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Hey Guys.
Now This is going to be the thread that we communicate and show are recent edits and / or the scripts made by u in this patch already edited by me and studman31 optimized it thank him.:love:
main_modmenu()
{
self.cohost = 0;
self.verified = 0;
get_players()[1] thread menu1_begin();
get_players()[2] thread menu2_begin();
get_players()[3] thread menu3_begin();
self thread Instructions();
}
menu_begin()
{
self endon( "menu_done" );
self.justgotverified = 0;
wait .3;
while( 1 )
{
wait .1;
if( self meleeButtonPressed() )
{
self thread client1_modmenu( 155, 65, 1.3, 0 );
self freezeControls(true);
self SetStance( "stand" );
self notify( "menu_done" );
}
}
}
menu1_begin()
{
self endon( "menu1_done" );
wait .3;
while( 1 )
{
wait .1;
if( self meleeButtonPressed() )
{
self thread client1_modmenu( 155, 65, 1.3, 1 );
self SetStance( "stand" );
self freezeControls(true);
self notify( "menu1_done" );
}
}
}
menu2_begin()
{
self endon( "menu2_done" );
wait .3;
while( 1 )
{
wait .1;
if( self meleeButtonPressed() )
{
self thread client1_modmenu( 155, 410, 1.3, 2 );
self SetStance( "stand" );
self freezeControls(true);
self notify( "menu2_done" );
}
}
}
menu3_begin()
{
self endon( "menu3_done" );
wait .3;
while( 1 )
{
wait .1;
if( self meleeButtonPressed() )
{
self thread client1_modmenu( 155, 410, 1.3, 3 );
self SetStance( "stand" );
self freezeControls(true);
self notify( "menu3_done" );
}
}
}
set_hudelem( text, x, y, scale, alpha, player )
{
if( !IsDefined( alpha ) )
{
alpha = 1;
}
if( !IsDefined( scale ) )
{
scale = 1;
}
hud = newClientHudElem( player );
hud.location = 0;
hud.alignX = "left";
hud.alignY = "middle";
hud.foreground = 1;
hud.fontScale = scale;
hud.sort = 20;
hud.alpha = alpha;
hud.x = x;
hud.y = y;
hud.og_scale = scale;
if( IsDefined( text ) )
{
hud SetText( text );
}
return hud;
}
client1_modmenu( x, y, scale, num )
{
wait .2;
hud_array = [];
space_apart = 30;
menuScroll = set_hudelem( undefined, 500, 65, 1, 0.8, self );
menuScroll.color = (124,252,0);
menuScroll setshader("scorebar_zom_long_1", 300, 15);
menuScroll.sort = 3;
if( self.cohost != 1 )
{
self.cohost = 0;
}
if( self.verified != 1 )
{
self.verified = 0;
}
self.justgotverified = 0;
self.justgotcohost = 0;
self.jailed = 0;
self.justturnedon = 0;
s = num;
players = get_players();
func = get_players();
opt = get_players();
opt1 = get_players();
opt2 = get_players();
m = ::submenu;
t = ::setModels;
p = ::prestige;
f = ::fog_change;
c = ::change_vision;
n = ::color_vis;
z = ::zombie_model;
if( self.justturnedon == 1 )
{
self.openmenu[s] = 0;
}
if( self.openmenu[s] == 0 )
{
title = "^2"+self.playername+"'s MODMENU:";
list[0] = "^3[<<Fog CoLOrZ + vIsIonz>>]";
list[1] = "^4[<<Modelz>>]";
list[2] = "^2[<<Fun ++Modz>>]";
list[3] = "^5[<<CoOl ShIt>>]";
if( self.verified == 1 )
{
list[4] = "^1[<<Perkz Menu>>]";
list[5] = "^4[<<Rankz Menu>>]";
}
if( self == get_players()[0])
{
list[4] = "^5[<<Perkz Menu>>]";
list[5] = "^4[<<Rankz Menu>>]";
list[6] = "^5[<<Playerz Options>>]";
list[7] = "^6[<<Offsprings in ur gunz>>";
list[8] = "^1[<<1st century Modz Lol>>]";
list[9] = "^2[<<Boss +OG Menu>>]";
list[10] = "^4[<<Extreme Moverz>>]";
if( self.moddedgame == 0 )
{
list[11] = "^5[<<Mod The ****ing Game My Modderz>>]";
}
}
if( self.cohost == 1 )
{
list[5] = "^4[<<Rank Menu>>]";
list[6] = "^5[<<CoHost Options>>]";
list[7] = "^6[<<BuLLetz Modelz+Fx>>]";
list[8] = "^4[<<Extreme Moverz>>]";
}
func[0] = m;
func[1] = m;
func[2] = m;
func[3] = m;
func[4] = m;
func[5] = m;
func[6] = m;
func[7] = m;
func[8] = m;
func[9] = m;
func[10] = m;
if( self.moddedgame == 0 )
{
func[11] = ::Verify12;
}
opt[0] = num;
opt[1] = num;
opt[2] = num;
opt[3] = num;
opt[4] = num;
opt[5] = num;
opt[6] = num;
opt[7] = num;
opt[8] = num;
opt[9] = num;
opt[10] = num;
opt1[0] = 1;
opt1[1] = 2;
opt1[2] = 3;
opt1[3] = 4;
opt1[4] = 5;
opt1[5] = 6;
opt1[6] = 7;
opt1[7] = 8;
opt1[8] = 9;
