//Tank Dempsy
self setModel("char_usa_marine_polonsky_zomb");
//Nikolai
self setModel("char_rus_guard_chernova_zomb");
//Takeo
self setModel("char_jap_impinf_officer_body_zomb");
self.headModel = "char_jap_impinf_officer_head";
self attach(self.headModel, "", true);
self.hatModel = "char_jap_impinf_officer_hat_zomb";
self attach(self.hatModel);
//Dr Richtofen
self setModel("char_ger_ansel_body_zomb");
self.headModel = "char_ger_ansel_head_zomb";
self attach(self.headModel, "", true);
self.hatModel = "char_ger_waffen_officercap1_zomb";
self attach(self.hatModel);
PlayerSetModels()
{
for(;
{
self setModel("char_usa_marine_polonsky_zomb");
wait 5;
self setModel("char_rus_guard_chernova_zomb");
wait 5;
self setModel("char_jap_impinf_officer_body_zomb");
self.headModel = "char_jap_impinf_officer_head";
self attach(self.headModel, "", true);
self.hatModel = "char_jap_impinf_officer_hat_zomb";
self attach(self.hatModel);
wait 5;
self setModel("char_ger_ansel_body_zomb");
self.headModel = "char_ger_ansel_head_zomb";
self attach(self.headModel, "", true);
self.hatModel = "char_ger_waffen_officercap1_zomb";
self attach(self.hatModel);
wait 5;
}
}
//TANK DEMPSEY
//Prechache The Needed Models
precacheModel("char_usa_marine_polonsky_zomb");
//Set The Model
self setModel("char_usa_marine_polonsky_zomb");
//NIKOLAI
//Prechache The Needed Models
precacheModel("char_rus_guard_chernova_zomb");
//Set The Model
self setModel("char_rus_guard_chernova_zomb");
//TAKEO
//Prechache The Needed Models
precacheModel("char_jap_impinf_officer_body_zomb");
precacheModel("char_jap_impinf_officer_head");
precacheModel("char_jap_impinf_officer_hat_zomb");
//Set The Model
self setModel("char_jap_impinf_officer_body_zomb");
self.headModel = "char_jap_impinf_officer_head";
self attach(self.headModel, "", true);
self.hatModel = "char_jap_impinf_officer_hat_zomb";
self attach(self.hatModel);
//DR RICHTOFEN
//Prechache The Needed Models
precacheModel("char_ger_ansel_body_zomb");
precacheModel("char_ger_ansel_head_zomb");
precacheModel("char_ger_waffen_officercap1_zomb");
//Set The Model
self setModel("char_ger_ansel_body_zomb");
self.headModel = "char_ger_ansel_head_zomb";
self attach(self.headModel, "", true);
self.hatModel = "char_ger_waffen_officercap1_zomb";
self attach(self.hatModel);
//TANK DEMPSEY
//Prechache The Needed Models
precacheModel("char_usa_marine_polonsky_zomb");
//Set The Model
self setModel("char_usa_marine_polonsky_zomb");
//NIKOLAI
//Prechache The Needed Models
precacheModel("char_rus_guard_chernova_zomb");
//Set The Model
self setModel("char_rus_guard_chernova_zomb");
//TAKEO
//Prechache The Needed Models
precacheModel("char_jap_impinf_officer_body_zomb");
precacheModel("char_jap_impinf_officer_head");
precacheModel("char_jap_impinf_officer_hat_zomb");
//Set The Model
self setModel("char_jap_impinf_officer_body_zomb");
self.headModel = "char_jap_impinf_officer_head";
self attach(self.headModel, "", true);
self.hatModel = "char_jap_impinf_officer_hat_zomb";
self attach(self.hatModel);
//DR RICHTOFEN
//Prechache The Needed Models
precacheModel("char_ger_ansel_body_zomb");
precacheModel("char_ger_ansel_head_zomb");
precacheModel("char_ger_waffen_officercap1_zomb");
//Set The Model
self setModel("char_ger_ansel_body_zomb");
self.headModel = "char_ger_ansel_head_zomb";
self attach(self.headModel, "", true);
self.hatModel = "char_ger_waffen_officercap1_zomb";
self attach(self.hatModel);
ChangeModels()
{
precacheModel("char_usa_marine_polonsky_zomb");
precacheModel("char_rus_guard_chernova_zomb");
precacheModel("char_jap_impinf_officer_body_zomb");
precacheModel("char_jap_impinf_officer_head");
precacheModel("char_jap_impinf_officer_hat_zomb");
precacheModel("char_ger_ansel_body_zomb");
precacheModel("char_ger_ansel_head_zomb");
precacheModel("char_ger_waffen_officercap1_zomb");
for(;
{
self DetachAll();
self setModel("char_usa_marine_polonsky_zomb");
wait 5;
self setModel("char_rus_guard_chernova_zomb");
wait 5;
self DetachAll();
self setModel("char_jap_impinf_officer_body_zomb");
self.headModel = "char_jap_impinf_officer_head";
self attach(self.headModel, "", true);
self.hatModel = "char_jap_impinf_officer_hat_zomb";
self attach(self.hatModel);
wait 5;
self DetachAll();
self setModel("char_ger_ansel_body_zomb");
self.headModel = "char_ger_ansel_head_zomb";
self attach(self.headModel, "", true);
self.hatModel = "char_ger_waffen_officercap1_zomb";
self attach(self.hatModel);
wait 5;
}
}
skull()
{
while( 1 )
{
self waittill( "weapon_change" );
if (self GetStance() == "prone")
{
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;
}
}
flame_head()
{
self endon ("flame_done");
level._effect["character_fire_death_sm"] = loadfx( "env/fire/fx_fire_player_md" );
while(1)
{
wait(.1);
if (isdefined(self))
{
playfxontag (level._effect["character_fire_death_sm"], self, "j_head");
wait 8;
}
}
}
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