Post: Juggernaut Zombies
10-12-2010, 04:21 PM #1
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Juggernaut Zombies


Might as well release it on here, it's just going to get copied and pasted here anyway...

I haven't released anything for a while, but heres a small mini-game I created. You NEED to be hosting an SnD to use this. If you find any error's with the code then fix them yourself. It's optimized for my patch so it's probably got some dead variables lying around.

Game Info
- Two Teams Human, Juggernaut Zombies
- Humans have a Random Weapons Box and Perk Box (shown 9:28 in the Video)
- Juggernaut Zombies can ONLY Knife, they spawn with a random ability (e.g: Riot Shield, Throwing Knife)
- Juggernaut Zombies can see Humans (Unless the Human got the random perk Cold Blooded)
- Humans start with an M9, each kill gains them cash
- Juggernaut Zombies obtain extra health EACH round
- If the Juggernaut Zombies win, the game ends
- Gold Desert Eagle is the most powerful weapon, its also the hardest to obtain from the random weapon box.
- Yes, the Juggernaut Zombies DO look like Juggernauts.

I tried to keep it simple, this makes it more entertaining.

Video Recorded By : Eddydiep
[ame=https://www.youtube.com/watch?v=oBfhf_RUUDo]YouTube - [UPDATED] *Juggernaut Zombies VS Humans* (Gameplay + Footage)[/ame]


THIS WORKS ON ALL MAPS.

ALL CODE WRITTEN BY ME ('TheUnkn0wn' NOT 'The Unkn0wn'Winky Winky.

It's set out to save space.

*FIXED CODE FOR YOU...*
    
//onPlayerSpawn
self thread JZombies();