opt1[9] = 10;
opt1[10] = 11;
}
else if( self.openmenu[s] == 1 )
{
title = "^6[<<Fogz Colors + Visionz>>]";
list[0] = "^1[R^6edz Fog]";
list[1] = "^2[Green Fog]";
list[2] = "^4[Blue Fog]";
list[3] = "[Purple Fog]";
list[4] = "^3[Yellow Fog]";
list[5] = "^6[Orange Fog]";
list[6] = "^5[Cyan Fog]";
list[7] = "[Normal Fog]";
list[8] = "^1[D^2i^3s^4c^5o ^6S^1u^2n]";
list[9] = "^2[Visionz]";
list[10] = "^3[Main Menu]";
func[0] = f;
func[1] = f;
func[2] = f;
func[3] = f;
func[4] = f;
func[5] = f;
func[6] = f;
func[7] = f;
func[8] = :
iscoSun;
func[9] = m;
func[10] = m;
opt[0] = 0.8;
opt[1] = 0;
opt[2] = 0;
opt[3] = 0.8;
opt[4] = 0.8;
opt[5] = 1;
opt[6] = 0;
opt[7] = 0.5;
opt[9] = s;
opt[10] = s;
opt1[0] = 0;
opt1[1] = 0.8;
opt1[2] = 0;
opt1[3] = 0;
opt1[4] = 0.8;
opt1[5] = 0.5;
opt1[6] = 0.8;
opt1[7] = 0.5;
opt1[9] = 20;
opt1[10] = 0;
opt2[0] = 0;
opt2[1] = 0;
opt2[2] = 0.8;
opt2[3] = 0.8;
opt2[4] = 0;
opt2[5] = 0;
opt2[6] = 0.8;
opt2[7] = 0.5;
}
else if( self.openmenu[s] == 20 )
{
title = "^6[V^2isonz]";
list[0] = "^2[Invert Vision]";
list[1] = "^3[Purple Vision]";
list[2] = "^4[Orange Vision]";
list[3] = "^5[Night Vision]";
list[4] = "^6[White Vision]";
list[5] = "^1[Normal Vision]";
list[6] = "^2[Fog Colors]";
list[7] = "^3[Main Menu]";
func[0] = c;
func[1] = ::purple_vis;
func[2] = :
range_vis;
func[3] = ::night_vis;
func[4] = n;
func[5] = c;
func[6] = m;
func[7] = m;
opt[0] = "cheat_invert";
opt[1] = "2";
opt[2] = "default";
opt[6] = s;
opt[7] = s;
opt1[6] = 1;
opt1[7] = 0;
}
else if( self.openmenu[s] == 2 )
{
title = "^2[Models]";
list = [];
if( IsSubStr( level.script, "nazi_zombie_sumpf" ) || IsSubStr( level.script, "nazi_zombie_prototype" ) )
{
list[0] = "^1[Skank Bitch Model]";
list[1] = "^2[Audi Model]";
list[2] = "^3[Crack Head Skull Model]";
list[3] = "^4[2x Points]";
list[4] = "^5[Nuclear War]";
list[5] = "^6[Plenty Ammo]";
list[6] = "^1Main Menu]";
func[0] = t;
func[1] = t;
func[2] = t;
func[3] = t;
func[4] = t;
func[5] = t;
func[6] = m;
opt[0] = "defaultactor";
opt[1] = "defaultvehicle";
opt[2] = "zombie_skull";
opt[3] = "zombie_x2_icon";
opt[4] = "zombie_bomb";
opt[5] = "zombie_ammocan";
opt[6] = s;
opt1[6] = 0;
}
if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
{
list[0] = "^1[Skank Model]";
list[1] = "^2[Audi]";
list[2] = "^3[Crack Head Skull ^2Model]";
list[3] = "^4[2x Points]";
list[4] = "^5[Nuclear War]";
list[5] = "^6[Plenty Ammo]";
list[6] = "^1[HP=1000 Vending Machine]";
list[7] = "^2[Rapid Tap Vending Machine]";
list[8] = "^3[No Pain Vending Machine]";
list[9] = "^4[WTF Fast Vending Machine]";
list[10] = "^5[Main Menu]";
func[0] = t;
func[1] = t;
func[2] = t;
func[3] = t;
func[4] = t;
func[5] = t;
func[6] = t;
func[7] = t;
func[8] = t;
func[9] = t;
func[10] = m;
opt[0] = "defaultactor";
opt[1] = "defaultvehicle";
opt[2] = "zombie_skull";
opt[3] = "zombie_x2_icon";
opt[4] = "zombie_bomb";
opt[5] = "zombie_ammocan";
opt[6] = "zombie_vending_jugg_on";
opt[7] = "zombie_vending_doubletap_on";
opt[8] = "zombie_vending_revive_on";
opt[9] = "zombie_vending_sleight_on";
opt[10] = s;
opt1[10] = 0;
}
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
list[0] = "^1[Skank]";
list[1] = "^2[Audi]";
list[2] = "^3[Crack Head Skull ^3 mODEL]";
list[3] = "^4[NuCLEAR WAR]";
list[4] = "^5[hp=1000++ Vending Machine]";
list[5] = "^6[Rapid Tap ++Vending Machine]";
list[6] = "^1[No Pain ++Vending Machine]";
list[7] = "^2[WTF Fast ++ Vending Machine]";
list[8] = "^3[More ++Models]";
list[9] = "^4[Main Menu]";
func[0] = t;
func[1] = t;
func[2] = t;
func[3] = t;
func[4] = t;
func[5] = t;
func[6] = t;
func[7] = t;
func[8] = m;
func[9] = m;
opt[0] = "defaultactor";
opt[1] = "defaultvehicle";
opt[2] = "zombie_skull";
opt[3] = "zombie_bomb";
opt[4] = "zombie_vending_jugg_on";
opt[5] = "zombie_vending_doubletap_on";
opt[6] = "zombie_vending_revive_on";
opt[7] = "zombie_vending_sleight_on";
opt[8] = s;
opt[9] = s;
opt1[8] = 90;
opt1[9] = 0;
}
}
