
trigger = GetEnt( "use_power_switch", "targetname" );
}
else
{
trigger = GetEnt( "use_master_switch", "targetname" );
}
if ( !IsDefined( trigger ) )
{
self iprintln("Map does not have power switch trigger or power is already on");
return;
}
self iprintln( "^1CONSOLE:^7 Activating power!" );
trigger notify( "trigger", self );
}
Revive All Players:
ReviveAll() { p = get_players(); for(i=0;i<=p.size-1;i++) { if(IsDefined(p[i].revivetrigger)) { p[i] notify ( "player_revived" ); p[i] reviveplayer(); p[i].revivetrigger delete(); p[i].revivetrigger = undefined; p[i].ignoreme = false; } }}
Gunner Zombies:
unnerZombs()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintln( "^1"+self.playername+"^7: All current zombies now have guns!" );
zombies = getaiarray("axis");
self.ignoreme = true;
for ( i = 0; i < zombies.size; i++ )
{
if(!IsDefined(zombies[i].IsGunner))
{
zombies[i] teleport(self.origin,self.angles);
zombies[i].IsGunner = true;
zombies[i].grenadeawareness = 1;
zombies[i].ignoreSuppression = false;
zombies[i].suppressionThreshold = 0;
zombies[i].noDodgeMove = false;
zombies[i].dontShootWhileMoving = false;
zombies[i].pathenemylookahead = 1;
zombies[i] AllowedStances( "crouch" );
zombies[i].is_zombie = false;
zombies[i].dropweapon = true;
zombies[i] PushPlayer( false );
zombies[i] thread animscripts\grenade_return_throw::main();
zombies[i] thread zombshoot2();
zombies[i].team = "allies";
playfxontag(level._effect[ "powerup_on" ], zombies[i], "j_head");
zombies[i] notify( "zombie_acquire_enemy" ); //stops them from chasing players (kinda works)
}
}
}
zombshoot2()
{
self endon("death");
for( ;; )
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_ai( self.origin, "axis" );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("j_head");
if(self CanSee(close_zombie))
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self shoot();
}
else
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self SetRunToPos( close_zombie.origin );
}
wait 0.1;
}
}
Unlock all Attachments:
doAttach()
{
self endon ( "disconnect" );
self endon ( "death" );
weapons["bolts"] = strTok("springfield|type99rifle|kar98k|mosinrifle","|");
weapons["rifles"] = strTok("svt40|gewehr43|m1garand|stg44|m1carbine","|");
weapons["sub"] = strTok("thompson|mp40|type100smg|ppsh","|");
weapons["shotty"] = strTok("shotgun|doublebarreledshotgun","|");
weapons["machine"] = strTok("type99lmg|bar|dp28|mg42|fg42|30cal","|");
attachments["bolts"] = strTok("scope|bayonet|gl","|");
attachments["rifles"] = strTok("flash|silenced|reflex|aperture|telescopic|gl|scoped|bayonet|bigammo","|");
attachments["sub"] = strTok("silenced|aperture|reflex|bigammo","|");
attachments["shotty"] = strTok("grip|bayonet|sawoff","|");
attachments["machine"] = strTok("bipod|bayonet|telescopic","|");
keys = getArrayKeys( weapons );
self iPrintln("Unlocking all attachments. Please Wait.........");
for(i=0;i<keys.size;i++)
{
for(w=0;w<weapons[keys[i]].size;w++)
{
for(a=0;a<attachments[keys[i]].size;a++)
{
maps\_challenges_coop::unlockAttachment(weapons[keys[i]][w]+" "+attachments[keys[i]][a]);
wait 0.01;
}
}
}
self iPrintln("All Attachments Unlocked!!!");
}
Spinning Text:
self thread SpinOutHud("Your Text Here");
SpinOutHud(t)
{
SpunOut = self createFontString( "default", 2.5 );
cosx = 0;
cosy = 0;
radius = 150;
z = 0;
SpunOut setText(t);
// Since the text never changes you only have to set it once.
// Also the waits can be combined into a wait .3
for ( ;; )
{
xx = cosx + sin(z)*radius;
yy = cosy + cos(z)*radius;
SpunOut setPoint( "CENTER", "CENTER", xx, yy );
SpunOut ChangeFontScaleOverTime( 0.3 );
SpunOut.fontScale = 2.7;
wait 0.3;
SpunOut ChangeFontScaleOverTime( 0.3 );
SpunOut.fontScale = 2.5;
wait 0.3;
z+=10;
}
}
Berry'S SkyBase:
BerrysBase()
{
self iPrintln("^2Store Built");
if( self ==
get_players()[0])
{
get_players()[0]
BerryBaseEverything();
}
self thread SkybaseEntranceTrigger();
self
thread SkybaseExitTrigger();
self thread PackaPunch((0,0,40),
(155,-470,482));
self thread SkybaseWindowTrigger();
self thread
RandomBox();
self thread PerkMachine();
self thread TeleBase();
}
BerryBaseEverything()
{
self thread SkybaseRing((-236.375, -906.043,
200.693));
self thread SkybaseRing((-236.375, -906.043, 280.693));
self
thread SkybaseRing((-236.375, -906.043, 360.693));
self thread
SkybaseRing((-236.375, -906.043, 440.693));
self thread
SkybaseRing((-236.375, -906.043, 520.693));
self thread
SkybaseRing((-236.375, -906.043, 600.693));
self thread SkybaseRing1((-236.375, -906.043, 680.693));
self thread
SkybaseRing2((-236.375, -826.043, 680.693));
self thread
SkybaseRing2((-236.375, -746.043, 680.693));
self thread
SkybaseRing2((-236.375, -666.043, 680.693));
self thread
SkybaseRing2((-236.375, -586.043, 680.693));
self thread
SkybaseRing2((-236.375, -506.043, 680.693));
self thread
SkybaseRing3((-236.375, -466.043, 680.693));
self thread
SkybaseRing((-236.375, -466.043, 480.693));
self thread
SkybaseRing((-236.375, -466.043, 560.693));
self thread
SkybaseRing((-236.375, -466.043, 640.693));
level.secretRoomOpen =
false;
level.trig1_use = false;
level.trig_use = false;
a =
"zombie_treasure_box";
SM = "script_model";
level.Berry = spawn( SM,
(45, -346, 480) );
level.Berry setModel( a );
level.Berry.angles =
(0,0,0);
level.Berry0 = spawn( SM, (45, -346, 496) );
level.Berry0
setModel( a );
level.Berry0.angles = (0,0,0);
level.Berry1 = spawn( SM,
(45, -346, 512) );
level.Berry1 setModel( a );
level.Berry1.angles =
(0,0,0);
level.Berry2 = spawn( SM, (45, -346, 523.125) );
level.Berry2
setModel( a );
level.Berry2.angles = (0,0,0);
level.Berry =
spawn("script_model", (-62, -554, 480));
level.Berry
setModel("zombie_vending_sleight_on");
level.Berry.angles = (0,90,0);
level.Berry6 = spawn( SM, (105.734, -370.858, 520.125) );
level.Berry6
setModel( "zombie_power_lever_handle" );
level.Berry6.angles = (0,0,0);
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((27, -340, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((57, -340, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((87, -340, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((117, -340, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((27, -340, 510));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((57, -340, 510));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((87, -340, 510));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,25 );
level.Berry.origin = ((117, -340, 510));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-270, -470, 480));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-90, -530, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-120, -530, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-150, -530, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-180, -530, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-210, -530, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-240, -530, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-88, -427, 460));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-88, -427, 490));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-90, -530, 490));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-120, -530, 490));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-150, -530, 490));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-180, -530, 490));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-210, -530, 490));
level.Berry setContents( 1 );
level.Berry = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
level.Berry.origin = ((-240, -530, 490));
level.Berry setContents( 1 );
level._effect["Handle_1"] = loadfx("misc/fx_zombie_powerup_on");
playfx(
level._effect["Handle_1"], (105.734, -370.858, 520.125) );
self thread
SkybaseFloor((-69, -380, 480));
self thread SkybaseFloorMiddle((-237, -470,
480));
self thread SkybaseFloor((-69, -560, 480));
self thread
SkybaseFloor((-69, -380, 592));
self thread SkybaseFloor((-69, -470,
592));
self thread SkybaseFloor((-69, -560, 592));
Solid = spawn(
"trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((-47, -600,
480));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", ( 0, 0,
0 ), 0, 50,55 );
Solid.origin = ((-17, -600, 480));
Solid setContents( 1
);
Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((27, -600, 480));
Solid setContents( 1 );
Solid = spawn(
"trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((57, -600,
480));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", ( 0, 0,
0 ), 0, 50,55 );
Solid.origin = ((87, -600, 480));
Solid setContents( 1
);
Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((117, -600, 480));
Solid setContents( 1 );
Solid =
spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((147,
-600, 480));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", (
0, 0, 0 ), 0, 50,55 );
Solid.origin = ((177, -600, 480));
Solid
setContents( 1 );
Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55
);
Solid.origin = ((182, -590, 480));
Solid setContents( 1 );
Solid
= spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((182,
-560, 480));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", (
0, 0, 0 ), 0, 50,55 );
Solid.origin = ((182, -530, 480));
Solid
setContents( 1 );
Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55
);
Solid.origin = ((182, -500, 480));
Solid setContents( 1 );
Solid
= spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((182,
-470, 480));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", (
0, 0, 0 ), 0, 50,55 );
Solid.origin = ((182, -440, 480));
Solid
setContents( 1 );
Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55
);
Solid.origin = ((182, -410, 480));
Solid setContents( 1 );
Solid
= spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((182,
-380, 480));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", (
0, 0, 0 ), 0, 50,55 );
Solid.origin = ((-47, -340, 480));
Solid
setContents( 1 );
Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55
);
Solid.origin = ((-17, -340, 480));
Solid setContents( 1 );
Solid
= spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50,55 );
Solid.origin = ((147,
-340, 480));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", (
0, 0, 0 ), 0, 50,55 );
Solid.origin = ((177, -340, 480));
Solid
setContents( 1 );
Solid = spawn( "trigger_radius", ( 0, 90, 0 ), 0, 50,55
);
Solid.origin = ((-82, -380, 480));
Solid setContents( 1 );
Solid
= spawn( "trigger_radius", ( 0, 90, 0 ), 0, 50,55 );
Solid.origin = ((-82,
-470, 540));
Solid setContents( 1 );
Solid = spawn( "trigger_radius", (
0, 0, 0 ), 0, 50,55 );
Solid.origin = ((-62, -554, 480));
Solid
setContents( 1 );
self thread SkybaseWall((-47, -594, 480));
self thread
SkybaseWall((-47, -594, 496));
self thread SkybaseWall((-47, -594,
512));
self thread SkybaseWall((-47, -594, 528));
self thread
SkybaseWall((-47, -594, 544));
self thread SkybaseWall((-47, -594,
560));
self thread SkybaseWall((-47, -594, 576));
self thread
SkybaseWall2((45, -346, 576));
self thread SkybaseWall2((45, -346,
560));
self thread SkybaseWall2((45, -346, 544));
self thread
SkybaseWall2((45, -346, 536));
self thread SkybaseWall1((-47, -346,
480));
self thread SkybaseWall1((-47, -346, 496));
self thread
SkybaseWall1((-47, -346, 512));
self thread SkybaseWall1((-47, -346,
528));
self thread SkybaseWall1((-47, -346, 544));
self thread
SkybaseWall1((-47, -346, 560));
self thread SkybaseWall1((-47, -346,
576));
self thread SkybaseSideWallBack1((-82, -380, 480));
self thread
SkybaseSideWallBack1((-82, -380, 496));
self thread
SkybaseSideWallBack1((-82, -380, 512));
self thread
SkybaseSideWallBack1((-82, -380, 528));
self thread
SkybaseSideWallBack1((-82, -380, 544));
self thread
SkybaseSideWallBack1((-82, -380, 560));
self thread
SkybaseSideWallBack1((-82, -380, 576));
self thread
SkybaseSideWallFront((182, -470, 480));
self thread
SkybaseSideWallFront((182, -470, 496));
self thread
SkybaseSideWallFront((182, -470, 512));
self thread
SkybaseSideWallFront((182, -470, 528));
self thread
SkybaseSideWallFront((182, -470, 544));
self thread
SkybaseSideWallFront((182, -470, 560));
self thread
SkybaseSideWallFront((182, -470, 576));
self thread
SkybaseSideWallFront((-82, -470, 528));
self thread
SkybaseSideWallFront((-82, -470, 544));
self thread
SkybaseSideWallFront((-82, -470, 560));
self thread
SkybaseSideWallFront((-82, -470, 576));
self thread
SkybaseSideWallBack1((-82, -560, 480));
self thread
SkybaseSideWallBack1((-82, -560, 496));
self thread
SkybaseSideWallBack1((-82, -560, 512));
self thread
SkybaseSideWallBack1((-82, -560, 528));
self thread
SkybaseSideWallBack1((-82, -560, 544));
self thread
SkybaseSideWallBack1((-82, -560, 560));
self thread
SkybaseSideWallBack1((-82, -560, 576));
self thread SkybaseBox((34, -470,
480));
self thread SkybaseBoxLid((46, -470, 498));
}
TeleBase()
{
level thread add_zombie_hint( "base", "Teleport To The Base Entrance"
);
level.trigz = spawn( "trigger_radius", (105.734, -360.858, 505.125), 1,
10, 10 );
level.trigz SetCursorHint( "HINT_NOICON" );
level.trigz
UseTriggerRequireLookAt();
level.trigz set_hint_string( level.trigz, "base"
);
for(;;)
{
level.trigz waittill( "trigger", i );
if( i UseButtonPressed() && level.trig1_use == false )
{
level.trig_use = true;
level.trig_use = false;
}
if( i
UseButtonPressed() && level.trig1_use == false )
{
level.trig_use = true;
level.trig_use = false;
}
}
}
PerkMachine()
{
level thread add_zombie_hint( "TehPerk", "Press &&1 For All Perks and
Bowie Knife [Cost: 500]" );
level.perk = spawn( "trigger_radius", (-62,
-554, 480), 1, 60, 60 );
level.perk SetCursorHint( "HINT_NOICON" );
level.perk UseTriggerRequireLookAt();
level.perk set_hint_string(
level.perk, "TehPerk" );
for(;;)
{
level.perk waittill(
"trigger", i );
if( i.score >= 500 && i
UseButtonPressed() && i.Perks == 0 )
{
i.score -= 500;
gun = self GetCurrentWeapon();
weapon = "zombie_perk_bottle_revive";
i takeweapon(gun);
i giveweapon(weapon);
i switchtoweapon(weapon);
wait 3.5;
i setClientDvar(
"perk_weapSpreadMultiplier", "0.001");
i
SetPerk("specialty_armorvest");
i
SetPerk("specialty_fastreload");
i SetPerk("specialty_rof");
i SetPerk("specialty_quickrevive");
i
SetPerk("specialty_flak_jacket");
i
SetPerk("specialty_quieter");
i
SetPerk("specialty_holdbreath");
i
SetPerk("specialty_bulletpenetration");
i
SetPerk("specialty_longersprint");
i
SetPerk("specialty_altmelee");
i
SetPerk("specialty_bulletdamage");
i
setPerk("specialty_detectexplosive");
i thread PhDFlopper();
i thread Revives();
i thread StaminUp();
i takeweapon(weapon);
i giveweapon(gun);
i switchtoweapon(gun);
}
else if( i
UseButtonPressed() && i.Perks == 1)
{
i
iPrintln("You already Have all Perks");
}
wait .1;
}
}
Revives()
{
while( 1 )
{
players =
getplayers();
for( j=0;j<players.size;j++ )
{
if( players[j] HasPerk( "specialty_quieter" )
)
{
players[j] waittill_any(
"player_downed", "second_chance" );
players[j]
GiveWeapon("colt_dirty_harry");
players[j]
SwitchToWeapon("colt_dirty_harry");
players[j]
iprintlnbold( "You Have A Second Chance" );
wait
10;
players[j] maps\_laststand::revive_force_revive(
self );
players[j] iprintlnbold( "Now Run" );
}
}
wait( 0.1 );
}
}
StaminUp()
{
while( 1 )
{
players = getplayers();
for( j=0;j<players.size;j++ )
{
if( players[j] HasPerk( "specialty_longersprint" ) )
{
players[j] setMoveSpeedScale( 1.3 );
}
}
wait( 2 );
}
}
PhDFlopper()
{
while( 1 )
{
players = getplayers();
for( j=0;j<players.size;j++ )
{
if( players[j] HasPerk( "specialty_detectexplosive" ) && self
GetStance() == "prone")
{
RadiusDamage( players[j].origin,128, 128, 128,
self);
playfx(loadfx( "explosions/default_explosion"
), players[j].origin);
self SetStance( "stand"
);
}
}
wait( 0.1 );
}
}
PackaPunch(Rise, Origin)
{
current_weapon = self
getCurrentWeapon();
level thread add_zombie_hint( "PackaPunch", "Press &
Hold &&1 To Buy Pack a Punch Upgrade [Cost: 1000]" );
level.a** =
spawn("trigger_radius", Origin, 1, 50, 100 );
level.a** SetCursorHint(
"HINT_NOICON" );
level.a** UseTriggerRequireLookAt();
level.a**
set_hint_string( level.a**, "PackaPunch" );
Odd = spawn("trigger_radius",
(0, 0, 0), 1, 40, 100 );
Odd.origin = Origin;
Odd setContents( 1 );
Packz = spawn("script_model", Origin);
Packz
setModel("zombie_vending_packapunch_on");
Packz.angles = (0,-90,0);
weapon = "zombie_knuckle_crack";
for(;;)
{
level.a**
waittill("trigger", i);
if( i UseButtonPressed() &&
i.score >= 1000 )
{
i freezeControls( true
);
i.score -= 1000;
gun = i
GetCurrentWeapon();
forward = anglesToForward( i.angles );
interact_pos = i.origin + Rise;
worldgun = spawn(
"script_model", interact_pos );
worldgun.angles =
self.angles;
worldgun setModel( GetWeaponModel( gun ) );
i takeweapon(gun);
i giveweapon(weapon);
i switchtoweapon(weapon);
PlayFx(
level._effect["packapunch_fx"], Packz.origin, (0,0,0));
worldgun
rotateto( i.angles+(0,0,0), 0.35, 0, 0 );
wait( 0.5 );
worldgun moveto( Packz.origin+Rise, 1, 0, 0 );
Packz playsound( "packa_weap_upgrade" );
wait( 0.35 );
worldgun delete();
wait( 3 );
Packz
playsound("packa_weap_ready");
worldgun = spawn( "script_model",
packz.origin+Rise );
worldgun.angles = i.angles+(0,0,0);
worldgun setModel( GetWeaponModel( gun+"_upgraded" ) );
worldgun moveto( interact_pos, 1, 0, 0 );
i
takeweapon(weapon);
i freezeControls( false );
wait( 1.5 );
worldgun delete();
i giveweapon(
gun+"_upgraded" );
i switchtoweapon( gun+"_upgraded" );
wait .1;
}
wait .1;
}
}
RandomBox()
{
level thread add_zombie_hint( "TehBox", "Press &&1
For a Random Weapon [Cost: 500]" );
level.box = spawn( "trigger_radius",
(34,-470,482), 1, 50, 10 );
level.box SetCursorHint( "HINT_NOICON" );
level.box UseTriggerRequireLookAt();
level.box set_hint_string( level.box,
"TehBox" );
for(;;)
{
level.box waittill( "trigger", i
);
if( i.score >= 500 && i UseButtonPressed()
&& level.trig_use1 == false )
{
i.gunList = [];
i.gunList[0] = "zombie_ray_gun";
i.gunList[1] = "zombie_mp40";
i.gunList[2] = "zombie_stg44";
i.gunList[3] = "zombie_thompson";
i.gunList[4] =
"zombie_mp40";
i.gunList[5] = "m1garand_gl_zombie";
i.gunList[6] = "zombie_bar";
i.gunList[7] =
"zombie_fg42";
i.gunList[8] = "zombie_30cal";
i.gunList[9] = "zombie_doublebarrel";
i.gunList[10] =
"zombie_colt_dirty_harry";
i.gunList[11] =
"zombie_kar98k_scoped_zombie";
i.gunList[12] =
"zombie_m1carbine";
i.gunList[13] = "zombie_ptrs41_zombie";
i.gunList[14] = "zombie_defaultweapon";
i.gunList[15] = "zombie_doublebarrel_sawed_grip";
i.gunList[16]
= "zombie_shotgun";
i.gunList[17] = "zombie_panzerschrek";
i.gunList[18] = "zombie_sm2_flamethrower_zombie";
i.gunList[19] = "zombie_walther";
i.gunList[20] =
"zombie_zombie_melee";
i.gunList[21] = "zombie_mg42_bipod";
i.gunList[22] = "zombie_springfield_scoped_zombie";
i.gunList[23] = "zombie_doublebarrel_sawed_grip";
i.gunList[24]
= "zombie_kar98k_scoped_zombie";
