Post: Some Zombieland Codes..
02-12-2011, 09:52 PM #1
silsil
Gym leader
(adsbygoogle = window.adsbygoogle || []).push({}); Well, i've quited playing MW2 for a few weeks. It sucked anyway.
But i'm tooooooooo busy with other things, so I had no time to finish my zombieland edit.
But people started PM'ing me for it, and well, here is a 'beta-release'.
THIS IS NOT THE PATCH FROM THE VIDEO!
But it has some usefull codes inside it, I guess.
You can take things out of it and put it in someone elses zombieland.
You must login or register to view this content. - The You must login or register to view this content. in xbox/ps3 patch i've used.

Last Man Alive Edit:
Well, the last man alive gets a spas with a magic bullet.
He gets a warning + countdown when he is camping.
If he don't move he will get suicide after the countdown.
Personally I love this code, because it has more action when the last man is alive.

Menu:
Well, it has a new, easy to use menu.
Admin see's a how to use in the top of the screen.
No weak money cheats. Just 'Anti Join' 'Create Fog' 'Kick/Freeze Player'.

Maps:
I have no idea which maps i've added in this version.
I've made a few mappacks. But I think its cool. Afghan is laggy. But for example Terminal & Estate are very beasty. Lovely turrets somewhere and more. I wanted to add some "CreateKillIfBelow" so people can't fall under the map. (for example in Rust). But i've no time to finish. Sorry.

Hopefully other editors can do something with this. Enjoy. Upside Down Happy
People with some knownlegde can handle with it.

in this one I've used Hawkin his basic. Credits + Rep to him. It would be cool if he can import the last man alive into his patch. And maybe some maps if you like them. Upside Down Happy

Goodluck!
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The following user thanked silsil for this useful post:

vSaBoTeuR x
02-12-2011, 09:58 PM #2
agtiger
lolololololololololololol
meh................others are better
02-12-2011, 10:20 PM #3
silsil
Gym leader
Originally posted by agtiger View Post
meh................others are better


I'm not saying this is good? Or better?
I'm just releasing this to make the others even BETTER!
They can use these codes inside the patch. The last man alive is very nice, trust me.
02-12-2011, 10:26 PM #4
Originally posted by silsil View Post
I'm not saying this is good? Or better?
I'm just releasing this to make the others even BETTER!
They can use these codes inside the patch. The last man alive is very nice, trust me.


How do you convert to a .ff :(
02-12-2011, 10:34 PM #5
vSaBoTeuR x
< ^ > < ^ >
jammer dat je niet meer aan je zombie patch kan werken, veel succes met je 'andere dingen.' Winky Winky
02-12-2011, 10:39 PM #6
silsil
Gym leader
Originally posted by Kroxldyphivc View Post
jammer dat je niet meer aan je zombie patch kan werken, veel succes met je 'andere dingen.' Winky Winky


Komt je signature van mn site vandaan? :'Winky Winky
Ik heb dat bericht nooit gelezen, maar herken de avatar. Hahaha!
Maar thanks, en weet zeker dat andere wel wat met deze codes kunnen.
02-12-2011, 10:44 PM #7
hydro_122499
Bounty hunter
Originally posted by silsil View Post
Komt je signature van mn site vandaan? :'Winky Winky
Ik heb dat bericht nooit gelezen, maar herken de avatar. Hahaha!
Maar thanks, en weet zeker dat andere wel wat met deze codes kunnen.


can u release the patch as a ps3 blus30377 plzz
02-12-2011, 11:04 PM #8
agtiger
lolololololololololololol
Originally posted by silsil View Post
Well, i've quited playing MW2 for a few weeks. It sucked anyway.
But i'm tooooooooo busy with other things, so I had no time to finish my zombieland edit.
But people started PM'ing me for it, and well, here is a 'beta-release'.
You can take things out of it and put it in someone elses zombieland.
You must login or register to view this content. - The You must login or register to view this content. in xbox/ps3 patch i've used.

Last Man Alive Edit:
Well, the last man alive gets a spas with a magic bullet.
He gets a warning + countdown when he is camping.
If he don't move he will get suicide after the countdown.
Personally I love this code, because it has more action when the last man is alive.