//Put all this Somewhere?
ChangeAppearance(Type,MyTeam){
ModelType=[];
ModelType[0]="GHILLIE";
ModelType[1]="SNIPER";
ModelType[2]="LMG";
ModelType[3]="ASSAULT";
ModelType[4]="SHOTGUN";
ModelType[5]="SMG";
ModelType[6]="RIOT";
if(Type==7){MyTeam=randomint(2);Type=randomint(7);}
team=get_enemy_team(self.team);if(MyTeam)team=self.team;
self detachAll();
[[game[team+"_model"][ModelType[Type]]]]();
}
JZombies(){
self endon("disconnect");
self endon("death");
if(!level.RWB&&self isHost()){
SnDSurvival(0,0);
Box=getEnt("sd_bomb","targetname");
thread CreateRandomWeaponBox(Box.origin+(0,0,15),game["attackers"]);
thread CreateRandomPerkBox(Box.origin+(0,50,15),game["attackers"]);
level thread JZombiesScore();
level.RWB=1;
}
self setClientDvar("cg_everyonehearseveryone",1);
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
self takeAllWeapons();
self _clearPerks();
self.ExpAmmo=0;
if(self.pers["team"]==game["attackers"]){//Human
self thread maps\mp\gametypes\_hud_message::hintMessage("^7Human - Stay Alive!");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
self.maxhealth=100;
self.health=self.maxhealth;
Wep="beretta_fmj_mp";
self.moveSpeedScaler=1.1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self thread JZombiesCash();
self thread Night();
self thread JZGoldGun();
self maps\mp\perks\_perks::givePerk("frag_grenade_mp");
for(;Winky Winky{
self waittill("killed_enemy");
self notify("doCash");
}
}else if(self.pers["team"]==game["defenders"]){//Juggernaut Zombie
self thread maps\mp\gametypes\_hud_message::hintMessage("^1Juggernaut Zombie - Mmmmm... Brains!");
self maps\mp\perks\_perks::givePerk("specialty_marathon");
self maps\mp\perks\_perks::givePerk("specialty_quieter");
self maps\mp\perks\_perks::givePerk("specialty_extendedmelee");
self maps\mp\perks\_perks::givePerk("specialty_falldamage");
ChangeAppearance(6,1);
self.maxhealth=50*(game["roundsWon"][game["attackers"]]+1);
self.health=self.maxhealth;
if(self.health>50){
self iPrintlnBold("^1Health Increased : "+(((self.maxhealth/50)-1)*100)+" Percent");
}
Wep="airdrop_marker_mp";
self.moveSpeedScaler=1;
self setMoveSpeedScale(self.moveSpeedScaler);
wait 0.2;
self _giveWeapon(Wep);
self switchToWeapon(Wep);
wait 0.1;
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
self ThermalVisionFOFOverlayOn();
self thread Night();
ZP=randomint(4);
self thread ZombiePerk(ZP,1);
KR=0;
for(;Winky Winky{
MyWep = self getCurrentWeapon();
switch(MyWep){
case "airdrop_marker_mp":
case "throwingknife_mp":
case "riotshield_mp":
break;
default:
self takeAllWeapons();
self _giveWeapon(Wep);
self switchToWeapon(Wep);
self ZombiePerk(ZP,0);
self setWeaponAmmoClip(Wep,0,"left");
self setWeaponAmmoClip(Wep,0,"right");
}
if(KR>100){self ZombiePerk(ZP,0);KR=0;}
KR++;
wait 0.05;
}
}
}
SnDSurvival(S,W){
doRestart=0;if(getDvar("scr_sd_timelimit")!="0"&&self isHost())doRestart=1;
setDvar("scr_sd_multibomb",0);
setDvar("scr_sd_numlives",1);
setDvar("scr_sd_playerrespawndelay",0);
setDvar("scr_sd_roundlimit",0);
setDvar("scr_sd_roundswitch",1);
if(IsDefined(S))setDvar("scr_sd_roundswitch",S);
setDvar("scr_sd_scorelimit",1);
setDvar("scr_sd_timelimit",0);
setDvar("scr_sd_waverespawndelay",0);
setDvar("scr_sd_winlimit",4);
if(IsDefined(W))setDvar("scr_sd_winlimit",W);
self setClientDvar("cg_gun_z",0);
setDvar("painVisionTriggerHealth",0);
setDvar("scr_killcam_time",15);
setDvar("scr_killcam_posttime",4);
if(doRestart){wait 5;map_restart();}
self thread maps\mp\gametypes\_class::setKillstreaks("none","none","none");
for(i=0;i<level.bombZones.size;i++)level.bombZones[i] maps\mp\gametypes\_gameobjects::disableObject();
level.sdBomb maps\mp\gametypes\_gameobjects::disableObject();
setObjectiveHintText(game["attackers"],"");setObjectiveHintText(game["defenders"],"");
}
CreateRandomWeaponBox(O,T){
B=spawn("script_model",O);B setModel("com_plasticcase_friendly");B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
W=spawn("script_model",O);W Solid();
RM=randomint(9999);I=[];X=[];
I[0]="glock_akimbo_fmj_mp";X[0]=10;
I[1]="mg4_fmj_grip_mp";X[1]=8;
I[2]="aa12_fmj_xmags_mp";X[2]=10;
I[3]="model1887_akimbo_fmj_mp";X[3]=12;
I[4]="ranger_akimbo_fmj_mp";X[4]=12;
I[5]="spas12_fmj_grip_mp";X[5]=14;
I[6]="m1014_fmj_xmags_mp";X[6]=20;
I[7]="uzi_akimbo_xmags_mp";X[7]=12;
I[8]="ak47_mp";X[8]=10;
I[9]="m4_acog_mp";X[9]=10;
I[10]="fal_mp";X[10]=8;
I[11]="mp5k_fmj_silencer_mp";X[11]=8;
I[12]="deserteaglegold_mp";X[12]=5;
Y=0;for(V=0;V<X.size;V++){Y+=X[V];}
for(;Winky Winky{
foreach(P in level.players){
wait 0.01;
if(IsDefined(T)&&P.pers["team"]!=T)continue;
R=distance(O,P.origin);
if(R<50){
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Weapon [Cost: 300]");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()){
P clearLowerMessage(RM,1);
if(P.bounty>299){P.bounty-=400;P notify("doCash");
RW="";J=0;G=randomint(Y);for(V=0;V<X.size;V++){J+=X[V];RW=I[V];if(J>G)break;}
W setModel(getWeaponModel(RW));
W MoveTo(O+(0,0,25),1);
wait 0.2;
if(P GetWeaponsListPrimaries().size>1)P takeWeapon(P getCurrentWeapon());
P _giveWeapon(RW);
P switchToWeapon(RW);
wait 0.6;
W MoveTo(O,1);
wait 0.2;
W setModel("");
}else{
P iPrintlnBold("^1You DO NOT Have Enough Cash!");
wait 0.05;
}
}
}else{
P clearLowerMessage(RM,1);
}
}
}
}
CreateRandomPerkBox(O,T){
B=spawn("script_model",O);B setModel("com_plasticcase_friendly");B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
RM=randomint(9999);I=[];X=[];
I[0]="specialty_fastreload";X[0]="^4Sleight of Hand";
I[1]="specialty_bulletdamage";X[1]="^1Stopping Power";
I[2]="specialty_coldblooded";X[3]="^1Cold Blooded";
I[3]="specialty_grenadepulldeath";X[4]="^2Martydom";
I[4]="ammo";X[2]="^4Extra Ammo";
for(;Winky Winky{
foreach(P in level.players){
wait 0.01;
if(IsDefined(T)&&P.pers["team"]!=T)continue;
R=distance(O,P.origin);
if(R<50){
P setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Random Perk [Cost: 300]");
if(P UseButtonPressed())wait 0.1;
if(P UseButtonPressed()){
P clearLowerMessage(RM,1);
if(P.bounty>299){P.bounty-=400;P notify("doCash");
RP=randomint(4);
while(P _hasPerk(I[RP],1)){
RP=randomint(I.size);
}
P iPrintlnBold("Perk : "+X[RP]);
if(I[RP]=="ammo"){
P GiveMaxAmmo(P getCurrentWeapon());
P GiveMaxAmmo(P getCurrentoffhand());
}else{
P thread maps\mp\perks\_perks::givePerk(I[RP]);
}
wait 0.2;
}else{
P iPrintlnBold("^1You DO NOT Have Enough Cash!");
wait 0.05;
}
}
}else{
P clearLowerMessage(RM,1);
}
}
}
}
ZombiePerk(N,P){
if(N==0){
self.moveSpeedScaler=1.3;
self setMoveSpeedScale(self.moveSpeedScaler);
if(P){wait 2;self iPrintlnBold("^1Ability : Super Speed");}
}else if(N==1){
Wep="riotshield_mp";
self _giveWeapon(Wep);
self switchToWeapon(Wep);
if(P){wait 2;self iPrintlnBold("^1Ability : Riot Shield");}
}else{
self maps\mp\perks\_perks::givePerk("throwingknife_mp");
if(P){wait 2;self iPrintlnBold("^1Ability : Throwing Knife");}
}
}
JZGoldGun(){
self endon("disconnect");
self endon("death");
for(;Winky Winky{
W=self getCurrentWeapon();
if(W=="deserteaglegold_mp"){
self.ExpAmmo=1;
}else{
self.ExpAmmo=0;
}
wait 0.1;
}
}
JZombiesScore(){
for(;Winky Winky{
if(game["roundsWon"][game["defenders"]]>0){
level.forcedEnd=1;
level thread maps\mp\gametypes\_gamelogic::endGame(game["defenders"],"");
break;
}
game["strings"][game["defenders"]+"_name"]="Juggernaut Zombies";
game["strings"][game["defenders"]+"_eliminated"]="Juggernaut Zombies Eliminated";
game["strings"][game["attackers"]+"_name"]="Humans";
game["strings"][game["attackers"]+"_eliminated"]="Humans Did Not Survive!";
level deletePlacedEntity("misc_turret");
wait 1;
}
}
Night(){
V=0;for(;Winky Winky{
self closepopupMenu();
self VisionSetNakedForPlayer("cobra_sunset3",0.01);
wait 0.01;
V++;
}
}
JZombiesCash(){
self endon("disconnect");
self endon("death");
self.bounty=100+(self.kills*200);
if(self isHost())self.bounty+=9999;
if(self.bounty>500)self iPrintlnBold("^2"+(self.bounty-500)+" BONUS CASH!");
for(;Winky Winky{
self.cash destroy();
self.cash=NewClientHudElem(self);
self.cash.alignX="right";
self.cash.alignY="center";
self.cash.horzAlign="right";
self.cash.vertAlign="center";
self.cash.foreground=1;
self.cash.fontScale=1;
self.cash.font="hudbig";
self.cash.alpha=1;
self.cash.color=(1,1,1);
self.cash setText("Cash : "+self.bounty);
self waittill("doCash");
self.bounty+=100;
}
}
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The following 73 users say thank you to TheUnkn0wn for this useful post:

*SCHAOS*, 8======D----, Amazingpwner, Assassin, AtlasK, Big Poppa Bren, Blackstorm, BOOMSHAKALAKA, brendyfella, BuC-ShoTz, Codi360, CRaZyY, DanGFX, defwegwreh, DEREKTROTTER, DesmondS95, dfrost182, divybc, DR-Dizzy, Drackos, Dreamcather, eddydiep, Deadpool, FourzerotwoFAILS, GNDOOOR_KILLER, Hells, i Ozzy i, IDontbreak, iThenrik, IvanTheTerrible, IW_JOSH, Jamaicanmecrazy, James_Bond, juddylovespizza, Judgement, Kameo, lilkiller6009, Macdaddy4sure, Mirciulikkk, Mr Phobik, Mr.Kane, Mr.MoldyOrange, MrJC, NelsonRodV, Nolzad0, Northstar-Cody, Omniplasma, oXMoOINzT3IRxx, persainopz, Ryan-Black, SavageRising, Schmaxx, ShAdoW_RiDa, Skyl1n3, smd, soebred, STG_MUFFINES, Suxh4rd2bu, Swifter, tec360, teeth08, Tha_Cartel, Toptuning, TRANCE_KING95, TryCatchMe, Xbox 180, XeDa, xPottsy, XxprokillahxX, YKM!!, zackroman
10-17-2010, 09:31 AM #173
Originally posted by niccrx View Post
but eddy, quarantine zombies is more funenr as it has more stuff.. Teleports/bunkers and a menu/shop


still it involves way to much camping and gets frustrating.