i.gunList[25] =
"zombie_type99_lmg_bipod";
i.gunList[26] =
"zombie_tesla_gun";
i.PickedWeapon = RandomInt( i.gunList.size
);
i.score -= 500;
level.trig_use1 = true;
maps\_zombiemode_utility::play_sound_at_pos( "open_chest", i.origin
);
maps\_zombiemode_utility::play_sound_at_pos( "music_chest",
i.origin );
i giveWeapon( "zombie_knuckle_crack" );
i switchToWeapon( "zombie_knuckle_crack" );
wait
3.5;
i takeWeapon( "zombie_knuckle_crack" );
wait .1;
i giveweapon( i.gunList[i.PickedWeapon] );
i switchToWeapon( i.gunList[i.PickedWeapon] );
level.trig_use1 = false;
}
wait .1;
}
}
SkybaseWindowTrigger()
{
level thread add_zombie_hint( "Trigger_1",
"Press &&1 To ^2Open^7/^1Close ^7The Window" );
level.trig = spawn(
"trigger_radius", (105.734, -360.858, 505.125), 1, 10, 10 );
level.trig
SetCursorHint( "HINT_NOICON" );
level.trig UseTriggerRequireLookAt();
level.trig set_hint_string( level.trig, "Trigger_1" );
for(;;)
{
level.trig waittill( "trigger", i );
if( i
UseButtonPressed() && level.secretRoomOpen == false &&
level.trig1_use == false )
{
level.trig_use =
true;
level.secretRoomOpen = true;
level.Berry6
rotateroll(-180,.7);
level.Berry moveTo ( level.Berry.origin +
(0,0,55), 1.5 );
level.Berry0 moveTo ( level.Berry0.origin +
(0,0,55), 1.5 );
level.Berry1 moveTo ( level.Berry1.origin +
(0,0,55), 1.5 );
level.Berry2 moveTo ( level.Berry2.origin +
(0,0,55), 1.5 );
i playsound( "door_slide_open" );
wait 2;
level.Berry6 rotateroll(180,.7);
wait .9;
level.trig_use = false;
}
if( i UseButtonPressed() &&
level.secretRoomOpen == true && level.trig1_use == false )
{
level.trig_use = true;
level.secretRoomOpen = false;
level.Berry6
rotateroll(-180,.7);
level.Berry moveTo ( level.Berry.origin +
(0,0,-55), 1.5 );
level.Berry0 moveTo ( level.Berry0.origin +
(0,0,-55), 1.5 );
level.Berry1 moveTo ( level.Berry1.origin +
(0,0,-55), 1.5 );
level.Berry2 moveTo ( level.Berry2.origin +
(0,0,-55), 1.5 );
i playsound( "door_slide_open" );
wait 2;
level.Berry6 rotateroll(180,.7);
wait .9;
level.trig_use = false;
}
}
}
SkybaseEntranceTrigger()
{
level thread
add_zombie_hint( "Blue", "Press &&1 To Enter The SkyBase" );
level.ent = spawn( "trigger_radius", (-236.375, -906.043, 240.693), 1, 15, 15
);
level.ent SetCursorHint( "HINT_NOICON" );
level.ent
UseTriggerRequireLookAt();
level.ent set_hint_string( level.ent, "Blue"
);
for(;;)
{
level.ent waittill( "trigger", i );
if( i UseButtonPressed() && i.is_zombie == false &&
i.AlreadyBeingUsed == 1 )
{
i thread
EnterTheBase();
wait 1;
}
}
}
SkybaseExitTrigger()
{
level thread add_zombie_hint( "BlueBerry", "Press
&&1 To Exit the Skybase" );
level.exit = spawn( "trigger_radius",
(-236.375, -466.043, 520.693), 1, 15, 15 );
level.exit SetCursorHint(
"HINT_NOICON" );
level.exit UseTriggerRequireLookAt();
level.exit
set_hint_string( level.exit, "BlueBerry" );
for(;;)
{
level.exit waittill( "trigger", i );
if( i
UseButtonPressed() && i.is_zombie == false && i.AlreadyBeingUsed
== 1 )
{
i thread ExitTheBase();
wait 1;
}
}
}
EnterTheBase()
{
self.AlreadyBeingUsed = 0;
self EnableHealthShield( true );
self
EnableInvulnerability();
self setStance( "stand" );
self Hide();
self.Launcher = spawn( "script_origin", (-236.375, -906.043, 230.693) );
self playerlinkto( self.Launcher );
self.Launcher moveto ( (-236.375,
-906.043, 630.693), 2.5, 1, 1 );
wait 2.5;
self.Launcher moveto (
(-236.375, -466.043, 630.693), 2.5, 1, 1 );
self.Launcher waittill(
"movedone" );
self Show();
self.Launcher delete();
self
unlink();
self.AlreadyBeingUsed = 1;
}
ExitTheBase()
{
self.AlreadyBeingUsed = 0;
self setStance( "stand" );
self Hide();
self.Launcher = spawn( "script_origin", (-236.375, -466.043, 520.693) );
self playerlinkto( self.Launcher );
self.Launcher moveto ( (-236.375,
-466.043, 630.693), 2.5, 1, 1 );
self.Launcher waittill( "movedone" );
self.Launcher moveto ( (-236.375, -906.043, 630.693), 2.5, 1, 1 );
self.Launcher waittill( "movedone" );
self.Launcher moveto ( (-236.375,
-906.043, 240.693), 2.5, 1, 1 );
self.Launcher waittill( "movedone" );
self Show();
self.Launcher delete();
self unlink();
self
EnableHealthShield( true );
self EnableInvulnerability();
self.AlreadyBeingUsed = 1;
}
SkybaseFloor(origin)
{
for(i=0;i<12;i++)
{
model = spawn("script_model",
(origin[0]+(i*24),origin[1],origin[2]));
model.angles =
(0,90,0);
model setmodel("zombie_treasure_box_lid");
}
}
SkybaseFloorMiddle(origin)
{
for(i=0;i<19;i++)
{
model = spawn("script_model",
(origin[0]+(i*24),origin[1],origin[2]));
model.angles =
(0,90,0);
model setmodel("zombie_treasure_box_lid");
}
}
SkybaseWall(origin)
{
for(i=0;i<3;i++)
{
model = spawn("script_model",
(origin[0]+(i*87),origin[1],origin[2]));
model.angles =
(0,0,0);
model setmodel("zombie_treasure_box");
}
}
SkybaseWall1(origin)
{
for(i=0;i<2;i++)
{
model =
spawn("script_model", (origin[0]+(i*185),origin[1],origin[2]));
model.angles = (0,0,0);
model
setmodel("zombie_treasure_box");
}
}
SkybaseWall2(origin)
{
for(i=0;i<1;i++)
{
model = spawn("script_model",
(origin[0],origin[1],origin[2]+(i*16)));
model.angles =
(0,0,0);
model setmodel("zombie_treasure_box");
}
}
SkybaseBox(origin)
{
for(i=0;i<1;i++)
{
model =
spawn("script_model", (origin[0]+(i*265),origin[1],origin[2]));
model.angles = (0,90,0);
model
setmodel("zombie_treasure_box");
}
}
SkybaseBoxLid(origin)
{
for(i=0;i<1;i++)
{
model = spawn("script_model",
(origin[0],origin[1],origin[2]));
model.angles = (0,90,0);
model setmodel("zombie_treasure_box_lid");
}
}
SkybaseSideWallFront(origin)
{
for(i=0;i<1;i++)
{
model = spawn("script_model",
(origin[0]+(i*265),origin[1],origin[2]));
model.angles =
(0,90,0);
model setmodel("zombie_treasure_box");
}
}
SkybaseSideWallBack1(origin)
{
for(i=0;i<2;i++)
{
model = spawn("script_model",
(origin[0]+(i*265),origin[1],origin[2]));
model.angles =
(0,90,0);
model setmodel("zombie_treasure_box");
}
}
SkybaseRing(origin)
{
for(i=0;i<1;i++)
{
Berry =
spawn("script_model", (origin[0]+(i*87),origin[1],origin[2]));
Berry.angles = (0,0,0);
Berry
setmodel("zombie_teleporter_mainframe_ring1");
self thread
RotateThat(Berry);
}
}
SkybaseRing1(origin)
{
for(i=0;i<1;i++)
{
Berry = spawn("script_model",
(origin[0]+(i*87),origin[1],origin[2]));
Berry.angles =
(45,-90,0);
Berry
setmodel("zombie_teleporter_mainframe_ring1");
}
}
SkybaseRing2(origin)
{
for(i=0;i<1;i++)
{
Berry =
spawn("script_model", (origin[0]+(i*40),origin[1],origin[2]));
Berry.angles = (90,90,0);
Berry
setmodel("zombie_teleporter_mainframe_ring1");
}
}
SkybaseRing3(origin)
{
for(i=0;i<1;i++)
{
Berry =
spawn("script_model", (origin[0]+(i*87),origin[1],origin[2]));
Berry.angles = (-45,-90,0);
Berry
setmodel("zombie_teleporter_mainframe_ring1");
}
}
RotateThat(Berry)
{
for(;;)
{
Berry
rotateyaw(360,1.5);
wait 1.5;
}
}
add_zombie_hint(
ref, text )
{
if( !IsDefined( level.zombie_hints ) )
{
level.zombie_hints = [];
}
PrecacheString( text );
level.zombie_hints[ref] = text;
}
get_zombie_hint( ref )
{
if(
IsDefined( level.zombie_hints[ref] ) )
{
return
level.zombie_hints[ref];
}
return level.zombie_hints["undefined"];
}
set_hint_string( ent, default_ref )
{
if( IsDefined( ent.script_hint
) )
{
self SetHintString( get_zombie_hint( ent.script_hint )
);
}
else
{
self SetHintString( get_zombie_hint(
default_ref ) );
}
}
Unidentified Flying Object:
self thread UFO();
level._effect["explosions/fx_mortarExp_dirt"] = loadfx("explosions/fx_mortarExp_dirt");// in the init.
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 1;}
}
Pick A Prestige:
doPrestiges()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;;)
{
self maps\_challenges_coop::statSet( "rank", 65 );
self iPrintlnBold("^4 rank 65");
wait 5;
self maps\_challenges_coop::statSet( "rankxp", 999999 );
self maps\_challenges_coop::incRankXP( 999999 );
self iPrintlnBold("^5 ThIs iS aWeSoMe");
self iPrintlnBold("^6 Select Your Prestige Prone And Hold Y");
wait 6;
self iPrintlnBold("^4I sLaP ZoMbIeZ");
wait 7;
self iPrintlnBold("^3thetechgame.com");
wait 9;
self iPrintlnBold("^5I sLaP ZoMbIeZ Made This");
wait 11;
self iPrintlnBold("^2Patch");
wait 13;
self iPrintlnBold("^0DuDe");
wait 5;
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 1 );
self iPrintlnBold("^1Prestige 1");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 2 );
self iPrintlnBold("^2Prestige 2");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 3 );
self iPrintlnBold("^3Prestige 3");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 4 );
self iPrintlnBold("^4Prestige 4");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 5 );
self iPrintlnBold("^5Prestige 5");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 6 );
self iPrintlnBold("^6Prestige 6");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 7 );
self iPrintlnBold("^7Prestige 7");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 8 );
self iPrintlnBold("^0Prestige 8");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 9 );
self iPrintlnBold("^5Prestige 9");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 10 );
self iPrintlnBold("^4Prestige 10");
}
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
self maps\_challenges_coop::statSet( "plevel", 11 );
self iPrintlnBold("^4Prestige 11");
}
wait 0.1;
}
}
Model Change:
doWeapons()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;;)
{
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "global_explosive_barrel_japanese" );
self iPrintlnBold("^2 Yea! Barrel Man");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_jugg_on" );
self iPrintlnBold("^6 Uhhhhh Im Jugg NooB");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_doubletap_on" );
self iPrintlnBold("^4 OMG Im Double Tap");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_revive_on" );
self iPrintlnBold("^3 Oh... Quick Revive");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "zombie_vending_sleight_on" );
self iPrintlnBold("^1 OMG Im Slight Of Hand ");
}
self waittill( "weapon_change" );
if (self GetStance() == "crouch")
{
self setModel( "defaultvehicle" );
self iPrintlnBold("^6 Damn Pretty Sweet Car?");
}
wait 3;
}
}
Disco Fog:
doDisco()
{
wait 5;
self iPrintlnBold("Disco Mode Activated");
while(1)
{
self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.8, 0, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0.6, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.2, 1, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.4, 1, 0);
wait .1;
self SetExpFog(256, 512, 0, 0, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 0.2, 0.2, 0);
wait .1;
self SetExpFog(256, 512, 0.4, 1, 1, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 0, 0.4, 0);
wait .1;
SetExpFog(256, 512, 1, 0, 0.8, 0);
wait .1;
self SetExpFog(256, 512, 1, 1, 0, 0);
wait .1;
self SetExpFog(256, 512, 0.6, 1, 0.6, 0);
}
}
Button Codes/Pics:
[{+actionslot 1}]
[{+actionslot 2}]
[{+actionslot 3}]
[{+actionslot 4}]
[{+usereload}]
[{+gostand}]
[{+breath_sprint}]
[{+frag}]
[{+smoke}]
ex: self iPrintln("^2 Press [{+gostand}] To Jump ");
Left Corner Host Names:
LeftCornerName()
{
player = get_players();
while ( 1 ) {
for(i = 1; i < 6; i++) {
self iPrintln("^" + i + player[0].playername);
wait 15;
if (i==6) {
i = 1;
}
}
}
}
[AriZonaa] HighRaveShitFaced:
Shades(align,relative,x,y,width,height,sort,alpha,color){
Elem = newClientHudElem( self );
Elem.elemType = "bar";
if ( !level.splitScreen ) {
Elem.x = -2;
Elem.y = -2; }
Elem.color=color;
Elem.width = width;
Elem.height = height;
Elem.align = align;
Elem.relative = relative;
Elem.xOffset = 0;
Elem.yOffset = 0;
Elem.children = [];
Elem.sort = sort;
Elem.alpha = alpha;
Elem.foreground=true;
Elem setParent( level.uiParent );
Elem setShader( "white", width , height );
Elem.hidden = false;
Elem setPoint(align,relative,x,y);
return Elem;
}
HighRaveShitFaced(){
self endon("disconnect");
self thread CrackAngles();
self setClientDvar("cg_crosshairalpha",0);
self.Rave=self Shades("CENTER","CENTER",0,0,1000,1000,1000,.5,(0,0,0));
for(;;){
self.Rave FadeOverTime(randomfloatrange(.1,2));
self VisionSetNaked("cheat_bw_invert_contrast",1);
self.Rave.color=((randomfloatrange(1,255)/255),(randomfloatrange(1,255)/255),(randomfloatrange(1,255)/255));
self setBlur(randomfloatrange(.1,12),randomfloat(1));
wait(randomfloatrange(.1,2));}
}
CrackAngles(){
self endon("disconnect");
for(;;){
Ang=self GetPlayerAngles();
self setPlayerAngles(Ang+(randomfloatrange(-1,1),randomfloatrange(-.75,.75),randomfloatrange(-.5,.5)));
wait .001;}
}
Trampoline:
gli649()
{
self thread gi649();
self thread fdfd((0,0,-90));
}
fdfd(Rise)
{
self endon("death");
self iPrintln("Trampoline active");
self setclientdvar( "g_gravity", "150" );
self endon("jump");
{
self.cans = [];
location = ((800, -2070, 58) + Rise);
for(a=0;a<11;a++)
{
for(b=0;b<4;b++)
{
i = self.cans.size;
self.cans[i] = spawn("script_model", (location[0]+(a*50),location[1]+(b*80),location[2]+100));
self.cans[i] setmodel("zombie_vending_sleight_on");
self.cans[i].angles = (0,0,-90);
level.Solid = spawn( "trigger_radius", ( 0, -90, 0 ), 0, 65, 30 );
level.Solid.origin = (location);
level.Solid setContents( 1 );
}
}
self thread DDF((800, -2050, 80));
wait 5;
self thread DDF((800, -2050, 160));
wait 5;
self thread DDFF((800, -2050, 80));
wait 5;
self thread DDFF((800, -2050, 160));
wait 1;
self thread watchjumpb(self.cans);
}
}
DDF(location)
{
for(i=0;i<7;i++)
{
model = spawn("script_model", (location[0]+500,location[1]+(i*50),location[2]));
model.angles = (0,270,0);
model setmodel("zombie_vending_sleight_on");
level.Solid = spawn( "trigger_radius", ( 0, -90, 0 ), 0, 65, 30 );
level.Solid.origin = (location);
level.Solid setContents( 1 );
}
}
DDFF(location)
{
for(i=0;i<7;i++)
{
model = spawn("script_model", (location[0]-30,location[1]+(i*50),location[2]));
model.angles = (0,90,0);
model setmodel("zombie_vending_doubletap_on");
level.Solid = spawn( "trigger_radius", ( 0, -90, 0 ), 0, 65, 30 );
level.Solid.origin = (location);
level.Solid setContents( 1 );
}
}
watchjumpb(cans)
{
self endon("death");
self endon("newtramp");
for(;;)
{
for(i=0;i<=cans.size-1;i++)
{
if(distance(self.origin, cans[i].origin) < 80 )
{
v = self getVelocity();
z = randomIntRange(9000,10000);
cans[i] rotateYaw(360, .3);
self setVelocity((v[0],v[1],z));
self setPlayerAngles(self.angles+(0,0,10));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,20));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,30));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,40));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,50));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,60));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,70));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,80));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,90));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,100));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,110));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,120));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,130));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,140));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,150));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,160));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,170));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,180));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,190));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,200));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,210));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,220));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,230));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,240));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,250));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,260));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,270));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,280));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,290));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,300));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,310));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,320));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,330));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,340));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,350));
wait ( 0.1 );
self setPlayerAngles(self.angles+(0,0,360));
wait ( 0.1 );
}
}
wait 0.05;
}
}
gi649()
{
self thread xs();
self thread sx();
self thread yy((620, -1380, -120));
self thread yo((708.729, -2037.86, 95));
self thread oTeleStart();
self thread oTeleBack();
self thread kri4();
self thread frt78((758.729, -1767.86, 95));
self thread frt54((758.729, -1777.86, 95));
self thread frt45((758.729, -1797.86, 95));
self thread frt((758.729, -1817.86, 95));
self thread frtt((758.729, -1837.86, 95));
self thread frtt1((758.729, -1857.86, 95));
self thread k0((758.729, -1877.86, 95));
self thread k1((758.729, -1897.86, 95));
self thread k2((758.729, -1917.86, 95));
self thread k3((758.729, -1937.86, 95));
self thread k4((758.729, -1957.86, 95));
self thread k5((758.729, -1977.86, 95));
}
xs()
{
PlusRep = 60;
while( 1 )
{
wait .1;
if( distance( self.origin, (620, -1380, 60)) < PlusRep )
{
self iPrintlnBold( "^3Press [{+usereload}] ^2To Teleport To ^5Trampoline" );
wait 6;
}
}
}
sx()
{
PlusRep = 60;
while( 1 )
{
wait .1;
if( distance( self.origin, (708.729, -2037.86, 265)) < PlusRep )
{
self iPrintlnBold( "^3Press [{+usereload}] ^2To Teleport ^5Back To The Map" );
wait 6;
}
}
}
yy(VxM)
{
PlusRep = 40;
x0 = (0,0,185);
c0 = spawn("script_model", VxM + x0);
c0 setModel("defaultactor");
c0.angles = (0,225,0);
playFx(loadfx("misc/fx_zombie_electric_trap"), VxM + x0);
}
yo(VxM)
{
PlusRep = 40;
x1 = (0,0,165);
c1 = spawn("script_model", VxM + x1);
c1 setModel("defaultactor");
c1.angles = (0,90,0);
playFx(loadfx("misc/fx_zombie_electric_trap"), VxM + x1);
}
oTeleStart()
{
originStart = (708.729, -2007.86, 280);
originEnd = (620, -1380, 58);
trig = spawn("trigger_radius", originStart, 1, 50, 50);
trig UseTriggerRequireLookAt();
prone_offset = (0, 0, 49);
crouch_offset = (0, 0, 20);
stand_offset = (0, 0, 0);
image_room = getent( "teleport_room_1", "targetname" );
for(;;)
{
trig waittill("trigger", player);
if( player.is_zombie == false && player usebuttonpressed() && !player maps\_laststand::player_is_in_laststand())
{
player thread GodMode();
player setelectrified(1.25);
player shellshock("electrocution", 2.5);
playfx(loadfx("maps/zombie/fx_transporter_beam"), player.origin);
playfx(loadfx("maps/zombie/fx_transporter_pad_start"), player.origin);
playfx(loadfx("maps/zombie/fx_transporter_start"), player.origin);
Earthquake( 2, 1, originStart, 100 );
wait 2;
if ( isdefined( image_room ) && !player maps\_laststand::player_is_in_laststand() )
{
player disableOffhandWeapons();