Menu:
Well, it has a new, easy to use menu.
Admin see's a how to use in the top of the screen.
No weak money cheats. Just 'Anti Join' 'Create Fog' 'Kick/Freeze Player'.

Maps:
I have no idea which maps i've added in this version.
I've made a few mappacks. But I think its cool. Afghan is laggy. But for example Terminal & Estate are very beasty. Lovely turrets somewhere and more. I wanted to add some "CreateKillIfBelow" so people can't fall in a loop. (for example in Rust). But i've no time to finish. Sorry.

Map Voting:
Its not inside this edit, because it was buggy.
If you want to use it, you have to edit (delete/add things) things in the code so it will work in your edit.
    #include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

doGameStarter()
{
level.gameState = "starting";
level.lastAlive = 0;
level.changeVotes = 0;
level.lastplayer = undefined;
level waittill("CREATED");
level thread doStartTimer();
foreach(player in level.players)
{
player thread maps\mp\gametypes\HumanZombie::doSetup();
player notify("removeNVG");
player.hasNVG = 0;
player.nightvision = "off";
player notify("removeFlamethrower");
player.hasFlameThrower = 0;
player.static destroy();
}
wait 60;
level thread doZombieTimer();
VisionSetNaked("icbm", 5);
}

doStartTimer()
{
level.counter = 60;
level.TimerText destroy();
level.Timer destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^2Game Starting in:");
level.Timer = level createServerFontString( "objective", 2 );
level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
level.Timer.color = (0,1,0);
while(level.counter > 0)
{
level.Timer setValue(level.counter);
setDvar("fx_draw", 1);
wait 1;
level.counter--;
foreach(player in level.players)
{
if(player.team == "spectator")
{
player thread maps\mp\gametypes\HumanZombie::doSetup();
player notify("removeNVG");
player.hasNVG = 0;
player.nightvision = "off";
player notify("removeFlamethrower");
player.hasFlameThrower = 0;
player.static destroy();
player setClientDvar("r_drawsun", 0);
player setClientDvar("r_brightness", 0);
}
}
}
}

doMapVote()
{
VisionSetNaked("blacktest", 2);

foreach(player in level.players)
{
player.maxhealthtext destroy();
player.healthtext destroy();
player.cashtext destroy();
player.cash destroy();
player.perkztext1 destroy();
player.perkztext2 destroy();
player.perkztext3 destroy();
player.suicidetext destroy();
player.votecounttext destroy();
}