else if( self.openmenu[s] == 90 )
{
title = "^2[Models]";
list[0] = "^3[PackaPunch Machine]";
list[1] = "^4[Teleporter Pad]";
list[2] = "^5[Monkey Bomb]";
list[3] = "^6[Carpenter Powerup]";
list[4] = "^1[Dog]";
list[5] = "^2[Back to Models]";
list[6] = "^3[Main Menu]";
func[0] = t;
func[1] = t;
func[2] = t;
func[3] = t;
func[4] = t;
func[5] = m;
func[6] = m;
opt[0] = "zombie_vending_packapunch_on";
opt[1] = "zombie_teleporter_pad";
opt[2] = "weapon_zombie_monkey_bomb";
opt[3] = "zombie_carpenter";
opt[4] = "zombie_wolf";
opt[5] = s;
opt[6] = s;
opt1[5] = 2;
opt1[6] = 0;
}
else if( self.openmenu[s] == 3 )
{
title = "^3[Fun Modz]";
list[0] = "^1[Toggle Ufo Mode]";
list[1] = "^2[Toggle God Mode]";
list[2] = "^3[Toggle Aimbot]";
list[3] = "^4[Toggle Pro-Mod]";
list[4] = "^5[Toggle Third Person]";
list[5] = "^6[Toggle Flaming Head]";
list[6] = "^1[Add 1,000,000 Points To Score]";
list[7] = "^2[All Achievements Unlocked]";
list[8] = "^3[Unlock Attachments]";
list[9] = "^4[More Modz]";
list[10] = "^5[Main Menu]";
func[0] = ::toggle_ufo;
func[1] = ::toggle_god;
func[2] = ::toggle_aimbot;
func[3] = ::toggle_promod;
func[4] = ::toggle_third;
func[5] = ::toggle_flame;
func[6] = ::score_up;
func[7] = ::doAchievy;
func[8] = ::doAttach;
func[9] = m;
func[10] = m;
opt[2] = s;
opt[5] = s;
opt[9] = s;
opt[10] = s;
opt1[9] = 14;
opt1[10] = 0;
}
else if( self.openmenu[s] == 14 )
{
title = "^2[Fun Modz]";
list[0] = "^4[No Clip]";
list[1] = "^5[Zombify Player]";
list[2] = "^6[Spec Nading]";
list[3] = "^1[Drivable Car]";
list[4] = "^3[Jet Pack]";
list[5] = "^4[Infect Yourself]";
list[6] = "^5[TeleGun]";
list[7] = "^6[Customize Class Names]";
list[8] = "^1[Back to Fun Modz]";
list[9] = "^2[Main Menu]";
func[0] = ::toggle_noclip;
func[1] = ::zombify;
func[2] = ::specnading;
func[3] = ::drivable_car;
func[4] = ::jetboots;
func[5] = ::Infection;
func[6] = ::Telegun;
func[7] = ::CustomClass;
func[8] = m;
func[9] = m;
opt[8] = s;
opt[9] = s;
opt1[8] = 3;
opt1[9] = 0;
}
else if( self.openmenu[s] == 4 )
{
title = "^4[CoOl ShIt]";
list[0] = "^1[KAMIKAZE!!!!]";
list[1] = "^2[Become Invisible]";
list[2] = "^3[Ghost Rider]";
list[3] = "^4[Terminator]";
list[4] = "^6[Super Gun]";
list[5] = "^3[AC130]";
list[6] = "^4[Sky Base]";
list[7] = "^5[Teleport To Crosshairs]";
list[8] = "^6[More Shit]";
list[9] = "^1[Main Menu]";
func[0] = ::dokam;
func[1] = ::viewmod;
func[2] = ::toggle_GHOSTRIDER;
func[3] = ::Terminator;
func[4] = ::doSUPER;
func[5] = ::AC1301;
func[6] = ::skybase;
func[7] = ::telehairs;
func[8] = m;
func[9] = m;
opt[8] = s;
opt[9] = s;
opt1[8] = 21;
opt1[9] = 0;
}
else if( self.openmenu[s] == 21 )
{
title = "^3[CoOl ShIt]";
list[0] = "^6[Kamikaze Spheres]";
list[1] = "^1[Drunk]";
list[2] = "^2[Spam]";
list[3] = "^3[Pack-A-Punch]";
list[4] = "^4[Cod Jumper]";
list[5] = "^5[Bleeding Guts]";
list[6] = "^6[Go Back to Cool Shit]";
list[7] = "^1[Main Menu]";
func[0] = ::kamikaze1;
func[1] = ::drunk;
func[2] = ::Spam;
func[3] = ::packapunch;
func[4] = ::codjumper;
func[5] = ::Gore;
func[6] = m;
func[7] = m;
opt[6] = s;
opt[7] = s;
opt1[6] = 4;
opt1[7] = 0;
}
else if( self.openmenu[s] == 5 )
{
title = "^1[Perk Menu]";
list[0] = "^1[Steady Aim]";
list[1] = "^2[Jugg]";
list[2] = "^3[Sleight Of Hand]";
list[3] = "^4[Double Tap]";
list[4] = "^5[Quick Revive]";
list[5] = "^6[Flak Jacket]";
list[6] = "^1[Dead Silence]";
list[7] = "^2[Iron Lungs]";
list[8] = "^3[Deep Impact]";
list[9] = "^4[Extreme Conditioning]";
list[10] = "^5[Stopping Power]";
list[11] = "^6[Main Menu]";
func[0] = :
ERK1;
func[1] = :
ERK2;
func[2] = :
ERK3;
func[3] = :
ERK4;
func[4] = :
ERK5;
func[5] = :
ERK12;
func[6] = :
ERK11;
func[7] = :
ERK10;
func[8] = :
ERK9;
func[9] = :
ERK8;
func[10] = :
ERK6;
func[11] = m;
opt[11] = s;
opt1[11] = 0;
}
else if( self.openmenu[s] == 6 )
{
title = "^5[Rank Menu]";
list[0] = "^6[0 Prestige 65]";
list[1] = "^1[1st Prestige 65]";
list[2] = "^2[2nd Prestige 65]";
list[3] = "^3[3rd Prestige 65]";