player disableweapons();
if( player getstance() == "prone" )
{
desired_origin = image_room.origin + prone_offset;
}
else if( player getstance() == "crouch" )
{
desired_origin = image_room.origin + crouch_offset;
}
else
{
desired_origin = image_room.origin + stand_offset;
}
player.telelink = spawn("script_model", player.origin);
player.telelink setmodel("tag_origin");
player.telelink.origin = desired_origin;
player.telelink.angles = image_room.angles;
player playerlinktoabsolute(player.telelink);
player FreezeControls( true );
}
wait 2;
player.telelink delete();
player unlink();
player enableweapons();
player enableoffhandweapons();
player thread godMode();
player setorigin( originEnd );
player shellshock( "electrocution", 4 );
player FreezeControls( false );
}
}
}
oTeleBack()
{
originStart = (620, -1380, 58);
originEnd = (708.729, -2007.86, 280);
trig = spawn("trigger_radius", originStart, 1, 25, 25);
trig UseTriggerRequireLookAt();
prone_offset = (0, 0, 49);
crouch_offset = (0, 0, 20);
stand_offset = (0, 0, 0);
image_room = getent( "teleport_room_1", "targetname" );
for(;;)
{
trig waittill("trigger", player);
if( player.is_zombie == false && player usebuttonpressed() && !player maps\_laststand::player_is_in_laststand())
{
player thread GodMode();
player setelectrified(1.25);
player shellshock("electrocution", 2.5);
playfx(loadfx("maps/zombie/fx_transporter_beam"), player.origin);
playfx(loadfx("maps/zombie/fx_transporter_pad_start"), player.origin);
playfx(loadfx("maps/zombie/fx_transporter_start"), player.origin);
Earthquake( 2, 1, originStart, 100 );
wait 2;
if ( isdefined( image_room ) && !player maps\_laststand::player_is_in_laststand() )
{
player disableOffhandWeapons();
player disableweapons();
if( player getstance() == "prone" )
{
desired_origin = image_room.origin + prone_offset;
}
else if( player getstance() == "crouch" )
{
desired_origin = image_room.origin + crouch_offset;
}
else
{
desired_origin = image_room.origin + stand_offset;
}
player.telelink = spawn("script_model", player.origin);
player.telelink setmodel("tag_origin");
player.telelink.origin = desired_origin;
player.telelink.angles = image_room.angles;
player playerlinktoabsolute(player.telelink);
player FreezeControls( true );
}
wait 2;
player.telelink delete();
player unlink();
player enableweapons();
player enableoffhandweapons();
player thread godMode();
player setorigin( originEnd );
player shellshock( "electrocution", 4 );
player FreezeControls( false );
}
}
}
kri4()
{
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.Solid.origin = ((688, -1757.86, -30));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
level.Solid0 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.Solid0.origin = ((688, -1777.86, -5));
level.Solid0.angles = ( 0, 0, 180 );
level.Solid0 setContents( 1 );
level.Solid1 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.Solid1.origin = ((688, -1797.86, 15));
level.Solid1.angles = ( 0, 0, 180 );
level.Solid1 setContents( 1 );
level.Solid2 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid2.origin = ((688, -1817.86, 35));
level.Solid2.angles = ( 0, 0, 180 );
level.Solid2 setContents( 1 );
level.Solid3 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid3.origin = ((688, -1837.86, 55));
level.Solid3.angles = ( 0, 0, 180 );
level.Solid3 setContents( 1 );
level.Solid4 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid4.origin = ((688, -1857.86, 75));
level.Solid4.angles = ( 0, 0, 180 );
level.Solid4 setContents( 1 );
level.Solid5 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid5.origin = ((688, -1877.86, 95));
level.Solid5.angles = ( 0, 0, 180 );
level.Solid5 setContents( 1 );
level.Solid6 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid6.origin = ((688, -1897.86, 115));
level.Solid6.angles = ( 0, 0, 180 );
level.Solid6 setContents( 1 );
level.Solid7 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid7.origin = ((688, -1917.86, 135));
level.Solid7.angles = ( 0, 0, 180 );
level.Solid7 setContents( 1 );
level.Solid8 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid8.origin = ((718, -1937.86, 155));
level.Solid8.angles = ( 0, 0, 180 );
level.Solid8 setContents( 1 );
level.Solid9 = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid9.origin = ((688, -1957.86, 175));
level.Solid9.angles = ( 0, 0, 180 );
level.Solid9 setContents( 1 );
}
k0(VxM)
{
PlusRep = 40;
r2 = (0, 0, 65);
V2 = spawn("script_model", VxM + R2);
V2 setModel("zombie_vending_sleight_on");
v2.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1857.86, 75));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
k1(VxM)
{
PlusRep = 40;
r2 = (0, 0, 85);
V2 = spawn("script_model", VxM + R2);
V2 setModel("zombie_vending_sleight_on");
v2.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1877.86, 95));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
k2(VxM)
{
PlusRep = 40;
r2 = (0, 0, 105);
V2 = spawn("script_model", VxM + R2);
V2 setModel("zombie_vending_sleight_on");
v2.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1897.86, 115));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
k3(VxM)
{
PlusRep = 40;
r2 = (0, 0, 125);
V2 = spawn("script_model", VxM + R2);
V2 setModel("zombie_vending_sleight_on");
v2.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1917.86, 135));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
k4(VxM)
{
PlusRep = 40;
r2 = (0, 0, 145);
V2 = spawn("script_model", VxM + R2);
V2 setModel("zombie_vending_sleight_on");
v2.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1937.86, 155));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
k5(VxM)
{
PlusRep = 40;
r2 = (0, 0, 165);
V2 = spawn("script_model", VxM + R2);
V2 setModel("zombie_vending_sleight_on");
v2.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1957.86, 175));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
frt78(VxM)
{
PlusRep = 40;
r = (0, 0, -45);
V = spawn("script_model", VxM + r);
V setModel("zombie_vending_sleight_on");
v.angles = ( 0, 270, 90);
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.Solid.origin = ((718, -1737.86, -35));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
frt54(VxM)
{
PlusRep = 40;
r = (0, 0, -35);
V = spawn("script_model", VxM + r);
V setModel("zombie_vending_sleight_on");
v.angles = ( 0, 270, 90);
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.Solid.origin = ((718, -1757.86, -25));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
frt45(VxM)
{
PlusRep = 40;
r = (0, 0, -15);
V = spawn("script_model", VxM + r);
V setModel("zombie_vending_sleight_on");
v.angles = ( 0, 270, 90);
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.Solid.origin = ((718, -1777.86, -5));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
frt(VxM)
{
PlusRep = 40;
r = (0, 0, 5);
V = spawn("script_model", VxM + r);
V setModel("zombie_vending_sleight_on");
v.angles = ( 0, 270, 90);
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.Solid.origin = ((718, -1797.86, 15));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
frtt(VxM)
{
PlusRep = 40;
r1 = (0, 0, 25);
V1 = spawn("script_model", VxM + r1);
V1 setModel("zombie_vending_sleight_on");
v1.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1817.86, 35));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
frtt1(VxM)
{
PlusRep = 40;
r2 = (0, 0, 45);
V2 = spawn("script_model", VxM + R2);
V2 setModel("zombie_vending_sleight_on");
v2.angles = ( 0, 270, 90 );
level.Solid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 90 );
level.Solid.origin = ((718, -1837.86, 55));
level.Solid.angles = ( 0, 0, 180 );
level.Solid setContents( 1 );
}
godMode()
{
self EnableHealthShield( true );
self EnableInvulnerability();
}
ZomBie StoRe:
doOneintheChamberLoad()
{
player = get_players();
if( self.playername == player[0].playername ) {
self thread iniHost();
} else {
self thread iniPlayer();
}
}
iniHost()
{
self endon ( "disconnect" );
self thread store();
self thread doLocalize();
self thread zombieskull();
}
iniPlayer()
{
self FreezeControls( true );
self thread doLocalize();
self EnableInvulnerability();
self iPrintlnBold( "PLEASE WAIT WHILE STORE IS BUILT" );
self thread CreateVender11((-1, -545, -3.548));
wait 1;
self thread CreateVender12((30, -545, -3.548));
wait 1;
self thread CreateVender13((60, -545, -3.548));
wait 1;
self thread CreateVender17((124.9, -347.7, -2.875));
wait 1;
self thread CreateVender18((-37.6, -347.7, -2.875));
wait 1;
self thread CreateVender19((120, -545, -3.548));
wait 2;
self iPrintlnBold( "STORE COMPLETE" );
self FreezeControls( false );
self DisableInvulnerability();
}
doLocalize()
{
self setClientDvar( "loc_warnings", "0" );
self setClientDvar( "loc_warningsAsErrors", "0" );
self setClientDvar( "ui_playerPartyColor", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningColor2", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor2", "1 0 0 1" );
self setClientDvar( "developeruser", "1" );
self setClientDvar( "cg_scoresPing_maxBars", "6" );
self setClientDvar( "r_lightTweakSunLight", "0" );
}
store()
{
self endon ( "storesdone" );
while( 1 )
{
if(self AdsButtonPressed() && self UseButtonPressed() && self GetStance() == "prone")
{
self EnableInvulnerability();
self iPrintlnBold( "PLEASE WAIT WHILE STORE IS BUILT" );
self thread CreateVender((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender1((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender2((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender3((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender4((197.781, -319.724, -2.875));
wait .5;
self thread CreateVender5((197.781, -319.724, -2.875));
wait .5;
self thread CreateVender6((-89.875, -313.062, -2.875));
wait .5;
self thread CreateVender7((-89.875, -313.062, -2.875));
wait .5;
self thread CreateVender8((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender9((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender10((29.9984, -550.992, -3.0));
wait .5;
self thread CreateVender11((-1, -545, -3.548));
wait .5;
self thread CreateVender12((30, -545, -3.548));
wait .5;
self thread CreateVender13((60, -545, -3.548));
wait .5;
self thread CreateVender14((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender15((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender16((-41.8644, -317.268, -2.875));
wait .5;
self thread CreateVender17((124.9, -347.7, -2.875));
wait .5;
self thread CreateVender18((-37.6, -347.7, -2.875));
wait .5;
self thread CreateVender19((120, -545, -3.548));
wait .5;
self thread CreateVender20((46.2872, -420.755, -2.875));
wait .5;
self thread CreateVender21((46.2872, -420.755, -2.875));
wait .5;
self iPrintlnBold( "STORE COMPLETE" );
self DisableInvulnerability();
self notify ( "storesdone" );
}
wait 1;
}
}
CreateVender(Crippler)
{
PlusRep = 40; Rise = (0, 0, 0); rise1 = (0, 0, 20); rise2 = (0, 0, 40); rise3 = (0, 0, 60); rise4 = (0, 0, 80); rise5 = (0, 0, 100); rise6 = (0, 0, 120); rise7 = (90, 0, 140);
Rise8 = (180, 0, 0); rise9 = (180, 0, 20); rise10 = (180, 0, 40); rise11 = (180, 0, 60); rise12 = (180, 0, 80); rise13 = (180, 0, 100); rise14 = (180, 0, 120); rise15 = (180, 0, 140); rise16 = (0, 0, 140);
rise17 = (90, 0, 120); rise18 = (90, 0, 100); rise19 = (90, 0, 80);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_treasure_box");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_treasure_box");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_treasure_box");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_treasure_box");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_treasure_box");
wait .1;
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_treasure_box");
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_treasure_box");
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_treasure_box");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_treasure_box");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_treasure_box");
wait .1;
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_treasure_box");
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_treasure_box");
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_treasure_box");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_treasure_box");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_treasure_box");
Crippler15 = spawn("script_model", Crippler + Rise15);
Crippler15 setModel("zombie_treasure_box");
Crippler16 = spawn("script_model", Crippler + Rise16);
Crippler16 setModel("zombie_treasure_box");
Crippler17 = spawn("script_model", Crippler + Rise17);
Crippler17 setModel("zombie_treasure_box");
Crippler18 = spawn("script_model", Crippler + Rise18);
Crippler18 setModel("zombie_treasure_box");
Crippler19 = spawn("script_model", Crippler + Rise19);
Crippler19 setModel("zombie_treasure_box");
}
CreateVender1(Crippler)
{
PlusRep = 40; Rise = (0, -20, 160); rise1 = (0, -40, 160); rise2 = (0, -60, 160); rise3 = (0, -80, 160); rise4 = (0, -100, 160); rise5 = (0, -120, 160); rise6 = (90, -20, 160); rise7 = (90, -40, 160);
Rise8 = (90, -60, 160); rise9 = (90, -80, 160); rise10 = (90, -100, 160); rise11 = (90, -120, 160); rise12 = (180, -20, 160); rise13 = (180, -40, 160); rise14 = (180, -60, 160); rise15 = (180, -80, 160); rise16 = (180, -100, 160); rise17 = (180, -120, 160);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_treasure_box_lid");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_treasure_box_lid");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_treasure_box_lid");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_treasure_box_lid");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_treasure_box_lid");
wait .1;
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_treasure_box_lid");
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_treasure_box_lid");
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_treasure_box_lid");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_treasure_box_lid");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_treasure_box_lid");
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_treasure_box_lid");
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_treasure_box_lid");
wait .1;
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_treasure_box_lid");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_treasure_box_lid");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_treasure_box_lid");
Crippler15 = spawn("script_model", Crippler + Rise15);
Crippler15 setModel("zombie_treasure_box_lid");
Crippler16 = spawn("script_model", Crippler + Rise16);
Crippler16 setModel("zombie_treasure_box_lid");
Crippler17 = spawn("script_model", Crippler + Rise17);
Crippler17 setModel("zombie_treasure_box_lid");
}
CreateVender2(Crippler)
{
PlusRep = 40; Rise = (0, -140, 160); rise1 = (0, -160, 160); rise2 = (0, -180, 160); rise3 = (0, -200, 160); rise4 = (0, -220, 160); rise5 = (90, -140, 160); rise6 = (90, -160, 160); rise7 = (90, -180, 160);
Rise8 = (90, -200, 160); rise9 = (90, -220, 160); rise10 = (180, -140, 160); rise11 = (180, -160, 160); rise12 = (180, -180, 160); rise13 = (180, -200, 160); rise14 = (180, -220, 160);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_treasure_box_lid");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_treasure_box_lid");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_treasure_box_lid");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_treasure_box_lid");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_treasure_box_lid");
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_treasure_box_lid");
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_treasure_box_lid");
wait .1;
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_treasure_box_lid");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_treasure_box_lid");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_treasure_box_lid");
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_treasure_box_lid");
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_treasure_box_lid");
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_treasure_box_lid");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_treasure_box_lid");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_treasure_box_lid");
}
CreateVender3(Crippler)
{
PlusRep = 40; Rise = (0, -240, 160); rise1 = (0, -260, 160); rise2 = (0, -280, 160); rise3 = (0, -300, 160); rise4 = (0, -240, 160); rise5 = (90, -240, 160); rise6 = (90, -260, 160); rise7 = (90, -280, 160);
Rise8 = (90, -300, 160); rise9 = (90, -240, 160); rise10 = (180, -240, 160); rise11 = (180, -260, 160); rise12 = (180, -280, 160); rise13 = (180, -300, 160); rise14 = (180, -240, 160);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_treasure_box_lid");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_treasure_box_lid");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_treasure_box_lid");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_treasure_box_lid");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_treasure_box_lid");
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_treasure_box_lid");
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_treasure_box_lid");
wait .1;
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_treasure_box_lid");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_treasure_box_lid");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_treasure_box_lid");
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_treasure_box_lid");
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_treasure_box_lid");
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_treasure_box_lid");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_treasure_box_lid");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_treasure_box_lid");
}
CreateVender4(Crippler)
{
Rise = (0, 0, 0); rise1 = (0, 0, 80); Rise2 = (0, -20, 0); rise3 = (0, -20, 80);
Rise4 = (0, -40, 0); rise5 = (0, -40, 80); Rise6 = (0, -60, 0); rise7 = (0, -60, 80);
Rise8 = (0, -80, 0); rise9 = (0, -80, 80); Rise10 = (0, -100, 0); rise11 = (0, -100, 80);
Rise12 = (0, -120, 0); rise13 = (0, -120, 80); Rise14 = (0, -140, 0); rise15 = (0, -140, 80);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_vending_jugg_on");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_vending_jugg_on");
Crippler3 = spawn("script_model", Crippler + Rise2);
Crippler3 setModel("zombie_vending_jugg_on");
Crippler4 = spawn("script_model", Crippler + Rise3);
Crippler4 setModel("zombie_vending_jugg_on");
Crippler5 = spawn("script_model", Crippler + Rise4);
Crippler5 setModel("zombie_vending_jugg_on");
Crippler6 = spawn("script_model", Crippler + Rise5);
Crippler6 setModel("zombie_vending_jugg_on");
Crippler7 = spawn("script_model", Crippler + Rise6);