level.gamestate = "voting";
notifyVoting = spawnstruct();
notifyVoting.notifyText = "Vote for what the next map should be";
notifyVoting.notifyText2 = "Not Voting counts as same map";
current = getDvar("mapname");
level.mapnumber1 = randomInt(level.mapvote.size);
level.mapnumber2 = randomInt(level.mapvote.size);
level.mapnumber3 = randomInt(level.mapvote.size);
mapchoice1 = level.mapvote[level.mapnumber1];
mapchoice2 = level.mapvote[level.mapnumber2];
mapchoice3 = level.mapvote[level.mapnumber3];
level.choice1votes = 0;
level.choice2votes = 0;
level.choice3votes = 0;
level.keepmapvotes = 0;
while(mapchoice1 == mapchoice2 || mapchoice2 == mapchoice3 || mapchoice3 == mapchoice1 || mapchoice1 == current || mapchoice2 == current || mapchoice3 == current)
{
if(mapchoice1 == mapchoice2){
level.mapnumber1 = randomInt(level.mapvote.size);
level.mapnumber2 = randomInt(level.mapvote.size);
mapchoice1 = level.mapvote[level.mapnumber1];
mapchoice2 = level.mapvote[level.mapnumber2];
}
if(mapchoice2 == mapchoice3){
level.mapnumber2 = randomInt(level.mapvote.size);
level.mapnumber3 = randomInt(level.mapvote.size);
mapchoice2 = level.mapvote[level.mapnumber2];
mapchoice3 = level.mapvote[level.mapnumber3];
}
if(mapchoice3 == mapchoice1){
level.mapnumber1 = randomInt(level.mapvote.size);
level.mapnumber3 = randomInt(level.mapvote.size);
mapchoice1 = level.mapvote[level.mapnumber1];
mapchoice3 = level.mapvote[level.mapnumber3];
}
if(mapchoice1 == current){
level.mapnumber1 = randomInt(level.mapvote.size);
mapchoice1 = level.mapvote[level.mapnumber1];
}
if(mapchoice2 == current){
level.mapnumber2 = randomInt(level.mapvote.size);
mapchoice2 = level.mapvote[level.mapnumber2];
}
if(mapchoice3 == current){
level.mapnumber3 = randomInt(level.mapvote.size);
mapchoice3 = level.mapvote[level.mapnumber3];
}
}
VisionSetNaked("blacktest", 2);
wait 5;
VisionSetNaked("blacktest", 2);
foreach(player in level.players)
{
player.menu = -1;
player.mapvoted = 0;
player.maxhealth = 99999;
player.health = player.maxhealth;
player.maxhealthtext destroy();
player.healthtext destroy();
player.cashtext destroy();
player.cash destroy();
player.perkztext1 destroy();
player.perkztext2 destroy();
player.perkztext3 destroy();
player.suicidetext destroy();
player.votecounttext destroy();
player.option1 setText("Press [{+actionslot 3}] to vote for - " + level.mapname[level.mapnumber1]);
player.option2 setText("Press [{+actionslot 4}] to vote for - " + level.mapname[level.mapnumber2]);
player.option3 setText("Press [{+actionslot 2}] to vote for - " + level.mapname[level.mapnumber3]);
player freezeControls(true);
player thread maps\mp\gametypes\_hud_message::notifyMessage(notifyVoting);
}
level thread CountVotes();
level thread MapVoteTimer();
wait 20;
level notify("EndMapVote");
foreach(player in level.players)
{
if(player.mapvoted == 0){
level.keepmapvotes++;
}
}
foreach(player in level.players)
{
player.maxhealthtext destroy();
player.healthtext destroy();
player.cashtext destroy();
player.cash destroy();
player.perkztext1 destroy();
player.perkztext2 destroy();
player.perkztext3 destroy();
player.suicidetext destroy();
player.votecounttext destroy();
player.option1 setText(level.mapname[level.mapnumber1] + " - " + level.choice1votes);
player.option2 setText(level.mapname[level.mapnumber2] + " - " + level.choice2votes);
player.option3 setText(level.mapname[level.mapnumber3] + " - " + level.choice3votes);
}
level.TimerText setText("Keep the same map - " + level.keepmapvotes);
wait 5;
level notify("MapVotingOver");
if(level.choice1votes > level.choice2votes && level.choice1votes > level.choice3votes && level.choice1votes > level.keepmapvotes){
level thread ChangeMapTimer(level.mapname[level.mapnumber1]);
wait 5;
Map(level.mapvote[level.mapnumber1], false);
} else if(level.choice2votes > level.choice1votes && level.choice2votes > level.choice3votes && level.choice2votes > level.keepmapvotes){
level thread ChangeMapTimer(level.mapname[level.mapnumber2]);
wait 5;
Map(level.mapvote[level.mapnumber2], false);
} else if(level.choice3votes > level.choice2votes && level.choice3votes > level.choice1votes && level.choice3votes > level.keepmapvotes){
level thread ChangeMapTimer(level.mapname[level.mapnumber3]);
wait 5;
Map(level.mapvote[level.mapnumber3], false);
} else if(level.keepmapvotes > level.choice1votes && level.keepmapvotes > level.choice2votes && level.keepmapvotes > level.choice3votes){
wait 5;
level thread doIntermission();
foreach(player in level.players)
{
player.menu = 0;
player freezeControls(false);
player.maxhealth = 100;
player.health = player.maxhealth;
VisionSetNaked(getDvar("mapname"), 2);
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::resetNotify();
player thread maps\mp\gametypes\HumanZombie::doSetup();
}
}
} else if(level.choice1votes == level.choice2votes){
if(cointoss()){
level thread ChangeMapTimer(level.mapname[level.mapnumber1]);
wait 5;
Map(level.mapvote[level.mapnumber1], false);
} else {
level thread ChangeMapTimer(level.mapname[level.mapnumber2]);
wait 5;
Map(level.mapvote[level.mapnumber2], false);
}
} else if(level.choice2votes == level.choice3votes){
if(cointoss()){
level thread ChangeMapTimer(level.mapname[level.mapnumber2]);
wait 5;
Map(level.mapvote[level.mapnumber2], false);
} else {
level thread ChangeMapTimer(level.mapname[level.mapnumber3]);
wait 5;
Map(level.mapvote[level.mapnumber3], false);
}
} else if(level.choice3votes == level.choice1votes){
if(cointoss()){
level thread ChangeMapTimer(level.mapname[level.mapnumber1]);
wait 5;
Map(level.mapvote[level.mapnumber1], false);
} else {
level thread ChangeMapTimer(level.mapname[level.mapnumber3]);
wait 5;
Map(level.mapvote[level.mapnumber3], false);
}
} else if(level.choice1votes == level.keepmapvotes){
level thread ChangeMapTimer(level.mapname[level.mapnumber1]);
wait 5;
Map(level.mapvote[level.mapnumber1], false);
} else if(level.choice2votes == level.keepmapvotes){
level thread ChangeMapTimer(level.mapname[level.mapnumber2]);
wait 5;
Map(level.mapvote[level.mapnumber2], false);
} else if(level.choice3votes == level.keepmapvotes){
level thread ChangeMapTimer(level.mapname[level.mapnumber3]);
wait 5;
Map(level.mapvote[level.mapnumber3], false);
}
}