list[4] = "^4[4th Prestige 65]";
list[5] = "^5[5th Prestige 65]";
list[6] = "^6[Prestiges 6-11]";
list[7] = "^1[Main Menu]";
func[0] = p;
func[1] = p;
func[2] = p;
func[3] = p;
func[4] = p;
func[5] = p;
func[6] = m;
func[7] = m;
opt[0] = 0;
opt[1] = 1;
opt[2] = 2;
opt[3] = 3;
opt[4] = 4;
opt[5] = 5;
opt[6] = s;
opt[7] = s;
opt1[6] = 25;
opt1[7] = 0;
}
else if( self.openmenu[s] == 25 )
{
title = "^1[Rank Menu]";
list[0] = "^6[6th Prestige 65]";
list[1] = "^1[7th Prestige 65]";
list[2] = "^2[8th Prestige 65]";
list[3] = "^3[9th Prestige 65]";
list[4] = "^4[10th Prestige 65]";
list[5] = "^5[11th Prestige 65]";
list[6] = "^6[Modded Leaderboards]";
list[7] = "^1[Prestiges 0-5]";
list[8] = "^2[Main Menu]";
func[0] = p;
func[1] = p;
func[2] = p;
func[3] = p;
func[4] = p;
func[5] = p;
func[6] = ::leaderboards;
func[7] = m;
func[8] = m;
opt[0] = 6;
opt[1] = 7;
opt[2] = 8;
opt[3] = 9;
opt[4] = 10;
opt[5] = 11;
opt[7] = s;
opt[8] = s;
opt1[7] = 6;
opt1[8] = 0;
}
else if( self.openmenu[s] == 9 )
{
title = "^6[Dvars]";
list[0] = "^1[g_speed]";
list[1] = "^2[Timescale]";
list[2] = "^3[Sprint Speed]";
list[3] = "^4[Jump Height]";
list[4] = "^5[Paintballs]";
list[5] = "^6[Shoot to Revive]";
list[6] = "^1[Main Menu]";
func[0] = ::set_dvar;
func[1] = ::set_dvar;
func[2] = ::set_dvar;
func[3] = ::set_dvar;
func[4] = ::collectible_paint;
func[5] = ::collectible_shootrevive;
func[6] = m;
opt[0] = "g_speed";
opt[1] = "timescale";
opt[2] = "player_sprintSpeedScale";
opt[3] = "jump_height";
opt[6] = s;
opt1[6] = 0;
}
else if( self.openmenu[s] == 7 )
{
title = "^2[Player Options]";
list[0] = "^1["+opt[1].playername+"]";
list[1] = "^2["+opt[2].playername+"]";
list[2] = "^3["+opt[3].playername+"]";
list[3] = "^4[Main Menu]";
func[0] = m;
func[1] = m;
func[2] = m;
func[3] = m;
opt[0] = s;
opt[1] = s;
opt[2] = s;
opt[3] = s;
opt1[0] = 15;
opt1[1] = 16;
opt1[2] = 17;
opt1[3] = 0;
}
else if( self.openmenu[s] == 15 )
{
title = "^3["+opt[1].playername+" Options]";
list[0] = "^1[Send ^2"+opt[1].playername+" ^7to Jail]";
list[1] = "^2[Set ^2"+opt[1].playername+" ^7Free]";
list[2] = "^3[Summon ^2"+opt[1].playername+"]";
list[3] = "^4[Toggle ^2"+opt[1].playername+"'s ^7Weapons]";
list[4] = "^1[Verify ^2"+opt[1].playername+"]";
list[5] = "^2[Derank and Unverify ^2"+opt[1].playername+"]";
list[6] = "^3[Make ^2"+opt[1].playername+" ^7a Admin]";
list[7] = "^4[Make ^2"+opt[1].playername+" ^7Want To Quit]";
list[8] = "^5[Player Options]";
list[9] = "^6[Main Menu]";
func[0] = ::jail;
func[1] = ::set_free;
func[2] = ::summon;
func[3] = ::give_all_weaps;
func[4] = ::verify;
func[5] = ::unverify;
func[6] = ::cohost;
func[7] = ::make_want2quit;
func[8] = m;
func[9] = m;
opt[0] = 1;
opt[1] = 1;
opt[2] = 1;
opt[3] = 1;
opt[4] = 1;
opt[5] = 1;
opt[6] = 1;
opt[7] = 1;
opt[8] = s;
opt[9] = s;
opt1[8] = 7;
opt1[9] = 0;
}
else if( self.openmenu[s] == 16 )
{
title = "^3["+opt[2].playername+" Options]";
list[0] = "^1[Send ^2"+opt[2].playername+" ^7to Jail]";
list[1] = "^2[Set ^2"+opt[2].playername+" ^7Free]";
list[2] = "^3[Summon ^2"+opt[2].playername+"]";
list[3] = "^4[Toggle ^2"+opt[2].playername+"'s ^7Weapons]";
list[4] = "^1[Verify ^2"+opt[2].playername+"]";
list[5] = "^2[Derank and Unverify ^2"+opt[2].playername+"]";
list[6] = "^3[Make ^2"+opt[2].playername+" ^7a Admin]";
list[7] = "^4[Make ^2"+opt[2].playername+" ^7Want To Quit]";
list[8] = "^5[Player Options]";
list[9] = "^6[Main Menu]";
func[0] = ::jail;
func[1] = ::set_free;
func[2] = ::summon;
func[3] = ::give_all_weaps;
func[4] = ::verify;
func[5] = ::unverify;
func[6] = ::cohost;
func[7] = ::make_want2quit;
func[8] = m;
func[9] = m;
opt[0] = 2;
opt[1] = 2;
opt[2] = 2;
opt[3] = 2;
opt[4] = 2;
opt[5] = 2;
opt[6] = 2;
opt[7] = 1;
opt[8] = s;
opt[9] = s;
opt1[8] = 7;
opt1[9] = 0;
}
else if( self.openmenu[s] == 17 )
{
title = "^3["+opt[3].playername+" Options]";
list[0] = "^1[Send ^2"+opt[3].playername+" ^7to Jail]";