Crippler7 setModel("zombie_vending_jugg_on");
Crippler8 = spawn("script_model", Crippler + Rise7);
Crippler8 setModel("zombie_vending_jugg_on");
wait .1;
Crippler9 = spawn("script_model", Crippler + Rise8);
Crippler9 setModel("zombie_vending_jugg_on");
Crippler10 = spawn("script_model", Crippler + Rise9);
Crippler10 setModel("zombie_vending_jugg_on");
Crippler11 = spawn("script_model", Crippler + Rise10);
Crippler11 setModel("zombie_vending_jugg_on");
Crippler12 = spawn("script_model", Crippler + Rise11);
Crippler12 setModel("zombie_vending_jugg_on");
Crippler13 = spawn("script_model", Crippler + Rise12);
Crippler13 setModel("zombie_vending_jugg_on");
Crippler14 = spawn("script_model", Crippler + Rise13);
Crippler14 setModel("zombie_vending_jugg_on");
Crippler15 = spawn("script_model", Crippler + Rise14);
Crippler15 setModel("zombie_vending_jugg_on");
Crippler16 = spawn("script_model", Crippler + Rise15);
Crippler16 setModel("zombie_vending_jugg_on");
}
CreateVender5(Crippler)
{
Rise16 = (0, -160, 0); rise17 = (0, -160, 80); Rise18 = (0, -180, 0); rise19 = (0, -180, 80);
Rise20 = (0, -200, 0); rise21 = (0, -200, 80); Rise22 = (0, -220, 0); rise23 = (0, -220, 80);
Rise24 = (0, -240, 0); rise25 = (0, -240, 80); Rise26 = (0, -260, 0); rise27 = (0, -260, 80);
Rise28 = (0, -280, 0); rise29 = (0, -280, 80); Rise30 = (0, -300, 0); rise31 = (0, -300, 80);
Crippler17 = spawn("script_model", Crippler + Rise16);
Crippler17 setModel("zombie_vending_jugg_on");
Crippler18 = spawn("script_model", Crippler + Rise17);
Crippler18 setModel("zombie_vending_jugg_on");
Crippler19 = spawn("script_model", Crippler + Rise18);
Crippler19 setModel("zombie_vending_jugg_on");
Crippler20 = spawn("script_model", Crippler + Rise19);
Crippler20 setModel("zombie_vending_jugg_on");
Crippler21 = spawn("script_model", Crippler + Rise20);
Crippler21 setModel("zombie_vending_jugg_on");
wait .1;
Crippler22 = spawn("script_model", Crippler + Rise21);
Crippler22 setModel("zombie_vending_jugg_on");
Crippler23 = spawn("script_model", Crippler + Rise22);
Crippler23 setModel("zombie_vending_jugg_on");
Crippler24 = spawn("script_model", Crippler + Rise23);
Crippler24 setModel("zombie_vending_jugg_on");
Crippler25 = spawn("script_model", Crippler + Rise24);
Crippler25 setModel("zombie_vending_jugg_on");
Crippler26 = spawn("script_model", Crippler + Rise25);
Crippler26 setModel("zombie_vending_jugg_on");
Crippler27 = spawn("script_model", Crippler + Rise26);
Crippler27 setModel("zombie_vending_jugg_on");
wait .1;
Crippler28 = spawn("script_model", Crippler + Rise27);
Crippler28 setModel("zombie_vending_jugg_on");
Crippler29 = spawn("script_model", Crippler + Rise28);
Crippler29 setModel("zombie_vending_jugg_on");
Crippler30 = spawn("script_model", Crippler + Rise29);
Crippler30 setModel("zombie_vending_jugg_on");
Crippler31 = spawn("script_model", Crippler + Rise30);
Crippler31 setModel("zombie_vending_jugg_on");
Crippler32 = spawn("script_model", Crippler + Rise31);
Crippler32 setModel("zombie_vending_jugg_on");
}
CreateVender6(Crippler)
{
Rise = (0, 0, 0); rise1 = (0, 0, 80); Rise2 = (0, -20, 0); rise3 = (0, -20, 80);
Rise4 = (0, -40, 0); rise5 = (0, -40, 80); Rise6 = (0, -60, 0); rise7 = (0, -60, 80);
Rise8 = (0, -80, 0); rise9 = (0, -80, 80); Rise10 = (0, -100, 0); rise11 = (0, -100, 80);
Rise12 = (0, -120, 0); rise13 = (0, -120, 80); Rise14 = (0, -140, 0); rise15 = (0, -140, 80);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_vending_jugg_on");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_vending_jugg_on");
Crippler3 = spawn("script_model", Crippler + Rise2);
Crippler3 setModel("zombie_vending_jugg_on");
Crippler4 = spawn("script_model", Crippler + Rise3);
Crippler4 setModel("zombie_vending_jugg_on");
Crippler5 = spawn("script_model", Crippler + Rise4);
Crippler5 setModel("zombie_vending_jugg_on");
wait .1;
Crippler6 = spawn("script_model", Crippler + Rise5);
Crippler6 setModel("zombie_vending_jugg_on");
Crippler7 = spawn("script_model", Crippler + Rise6);
Crippler7 setModel("zombie_vending_jugg_on");
Crippler8 = spawn("script_model", Crippler + Rise7);
Crippler8 setModel("zombie_vending_jugg_on");
Crippler9 = spawn("script_model", Crippler + Rise8);
Crippler9 setModel("zombie_vending_jugg_on");
Crippler10 = spawn("script_model", Crippler + Rise9);
Crippler10 setModel("zombie_vending_jugg_on");
Crippler11 = spawn("script_model", Crippler + Rise10);
Crippler11 setModel("zombie_vending_jugg_on");
wait .1;
Crippler12 = spawn("script_model", Crippler + Rise11);
Crippler12 setModel("zombie_vending_jugg_on");
Crippler13 = spawn("script_model", Crippler + Rise12);
Crippler13 setModel("zombie_vending_jugg_on");
Crippler14 = spawn("script_model", Crippler + Rise13);
Crippler14 setModel("zombie_vending_jugg_on");
Crippler15 = spawn("script_model", Crippler + Rise14);
Crippler15 setModel("zombie_vending_jugg_on");
Crippler16 = spawn("script_model", Crippler + Rise15);
Crippler16 setModel("zombie_vending_jugg_on");
}
CreateVender7(Crippler)
{
Rise16 = (0, -160, 0); rise17 = (0, -160, 80); Rise18 = (0, -180, 0); rise19 = (0, -180, 80);
Rise20 = (0, -200, 0); rise21 = (0, -200, 80); Rise22 = (0, -220, 0); rise23 = (0, -220, 80);
Rise24 = (0, -240, 0); rise25 = (0, -240, 80); Rise26 = (0, -260, 0); rise27 = (0, -260, 80);
Rise28 = (0, -280, 0); rise29 = (0, -280, 80); Rise30 = (0, -300, 0); rise31 = (0, -300, 80);
Crippler17 = spawn("script_model", Crippler + Rise16);
Crippler17 setModel("zombie_vending_jugg_on");
Crippler18 = spawn("script_model", Crippler + Rise17);
Crippler18 setModel("zombie_vending_jugg_on");
Crippler19 = spawn("script_model", Crippler + Rise18);
Crippler19 setModel("zombie_vending_jugg_on");
Crippler20 = spawn("script_model", Crippler + Rise19);
Crippler20 setModel("zombie_vending_jugg_on");
Crippler21 = spawn("script_model", Crippler + Rise20);
Crippler21 setModel("zombie_vending_jugg_on");
wait .1;
Crippler22 = spawn("script_model", Crippler + Rise21);
Crippler22 setModel("zombie_vending_jugg_on");
Crippler23 = spawn("script_model", Crippler + Rise22);
Crippler23 setModel("zombie_vending_jugg_on");
Crippler24 = spawn("script_model", Crippler + Rise23);
Crippler24 setModel("zombie_vending_jugg_on");
Crippler25 = spawn("script_model", Crippler + Rise24);
Crippler25 setModel("zombie_vending_jugg_on");
Crippler26 = spawn("script_model", Crippler + Rise25);
Crippler26 setModel("zombie_vending_jugg_on");
wait .1;
Crippler27 = spawn("script_model", Crippler + Rise26);
Crippler27 setModel("zombie_vending_jugg_on");
Crippler28 = spawn("script_model", Crippler + Rise27);
Crippler28 setModel("zombie_vending_jugg_on");
Crippler29 = spawn("script_model", Crippler + Rise28);
Crippler29 setModel("zombie_vending_jugg_on");
Crippler30 = spawn("script_model", Crippler + Rise29);
Crippler30 setModel("zombie_vending_jugg_on");
Crippler31 = spawn("script_model", Crippler + Rise30);
Crippler31 setModel("zombie_vending_jugg_on");
Crippler32 = spawn("script_model", Crippler + Rise31);
Crippler32 setModel("zombie_vending_jugg_on");
}
CreateVender8(Crippler)
{
PlusRep = 40; Rise = (0, -300, 0); rise1 = (0, -300, 20); rise2 = (0, -300, 40); rise3 = (0, -300, 60); rise4 = (0, -300, 80); rise5 = (0, -300, 100); rise6 = (0, -300, 120); rise7 = (90, -300, 140);
Rise8 = (180, -300, 0); rise9 = (180, -300, 20); rise10 = (180, -300, 40); rise11 = (180, -300, 60); rise12 = (180, -300, 80); rise13 = (180, -300, 100); rise14 = (180, -300, 120); rise15 = (180, -300, 140); rise16 = (0, -300, 140);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_treasure_box");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_treasure_box");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_treasure_box");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_treasure_box");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_treasure_box");
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_treasure_box");
wait .1;
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_treasure_box");
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_treasure_box");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_treasure_box");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_treasure_box");
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_treasure_box");
wait .1;
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_treasure_box");
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_treasure_box");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_treasure_box");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_treasure_box");
Crippler15 = spawn("script_model", Crippler + Rise15);
Crippler15 setModel("zombie_treasure_box");
Crippler16 = spawn("script_model", Crippler + Rise16);
Crippler16 setModel("zombie_treasure_box");
}
CreateVender9(Crippler)
{
Rise16 = (90, -300, 120); rise17 = (90, -300, 100); Rise18 = (90, -300, 80); rise19 = (90, -300, 60);
Rise20 = (90, -300, 40); rise21 = (90, -300, 20); Rise22 = (90, -300, 0);
Crippler17 = spawn("script_model", Crippler + Rise16);
Crippler17 setModel("zombie_treasure_box");
Crippler18 = spawn("script_model", Crippler + Rise17);
Crippler18 setModel("zombie_treasure_box");
Crippler19 = spawn("script_model", Crippler + Rise18);
Crippler19 setModel("zombie_treasure_box");
wait .1;
Crippler20 = spawn("script_model", Crippler + Rise19);
Crippler20 setModel("zombie_treasure_box");
Crippler21 = spawn("script_model", Crippler + Rise20);
Crippler21 setModel("zombie_treasure_box");
Crippler22 = spawn("script_model", Crippler + Rise21);
Crippler22 setModel("zombie_treasure_box");
Crippler23 = spawn("script_model", Crippler + Rise22);
Crippler23 setModel("zombie_treasure_box");
}
CreateVender10(Crippler)
{
Rise = (0, 0, 0); rise1 = (0, 0, 20); rise2 = (90, 0, 0); rise3 = (90, 0, 20); rise6 = (0, -12, 40); rise7 = (90, -12, 60); rise4 = (90, 0, 40);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_treasure_box");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_treasure_box");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_treasure_box");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_treasure_box");
wait .1;
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_treasure_box_lid");
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_treasure_box_lid");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_treasure_box");
}
CreateVender11(Crippler)
{
self thread HintVend11( Crippler );
plusrep = 20; Rise = (0, 0, 50); cost = 15000;
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_ammocan");
level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
playfx(level._effect["Jesus"], Crippler.origin);
for(;;)
{
wait 0.1;
if( distance( self.origin, Crippler ) < PlusRep )
{
if(self UseButtonPressed() && self.score >= cost ){
wait .1;
self playsound( "cha_ching" );
self.zombie_cost = 15000;
self.score -= 15000;
self GiveWeapon("zombie_ppsh_upgraded");
self GiveWeapon("tesla_gun_upgraded");
self GiveWeapon("ray_gun_upgraded");
wait 30;
}
}
}
}
HintVend11( Crippler )
{
PlusRep = 20;
while( 1 )
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE UPGRADED RAY GUN, WUNDERWAFFE, AND PPSH 15,000 PTS." );
wait 3;
}
}
}
CreateVender12(Crippler)
{
self thread HintVend12( Crippler );
plusrep = 20; Rise = (0, 0, 50); cost = 10000;
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_ammocan");
level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
playfx(level._effect["Jesus"], Crippler.origin);
for(;;)
{
wait 0.1;
if( distance( self.origin, Crippler ) < PlusRep )
{
if(self UseButtonPressed() && self.score >= cost ){
wait .1;
self playsound( "cha_ching" );
self.zombie_cost = 10000;
self.score -= 10000;
self GiveWeapon("zombie_mg42_upgraded");
self GiveWeapon("zombie_thompson_upgraded");
wait 30;
}
}
}
}
HintVend12( Crippler )
{
PlusRep = 20;
while( 1 )
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE UPGRADED MG42 AND THOMPSON 10,000 PTS." );
wait 3;
}
}
}
CreateVender13(Crippler)
{
self thread HintVend13( Crippler );
plusrep = 20; Rise = (0, 0, 50); cost = 5000;
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_ammocan");
level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
playfx(level._effect["Jesus"], Crippler.origin);
for(;;)
{
wait 0.1;
if( distance( self.origin, Crippler ) < PlusRep )
{
if(self UseButtonPressed() && self.score >= cost ){
wait .1;
self playsound( "cha_ching" );
self.zombie_cost = 5000;
self.score -= 5000;
self GiveWeapon("zombie_mg42");
self GiveWeapon("zombie_ppsh");
wait 30;
}
}
}
}
HintVend13( Crippler )
{
PlusRep = 20;
while( 1 )
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE MG42 AND PPSH 5,000 PTS." );
wait 3;
}
}
}
CreateVender14(Crippler)
{
PlusRep = 40; Rise = (0, -20, 160); rise1 = (0, -40, 160); rise2 = (0, -60, 160); rise3 = (0, -80, 160); rise4 = (0, -100, 160); rise5 = (0, -120, 160); rise6 = (90, -20, 160); rise7 = (90, -40, 160);
Rise8 = (90, -60, 160); rise9 = (90, -80, 160); rise10 = (90, -100, 160); rise11 = (90, -120, 160); rise12 = (180, -20, 160); rise13 = (180, -40, 160); rise14 = (180, -60, 160); rise15 = (180, -80, 160); rise16 = (180, -100, 160); rise17 = (180, -120, 160);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_zapper_cagelight_green");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_zapper_cagelight_green");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_zapper_cagelight_green");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_zapper_cagelight_green");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_zapper_cagelight_green");
wait .1;
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_zapper_cagelight_green");
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_zapper_cagelight_green");
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_zapper_cagelight_green");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_zapper_cagelight_green");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_zapper_cagelight_green");
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_zapper_cagelight_green");
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_zapper_cagelight_green");
wait .1;
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_zapper_cagelight_green");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_zapper_cagelight_green");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_zapper_cagelight_green");
Crippler15 = spawn("script_model", Crippler + Rise15);
Crippler15 setModel("zombie_zapper_cagelight_green");
Crippler16 = spawn("script_model", Crippler + Rise16);
Crippler16 setModel("zombie_zapper_cagelight_green");
Crippler17 = spawn("script_model", Crippler + Rise17);
Crippler17 setModel("zombie_zapper_cagelight_green");
}
CreateVender15(Crippler)
{
PlusRep = 40; Rise = (0, -140, 160); rise1 = (0, -160, 160); rise2 = (0, -180, 160); rise3 = (0, -200, 160); rise4 = (0, -220, 160); rise5 = (90, -140, 160); rise6 = (90, -160, 160); rise7 = (90, -180, 160);
Rise8 = (90, -200, 160); rise9 = (90, -220, 160); rise10 = (180, -140, 160); rise11 = (180, -160, 160); rise12 = (180, -180, 160); rise13 = (180, -200, 160); rise14 = (180, -220, 160);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_zapper_cagelight_green");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_zapper_cagelight_green");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_zapper_cagelight_green");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_zapper_cagelight_green");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_zapper_cagelight_green");
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_zapper_cagelight_green");
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_zapper_cagelight_green");
wait .1;
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_zapper_cagelight_green");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_zapper_cagelight_green");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_zapper_cagelight_green");
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_zapper_cagelight_green");
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_zapper_cagelight_green");
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_zapper_cagelight_green");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_zapper_cagelight_green");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_zapper_cagelight_green");
}
CreateVender16(Crippler)
{
PlusRep = 40; Rise = (0, -240, 160); rise1 = (0, -260, 160); rise2 = (0, -280, 160); rise3 = (0, -300, 160); rise4 = (0, -240, 160); rise5 = (90, -240, 160); rise6 = (90, -260, 160); rise7 = (90, -280, 160);
Rise8 = (90, -300, 160); rise9 = (90, -240, 160); rise10 = (180, -240, 160); rise11 = (180, -260, 160); rise12 = (180, -280, 160); rise13 = (180, -300, 160); rise14 = (180, -240, 160);
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_zapper_cagelight_green");
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_zapper_cagelight_green");
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_zapper_cagelight_green");
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_zapper_cagelight_green");
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_zapper_cagelight_green");
Crippler5 = spawn("script_model", Crippler + Rise5);
Crippler5 setModel("zombie_zapper_cagelight_green");
Crippler6 = spawn("script_model", Crippler + Rise6);
Crippler6 setModel("zombie_zapper_cagelight_green");
wait .1;
Crippler7 = spawn("script_model", Crippler + Rise7);
Crippler7 setModel("zombie_zapper_cagelight_green");
Crippler8 = spawn("script_model", Crippler + Rise8);
Crippler8 setModel("zombie_zapper_cagelight_green");
Crippler9 = spawn("script_model", Crippler + Rise9);
Crippler9 setModel("zombie_zapper_cagelight_green");
Crippler10 = spawn("script_model", Crippler + Rise10);
Crippler10 setModel("zombie_zapper_cagelight_green");
Crippler11 = spawn("script_model", Crippler + Rise11);
Crippler11 setModel("zombie_zapper_cagelight_green");
Crippler12 = spawn("script_model", Crippler + Rise12);
Crippler12 setModel("zombie_zapper_cagelight_green");
Crippler13 = spawn("script_model", Crippler + Rise13);
Crippler13 setModel("zombie_zapper_cagelight_green");
Crippler14 = spawn("script_model", Crippler + Rise14);
Crippler14 setModel("zombie_zapper_cagelight_green");
}
CreateVender17(Crippler)
{
self endon ( "disconnect" );
self endon ( "death" );
self thread HintVend17( Crippler );
PlusRep = 40; Rise = (0, 0, 0); cost =100;
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_vending_jugg_on");
level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
level._effect["Jesus7s"] = loadfx ("misc/fx_ui_airstrike_smk_yellow");
level._effect["Jesus7s1"] = loadfx("misc/fx_black_box");
playfx(level._effect["Jesus7s1"], Crippler.origin); wait 1;