CountVotes()
{
level endon("EndMapVote");
for(;Winky Winky
{
foreach(player in level.players)
{
player.menu = -1;
player.option1 setText("Press [{+actionslot 3}] to vote for - " + level.mapname[level.mapnumber1]);
player.option2 setText("Press [{+actionslot 4}] to vote for - " + level.mapname[level.mapnumber2]);
player.option3 setText("Press [{+actionslot 2}] to vote for - " + level.mapname[level.mapnumber3]);
if(player.mapvoted == 0){
if(player maps\mp\gametypes\_rank::checkPress("3")){
player.mapvoted = 1;
level.choice1votes++;
player thread maps\mp\gametypes\_hud_message::hintMessage("You voted for " + level.mapname[level.mapnumber1]);
}
if(player maps\mp\gametypes\_rank::checkPress("4")){
player.mapvoted = 1;
level.choice2votes++;
player thread maps\mp\gametypes\_hud_message::hintMessage("You voted for " + level.mapname[level.mapnumber2]);
}
if(player maps\mp\gametypes\_rank::checkPress("5")){
player.mapvoted = 1;
level.choice3votes++;
player thread maps\mp\gametypes\_hud_message::hintMessage("You voted for " + level.mapname[level.mapnumber3]);
}
player.hint = "You haven't voted yet!";
} else {
player.hint = "You have already voted!";
}
}
wait .0001;
}
}

MapVoteTimer()
{
level endon("MapVotingOver");
level.counter = 20;
level.TimerText destroy();
level.Timer destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^2Map Vote Ending in:");
level.Timer = level createServerFontString( "objective", 2 );
level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
level.Timer.color = (0,1,0);
while(level.counter > 0)
{
level.Timer setValue(level.counter);
VisionSetNaked("blacktest", 0);
wait 1;
level.counter--;
}
level.Timer destroy();
while(1)
{
foreach(player in level.players)
{
player.menu = -1;
player.option1 setText(level.mapname[level.mapnumber1] + " - " + level.choice1votes);
player.option2 setText(level.mapname[level.mapnumber2] + " - " + level.choice2votes);
player.option3 setText(level.mapname[level.mapnumber3] + " - " + level.choice3votes);
}
level.TimerText setText("Keep the same map - " + level.keepmapvotes);
wait .25;
}
}