and with this you could add a kick menu and not f*** up the binds.
10-17-2010, 09:41 AM #174
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by XxprokillahxX View Post
still it involves way to much camping and gets frustrating.

and with this you could add a kick menu and not f*** up the binds.

yeah true.. zomboes die way to much...
Jeffs zombieland 2.0 has a nice little kick feature in it... but i rekon you can do better Winky Winky

your new patch is going to be beast.. 10th lobby with zombies and so on added. i cant wait to see a preview. Smile
10-17-2010, 09:41 AM #175
Originally posted by niccrx View Post
but eddy, quarantine zombies is more funenr as it has more stuff.. Teleports/bunkers and a menu/shop


To me, too much stuff makes it boring. I wanted to keep it simple. It seems simple things are fun for longer :p
10-17-2010, 09:51 AM #176
Originally posted by niccrx View Post
yeah true.. zomboes die way to much...
Jeffs zombieland 2.0 has a nice little kick feature in it... but i rekon you can do better Winky Winky

your new patch is going to be beast.. 10th lobby with zombies and so on added. i cant wait to see a preview. Smile


probably wont be releasing a preview my patch very soon now and i plan to never release it.. only to brendan... am kinda over ps3 and here as im getting into long distance bicycle riding and other stuff. so i wont be as active.

but at the moment it has a fair amount of stuff and if unkn0wn lets me i will add a switch to gametype to j zombies. at the moment i only have gun game and normal lobby...

(may seem wierd that its released and i want his permission. but i think thats fair. its his script after all)
10-17-2010, 10:03 AM #177
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by TheUnkn0wn View Post
To me, too much stuff makes it boring. I wanted to keep it simple. It seems simple things are fun for longer :p


LOL true. i liek your script its good.. but its same old same old every map. but with quarantine zombies you have different teleports and so on which is good...

as much as i favor quarantine zombies i still am putting your script in my patch as it is good because it has less lines and doesnt take up a whole script and aswell you can put it in a mod menu Smile

---------- Post added at 05:03 AM ---------- Previous post was at 04:58 AM ----------

Originally posted by XxprokillahxX View Post
probably wont be releasing a preview my patch very soon now and i plan to never release it.. only to brendan... am kinda over ps3 and here as im getting into long distance bicycle riding and other stuff. so i wont be as active.

but at the moment it has a fair amount of stuff and if unkn0wn lets me i will add a switch to gametype to j zombies. at the moment i only have gun game and normal lobby...

(may seem wierd that its released and i want his permission. but i think thats fair. its his script after all)


ahhk. that sucks. i wanted to see a preview :(
what about elitemossy,, wont u release it to him? Winky Winky

ooft going to be the next lance armstrong ayye LOL... well

okay well good luck with ur patch (Y)
10-17-2010, 10:15 AM #178
Fayez
[move]Level 1 Trustworthy :happygrin:[/move]
Unkn0wns a beast!
10-17-2010, 10:21 AM #179
Originally posted by niccrx View Post
LOL true. i liek your script its good.. but its same old same old every map. but with quarantine zombies you have different teleports and so on which is good...

as much as i favor quarantine zombies i still am putting your script in my patch as it is good because it has less lines and doesnt take up a whole script and aswell you can put it in a mod menu Smile

---------- Post added at 05:03 AM ---------- Previous post was at 04:58 AM ----------



ahhk. that sucks. i wanted to see a preview :(
what about elitemossy,, wont u release it to him? Winky Winky

ooft going to be the next lance armstrong ayye LOL... well

okay well good luck with ur patch (Y)


nah mossy is twice as capable as me. and my patch will be nothing compared to his. so yeh... i dont really need to
10-17-2010, 10:22 AM #180
Wow this is really cool Smile
10-17-2010, 10:24 AM #181
DiJiTaLNiCk
BaLLiN' STaTuS
Originally posted by XxprokillahxX View Post
nah mossy is twice as capable as me. and my patch will be nothing compared to his. so yeh... i dont really need to


HAHA yeahh true..

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