playfx(level._effect["Jesus7s"], Crippler.origin); wait 1;
playfx(level._effect["Jesus"], Crippler.origin);
for(;;)
{
wait 0.1;
if( distance( self.origin, Crippler ) < PlusRep )
{
if(self UseButtonPressed() && self.score >= cost ){
self setblur( 4, 0.1 );
wait .5;
self.zombie_cost = 1000;
self.score -= 1000;
wait 5;
}
}
}
}
zombie_devgui_give_perk( perk )
{
vending_triggers = GetEntArray( "zombie_vending", "targetname" );
if ( vending_triggers.size < 1 )
{
iPrintlnBold( "Map does not contain any perks machines" );
return;
}
for ( i = 0; i < vending_triggers.size; i++ )
{
if ( vending_triggers[i].script_noteworthy == perk )
{
vending_triggers[i] notify( "trigger", self );
return;
}
}
iPrintlnBold( "Map does not contain perks machine with perk: " + perk );
}
HintVend17( Crippler )
{
PlusRep = 40;
while( 1 )
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE JUGGS 1,000 PTS." );
wait 3;
}
}
}
CreateVender18(Crippler)
{
self endon ( "disconnect" );
self endon ( "death" );
self thread HintVend18( Crippler );
PlusRep = 40; Rise = (0, 0, 40); quake = 125; nuke = 2000; munk = 200; cost = 20;
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_skull");
level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
level._effect["Jesus7s1"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["Jesus7s2"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["Jesus7s3"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
playfx(level._effect["Jesus7s3"], Crippler.origin); wait 1;
playfx(level._effect["Jesus7s2"], Crippler.origin); wait 1;
playfx(level._effect["Jesus7s1"], Crippler.origin); wait 1;
playfx(level._effect["Jesus"], Crippler.origin);
for(;;)
{
wait 0.1;
if( distance( self.origin, Crippler ) < PlusRep )
{
if(self UseButtonPressed() && self.score >= cost ){
level.zombie_vars["zombie_insta_kill"] = 1;
self.score -= 2000;
self iPrintlnBold( "^260 SECOND INSTAKILL ACTIVATED" );
self playsound( "cha_ching" );
self thread start_timer();
self thread insta();
wait 60;
self playsound( "packa_weap_ready" );
level.zombie_vars["zombie_insta_kill"] = 0;
}
}
}
}
HintVend18( Crippler )
{
PlusRep = 40;
while( 1 )
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
self iPrintlnBold( "[{+usereload}] ^22000 ^0Points for ^160 SECOND INSTAKILL [{+usereload}]" );
wait 3;
}
}
}
insta()
{
self endon ( "noinsta" );
self endon ( "death" );
self endon ( "disconnect" );
shader_inst = "specialty_instakill_zombies";
hud9 = newHudElem();
hud9.foreground = true;
hud9.sort = 1;
hud9.hidewheninmenu = false;
hud9.alignX = "left";
hud9.alignY = "top";
hud9.horzAlign = "left";
hud9.vertAlign = "top";
hud9.x = 105;
hud9.y = 45;
hud9.alpha = 1;
hud9.fontscale = 1.25;
hud9.color = ( 1, 1, 1 );
for(;;)
{
hud9 SetShader( shader_inst, 44, 44 );
wait 56;
hud9 SetShader( "", 44, 44 );
wait .5;
hud9 SetShader( shader_inst, 44, 44 );
wait .5;
hud9 SetShader( "", 44, 44 );
wait .5;
hud9 SetShader( shader_inst, 44, 44 );
wait .5;
hud9 SetShader( "", 44, 44 );
wait .5;
hud9 SetShader( shader_inst, 44, 44 );
wait .5;
hud9 SetShader( "", 44, 44 );
wait .5;
hud9 SetShader( shader_inst, 44, 44 );
wait .5;
hud9 SetShader( "", 44, 44 );
wait .5;
hud9 SetShader( shader_inst, 44, 44 );
wait .5;
hud9 SetShader( "", 44, 44 );
wait .1;
self notify ( "noinsta" );
}
}
start_timer( time, stop_notify )
{
self notify ("stop_prev_timer");
self endon ("stop_prev_timer");
if( !isDefined( self.stopwatch_elem ) )
{
self.stopwatch_elem = newHudElem();
self.stopwatch_elem.horzAlign = "left";
self.stopwatch_elem.vertAlign = "top";
self.stopwatch_elem.alignX = "left";
self.stopwatch_elem.alignY = "top";
self.stopwatch_elem.x = 10;
self.stopwatch_elem.y = 20;
self.stopwatch_elem.alpha = 0;
self.stopwatch_elem.sort = 2;
self.stopwatch_elem_glass = newHudElem();
self.stopwatch_elem_glass.horzAlign = "left";
self.stopwatch_elem_glass.vertAlign = "top";
self.stopwatch_elem_glass.alignX = "left";
self.stopwatch_elem_glass.alignY = "top";
self.stopwatch_elem_glass.x = 10;
self.stopwatch_elem_glass.y = 20;
self.stopwatch_elem_glass.alpha = 0;
self.stopwatch_elem_glass.sort = 3;
self.stopwatch_elem_glass setShader( "zombie_stopwatch_glass", level.stopwatch_length_width, level.stopwatch_length_width );
}
if( isDefined( stop_notify ) )
{
self thread wait_for_stop_notify( stop_notify );
}
if( time > 60 )
{
time = 60;
}
self.stopwatch_elem setClock( time, 60, "zombie_stopwatch", level.stopwatch_length_width, level.stopwatch_length_width );
self.stopwatch_elem.alpha = 1;
self.stopwatch_elem_glass.alpha = 1;
wait( time );
self notify( "countdown_finished" );
wait( 1 );
self.stopwatch_elem.alpha = 0;
self.stopwatch_elem_glass.alpha = 0;
}
wait_for_stop_notify( stop_notify )
{
self endon ("stop_prev_timer");
self endon( "countdown_finished" );
self waittill( stop_notify );
self.stopwatch_elem.alpha = 0;
self.stopwatch_elem_glass.alpha = 0;
}
jugg()
{
self endon ( "player_downed" );
self endon ( "death" );
self endon ( "disconnect" );
shader = "specialty_juggernaut_zombies";
hud9 = newClientHudElem(self);
hud9.foreground = true;
hud9.sort = 1;
hud9.hidewheninmenu = false;
hud9.alignX = "left";
hud9.alignY = "top";
hud9.horzAlign = "left";
hud9.vertAlign = "top";
hud9.x = 20;
hud9.y = 300;
hud9.alpha = 1;
hud9.fontscale = 1.25;
hud9.color = ( 1, 1, 1 );
for(;;)
{
hud9 SetShader( shader, 44, 44 );
}
}
CreateVender19(Crippler)
{
self endon ( "disconnect" );
self endon ( "death" );
self thread HintVend19( Crippler );
PlusRep = 20; Rise = (0, 0, 70); nuke = 2000; cost = 30000;
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_ammocan");
level._effect["Jesus"] = loadfx( "misc/fx_zombie_powerup_on" ); wait 1;
level._effect["Jesus7s1"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["Jesus7s2"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["Jesus7s3"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
playfx(level._effect["Jesus7s3"], Crippler.origin); wait 1;
playfx(level._effect["Jesus7s2"], Crippler.origin); wait 1;
playfx(level._effect["Jesus7s1"], Crippler.origin); wait 1;
playfx(level._effect["Jesus"], Crippler.origin);
for(;;)
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
if(self UseButtonPressed() && self.score >= cost ){
self.zombie_cost = 30000;
self.score -= 30000;
self.score_total -=30000;
self thread GiveAll();
self playsound("cha_ching");
wait .3;
self playsound("laugh_child");
wait 30;
}
}
}
}
HintVend19( Crippler )
{
PlusRep = 20;
while( 1 )
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
self iPrintlnBold( "HOLD [{+usereload}] TO PURCHASE ^1ALL GUNS ^730,000 PTS." );
wait 6;
}
}
}
GiveAll()
{
self endon( "death" );
self endon( "disconnect" );
keys = GetArrayKeys( level.zombie_weapons );
for( i = 0; i < keys.size; i++ )
{
self GiveWeapon( keys[i], 0 );
wait 0.02;
}
}
Score()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
if( level.round_number >= 1 )
{
self.score += 19500;
self.score_total +=19500;
wait 1;
return;
}
}
}
CreateVender20(Crippler)
{
self thread HintVend20( Crippler );
openRoll = 180;
openTime = 0.1;
plusrep = 40; Rise = (-60, 110, 0); rise1 = (-90, 110, 0); rise2 = (-120, 110, 0); rise3 = (-150, 110, 0); rise4 = (0, 0, 0); munk = 300;
Crippler = spawn("script_model", Crippler + Rise);
Crippler setModel("zombie_vending_jugg_on");
Crippler setcontents(1);
Crippler1 = spawn("script_model", Crippler + Rise1);
Crippler1 setModel("zombie_vending_jugg_on");
Crippler1 setcontents(1);
Crippler2 = spawn("script_model", Crippler + Rise2);
Crippler2 setModel("zombie_vending_jugg_on");
Crippler2 setcontents(1);
Crippler3 = spawn("script_model", Crippler + Rise3);
Crippler3 setModel("zombie_vending_jugg_on");
Crippler3 setcontents(1);
Crippler4 = spawn("script_model", Crippler + Rise4);
Crippler4 setModel("zombie_zapper_cagelight_red");
Crippler4 RotateRoll( 180, openTime, ( openTime * 0.1 ) );
for(;;)
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep)
{
if(self UseButtonPressed()){
Crippler moveto (Crippler.origin + (105,0,0),2);
Crippler1 moveto (Crippler1.origin + (105,0,0),2);
Crippler2 moveto (Crippler2.origin + (105,0,0),2);
Crippler3 moveto (Crippler3.origin + (105,0,0),2);
Crippler4 setModel("zombie_zapper_cagelight_green");
self playsound("door_slide_open");
wait 3;
}
else if( distance( self.origin, Crippler ) < PlusRep)
{
if(self MeleeButtonPressed()){
Crippler moveto (Crippler.origin + (-105,0,0),2);
Crippler1 moveto (Crippler1.origin + (-105,0,0),2);
Crippler2 moveto (Crippler2.origin + (-105,0,0),2);
Crippler3 moveto (Crippler3.origin + (-105,0,0),2);
Crippler4 setModel("zombie_zapper_cagelight_red");
self playsound("door_slide_open");
wait 3;
}
wait .1;
}
}
}
}
HintVend20( Crippler )
{
PlusRep = 20;
while( 1 )
{
wait .1;
if( distance( self.origin, Crippler ) < PlusRep )
{
self iPrintlnBold( "HOLD [{+usereload}] TO OPEN OR CLOSE DOOR" );
wait 6;
}
}
}
CreateVender21(Crippler)
{
self endon ( "disconnect" );
while( 1 )
{
munk = 200;
zombies = GetAiSpeciesArray( "axis", "all" );
for (i = 0; i < zombies.size; i++)
if( distance( zombies[i].origin, Crippler ) < munk )
zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
wait .1;
}
}
zombieskull()
{
self endon ( "disconnect" );
self endon ( "death" );
while(1)
{
zombies = getaiarray("axis");
for ( i = 0; i < zombies.size; i++ )
zombies[i] attach("zombie_skull", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_bomb", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_carpenter", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_ammocan", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("defaultvehicle", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_treasure_box", "J_Eyeball_LE", true);
wait .1;
zombies[i] attach("zombie_monkey_bomb", "J_Eyeball_LE", true);
wait .1;
}
}
Mikey's Skybase:
SkyBase()
{
Mikey = spawn( "script_model", (27, -242, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -266, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -290, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -314, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -338, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -362, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -386, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -410, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -434, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -458, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -482, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -506, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
wait .5;
Mikey = spawn( "script_model", (117, -242, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -266, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -290, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -314, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -338, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -362, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -386, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -410, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -242, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -266, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -290, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -314, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -338, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -362, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -386, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -410, 466.125) ); Mikey setModel( "zombie_treasure_box_lid" );
wait .5;
Mikey = spawn( "script_model", (27, -242, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -266, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -290, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -314, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -338, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -362, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -386, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -410, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -434, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -458, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -482, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -506, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -242, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -266, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -290, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -314, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -338, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -362, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -386, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -410, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
wait .5;
Mikey = spawn( "script_model", (-63, -242, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -266, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -290, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -314, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -338, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -362, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -386, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -410, 555.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-119, -273, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -273, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
wait .5;
Mikey = spawn( "script_model", (-119, -366, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-119, -366, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -366, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
wait .5;
Mikey = spawn( "script_model", (174, -273, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (174, -273, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (27, -515, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 483.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 501.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 519.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -515, 537.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 483.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 501.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 519.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -422, 537.125) ); Mikey setModel( "zombie_treasure_box" );
wait .5;
Mikey = spawn( "script_model", (117, -422, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 483.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 501.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 519.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -422, 537.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -216, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (27, -228, 484.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (27, -216, 537.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -216, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (117, -228, 484.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -216, 537.125) ); Mikey setModel( "zombie_treasure_box" );
wait .5;
Mikey = spawn( "script_model", (-63, -216, 466.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (-63, -228, 484.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -216, 537.125) ); Mikey setModel( "zombie_treasure_box" );
Mikey = spawn( "script_model", (85, -465, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (85, -465, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 466.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 483.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 501.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 519.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
Mikey = spawn( "script_model", (-31, -467, 537.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (0,90,0);
wait .5;
Mikey = spawn( "script_model", (144, -216, 511.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (90,0,0);
Mikey = spawn( "script_model", (-109, -216, 511.125) ); Mikey setModel( "zombie_treasure_box" ); Mikey.angles = (90,0,0);
Mikey = spawn( "script_model", (-92, -228, 511) ); Mikey setModel( "zombie_treasure_box_lid" ); Mikey.angles = (90,0,0);
Mikey = spawn( "script_model", (143, -228, 511) ); Mikey setModel( "zombie_treasure_box_lid" ); Mikey.angles = (90,0,0);
Mikey = spawn( "script_model", (27, -228, 537.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (117, -228, 537.125) ); Mikey setModel( "zombie_treasure_box_lid" );
Mikey = spawn( "script_model", (-63, -228, 537.125) ); Mikey setModel( "zombie_treasure_box_lid" );
level.packo = spawn( "script_model", (150, -320, 466.125) );
level.packo.angles = (0,270,0);
level.packo setModel( "zombie_vending_packapunch_on" );
level.packoSolid = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 100, 100 );
level.packoSolid.origin = (150, -320, 466.125);
level.packoSolid.angles = (0, 270, 0);
level.packoSolid setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 9000, 9000 ); level.base.origin = (24, -350, 556); level.base setContents( 1 );
wait .5;
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-96, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-66, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-36, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-6, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (24, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (54, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (84, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (114, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (144, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (156, -215, 440); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-96, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-66, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-36, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-6, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (24, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (54, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (84, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (114, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (144, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (156, -215, 533); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (-35, -416, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-35, -457, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-35, -498, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (90, -416, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (90, -457, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (90, -498, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (-38, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-63, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-107, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 35, 35 ); level.base.origin = (72, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (117, -432, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (141, -432, 480); level.base setContents( 1 );