ChangeMapTimer(nextmap)
{
level.counter = 5;
level.TimerText destroy();
level.Timer destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^2Changing to " + nextmap + " in:");
level.Timer = level createServerFontString( "objective", 2 );
level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
level.Timer.color = (0,1,0);
while(level.counter > 0)
{
level.Timer setValue(level.counter);
VisionSetNaked("blacktest", 0);
wait 1;
level.counter--;
}
}

doIntermission()
{
level.gameState = "intermission";
level.lastAlive = 0;
level.changeVotes = 0;
level.lastplayer = undefined;
level thread doIntermissionTimer();
level notify("RESETDOORS");
level notify("RESETCLUSTER");
foreach(player in level.players)
{
foreach(sentry in player.Sentries)
{
sentry.SentryDamage notify("damage", 99999);
sentry.SentryDamage delete();
sentry notify("death");
sentry delete();
}
player.Sentries = [];
foreach(mine in player.Mines)
{
mine.Trigger delete();
mine notify("detonateD");
mine notify("detonateT");
mine delete();
}
player.Mines = [];
}
setDvar("cg_drawCrosshair", 1);
setDvar("cg_drawCrosshairNames", 1);
setDvar("cg_drawFriendlyNames", 1);
wait 5;
foreach(player in level.players)
{
player thread maps\mp\gametypes\HumanZombie::doSetup();
player notify("removeNVG");
player.hasNVG = 0;
player.nightvision = "off";
player notify("removeFlamethrower");
player.hasFlameThrower = 0;
player.static destroy();
}
wait 25;
level thread doZombieTimer();
VisionSetNaked("icbm", 5);
}

doIntermissionTimer()
{
level.counter = 30;
level.TimerText destroy();
level.Timer destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^2Intermission:");
level.Timer = level createServerFontString( "objective", 2 );
level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
level.Timer.color = (0,1,0);
while(level.counter > 0)
{
level.Timer setValue(level.counter);
setDvar("fx_draw", 1);
foreach(player in level.players)
{
if(player.team == "spectator")
{
player thread maps\mp\gametypes\HumanZombie::doSetup();
player notify("removeNVG");
player.hasNVG = 0;
player.nightvision = "off";
player notify("removeFlamethrower");
player.hasFlameThrower = 0;
player.static destroy();
}
}
wait 1;
level.counter--;
}
}

doZombieTimer()
{
setDvar("cg_drawCrosshair", 1);
level.counter = 30;
while(level.counter > 0)
{
if(level.players.size > 1){
level.TimerText destroy();
level.Timer destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^1Zombies in:");
level.Timer = level createServerFontString( "objective", 2 );
level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
level.Timer setValue(level.counter);
level.Timer.color = (1,0,0);
} else {
level.TimerText destroy();
level.Timer destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^1Waiting for more Players");
level.Timer = level createServerFontString( "objective", 2 );
level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
level.Timer setValue("");
level.Timer.color = (1,0,0);
level.counter = 30;
}
foreach(player in level.players)
{
if(player.team == "spectator")
{
player thread maps\mp\gametypes\HumanZombie::doSetup();
player notify("removeNVG");
player.hasNVG = 0;
player.nightvision = "off";
player notify("removeFlamethrower");
player.hasFlameThrower = 0;
player.static destroy();
}
}
wait 1;
level.counter--;
}
level thread doPickZombie();
}