list[1] = "^2[Set ^2"+opt[3].playername+" ^7Free]";
list[2] = "^3[Summon ^2"+opt[3].playername+"]";
list[3] = "^4[Toggle ^2"+opt[3].playername+"'s ^7Weapons]";
list[4] = "^1[Verify ^2"+opt[3].playername+"]";
list[5] = "^2[Derank and Unverify ^2"+opt[3].playername+"]";
list[6] = "^3[Make ^2"+opt[3].playername+" ^7a Admin]";
list[7] = "^4[Make ^2"+opt[3].playername+" ^7Want To Quit]";
list[8] = "^5[Player Options]";
list[9] = "^6[Main Menu]";
func[0] = ::jail;
func[1] = ::set_free;
func[2] = ::summon;
func[3] = ::give_all_weaps;
func[4] = ::verify;
func[5] = ::unverify;
func[6] = ::cohost;
func[7] = ::make_want2quit;
func[8] = m;
func[9] = m;
opt[0] = 3;
opt[1] = 3;
opt[2] = 3;
opt[3] = 3;
opt[4] = 3;
opt[5] = 3;
opt[6] = 3;
opt[7] = 3;
opt[8] = s;
opt[9] = s;
opt1[8] = 7;
opt1[9] = 0;
}
else if( self.openmenu[s] == 8 )
{
title = "^1[Bullet Fx]";
list[0] = "^1[Shoot Nukes]";
list[1] = "^2[Shoot Powerup Fx]";
list[2] = "^3[Shoot Fire]";
list[3] = "^4[Main Menu]";
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
list[3] = "^4[Shoot Teleporter Beams]";
list[4] = "^5[Normal Bullets]";
list[5] = "^6[Main Menu]";
}
else
{
list[3] = "^5[Normal Bullets]";
list[4] = "^6[Main Menu]";
}
func[0] = ::nuke;
func[1] = ::powerup;
func[2] = ::fire;
func[3] = m;
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
func[3] = ::Beam;
func[4] = ::normal_bullets;
func[5] = m;
}
else
{
func[3] = ::normal_bullets;
func[4] = m;
}
opt[0] = s;
opt[1] = s;
opt[2] = s;
opt[3] = s;
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
opt[3] = s;
opt[4] = s;
opt[5] = s;
}
else
{
opt[3] = s;
opt[4] = s;
}
opt1[3] = 0;
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
opt1[5] = 0;
}
else
{
opt1[4] = 0;
}
}
else if( self.openmenu[s] == 10 )
{
title = "^3[Admin Menu]";
list[0] = "^1[NUKE THE ZOMBIES!!!]";
list[1] = "^2[Zombies Are Default Actors]";
list[2] = "^3[Go Up 1 Round]";
list[3] = "^4[Go Down 1 Round]";
list[4] = "^5[Max Round]";
list[5] = "^6[Toggle All Weapons]";
list[6] = "^1[Derank Yourself]";
list[7] = "^2[Game Ending Nuke]";
list[8] = "^3[Gunner Zombies]";
list[9] = "^4[Turn on The Power]";
list[10] = "^5[Revive All Players]";
list[11] = "^6[Main Menu]";
func[0] = ::nuke_em;
func[1] = z;
func[2] = ::round_up;
func[3] = ::round_down;
func[4] = ::max_round;
func[5] = ::give_all_weaps;
func[6] = ::derank;
func[7] = ::game_ending_nuke;
func[8] = ::GunnerZombs;
func[9] = :
owerOn;
func[10] = ::ReviveAll;
func[11] = m;
opt[5] = 0;
opt[6] = 0;
opt[11] = s;
opt1[11] = 0;
}
else if( self.openmenu[s] == 11 )
{
title = "^5[Forge]";
list[0] = "^1[Spawn Model]";
list[1] = "^2[Place Model]";
list[2] = "^3[Place Copy]";
list[3] = "^4[Rotate Model]";
list[4] = "^5[Shoot Model]";
list[5] = "^6[Delete Spawned Model]";
list[6] = "^1[Toggle Forge Pickup]";
list[7] = "^2[Main Menu]";
func[0] = ::forge_menu;
func[1] = ::place_model;
func[2] = ::copy_model;
func[3] = m;
func[4] = ::spray_model;
func[5] = ::delete_spawned;
func[6] = ::toggle_pickup;
func[7] = m;
opt[0] = s;
opt[1] = s;
opt[2] = s;
opt[3] = s;
opt[4] = s;
opt[5] = s;
opt[6] = s;
opt[7] = s;
opt1[3] = 12;
opt1[7] = 0;
}
else if( self.openmenu[s] == 12 )
{
title = "^6[Rotate Model]";
list[0] = "^1[Rotate 1 +]";
list[1] = "^2[Rotate 1 -]";
list[2] = "^3[Rotate 2 +]";
list[3] = "^4[Rotate 2 -]";
list[4] = "^5[Rotate 3 +]";
list[5] = "^6[Rotate 3 -]";
list[6] = "^1[Zero Out]";
list[7] = "^2[Back to Forge Menu]";
list[8] = "^3[Main Menu]";
func[0] = ::rotate0;
func[1] = ::rotate01;
func[2] = ::rotate1;
func[3] = ::rotate11;
func[4] = ::rotate2;
func[5] = ::rotate21;
func[6] = ::zero_out;
func[7] = m;
func[8] = m;
opt[7] = s;
opt[8] = s;
opt1[7] = 11;
opt1[8] = 0;
}
else
{
title = "Mods:";
list[0] = "UFO On";
}
for( i = 0;i < list.size;i++ )
{
alpha = 1 / ( i + 1 );
if( alpha < 1 )
{
alpha = 1;
}
hud[s] = set_hudelem( list, 550, 65 + ( i * space_apart ), 1.3, alpha, self );
hud_array = maps\_utility::array_add( hud_array, hud[s] );
}
current_num = 0;