wait .5;
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -407, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -362, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -317, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-119, -248, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -268, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -314, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -360, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (174, -380, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (-17, -515, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (39, -515, 480); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( 0, 0, 0 ), 0, 50, 50 ); level.base.origin = (71, -515, 480); level.base setContents( 1 );
}
Lunar Lander:
doLunarLander()
{
if(self GetTehMap() == "nzf")
{
self.LunasSpawned = true;
self thread platform_Models();
self thread platform_playerFalse();
self thread platform_R();
self thread platform_R2();
}
if(self GetTehMap() == "nzp" && self GetTehMap() == "nza" && self GetTehMap() == "nzs")
{
self iprintln("^1You Can Only Spawn The Lunar Lander On ^2Der Riese^1!");
}
}
platform_Models()
{
self endon("disconnect");
level.LunarInUse = false;
level.LunarPosition = "Spawn";
SpawnPos = ( 52, -440, 1.8 );
level.Lunar1 = spawn( "script_model", SpawnPos );
level.Lunar1 setmodel( "zombie_teleporter_pad" );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin );
level.Lunar2 setModel( "zombie_teleporter_pad" );
level.Lunar2.angles = ( -180, 0, 0 );
level.Lunar2 linkto( level.Lunar1 );
level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 25 ) );
level.CtrlPan2 setmodel( "zombie_teleporter_control_panel" );
level.CtrlPan2.angles = ( 0, 180, 0 );
level.CtrlPan2 linkto( level.Lunar1 );
level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 25 ) );
level.CtrlPan setmodel( "zombie_teleporter_control_panel" );
level.CtrlPan linkto( level.Lunar1 );
level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
level.PlayerOrig0 linkto( level.Lunar1 );
level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
level.PlayerOrig2 linkto( level.Lunar1 );
level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
level.PlayerOrig3 linkto( level.Lunar1 );
level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
level.PlayerOrig4 linkto( level.Lunar1 );
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, -1740, 58 ) );
playfx( level._effect["zombie_flashback_american"], ( 300, -1740, 58 ) );
}
platform_R()
{
self endon("disconnect");
level thread add_zombie_hint( "Trigger_1", "Press &&1 To Use Lunar Lander" );
level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
level.trig SetCursorHint( "HINT_NOICON" );
level.trig UseTriggerRequireLookAt();
level.trig set_hint_string( level.trig, "Trigger_1" );
cost = 0;
for(;;)
{
level.trig waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
if(i.score >= cost )
{
i.zombie_cost = 0;
i.score -= 0;
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Spawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Call Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Use Lunar Lander" );
}
else
{
i iPrintln("^1Not Enough Points");
}
}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Dest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Use Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Call Lunar Lander" );
}
}
}
platform_R2()
{
self endon("disconnect");
DestPos = ( 300, -1740, 63 );
level thread add_zombie_hint( "Trigger_1", "Press &&1 To Use Lunar Lander" );
level.trig2 = spawn( "trigger_radius", DestPos, 1, 50, 20 );
level.trig2 SetCursorHint( "HINT_NOICON" );
level.trig2 UseTriggerRequireLookAt();
level.trig2 set_hint_string( level.trig2, "Trigger_2" );
cost = 0;
for(;;)
{
level.trig2 waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Spawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Call Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Use Lunar Lander" );
}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
if(i.score >= cost )
{
i.zombie_cost = 0;
i.score -= 0;
level.LunarInUse = true;
level.trig SetHintString( "Lunar Lander In Use" );
level.trig2 SetHintString( "Lunar Lander In Use" );
i platform_Dest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
level.trig SetHintString( "Press &&1 To Use Lunar Lander" );
level.trig2 SetHintString( "Press &&1 To Call Lunar Lander" );
}
else
{
i iPrintln("^1Not Enough Points");
}
}
}
}
platform_Spawn2Dest()
{
self endon("disconnect");
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();
self thread LunarFx( ( 52, -440, 1.8 ) );
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, -1740, 699 ), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
self thread AllDeath1();
level.Lunar1 moveto( ( 300, -1740, 58 ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
}
platform_Dest2Spawn()
{
self endon("disconnect");
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();
self thread LunarFx( ( 300, -1740, 63 ) );
level.Lunar1 moveto( ( 300, -1740, 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 AllDeath2();
level.Lunar1 moveto( ( 52, -440, 1.8 ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
}
PlayerCheck(num, origin)
{
self endon("disconnect");
P = get_players();
if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
{
P[num] EnableHealthShield( true );
P[num] EnableInvulnerability();
P[num] playerLinkTo( origin );
}
}
PlayerUnlink(num)
{
self endon("disconnect");
P = get_players();
if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
{
P[num] unlink();
P[num] EnableHealthShield( false );
P[num] DisableInvulnerability();
P[num].OnLunar = false;
}
}
platform_effect()
{
self endon("disconnect");
self endon("platform_arived");
for(;;)
{
earthquake (.15, .2, level.Lunar2.origin, 500);
wait .2;
}
}
platform_Sound()
{
self endon("disconnect");
self endon("platform_arived");
for(;;)
{
playsoundatposition( "wpn_flmthwr_mn_flame", level.Lunar2.origin );
self PlaySound("wpn_flmthwr_mn_flame","wpn",true);
wait 1.5;
}
}
AllDeath1()
{
wait 2;
self thread playerDie((300, -1740, 58), 0);
self thread playerDie((300, -1740, 58), 1);
self thread playerDie((300, -1740, 58), 2);
self thread playerDie((300, -1740, 58), 3);
}
AllDeath2()
{
wait 2;
self thread playerDie((52, -440, 1.8), 0);
self thread playerDie((52, -440, 1.8), 1);
self thread playerDie((52, -440, 1.8), 2);
self thread playerDie((52, -440, 1.8), 3);
}
playerDie(ent,num)
{
self endon("disconnect");
self endon("platform_arived");
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] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
P[num] setOrigin( ent + ( XAx, YAx, 3 ) );
}
wait .01;
}
}
platform_playerFalse()
{
for( i = 0;i < get_players().size;
i++ )
{
get_players()[i].OnLunar = false;
}
}
LunarFx( orig )
{
self endon("disconnect");
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;
}
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;
}
}
Ricocheting bullets:
bulletricochet()
{
self setperk("specialty_bulletaccuracy");
setdvar("perk_weapSpreadMultiplier",0);
self endon("death");
for(;;)
{
self waittill("weapon_fired");
self thread reflectbullet(30,self getcurrentweapon());
}
}
reflectbullet(times,weapon)
{
if(!isdefined(weapon) && level.script == "nazi_zombie_asylum" || level.script == "nazi_zombie_prototype") weapon = "panzerschrek";
if(!isdefined(weapon) && level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory") weapon = "panzerschrek_zombie";
incident = anglestoforward(self getplayerangles());
trace = bullettrace(self geteye(),self geteye()+incident*100000,0,self);
reflection = incident - (2 * trace["normal"] * vectordot(incident,trace["normal"]));
magicbullet(weapon,trace["position"],trace["position"]+(reflection*100000));
wait 0.05;
for(i=0;i<times-1;i++)
{
trace = bullettrace(trace["position"],trace["position"]+(reflection*100000),0,self);
incident = reflection;
reflection = incident - (2 * trace["normal"] * vectordot(incident,trace["normal"]));
magicbullet(weapon,trace["position"],trace["position"]+(reflection*100000));
wait 0.05;
}
}
Shooting PowerUps:
toggle_spawnpu()
{
if(self.spawnpu == false)
{
self thread spawnpu();
self.spawnpu = true;
self iPrintlnBold( "^2Spawn PowerUp's On" );
}
else
{
self notify("spawnpuDone");
self.spawnpu = false;
self iPrintlnBold( "^1Spawn PowerUp's Off" );
}
}
spawnpu()
{
self endon ( "disconnect" );
self endon ( "spawnpuDone" );
for(;;)
{
self waittill( "weapon_fired" );
player = self;
direction = player GetPlayerAngles();
direction_vec = AnglesToForward( direction );
eye = player GetEye();
scale = 8000;
direction_vec = (direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale);
trace = bullettrace( eye, eye + direction_vec, 0, undefined );
level.zombie_devgui_power = 1;
level.zombie_vars["zombie_drop_item"] = 1;
level.powerup_drop_count = 0;
level thread maps\_zombiemode_powerups::powerup_drop( trace["position"] );
}wait 2;}
Rain Drops On Screen:
coast_director_water_drops_on_screen()
{
self endon( "disconnect" );
self SetWaterDrops( 50 );
wait( 10.0 );
self SetWaterDrops( 0 );
}
The Armory:
Also you need to precache these:
precacheModel( "zombie_teleporter_control_panel" );
precacheModel( "zombie_teddybear_perkaholic" );
precacheModel( "zombie_treasure_box" );
precacheModel( "zombie_ammocan" );
precacheModel( "zombie_perk_bottle_jugg" );
precacheModel( "zombie_perk_bottle_sleight" );
precacheModel( "zombie_perk_bottle_doubletap" );
precacheModel( "zombie_perk_bottle_revive" );
precacheModel( "viewmodel_usa_tesla_gun" );
precacheModel( "viewmodel_zombie_mg42_mg" );
Here Is The Coding
TheArmory()
{
if(self.ArmorySpawned == false && IsSubStr(level.script, "nazi_zombie_factory"))
{
self thread buildTeleporters();
self thread buildSkybase();
self thread NukeMainframe();
self thread OrbitalStrike();
self thread MaxAmmo();
self thread doLights();
self thread doPerk( level.jugg, "zombie_perk_bottle_jugg", "Juggernog", 2500, (80,-515,488.125), "specialty_rof" );
self thread doPerk( level.slieght, "zombie_perk_bottle_sleight", "Speed Cola", 3000, (60,-515,488.125), "specialty_armorvest" );
self thread doPerk( level.quick, "zombie_perk_bottle_revive", "Quick Revive Soda", 1500, (40,-515,488.125), "specialty_quickrevive" );
self thread doPerk( level.dTap, "zombie_perk_bottle_doubletap", "Double Tap Root Beer", 2000, (20,-515,488.125), "specialty_fastreload" );
self.ArmorySpawned = true;
self thread spinModels();
self iPrintln("'The Armory' Spawned");
}
}
SpinModels()
{
for(;;)
{
level.Ammo rotateYaw(360,2);
level.Teleporter rotateYaw(360,2);
level.Teleporter2 rotateYaw(360,2);
wait 2;
}
}
buildTeleporters()
{
level.Teleporter = spawn( "script_model", (50,-400,10) ); level.Teleporter setModel( "zombie_teddybear_perkaholic" );
playfx( loadfx( "misc/fx_zombie_powerup_on" ), (50,-400,20) );
self thread Teleporter();
level.Teleporter2 = spawn( "script_model", (-46,-486,483.125) ); level.Teleporter2 setModel( "zombie_teddybear_perkaholic" );
playfx( loadfx( "misc/fx_zombie_powerup_on" ), (-46,-491,493.125) );
self thread Teleporter2();
}
Teleporter()
{
level thread add_zombie_hint( "Geoorge", "Press & hold &&1 to enter 'The Armory'" );
trig = spawn("trigger_radius", (50,-400,10), 1, 50, 50);
trig SetCursorHint( "HINT_NOICON" );
trig UseTriggerRequireLookAt();
trig set_hint_string( trig, "Geoorge" );
Tele = spawn( "script_model", (2368,-320,56) ); Tele.angles = (0,90,0);
for(;;)
{
trig waittill("trigger", player);
if(player useButtonPressed())
{
wait .3;
if(player useButtonPressed() && player.is_zombie == false)
{
if(level.strat == true)
{
player EnableHealthShield(true);
player EnableInvulnerability();
}
player setStance("stand");
player playsound("teleport_2d_fnt");
player setClientDvar("cg_drawGun", "0");
player setClientDvar("cg_crosshairAlpha", "0");
player playerLinkTo(Tele);
player setPlayerAngles((0,90,0));
player FreezeControls(true);
wait 2;
player Unlink();
player setOrigin((-35,-481.409,466.125));
player setClientDvar("cg_drawGun", "1");
player setClientDvar("cg_crosshairAlpha", "1");
player FreezeControls(false);
player shellshock( "electrocution", 2 );
}
}
}
}
Teleporter2()
{
level thread add_zombie_hint( "Geoorge", "Press & hold &&1 to exit 'The Armory'" );
trig = spawn("trigger_radius", (-46,-491,483.125), 1, 30, 30);
trig SetCursorHint( "HINT_NOICON" );
trig set_hint_string( trig, "Geoorge" );
Tele = spawn( "script_model", (2368,-320,56) );
for(;;)
{
trig waittill("trigger", player);
if(player useButtonPressed())
{
wait .3;
if(player useButtonPressed())
{
player setStance("stand");
player playsound("teleport_2d_fnt");
player setClientDvar("cg_drawGun", "0");
player setClientDvar("cg_crosshairAlpha", "0");
player playerLinkTo(tele);
player setPlayerAngles((0,90,0));
player FreezeControls(true);
wait 2;
player Unlink();
player FreezeControls(false);
player setOrigin((50,-400,-2.875));
player setClientDvar("cg_drawGun", "1");
player setClientDvar("cg_crosshairAlpha", "1");
player shellshock( "electrocution", 2 );
if(level.strat == true)
{
player EnableHealthShield(false);
player DisableInvulnerability();
}
}
}
}
}
BuildSkybase()
{
for(r=-520;r<-232;r+=24)
{
George = spawn( "script_model", (-40, r, 466.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (-40, r, 534.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (50, r, 466.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (50, r, 534.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (140, r, 466.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (140, r, 534.125) ); George setModel( "zombie_treasure_box_lid" );
}
George = spawn( "script_model", (50, -256, 483.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (50, -526, 483.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (-62, -367.5, 483.125) ); George setModel( "zombie_treasure_box_lid" ); George.angles = (0,90,0);
George = spawn( "script_model", (186, -367.5, 483.125) ); George setModel( "zombie_treasure_box_lid" ); George.angles = (0,90,0);
George = spawn( "script_model", (50, -256, 517.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (50, -526, 517.125) ); George setModel( "zombie_treasure_box_lid" );
George = spawn( "script_model", (-62, -367.5, 517.125) ); George setModel( "zombie_treasure_box_lid" ); George.angles = (0,90,0);
George = spawn( "script_model", (186, -367.5, 517.125) ); George setModel( "zombie_treasure_box_lid" ); George.angles = (0,90,0);
George = spawn( "script_model", (50, -256, 483.125) ); George setModel( "zombie_teleporter_control_panel" );
George = spawn( "script_model", (-62, -367.5, 483.125) ); George setModel( "zombie_teleporter_control_panel" ); George.angles = (0,90,0);
for(w=466.125;w<534.125;w+=17)
{
George = spawn( "script_model", (-40, -244, w) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (-40, -514, w) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (140, -244, w) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (140, -514, w) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (-74, -277.5, w) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
George = spawn( "script_model", (-74, -457.5, w) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
George = spawn( "script_model", (174, -277.5, w) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
George = spawn( "script_model", (174, -457.5, w) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
}
George = spawn( "script_model", (50, -244, 466.125) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (50, -244, 517.125) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (50, -514, 466.125) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (50, -514, 517.125) ); George setModel( "zombie_treasure_box" );
George = spawn( "script_model", (-74, -367.5, 466.125) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
George = spawn( "script_model", (-74, -367.5, 517.125) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
George = spawn( "script_model", (174, -367.5, 466.125) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
George = spawn( "script_model", (174, -367.5, 517.125) ); George setModel( "zombie_treasure_box" ); George.angles = (0,90,0);
George = spawn( "script_model", (20, -245, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
George = spawn( "script_model", (80, -245, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
George = spawn( "script_model", (20, -515, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
George = spawn( "script_model", (80, -515, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
George = spawn( "script_model", (173, -400, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
George = spawn( "script_model", (173, -340, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
George = spawn( "script_model", (-73, -400, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
George = spawn( "script_model", (-73, -340, 516.125) ); George setModel( "zombie_zapper_cagelight_red" );
self.lightSwitch = spawn( "script_model", (140, -496, 486.125) ); self.lightSwitch setModel( "zombie_zapper_wall_control" ); self.lightSwitch.angles = (0,90,0);
self.lightSwitch = spawn( "script_model", (129, -501, 499.125) ); self.lightSwitch setModel( "zombie_zapper_handle" ); self.lightSwitch.angles = (180,-90,0);
level.base = spawn( "trigger_radius", ( 50, -372, 537.125 ), 0, 600, 1000 ); level.base setContents( 1 );
for(s=-66;s<174;s+=24)
{
level.base = spawn( "trigger_radius", ( s, -244, 466.125 ), 0, 24, 200 ); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( s, -520, 466.125 ), 0, 24, 200 ); level.base setContents( 1 );
}
for(s=-520;s<-244;s+=24)
{
level.base = spawn( "trigger_radius", ( 174, s, 466.125 ), 0, 24, 200 ); level.base setContents( 1 );
level.base = spawn( "trigger_radius", ( -74, s, 466.125 ), 0, 24, 200 ); level.base setContents( 1 );
}
RayGun = spawn( "script_model", (-20, -260, 501.125) );
RayGun setModel( "weapon_usa_ray_gun" );
self thread doWeapon("Press & Hold &&1 To Buy a Ray Gun [Cost: 10000]", (-20, -260, 501.125), 10000, "ray_gun");
MG42 = spawn( "script_model", (140, -260, 501.125) ); MG42.angles = (0,180,0);
MG42 setModel( "viewmodel_zombie_mg42_mg" );
self thread doWeapon("Press & Hold &&1 To Buy a MG42 [Cost: 7000]", (140, -260, 501.125), 7000, "zombie_mg42");
TeslaGun = spawn( "script_model", (160, -310, 501.125) ); TeslaGun.angles = (0,90,0);
TeslaGun setModel( "viewmodel_usa_tesla_gun" );
self thread doWeapon("Press & Hold &&1 To Buy a Wunderwaffe DG-2 [Cost: 10000]", (160, -310, 501.125), 10000, "tesla_gun");
}
DoWeapon(string, origin, cost, weapon)
{