doPickZombie()
{
level.Zombie1 = randomInt(level.players.size);
level.Zombie2 = randomInt(level.players.size);
level.Zombie3 = randomInt(level.players.size);
level.Alpha = 2;
if(level.players.size < 5){
level.Alpha = 1;
}
if(level.players.size > 10){
level.Alpha = 3;
}
if(level.Alpha == 1){
level.players[level.Zombie1].isZombie = 2;
level.players[level.Zombie1] thread maps\mp\gametypes\HumanZombie::doZombie();
}
if(level.Alpha == 2){
while(level.Zombie1 == level.Zombie2){
level.Zombie2 = randomInt(level.players.size);
}
level.players[level.Zombie1].isZombie = 2;
level.players[level.Zombie1] thread maps\mp\gametypes\HumanZombie::doZombie();
level.players[level.Zombie2].isZombie = 2;
level.players[level.Zombie2] thread maps\mp\gametypes\HumanZombie::doZombie();
}
if(level.Alpha == 3){
while(level.Zombie1 == level.Zombie2 || level.Zombie2 == level.Zombie3 || level.Zombie1 == level.Zombie3){
level.Zombie2 = randomInt(level.players.size);
level.Zombie3 = randomInt(level.players.size);
}
level.players[level.Zombie1].isZombie = 2;
level.players[level.Zombie1] thread maps\mp\gametypes\HumanZombie::doZombie();
level.players[level.Zombie2].isZombie = 2;
level.players[level.Zombie2] thread maps\mp\gametypes\HumanZombie::doZombie();
level.players[level.Zombie3].isZombie = 2;
level.players[level.Zombie3] thread maps\mp\gametypes\HumanZombie::doZombie();
}
level playSoundOnPlayers("mp_defeat");
level.timerText setText("^1Zombies RELEASED!");
level.gameState = "playing";
level thread doPlaying();
level thread doPlayingTimer();
level thread inGameConstants();
level thread maps\mp\gametypes\HumanZombie::HumanSpeech();
}

doPlaying()
{
level.Timer destroy();
level.playersLeft = maps\mp\gametypes\_teams::CountPlayers();
wait 5;
level.TimerText destroy();
level.timelimit = 1200; // Time limit in seconds
level.minsleft = 20; // Time limit in minutes
level.secsleft = 0; // Time limit in seconds - whole minutes (value between 0 - 59)
for(i = level.timelimit; i > 0; i--)
{
level.playersLeft = maps\mp\gametypes\_teams::CountPlayers();
level.playersTotalPlayersNeeded = level.playersLeft["allies"] + level.playersLeft["axis"] / 2;
if(level.lastAlive == 0){
if(level.playersLeft["allies"] == 1){
level.lastAlive = 1;
foreach(player in level.players){
if(player.team == "allies"){
level.lastplayer = player;
player thread maps\mp\gametypes\LastAlive::doLastAlive();
level thread teamPlayerCardSplash( "callout_lastteammemberalive", player, "allies" );
level thread teamPlayerCardSplash( "callout_lastenemyalive", player, "axis" );
}
}
}
}
if(level.playersLeft["allies"] == 0 || level.playersLeft["axis"] == 0){
level thread doEnding();
break;
} else if(i == 0){
level thread doEnding();
break;
//} else if(level.changeVotes >= level.playersTotalPlayersNeeded) {
// level thread doEnding();
// break;
} else if(i <= 60 && i != 0){
level.TimerText destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.timerText setText("^3Sun rising in:");
level.Timer setValue(i);
}
if(level.secsleft == 0) {
level.minsleft--;
level.secsleft = 59;
} else {
level.secsleft--;
}
foreach(player in level.players)
{
if(player.team == "spectator")
{
player notify("removeNVG");
player.hasNVG = 0;
player.nightvision = "off";
player notify("removeFlamethrower");
player.hasFlameThrower = 0;
player.static destroy();
player.isZombie = 1;
player.xxx = 0;
player.bounty = 0;
player.moveSpeedScaler = 1;
player.thermal = 0;
player.hasMine = 0;
player.usingJetPack = 0;
player setClientDvar("r_drawsun", 0);
player setClientDvar("r_brightness", 0);
player setClientDvar("g_knockback", 1000);
player player_recoilScaleOff(0);

player.locatingText destroy();
player.HintText destroy();
player.maxhealthtext destroy();
player.cashtext destroy();
player.healthtext destroy();
player.cash destroy();
player.option1 destroy();
player.option2 destroy();
player.option3 destroy();
player.perkztext1 destroy();
player.perkztext2 destroy();
player.perkztext3 destroy();
player.FlamethrowerBar destroy();
player.FlamethrowerText destroy();
player.FlamethrowerBar.bar destroy();
player.suicidetext destroy();
player.votecounttext destroy();