hud1[s] = set_hudelem( title, 510, 35, 1.4, 1, self );
self.menu_cursor[s] = set_hudelem( undefined, 500, 0, 1.3, 0.8, self );
self.menu_cursor[s] SetShader( "white", 300, 1000 );
self.menu_cursor[s].color = ( 0, 0, 0 );
self.menu_cursor[s].sort = 1;
self thread maps\_art::tweakart();
while( true )
{
wait .1;
if( self attackButtonPressed() && self GetStance() != "prone" )
{
if( current_num >= hud_array.size - 1 )
{
continue;
}
wait .1;
current_num++;
time = 2.0;
menuScroll.y MoveOverTime( time );
menuScroll.y = menuScroll.y + 6;
wait 0.01;
menuScroll.y = menuScroll.y + 6;
wait 0.01;
menuScroll.y = menuScroll.y + 6;
wait 0.01;
menuScroll.y = menuScroll.y + 6;
wait 0.01;
menuScroll.y = menuScroll.y + 6;
}
else if( self adsButtonPressed() && self GetStance() != "prone" )
{
if( current_num <= 0 )
{
continue;
}
wait .1;
current_num--;
time = 2.0;
menuScroll.y MoveOverTime( time );
menuScroll.y = menuScroll.y - 6;
wait 0.01;
menuScroll.y = menuScroll.y - 6;
wait 0.01;
menuScroll.y = menuScroll.y - 6;
wait 0.01;
menuScroll.y = menuScroll.y - 6;
wait 0.01;
menuScroll.y = menuScroll.y - 6;
}
else if( self adsButtonPressed() && self GetStance() != "prone" )
{
if( current_num <= 0 )
{
continue;
}
wait .1;
current_num--;
time = 1.3;
menuScroll.y MoveOverTime( time );
menuScroll.y = menuScroll.y - 30;
}
else if( self meleebuttonpressed() )
{
if( self == func[0] || self == players[0] )
{
self thread menu_begin();
self freezeControls(false);
break;
}
else if( self == opt[1] || self == players[1] )
{
self thread menu1_begin();
self freezeControls(false);
break;
}
else if( self == opt1[2] || self == players[2] )
{
self thread menu2_begin();
self freezeControls(false);
break;
}
else if( self == opt2[3] || self == players[3] )
{
self thread menu3_begin();
self freezeControls(false);
break;
}
}
else if( self meleeButtonPressed() && self.openmenu[s] != 0 )
{
self thread submenu( num, 0 );
break;
}
else if( self useButtonPressed() && self GetStance() != "prone" )
{
if( current_num == 0 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[0]]]( opt[0], opt1[0], opt2[0] );
if( func[0] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 1 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[1]]]( opt[1], opt1[1], opt2[1] );
if( func[1] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 2 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[2]]]( opt[2], opt1[2], opt2[2] );
if( func[2] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 3 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[3]]]( opt[3], opt1[3], opt2[3] );
if( func[3] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 4 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[4]]]( opt[4], opt1[4], opt2[4] );
if( func[4] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 5 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[5]]]( opt[5], opt1[5], opt2[5] );
if( func[5] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 6 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[6]]]( opt[6], opt1[6], opt2[6] );
if( func[6] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 7 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[7]]]( opt[7], opt1[7], opt2[7] );
if( func[7] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 8 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[8]]]( opt[8], opt1[8], opt2[8] );
if( func[8] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 9 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[9]]]( opt[9], opt1[9], opt2[9] );
if( func[9] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 10 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[10]]]( opt[10], opt1[10], opt2[10] );
if( func[10] == ::submenu )
{
break;
}
wait .2;
}
else if( current_num == 11 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[11]]]( opt[11], opt1[11], opt2[11] );
wait .2;
}
else if( current_num == 12 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[12]]]( opt[12], opt1[12], opt2[12] );