level thread add_zombie_hint( "Geoorge", string );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig set_hint_string( trig, "Geoorge" );
for(;;)
{
trig waittill("trigger", player);
if(player useButtonPressed() && player.score >= cost)
{
wait .3;
if(player useButtonPressed())
{
a = player GetWeaponsListPrimaries();
player playsound( "cha_ching" );
player maps\_zombiemode_score::minus_to_player_score( cost );
playerCurrent = player getCurrentWeapon();
if(a.size > 1)player takeWeapon(playerCurrent);
player giveWeapon( weapon );
player switchToWeapon( weapon );
wait 1;
}
}
}
}
NukeMainframe()
{
level thread add_zombie_hint( "Geoorge", "Press & hold &&1 to Nuke the Mainframe [Cost: 1500]" );
trig = spawn("trigger_radius", (50, -256, 483.125), 1, 30, 30);
trig SetCursorHint( "HINT_NOICON" );
trig set_hint_string( trig, "Geoorge" );
for(;;)
{
cost = 1500;
trig waittill("trigger", player);
if(player useButtonPressed() && player.score >= cost)
{
wait .3;
if(player useButtonPressed())
{
player playsound( "cha_ching" );
player maps\_zombiemode_score::minus_to_player_score( cost );
missile = spawn("script_model", (-60,320,5000));
missile setmodel("zombie_bomb");
missile.angles = (90,0,0);
missile moveto((-60, 320, 103.125),5);
wait 5;
Earthquake( 2.5, 2, (-60, 320, 103.125), 300 );
playfx(loadfx("explosions/deafult_explosion"), (-60, 320, 120.125));
playfx(loadfx("misc/fx_zombie_mini_nuke"), (-60, 320, 120.125));
RadiusDamage( (-60, 320, 103.125), 500, 1000, 300, self );
missile delete();
}
}
}
}
MaxAmmo()
{
level.Ammo = spawn( "script_model", (172, -367.5, 501.125) ); level.Ammo setModel( "zombie_ammocan" );
playfx(loadfx( "misc/fx_zombie_powerup_on" ), (172,-367.5, 501.125));
level thread add_zombie_hint( "Geoorge", "Press & hold &&1 to Refill Ammo [Cost: 3500]" );
trig = spawn("trigger_radius", (172, -367.5, 501.125), 1, 30, 30);
trig SetCursorHint( "HINT_NOICON" );
trig set_hint_string( trig, "Geoorge" );
for(;;)
{
cost = 3500;
trig waittill("trigger", player);
if(player useButtonPressed() && player.score >= cost)
{
wait .3;
while(player useButtonPressed())
{
player playsound( "cha_ching" );
player maps\_zombiemode_score::minus_to_player_score( cost );
playerCurrent = player getCurrentWeapon();
player GiveMaxAmmo(playerCurrent);
wait 5;
}
}
}
}
doPerk( var, model, perkname, cost, origin, perk )
{
var = spawn( "script_model", origin ); var setModel( model ); var.angles = (0,180,0);
level thread add_zombie_hint( "Geoorge", "Press & hold &&1 to buy "+perkname+" [Cost: "+cost+"]" );
trig = spawn("trigger_radius", origin, 1, 20, 20);
trig SetCursorHint( "HINT_NOICON" );
trig set_hint_string( trig, "Geoorge" );
for(;;)
{
trig waittill("trigger", player);
if(player useButtonPressed() && player.score >= cost)
{
wait .3;
if(player useButtonPressed())
{
player playsound( "cha_ching" );
player maps\_zombiemode_score::minus_to_player_score( cost );
player thread GivePerk( model, perk );
wait 5;
}
}
}
}
doLights()
{
level thread add_zombie_hint( "Geoorge", "Press & hold &&1 to Turn Lights On/Off" );
trig = spawn("trigger_radius", (140, -496, 486.125), 1, 30, 30);
trig SetCursorHint( "HINT_NOICON" );
trig set_hint_string( trig, "Geoorge" );
lightSwitch = 0;
for(;;)
{
trig waittill("trigger", player);
if(player useButtonPressed() && lightSwitch == 0)
{
lightSwitch = 1;
self.lightSwitch rotatePitch(-180, 1);
self.light1 = spawn( "script_model", (15.5, -245, 512.625) ); self.light1 setModel( "tag_origin" );
self.light2 = spawn( "script_model", (75.5, -245, 512.625) ); self.light2 setModel( "tag_origin" );
self.light3 = spawn( "script_model", (15.5, -515, 512.625) ); self.light3 setModel( "tag_origin" );
self.light4 = spawn( "script_model", (75.5, -515, 512.625) ); self.light4 setModel( "tag_origin" );
self.light5 = spawn( "script_model", (168.5, -400, 512.625) ); self.light5 setModel( "tag_origin" );
self.light6 = spawn( "script_model", (168.5, -340, 512.625) ); self.light6 setModel( "tag_origin" );
self.light7 = spawn( "script_model", (-78.5, -400, 512.625) ); self.light7 setModel( "tag_origin" );
self.light8 = spawn( "script_model", (-78.5, -340, 512.625) ); self.light8 setModel( "tag_origin" );
wait 1;
self.light1.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light1, "tag_origin");
self.light2.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light2, "tag_origin");
self.light3.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light3, "tag_origin");
self.light4.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light4, "tag_origin");
self.light5.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light5, "tag_origin");
self.light6.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light6, "tag_origin");
self.light7.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light7, "tag_origin");
self.light8.fx = playfxontag(loadfx("maps/zombie/fx_zombie_light_glow_red"), self.light8, "tag_origin");
}
else if(player useButtonPressed() && lightSwitch == 1)
{
lightSwitch = 0;
self.lightSwitch rotatePitch(180, 1);
wait 1;
self.light1 Delete();
self.light2 Delete();
self.light3 Delete();
self.light4 Delete();
self.light5 Delete();
self.light6 Delete();
self.light7 Delete();
self.light8 Delete();
}
}
}
OrbitalStrike()
{
level thread add_zombie_hint( "Geoorge", "Press & Hold &&1 For Orbital Strike [Cost: 1500]" );
trig = spawn("trigger_radius", (-62, -367.5, 483.125), 1, 30, 30);
trig SetCursorHint( "HINT_NOICON" );
trig set_hint_string( trig, "Geoorge" );
for(;;)
{
cost = 1500;
trig waittill("trigger", player);
if(player useButtonPressed() && player.score >= cost)
{
wait .3;
if(player useButtonPressed())
{
player playsound( "cha_ching" );
player maps\_zombiemode_score::minus_to_player_score( cost );
for(i=0;i < 10; i++)
{
RadiusDamage( (-551, -162, 69), 600, 1000, 500, self );
Earthquake( 3, 2, (-551, -162, 69), 90 );
playfx(level._effect["zombie_mainframe_link_all"], (-551, -162, 69));
}
wait 5;
}
}
}
}
GivePerk( model, perk )
{
playsoundatposition( "bottle_dispense3d", self.origin );
self DisableOffhandWeapons();
self DisableWeaponCycling();
weaponA = self getCurrentWeapon();
weaponB = model;
self SetPerk( perk );
self GiveWeapon( weaponB );
self SwitchToWeapon( weaponB );
self waittill( "weapon_change_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self TakeWeapon( weaponB );
self SwitchToWeapon( weaponA );
}
add_zombie_hint( ref, text )
{
if( !IsDefined( level.zombie_hints ) )
{
level.zombie_hints = [];
}
PrecacheString( text );
level.zombie_hints[ref] = text;
}
get_zombie_hint( ref )
{
if( IsDefined( level.zombie_hints[ref] ) )
{
return level.zombie_hints[ref];
}
return level.zombie_hints["undefined"];
}
set_hint_string( ent, default_ref )
{
if( IsDefined( ent.script_hint ) )
{
self SetHintString( get_zombie_hint( ent.script_hint ) );
}
else
{
self SetHintString( get_zombie_hint( default_ref ) );
}
}
Morter airstrike:
AirSupport()
{
self endon("death");
self endon("rawr");
self thread ButtonMonitoring();
if( self.score >= 4000 )
{
self.mortar=1;
self.zombie_cost = 4000;
self.score -= 4000;
self mortartext("^6Awaiting Confirmation...","^6Awaiting Confirmation...","^6Awaiting Confirmation...");
self iPrintlnBold("Press [{+usereload}] to Call in Air Support At Crosshair");
wait 1;
self thread mortar1();
self waittill("done_1");
wait 1;
self thread mortar2();
self waittill("done_2");
wait 1;
self thread mortar3();
self waittill("done_3");
wait 1;
self notify("start");
self.mortar=0;
} else {
self iPrintlnBold("^1Not Enough Points!");
wait 1;
}
}
_fx(f,x)
{
playfx(level._effect[f], x );
}
mortartext(one,two,three)
{
self iPrintln("Mortar 1:"+one);
self iPrintln("Mortar 2:"+two);
self iPrintln("Mortar 3:"+three);
self iPrintln(" ");
self iPrintln(" ");
self iPrintln(" ");
self iPrintln(" ");
self iPrintln(" ");
self iPrintln(" ");
}
mortar1()
{
self endon("death");
self waittill("use");
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Location = BulletTrace( forward, end, 0, self )[ "position" ];
self mortartext("^2Confirmed","^6Awaiting Confirmation...","^6Awaiting Confirmation...");
self notify("done_1");
self _fx("powerup_grabbed",Location);
wait 1;
self thread loc1(Location);
}
mortar2()
{
self endon("death");
self waittill("use");
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Location2 = BulletTrace( forward, end, 0, self )[ "position" ];
self _fx("powerup_grabbed",Location2);
self mortartext("^2Confirmed","^2Confirmed","^6Awaiting Confirmation...");
self notify("done_2");
self thread loc2(Location2);
}
mortar3()
{
self endon("death");
self waittill("use");
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
Location3 = BulletTrace( forward, end, 0, self )[ "position" ];
self _fx("powerup_grabbed",Location3);
self mortartext("^2Confirmed","^2Confirmed","^2Confirmed");
self notify("done_3");
self thread loc3(Location3);
}
loc1(HavyArtillery)
{
self endon("end");
self waittill("start");
HavyArtillery2 = HavyArtillery+(0, 0, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtillery+(30, 30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtillery+(30, -30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtillery+(-30, 30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtillery+(-30, -30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
}
loc2(HavyArtill)
{
self waittill("start");
HavyArtillery2 = HavyArtill+(0, 0, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtill+(30, 30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtill+(30, -30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtill+(30, 30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtill+(-30, -30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
}
loc3(HavyArtilll)
{
self waittill("start");
HavyArtillery2 = HavyArtilll+(0, 0, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtilll+(30, 30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtilll+(30, -30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtilll+(-30, 30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
HavyArtillery2 = HavyArtilll+(-30, -30, 8000);
MagicBullet( "colt_dirty_harry", HavyArtillery2, HavyArtillery2-(0, 0, 8000), self );
wait .1;
}
ButtonMonitoring()
{
self endon("death");
self endon("disconnect");
for(;;)
{
if(self FragButtonPressed())
{
self notify("frag");
}
if(self MeleeButtonPressed())
{
self notify("melee");
}
if(self AttackButtonPressed())
{
self notify("attack");
}
if(self AdsButtonPressed())
{
self notify("ads");
}
if(self UseButtonPressed())
{
self notify("use");
}
wait .15;
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);return vec;
}
Black Hole:
BlackHole(Cost){
self endon("death");
self endon("disconneect");
if(self.score >= Cost){
self playsound("purchase");
self maps\_zombiemode_score::minus_to_player_score(Cost);
level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["wire_spark"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["zombie_mainframe_link_all"] = loadfx("maps/zombie/fx_zombie_mainframe_link_all");
level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
self iPrintln("Shoot where to spawn the black hole!");
self waittill("weapon_fired");
MaxDist = 2000;
NumZombies = 96;
MinDist = 20;
Earthquake( 0.5, 1, self.origin, 90 );
forward = self geteye();
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
BlackHoleOrig = BulletTrace( forward, end, 0, self )[ "position" ];
level.BlackHoleCenter = spawn("script_model", BlackHoleOrig+(0,0,45));
level.BlackholeCenter setModel("tag_origin");
level.BlackHoleCenter.angles = (90,0,0);
level.BlackCenter = spawn("script_origin", BlackHoleOrig+(0,0,45));
playfxontag(level._effect["wire_spark"], level.BlackHoleCenter, "tag_origin");
playfxontag(level._effect["zombie_mainframe_link_all"], level.BlackHoleCenter, "tag_origin");
playfxontag(level._effect["zombie_flashback_american"], level.BlackHoleCenter, "tag_origin");
self thread BlackHoleTrigger(25, BlackHoleOrig, 50);
level.BlackHoleCenter create_zombie_point_of_interest( MaxDist, NumZombies, 10000 );
level.BlackHoleCenter.attract_to_origin = true;
level.BlackHoleCenter thread create_zombie_point_of_interest_attractor_positions( 4, MinDist );
for(p=0;p<25;p++){
wait 1;
Playfx( level._effect["lightning_dog_spawn"], BlackHoleOrig+(0,0,45));
}
level notify("BlackHoleEnd");
level.BlackHoleCenter Delete();
} else {
self iPrintln("Not enough money!");
self thread maps\_zombiemode_perks::play_no_money_perk_dialog();
wait 0.2;
}
}
BlackHoleTrigger(time, BlackHoleOrig, Radius){
level endon("BlackHoleEnd");
zombies = GetAiSpeciesArray( "axis", "all" );
for(;;){
for(i=0;i<zombies.size;i++){
if(distance(BlackHoleOrig,zombies[i].origin) < 50){
zombies[i] dodamage(zombies[i].health*5000, (0,0,0), self);
}
wait 0.1;
}
wait 0.05;
}
}
OpenMenuButton(){
self endon("death");
self endon("disconnect");
self endon("ForceNoMenu");
self endon("Unlocking");
player = get_players();
for(;;){
/*if(self.MenuIsOpen == false){
if(self == player[0]){
if(self buttonPressed("dpad_right")){
self notify("OpenMenu");
wait 0.2;}
} else {*/
if(self MeleeButtonPressed()){
self notify("OpenMenu");
wait 0.2;}
/*}
}*/
wait 0.1;
}
}
Secret Messages Ftw:
#include maps\_zombiemode_utility;
TesterBro()
{
players = get_players();
index = maps\_zombiemode_weapons::get_player_index(players[0]);
plr = "plr_" + index + "_";
self thread create_and_play_dialog( plr, "vox_gen_giant", .25 );
}
StickyDvars
Blue Ping Bars
self setClientDvar( "cg_ScoresPing_HighColor", "0 0 1 1" );
self setClientDvar( "cg_ScoresPing_LowColor", "0 0.68 1 1" );
self setClientDvar( "cg_ScoresPing_MedColor", "0 0.49 1 1" );
Zombies Float Up When Dead:
self setClientDvar( "phys_gravity", "99" );
Bigger Scoreboard+BannerHeight:
self setClientDvar( "cg_scoreboardBannerHeight", "45" );
self setClientDvar( "cg_scoreboardHeaderFontScale", "0.45" );
self setClientDvar( "cg_scoreboardHeight", "500" );
Different Score+ScoreBoard Colors
self setClientDvar( "cg_scoresColor_Player_0", "0 0 0 1" );
self setClientDvar( "cg_scoresColor_Player_1", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Player_2", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Player_3", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Gamertag_0", "1 1 1 1" );
self setClientDvar( "cg_scoresColor_Gamertag_1", "1 0 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_2", "0 1 0 0" );
self setClientDvar( "cg_scoresColor_Gamertag_3", "0 0 1 0" );
self setClientDvar( "cg_scoresColor_Transparency", "1" );
self setClientDvar( "cg_scoresColor_TransparencyZombie", "1" );
self setClientDvar( "cg_scoresColor_Zombie", "0 0 0 1" );
Red/Blue/Purple Grenade Indicators
self setClientDvar( "cg_hudGrenadeIndicatorStartColor", "0 0 1 1" );
self setClientDvar( "cg_hudGrenadeIndicatorTargetColor", "1 0 0 1" );
Aimbot Not Sure If Sticky
self setClientDvar( "aim_autoaim_enabled", "1" );
self setClientDvar( "aim_autoaim_lerp", "100" );
self setClientDvar( "aim_autoaim_region_height", "120" );
self setClientDvar( "aim_autoaim_region_width", "99999999" );
self setClientDvar( "aim_autoAimRangeScale", "2" );
self setClientDvar( "aim_lockon_debug", "1" );
self setClientDvar( "aim_lockon_enabled", "1" );
self setClientDvar( "aim_lockon_region_height", "1386" );
self setClientDvar( "aim_lockon_region_width", "0" );
self setClientDvar( "aim_lockon_strength", "1" );
self setClientDvar( "aim_lockon_deflection", "0.05" );
self setClientDvar( "aim_input_graph_debug", "0" );
self setClientDvar( "aim_input_graph_enabled", "1" );
Wallhack
self setClientDvar( "r_znear_depthhack", "2" );
self setClientDvar( "r_znear", "57" );
self setClientDvar( "r_zFeather", "4" );
self setClientDvar( "r_zfar", "0" );
Red Gamertag
self setClientDvar( "ui_playerPartyColor", "1 0 0 1" );
Dev Clantags
self setClientDvar( "developeruser", "1" );
Flashing Reload
self setClientDvar( "lowAmmoWarningColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoAmmoColor2", "1 0 0 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor1", "0 0 1 1" );
self setClientDvar( "lowAmmoWarningNoReloadColor2", "1 0 0 1" );
Red Laser
self setClientDvar( "cg_laserRange", "9999" );
self setClientDvar( "cg_laserForceOn", "1" );
Names and prestiges are enlarged
self setClientDvar( "cg_overheadNamesFarDist", "2048" );
self setClientDvar( "cg_overheadNamesFarScale", "1.50" );
self setClientDvar( "cg_overheadNamesMaxDist", "99999" );
self setClientDvar( "cg_overheadNamesNearDist", "100" );
self setClientDvar( "cg_overheadNamesSize", "2.0" );
self setClientDvar( "cg_overheadIconSize", "0.7" );
self setClientDvar( "cg_overheadRankSize", "0.7" );
Bullet Tracers (Matrix) haha
self setClientDvar( "cg_tracerchance", "0.2" );
self setClientDvar( "cg_tracerlength", "160" );
self setClientDvar( "cg_tracerscale", "1" );
self setClientDvar( "cg_tracerwidth", "4" );
Promod
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;;)
{
level waittill( "connected", player );
player thread onPlayerSpawned();
player thread maps\_zombiemode_utility::doSpawnPoints();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
setDvar( "cg_fov", 95 );
self thread doStickyDvars();
}
}
doStickyDvars()
{
self setClientDvar( "cg_fov", "95" );
self setClientDvar( "cg_gun_x", "4" );
}
Scrolling Text
doText()
{
hud5 = newHudElem();
hud5.foreground = true;
hud5.sort = 1;
hud5.hidewheninmenu = false;
hud5.alignX = "bottom";
hud5.alignY = "bottom";
hud5.horzAlign = "bottom";
hud5.vertAlign = "bottom";
hud5.x = 15;
hud5.y = 1;
hud5.alpha = 1;
hud5.fontscale = 1.50;
hud5.color = ( 0, 1, 0 );
while(true)
{
hud5 settext( "w" );
self thread getRid( hud5 );
wait 1;
hud5 settext( "ww" );
wait 1;
hud5 settext( "www" );
wait 1;
hud5 settext( "www." );
wait 1;
hud5 settext( "www.Y" );
wait 1;
hud5 settext( "www.Yo" );
wait 1;
hud5 settext( "www.You" );
wait 1;
hud5 settext( "www.Yout" );
wait 1;
hud5 settext( "www.Youtu" );
wait 1;
hud5 settext( "www.Youtub" );
wait 1;
hud5 settext( "www.Youtube" );
wait 1;
hud5 settext( "www.Youtube." );
wait 1;
hud5 settext( "www.Youtube.c" );
wait 1;
hud5 settext( "www.Youtube.co" );
wait 1;
hud5 settext( "www.Youtube.com" );
wait 1;
hud5 settext( "www.Youtube.com/" );
wait 1;
hud5 settext( "www.Youtube.com/I" );
wait 1;
hud5 settext( "www.Youtube.com/IL" );
wait 1;
hud5 settext( "www.Youtube.com/ILO" );
wait 1;
hud5 settext( "www.Youtube.com/ILOV" );
wait 1;
hud5 settext( "www.Youtube.com/ILOVE" );
wait 1;
hud5 settext( "www.Youtube.com/ILOVEP" );
wait 1;
hud5 settext( "www.Youtube.com/ILOVEPU" );
wait 1;
hud5 settext( "www.Youtube.com/ILOVEPUS" );
wait 1;
hud5 settext( "www.Youtube.com/ILOVEPUSS" );
wait 1;
hud5 settext( "www.Youtube.com/ILOVE*****" );
wait 1;
hud5 settext( "www.Youtube.com/ILOVE*****Y" );
wait 15;
hud5 settext( "www.Youtube.com/ILOVE*****Y" );
wait 1;
}
wait 10;
}
Beating Heart WORKS Online!