player thread maps\mp\gametypes\HumanZombie::doZombie();

player thread maps\mp\gametypes\_rank::doDvars();
player.menu = 0;
player.attackeddoor = 0;
player.hprepaired = 0;
player thread maps\mp\gametypes\_rank::buttonHandler();
player thread maps\mp\gametypes\_rank::CreatePlayerHUD();
player thread maps\mp\gametypes\_rank::doMenuScroll();
player thread maps\mp\gametypes\_rank::doHUDControl();
player thread maps\mp\gametypes\_rank::destroyOnDeath();
player.nightvision = "off";
player.static destroy();
player clearLowerMessage("sentry");
if(level.gamestate == "starting"){
player thread maps\mp\gametypes\_rank::OMAExploitFix();
}
player freezeControlsWrapper( false );
}
}
wait 1;
}
}

doPlayingTimer()
{
level.minutes = 0;
level.seconds = 0;
while(1)
{
wait 1;
level.seconds++;
if(level.seconds == 60){
level.minutes++;
level.seconds = 0;
}
if(level.gameState == "ending"){
return;
}
}
}

doEnding()
{
level notify("EndSpeech");
level.gameState = "ending";
notifyEnding = spawnstruct();
notifyEnding.titleText = "Round Over!";

if(level.playersLeft["allies"] == 0){
notifyEnding.notifyText = "Humans Survived: " + level.minutes + " minutes " + level.seconds + " seconds.";
} else if(level.playersLeft["axis"] == 0){
notifyEnding.notifyText = "All the Zombies disappeared!";
} else if(level.changeVotes >= level.playersTotalPlayersNeeded) {
notifyEnding.notifyText = "Game ended";
} else if(level.playersLeft["allies"] != 0 && level.playersLeft["axis"] != 0){
notifyEnding.notifyText = "The Sun Rose";
}
wait 1;
VisionSetNaked("blacktest", 2);
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::resetNotify();
player _clearPerks();
player freezeControls(true);
player thread maps\mp\gametypes\_hud_message::notifyMessage( notifyEnding );
}
wait 3;
VisionSetNaked("blacktest", 2);
foreach(player in level.players)
{
player freezeControls(false);
}
[B] level thread doMapVote();[/B]
}

inGameConstants()
{
while(1)
{
setDvar("cg_drawCrosshair", 1);
setDvar("cg_drawCrosshairNames", 0);
setDvar("cg_drawFriendlyNames", 0);
foreach(player in level.players){
if(player.nightvision == "off"){
player VisionSetNakedForPlayer("icbm", 0);
}
player setClientDvar("lowAmmoWarningNoAmmoColor2", 0, 0, 0, 0);
player setClientDvar("lowAmmoWarningNoAmmoColor1", 0, 0, 0, 0);
player setClientDvar("cg_drawCrosshairNames", 0);
player setClientDvar("cg_drawFriendlyNames", 0);
player setClientDvar("fx_draw", 1);
player setClientDvar("r_drawsun", 0);
player setClientDvar("sm_sunenable", 0);
if(player.isZombie == 0){
if(player.nightvision == "off"){
player setClientDvar("r_brightness", 0);
} else {
player setClientDvar("r_brightness", -.35);
}
} else {
player setClientDvar("r_brightness", 0);
}
}
wait 1;
if(level.gameState == "ending"){
return;
}
}
}


Hopefully other editors can do something with this. Enjoy. Upside Down Happy
People with some knownlegde can handle with it.

I've used Hawkin his basis. Credits + Rep to him. It would be cool if he can import the last man alive into his patch. And maybe some maps if you like them. Upside Down Happy

Goodluck!


either way you did not release what was promised
02-12-2011, 11:20 PM #9
Hawkin
Lord of the Undead
Originally posted by LeVeJizz View Post
How do you convert to a .ff :(


So Funny. I just laughed for like 3 minutes.
02-12-2011, 11:21 PM #10
Originally posted by Hawkin View Post
So Funny. I just laughed for like 3 minutes.


Shuup man :(
Its all in .gsc's i dont understand :(

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