TheUnkn0wn()
{
self iPrintln( "^3ZombieRage v1.0" ); //Keep This!
self iPrintln( "^3Inspired By TheUnkn0wn" ); //MUST KEEP THIS!
self iPrintln( "^3Ammo Recycled In 30Seconds" ); //Keep This!
self TakeAllWeapons(); //Removes all Weapons.
self giveWeapon( "thundergun_upgraded_zm" ); //Thundergun pack-n-punched
self giveWeapon( "ray_gun_upgraded_zm" ); //Ray gun pack-n-punched
self Ammo(); //For Loop processes every 30seconds.
level.round_number = 50; //Round Number = Level 50
self.score=-10000; //Minus the score by 10000 to make it harder.
}
Ammo() //Recycles every 30seconds to reproduce fresh max ammo.
{
for(;
{
self thread doAmmo();
wait 30;
}
}
doAmmo() //Calls what weapons to restock with ammo.
{
self giveMaxAmmo( "thundergun_upgraded_zm" ); //Thundergun pack-n-punched
self giveMaxAmmo( "ray_gun_upgraded_zm" ); //Thundergun pack-n-punched
}
give ammo
player_meleeRange 999
player_meleeWidth 999
player_clipSizeMultiplier 999
player_sprintUnlimited 1
player_sustainAmmo 1 (unlimited ammo)
player_burstFireCooldown (full auto m16, g11)
player_lastStandBleedoutTime 400
Revive_Trigger_Radius 99999
cg_tracerlength 999
cg_tracerspeed 0020
cg_tracerwidth 15
cg_gun_x 7 (these are all for bullet trails put them all together)
perk_weapReloadMultiplier 0.001 (super sleight of hand)
perk_weapratemultiplier 0 (super double tap)
perk_armorvest 0 (super juggernaut)
g_gravity 999 (more strafe in the air)
jump_height 999 (allows you to jump around 8-10 feet)
cg_drawfps 1 (simple fps counter in top right corner)
r_fog 0 (no fog)
timescale .1-10 (game timescale)
g_speed 400 (player speed)
ai_meleeRange 0 (dogs do no damage)
phys_gravity 99 (zombie bodies float when they die)
magic_chest_movable 0 (makes chest unmoveable)
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_net;
#include maps\_hud_util;
#using_animtree( "generic_human" );
TheUnkn0wn()
{
self iPrintln( "^3ZombieRage v1.0" );
self iPrintln( "^3Inspired By TheUnkn0wn" );
self iPrintln( "^3Ammo Recycled In 30Seconds" );
self TakeAllWeapons();
self giveWeapon( "thundergun_upgraded_zm" );
self giveWeapon( "ray_gun_upgraded_zm" );
self Ammo();
self Round51();
self.score=-10000;
}
Ammo()
{
for(;
{
self thread doAmmo();
wait 30;
}
}
doAmmo()
{
self giveMaxAmmo( "thundergun_upgraded_zm" );
self giveMaxAmmo( "ray_gun_upgraded_zm" );
}
Round51()
{
if(level.round_number==51)
{
self iPrintln( "^3Dog Round: ^51" );
self setClientDvar( "scr_dog_count", "999" );
self setClientDvar( "scr_dog_health", "999999" );
self setClientDvar( "scr_dog_max_at_once", "999" );
self setClientDvar( "scr_dog_time", "9999" );
}
else if(level.round_number==53)
{
self iPrintln( "^3Dog Round: ^52" );
self setClientDvar( "scr_dog_count", "999" );
self setClientDvar( "scr_dog_health", "999999" );
self setClientDvar( "scr_dog_max_at_once", "999" );
self setClientDvar( "scr_dog_time", "9999" );
}
}
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