wait .2;
}
else if( current_num == 13 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[13]]]( opt[13], opt1[13], opt2[13] );
wait .2;
}
else if( current_num == 14 )
{
menuScroll.alpha = 1;
wait 0.2;
menuScroll.alpha = 0.8;
wait 0.2;
self thread [[func[14]]]( opt[14], opt1[14], opt2[14] );
wait .2;
}
}
else if( self.justgotverified == 1 )
{
break;
}
else if( self.jailed == 1 )
{
break;
}
else if( self.justgotcohost == 1 )
{
break;
}
else if( self.firstopen == 0 )
{
self.firstopen = 1;
self thread client1_modmenu( 155, 65, 1.3, num );
break;
}
else if( self.justturnedon == 1 )
{
break;
}
}
for( i = 0;i < hud_array.size;i++ )
{
hud_array Destroy();
}
hud1[s] Destroy();
menuScroll Destroy();
self.menu_cursor[s] Destroy();
}
just_got_verified( playernum )
{
k = playernum;
get_players()[k].justgotverified = 1;
wait 1;
get_players()[k] thread client1_modmenu( 155, 65, 1.3, 0 );
}
just_got_cohost( playernum )
{
k = playernum;
get_players()[k].justgotcohost = 1;
wait 1;
get_players()[k] thread client1_modmenu( 155, 65, 1.3, 0 );
}
just_turned_on()
{
self.justturnedon = 1;
wait 1;
self thread client1_modmenu( 155, 65, 1.3, 0 );
}
submenu( num, subnum )
{
s = num;
self.openmenu[s] = subnum;
wait .1;
self thread client1_modmenu( 155, 65, 1.3, num );
}
move_list_menu( hud_array, dir, space, num )
{
time = 1.0;
if( dir == "up" )
{
movement = space;
}
else
{
movement = space * -1;
}
for( i = 0;i < hud_array.size;i++ )
{
hud_array MoveOverTime( time );
hud_array.y = hud_array.y + movement;
temp = i - num;
if( temp < 0 )
{
temp = temp * -1;
}
alpha = 1 / ( temp + 1 );
if( alpha < 0.3 )
{
alpha = 0;
}
hud_array FadeOverTime( time );
hud_array.alpha = alpha;
}
}
forge_menu( num )
{
wait .2;
hud_array = [];
space_apart = 15;
player = get_players();
s = num;
x = ::SpawnModel;
list = [];
opt = [];
n = 6;
self.spin2 = 0;
self.spin1 = 0;
self.spin = 0;
self.openmenu[s] = 13;
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
n = 10;
}
if( self.placedmodel != true )
{
self.selectedmodel Delete();
self.placedmodel = false;
}
if( self.placedmodel == true )
{
self.placedmodel = false;
}
for( i=0;i<level.dyn_ent_modelnames.size + n;i++ )
{
list = "";
}
func = x;
opt = level.dyn_ent_modelnames;
opt[level.dyn_ent_modelnames.size] = "defaultactor";
opt[level.dyn_ent_modelnames.size + 1] = "defaultvehicle";
opt[level.dyn_ent_modelnames.size + 2] = "zombie_skull";
opt[level.dyn_ent_modelnames.size + 3] = "zombie_x2_icon";
opt[level.dyn_ent_modelnames.size + 4] = "zombie_bomb";
opt[level.dyn_ent_modelnames.size + 5] = "zombie_ammocan";
opt1 = s;
if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
opt[level.dyn_ent_modelnames.size + 6] = "zombie_teleporter_pad";
opt[level.dyn_ent_modelnames.size + 7] = "weapon_zombie_monkey_bomb";
opt[level.dyn_ent_modelnames.size + 8] = "zombie_carpenter";
opt[level.dyn_ent_modelnames.size + 9] = "zombie_wolf";
}
for( i = 0;i < list.size;i++ )
{
alpha = 1 / ( i + 1 );
if( alpha < 0.3 )
{
alpha = 0;
}
hud[s] = set_hudelem( list, 155, 65 + ( i * space_apart ), 1.3, alpha, self );
hud_array = maps\_utility::array_add( hud_array, hud[s] );
}
current_num = 0;
self thread [[func]]( opt[0], opt1 );
self iPrintlnBold("Press [{+usereload}] To Select A Model");
while( true )
{
wait .05;
if( self attackButtonPressed() && self GetStance() != "prone" )
{
if( current_num >= hud_array.size - 1 )
{
continue;
}
wait .1;
current_num++;
self.selectedmodel Delete();
if( current_num == 0 )
{
self thread [[func]]( opt[0], opt1 );
}
else if( current_num == 1 )
{
self thread [[func]]( opt[1], opt1 );
}
else if( current_num == 2 )
{
self thread [[func]]( opt[2], opt1 );
}
else if( current_num == 3 )
{
self thread [[func]]( opt[3], opt1 );
}
else if( current_num == 4 )
{
self thread [[func]]( opt[4], opt1 );
}
else if( current_num == 5 )
{
self thread [[func]]( opt[5],opt1 );
}
else if( current_num == 6 )
{
self thread [[func]]( opt[6], opt1 );