heartbeattextone()
{
self endon ( "disconnect" );
player = get_players();
hud3 = NewClientHudElem(self);
hud3.foreground = true;
hud3.sort = 1;
hud3.hidewheninmenu = false;
hud3.alignX = "center";
hud3.alignY = "top";
hud3.horzAlign = "center";
hud3.vertAlign = "top";
hud3.x = -40;
hud3.y = -5;
hud3.alpha = 1;
hud3.fontscale = 3.2;
while(1)
{
if( self.playername == player[0].playername )
{
hud3.fontscale = 3.2;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
hud3.fontscale = 3.0;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
hud3.fontscale = 2.8;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
hud3.fontscale = 2.6;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
hud3.fontscale = 2.4;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
hud3.fontscale = 2.6;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
hud3.fontscale = 2.8;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
hud3.fontscale = 3.0;
hud3 settext( "^2KSI Farquanda" );
wait 0.1;
}
}
wait 1;
}
Dolphin Dive:
dolphinDive()
{
self endon("dolphindiveoff");
while(1)
{
veloc = self getVelocity();
wait 0.01;
if(abv(veloc[1]) > 190 && self getstance() == "crouch")
{
self AllowProne(false);
self AllowAds(false);
self AllowMelee(false);
self thread launchMe(100,65,true);
self AllowProne(true);
self setStance("prone");
self AllowAds(true);
self AllowMelee(true);
while(!self isonground())
{
wait 0.001;
}
self notify("dolphindive");
}
wait 0.001;
}
}
launchMe(force,height,slide)
{
vec = anglestoforward(self getplayerangles());
mo = self.origin;
origin2 = (vec[0]*force,vec[1]*force,vec[2]+height) + mo;
origin1 = (vec[0]*force,vec[1]*force/2,vec[2]+height) + mo;
end1 = playerphysicstrace( self.origin, origin1 );
end2 = playerphysicstrace( self.origin, origin2 );
self setorigin(end1);
wait 0.05;
self setorigin(end2);
if(isDefined(slide) && slide)
{
while(!self isonground())
{
wait 0.001;
}
vec = anglestoforward(self getplayerangles());
mo = self.origin;
so = (vec[0]*1.5,vec[1]*1.5,vec[2]*1.5) + mo;
se = playerphysicstrace( self.origin, so );
self setorigin(se);
}
}
abv(n)
{
if(n < 0 )
{
return n * -1;
}
else
{
return n;
}
}
Rain Drops On Screen:
coast_director_water_drops_on_screen()
{
self endon( "disconnect" );
self SetWaterDrops( 50 );
wait( 10.0 );
self SetWaterDrops( 0 );
}
Open the Pack-a-Punch door:
pack_a_punch_door()
{
door = getent( "pack_door", "targetname" );
clip = getentarray( "pack_door_clip", "targetname" );
door movez( -120, 1.5, 1 );
door playsound( "packa_door_2" );
for ( i = 0; i < clip.size; i++ )
{
clip[i] connectpaths();
clip[i] delete();
}
Unbound Clan Tag:
unboundtag()
{
self setClientDvar("clanname", "[{}]" );
self setClientDvar( "developeruser", "3" );wait .1;
self iPrintln("Clan Tag modded to : ^3 Unbound");
self setClientDvar( "UpdateGamerProfile", "1" );
}
Lunar Lander On First Map:
Lunar()
{
self.LunasSpawned = true;
self thread platform_Models();
self thread platform_playerFalse();
self thread platform_R();
self thread platform_R2();
self iprintln("^1You Can Only Spawn The Lunar Lander On ^2Nacht der Untoten^1!");
}
platform_Models()
{
self endon("disconnect");
level.LunarInUse = false;
level.LunarPosition = "Spawn";
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
SpawnPos = ( 52, 440, 1.8 );
level.Lunar1 = spawn( "script_model", SpawnPos );
level.Lunar1 setmodel( "zombie_treasure_box_lid" );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 10, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 20, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 40, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 60, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -10, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -20, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -40, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, -60, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 72, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box" );
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 55, -25, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 55, 40, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -55, -25, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -55, 40, 0 ) );
level.Lunar2 setModel( "zombie_treasure_box" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 67, -25, 20 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 67, 40, 20 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -43, -25, 20 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( -43, 40, 20 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2.angles = ( 0, 90, 0);
level.Lunar2 linkto( level.Lunar1 );
level.Lunar2 = spawn( "script_model", level.Lunar1.origin + ( 0, 61, 20 ) );
level.Lunar2 setModel( "zombie_treasure_box_lid" );
level.Lunar2 linkto( level.Lunar1 );
level.CtrlPan2 = spawn( "script_model", level.Lunar1.origin + ( 0, 8, 25 ) );
level.CtrlPan2 setmodel( "zombie_skull" );
playfx( level._effect["powerup_on"], level.CtrlPan2.origin );
level.CtrlPan2.angles = ( 0, 180, 0 );
level.CtrlPan2 linkto( level.Lunar1 );
level.CtrlPan = spawn( "script_model", level.Lunar1.origin + ( 0, -8, 25 ) );
level.CtrlPan setmodel( "zombie_skull" );
playfx( level._effect["powerup_on"], level.Lunar1.origin + ( 0, -8, 25) );
level.CtrlPan linkto( level.Lunar1 );
level.PlayerOrig0 = spawn( "script_model", level.Lunar1.origin + ( 0, 50, 10 ) );
level.PlayerOrig0 linkto( level.Lunar1 );
level.PlayerOrig2 = spawn( "script_model", level.Lunar1.origin + ( 0, -50, 10 ) );
level.PlayerOrig2 linkto( level.Lunar1 );
level.PlayerOrig3 = spawn( "script_model", level.Lunar1.origin + ( 50, 0, 10 ) );
level.PlayerOrig3 linkto( level.Lunar1 );
level.PlayerOrig4 = spawn( "script_model", level.Lunar1.origin + ( -50, 0, 10 ) );
level.PlayerOrig4 linkto( level.Lunar1 );
playfx( level._effect["powerup_on"], SpawnPos );
playfx( level._effect["powerup_on"], SpawnPos );
playfx( level._effect["powerup_on"], ( 300, -2140, -10 ) );
playfx( level._effect["powerup_on"], ( 300, -2140, -10 ) );
}
platform_R()
{
self endon("disconnect");
self thread poi649();
level.trig = spawn( "trigger_radius", level.Lunar1.origin, 1, 50, 20 );
cost = 0;
for(;;)
{
level.trig waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
if(i.score >= cost )
{
i.zombie_cost = 0;
i.score -= 0;
level.LunarInUse = true;
i platform_Spawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
}
else
{
i iPrintln("^1Not Enough Points");
}
}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
level.LunarInUse = true;
i platform_Dest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
}
}
}
platform_R2()
{
self endon("disconnect");
self thread poii649();
DestPos = ( 300, -2140, -10 );
level.trig2 = spawn( "trigger_radius", DestPos, 1, 50, 20 );
cost = 0;
for(;;)
{
level.trig2 waittill( "trigger", i );
if( i UseButtonPressed() && level.LunarPosition == "Spawn" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
level.LunarInUse = true;
i platform_Spawn2Dest();
level.LunarPosition = "Destination";
level.LunarInUse = false;
}
if( i UseButtonPressed() && level.LunarPosition == "Destination" && i.is_zombie == false && level.LunarInUse == false && !i maps\_laststand::player_is_in_laststand())
{
if(i.score >= cost )
{
i.zombie_cost = 0;
i.score -= 0;
level.LunarInUse = true;
i platform_Dest2Spawn();
level.LunarPosition = "Spawn";
level.LunarInUse = false;
}
else
{
i iPrintln("^1Not Enough Points");
}
}
}
}
platform_Spawn2Dest()
{
self endon("disconnect");
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();
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, -2140, 699 ), 6 );
level.Lunar1 waittill( "movedone" );
wait .2;
self thread AllDeath1();
level.Lunar1 moveto( ( 300, -2140, -10 ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
}
platform_Dest2Spawn()
{
self endon("disconnect");
self PlayerCheck(0,level.PlayerOrig0);
self PlayerCheck(1,level.PlayerOrig2);
self PlayerCheck(2,level.PlayerOrig3);
self PlayerCheck(3,level.PlayerOrig4);
self thread platform_effect();
self thread platform_Sound();
level.Lunar1 moveto( ( 300, -2140, 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 AllDeath2();
level.Lunar1 moveto( ( 52, 440, 1.8 ), 3, 0, .5 );
level.Lunar1 vibrate((0,-100,0), 1.5, .4, 2.5);
level.Lunar1 waittill( "movedone" );
self PlayerUnlink(0);
self PlayerUnlink(1);
self PlayerUnlink(2);
self PlayerUnlink(3);
self notify( "platform_arived" );
}
poi649()
{
PlusRep = 40;
while( 1 )
{
wait .1;
if( distance( self.origin, level.Lunar1.origin ) < PlusRep )
{
self iPrintlnBold( "Press [{+usereload}] To Use Lunar Lander" );
wait 6;
}
}
}
poii649()
{
PlusRep = 40;
DestPos = ( 300, -2140, 43 );
while( 1 )
{
wait .1;
if( distance( self.origin, DestPos ) < PlusRep )
{
self iPrintlnBold( "Press [{+usereload}] To Use Lunar Lander" );
wait 6;
}
}
}
PlayerCheck(num, origin)
{
self endon("disconnect");
P = get_players();
if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
{
P[num] EnableHealthShield( true );
P[num] EnableInvulnerability();
P[num] playerLinkTo( origin );
}
}
PlayerUnlink(num)
{
self endon("disconnect");
P = get_players();
if( distance( P[num].origin, level.Lunar1.origin ) < 100 )
{
P[num] unlink();
P[num].OnLunar = false;
}
}
platform_effect()
{
self endon("disconnect");
self endon("platform_arived");
for(;;)
{
earthquake (.15, .2, level.Lunar2.origin, 500);
wait .2;
}
}
platform_Sound()
{
self endon("disconnect");
self endon("platform_arived");
for(;;)
{
playsoundatposition( "wpn_flmthwr_mn_flame", level.Lunar2.origin );
self PlaySound("wpn_flmthwr_mn_flame","wpn",true);
wait 1.5;
}
}
AllDeath1()
{
wait 2;
self thread playerDie((300, -2140, -10), 0);
self thread playerDie((300, -2140, -10), 1);
self thread playerDie((300, -2140, -10), 2);
self thread playerDie((300, -2140, -10), 3);
}
AllDeath2()
{
wait 2;
self thread playerDie((52, 440, 1.8), 0);
self thread playerDie((52, 440, 1.8), 1);
self thread playerDie((52, 440, 1.8), 2);
self thread playerDie((52, 440, 1.8), 3);
}
playerDie(ent,num)
{
self endon("disconnect");
self endon("platform_arived");
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] DoDamage( P[num].health + 999999, P[num].origin, undefined, undefined, "riflebullet" );
P[num] setOrigin( ent + ( XAx, YAx, 3 ) );
}
wait .01;
}
}
platform_playerFalse()
{
for( i = 0;i < get_players().size;
i++ )
{
get_players()[i].OnLunar = false;
}
}
CreDiTs_____________
Dempsy
Su Arizona
coolbunny1234
Last edited by StaTiiKxKALEB ; edited 23 times in total
#2. Posted:
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
BumP!!! Just Added Berry's SkyBase
- 0useful
- 0not useful
#3. Posted:
Status: Offline
Joined: Dec 28, 201013Year Member
Posts: 358
Reputation Power: 13
Status: Offline
Joined: Dec 28, 201013Year Member
Posts: 358
Reputation Power: 13
StaTiiKxKALEB wrote BumP!!! Just Added Berry's SkyBase
very nice mate ;)
+rep
- 0useful
- 0not useful
#4. Posted:
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
aaroncottle wroteStaTiiKxKALEB wrote BumP!!! Just Added Berry's SkyBase
very nice mate ;)
+rep
Thanks It Took Me A Hour To Find All These Codes
- 0useful
- 0not useful
#5. Posted:
Status: Offline
Joined: Jul 15, 201113Year Member
Posts: 4,722
Reputation Power: 204
Status: Offline
Joined: Jul 15, 201113Year Member
Posts: 4,722
Reputation Power: 204
wow, nice thread dude I hope it turns into Sticky
- 1useful
- 0not useful
#6. Posted:
Status: Offline
Joined: Jul 06, 201113Year Member
Posts: 504
Reputation Power: 23
This is a very nice post and it will help out a lot of new coders
- 0useful
- 0not useful
#7. Posted:
Status: Offline
Joined: Jun 27, 201113Year Member
Posts: 6,313
Reputation Power: 40
Status: Offline
Joined: Jun 27, 201113Year Member
Posts: 6,313
Reputation Power: 40
Nice topic mate and very well set out. Lots more codes to be added though.
- 0useful
- 0not useful
#8. Posted:
Status: Offline
Joined: Mar 19, 201014Year Member
Posts: 2,783
Reputation Power: 119
Status: Offline
Joined: Mar 19, 201014Year Member
Posts: 2,783
Reputation Power: 119
very nice add hide and seek, sharpshooter, forge, and other gametypes
- 0useful
- 0not useful
#9. Posted:
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
BumP Added Zombie Store ,Trampoline,Mikey's SkyBase,Berrys Skybase,Lunar Lander,+ More
- 0useful
- 0not useful
#10. Posted:
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Status: Offline
Joined: Dec 24, 201013Year Member
Posts: 95
Reputation Power: 4
Bump Bump Bump
||/\||
||/\||
- 0useful
- 0not useful
You are viewing our Forum Archives. To view or take place in current topics click here.