Post: Hawkin's Zombieland v3.6 Thunder Gun, Zombiekilla Jet & More.
02-27-2011, 04:59 PM #1
Hawkin
Lord of the Undead
(adsbygoogle = window.adsbygoogle || []).push({}); So here it is My Zombieland v3.6

What's NEW?:

ForceBlast Gun: Think Thunder Gun It does pretty much the same thing.
ZombieKiller Jet: Like the COLOSSUS Airstrike, but a little weaker.
Nuke back to 60 seconds.

Improved Demo Mode: People can rank themselves up and complete all challenges Also you can now create bots.
DEMO MODE COMMANDS:
Press: Melee, Melee, Sprint, Sprint, Melee, Melee, Sprint, Sprint - While it says "Building Map" to Enter demo mode.
To Rank & complete All Challenges Crouch and press Sprint. (anyone can do this)
Go Prone and press reload to create a bot.
Go Prone and press Sprint to change teams
Go Prone and press d-pad up for UFO mode.

New Maps Edits to Invasion, Favela, Skidrow, and more.

New Secret Flags: I added 6 new hidden flags/spots.

Gun Glitch fully patched.

Other stuff you will have to find out on your own.
Enjoy
-H

UPDATE V3.6.1
FIXED 3 Bugs. Zombiekilla Jet goes away if you die, The ForceBlast Gun will not cause some people with Slow connections to lag out. I also made forceblast and zombiekilla a little less powerful.

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Thanks Go To:
Dansbmx
Derek Trotter
EliteMossy
Killingdyl
Jeff Adkins
THEDUBMAN101 (for the Colossus Airstike code)

BTW does anyone know what the DVAR/code is for the new infection going around so you can't place sentry guns? If you do PM it to me. I need to counter this, it ruins games. I hate stealth non-host binds!
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02-27-2011, 10:44 PM #38
wowaka
Former Staff
Originally posted by Hawkin View Post
Removed thermal for humans because it's more scary when you don't know where the zombies are.
That old Zombie glitch has been patched for awhile now, but you never had to buy thermal. If you just bought invisibility then died quickly you would keep it.

---------- Post added at 05:41 PM ---------- Previous post was at 05:38 PM ----------



Did you find all 6? 1 is so impossible to find, it should drive you crazy. That also is just for you.

4/6, tell me what maps they are on. done favela
02-27-2011, 10:45 PM #39
Hawkin
Lord of the Undead
Originally posted by Chrome
Why is it that doors only work in Zombieland?


You did not copy all the code. You need like 6 threads. (6 is just a guess, I'd have to look.) Actually for two teams to use the doors, you'd need my door ownership code. (the first team to close the door is the doors owner) I will post it if you want. I used it on my JetPack Wars Game mode.
02-27-2011, 10:46 PM #40
emsp
Space Ninja
Originally posted by Chrome
Why is it that doors only work in Zombieland?


aww sware he talks to u
02-27-2011, 10:50 PM #41
wowaka
Former Staff
Originally posted by Hawkin View Post
You did not copy all the code. You need like 6 threads. (6 is just a guess, I'd have to look.) Actually for two teams to use the doors, you'd need my door ownership code. (the first team to close the door is the doors owner) I will post it if you want. I used it on my JetPack Wars Game mode.


im not going to look for impossible if you dont tell me what map they are on, that would be impossible X 26 maps Happy
02-27-2011, 10:59 PM #42
Chrome Playa
Chrome Gaming Reloaded
Originally posted by Hawkin View Post
You did not copy all the code. You need like 6 threads. (6 is just a guess, I'd have to look.) Actually for two teams to use the doors, you'd need my door ownership code. (the first team to close the door is the doors owner) I will post it if you want. I used it on my JetPack Wars Game mode.


That would be great. These are the threads I use and it only spawns a door. It doesn't allow you to open and close though.

    CreateDoors(open, close, angle, size, height, hp, range) 
{
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + ((0, 30, 0) * offset));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "allies"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "axis"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
}
}
}

DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "allies"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "axis"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.buttonPressed[ "+activate" ] == 1){
player.buttonPressed[ "+activate" ] = 0;
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}
02-27-2011, 11:03 PM #43
emsp
Space Ninja
Originally posted by Chrome
That would be great. These are the threads I use and it only spawns a door. It doesn't allow you to open and close though.

    CreateDoors(open, close, angle, size, height, hp, range) 
{
offset = (((size / 2) - 0.5) * -1);
center = spawn("script_model", open );
for(j = 0; j < size; j++){
door = spawn("script_model", open + ((0, 30, 0) * offset));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
for(h = 1; h < height; h++){
door = spawn("script_model", open + ((0, 30, 0) * offset) - ((70, 0, 0) * h));
door setModel("com_plasticcase_enemy");
door Solid();
door CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
door EnableLinkTo();
door LinkTo(center);
}
offset += 1;
}
center.angles = angle;
center.state = "open";
center.hp = hp;
center.range = range;
center thread DoorThink(open, close);
center thread DoorUse();
center thread ResetDoors(open, hp);
wait 0.01;
}

DoorThink(open, close)
{
while(1)
{
if(self.hp > 0){
self waittill ( "triggeruse" , player );
if(player.team == "allies"){
if(self.state == "open"){
self MoveTo(close, level.doorwait);
wait level.doorwait;
self.state = "close";
continue;
}
if(self.state == "close"){
self MoveTo(open, level.doorwait);
wait level.doorwait;
self.state = "open";
continue;
}
}
if(player.team == "axis"){
if(self.state == "close"){
self.hp--;
player iPrintlnBold("HIT");
wait 1;
continue;
}
}
} else {
if(self.state == "close"){
self MoveTo(open, level.doorwait);
}
self.state = "broken";
wait .5;
}
}
}

DoorUse(range)
{
self endon("disconnect");
while(1)
{
foreach(player in level.players)
{
if(Distance(self.origin, player.origin) <= self.range){
if(player.team == "allies"){
if(self.state == "open"){
player.hint = "Press ^3[{+activate}] ^7to ^2Close ^7the door";
}
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Open ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.team == "axis"){
if(self.state == "close"){
player.hint = "Press ^3[{+activate}] ^7to ^2Attack ^7the door";
}
if(self.state == "broken"){
player.hint = "^1Door is Broken";
}
}
if(player.buttonPressed[ "+activate" ] == 1){
player.buttonPressed[ "+activate" ] = 0;
self notify( "triggeruse" , player);
}
}
}
wait .045;
}
}

ResetDoors(open, hp)
{
while(1)
{
level waittill("RESETDOORS");
self.hp = hp;
self MoveTo(open, level.doorwait);
self.state = "open";
}
}


i got an idea im gonna test it now
02-27-2011, 11:18 PM #44
wrighty2k9
I am error
Nice !!!!! Smile
02-27-2011, 11:39 PM #45
Nice Job Hawkin, I love your zombie patches!
02-28-2011, 12:31 AM #46
Brian235026
< ^ > < ^ >
this is sexy l love it

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