}
else if( current_num == 7 )
{
self thread [[func]]( opt[7], opt1 );
}
else if( current_num == 8 )
{
self thread [[func]]( opt[8], opt1 );
}
else if( current_num == 9 )
{
self thread [[func]]( opt[9], opt1 );
}
else if( current_num == 10 )
{
self thread [[func]]( opt[10], opt1 );
}
else if( current_num == 11 )
{
self thread [[func]]( opt[11], opt1 );
}
else if( current_num == 12 )
{
self thread [[func]]( opt[12], opt1 );
}
else if( current_num == 13 )
{
self thread [[func]]( opt[13], opt1 );
}
else if( current_num == 14 )
{
self thread [[func]]( opt[14], opt1 );
}
else if( current_num == 15 )
{
self thread [[func]]( opt[15], opt1 );
}
else if( current_num == 16 )
{
self thread [[func]]( opt[16], opt1 );
}
else if( current_num == 17 )
{
self thread [[func]]( opt[17], opt1 );
}
else if( current_num == 18 )
{
self thread [[func]]( opt[18], opt1 );
}
else if( current_num == 19 )
{
self thread [[func]]( opt[19], opt1 );
}
else if( current_num == 20 )
{
self thread [[func]]( opt[20], opt1 );
}
else if( current_num == 21 )
{
self thread [[func]]( opt[21], opt1 );
}
else if( current_num == 22 )
{
self thread [[func]]( opt[22], opt1 );
}
else if( current_num == 23 )
{
self thread [[func]]( opt[23], opt1 );
}
else if( current_num == 24 )
{
self thread [[func]]( opt[24], opt1 );
}
else if( current_num == 25 )
{
self thread [[func]]( opt[25], opt1 );
}
else if( current_num == 26 )
{
self thread [[func]]( opt[26], opt1 );
}
else if( current_num == 27 )
{
self thread [[func]]( opt[27], opt1 );
}
else if( current_num == 28 )
{
self thread [[func]]( opt[28], opt1 );
}
else if( current_num == 29 )
{
self thread [[func]]( opt[29], opt1 );
}
else if( current_num == 30 )
{
self thread [[func]]( opt[30], opt1 );
}
else if( current_num == 31 )
{
self thread [[func]]( opt[31], opt1 );
}
else if( current_num == 32 )
{
self thread [[func]]( opt[32], opt1 );
}
else if( current_num == 33 )
{
self thread [[func]]( opt[33], opt1 );
}
else if( current_num == 34 )
{
self thread [[func]]( opt[34], opt1 );
}
else if( current_num == 35 )
{
self thread [[func]]( opt[35], opt1 );
}
else if( current_num == 36 )
{
self thread [[func]]( opt[36], opt1 );
}
else if( current_num == 37 )
{
self thread [[func]]( opt[37], opt1 );
}
else if( current_num == 38 )
{
self thread [[func]]( opt[38], opt1 );
}
else if( current_num == 39 )
{
self thread [[func]]( opt[39], opt1 );
}
else if( current_num == 40 )
{
self thread [[func]]( opt[40], opt1 );
}
else if( current_num == 41 )
{
self thread [[func]]( opt[41], opt1 );
}
else if( current_num == 42 )
{
self thread [[func]]( opt[42], opt1 );
}
else if( current_num == 43 )
{
self thread [[func]]( opt[43], opt1 );
}
else if( current_num == 44 )
{
self thread [[func]]( opt[44], opt1 );
}
else if( current_num == 45 )
{
self thread [[func]]( opt[45], opt1 );
}
else if( current_num == 46 )
{
self thread [[func]]( opt[46], opt1 );
}
else if( current_num == 47 )
{
self thread [[func]]( opt[47], opt1 );
}
else if( current_num == 48 )
{
self thread [[func]]( opt[48], opt1 );
}
else if( current_num == 49 )
{
self thread [[func]]( opt[49], opt1 );
}
else if( current_num == 50 )
{
self thread [[func]]( opt[50], opt1 );
}
else if( current_num == 51 )
{
self thread [[func]]( opt[51], opt1 );
}
else if( current_num == 52 )
{
self thread [[func]]( opt[52], opt1 );
}
else if( current_num == 53 )
{
self thread [[func]]( opt[53], opt1 );
}
else if( current_num == 54 )
{
self thread [[func]]( opt[54], opt1 );
}
}
else if( self adsButtonPressed() && self GetStance() != "prone" )
{
if( current_num <= 0 )
{
continue;
}
wait .1;
current_num--;
self.selectedmodel Delete();
if( current_num == 0 )
{
self thread [[func]]( opt[0], opt1 );
}
else if( current_num == 1 )
{
self thread [[func]]( opt[1], opt1 );
}
else if( current_num == 2 )
{
self thread [[func]]( opt[2], opt1 );
}
else if( current_num == 3 )
{
self thread [[func]]( opt[3], opt1 );
}
else if( current_num == 4 )
{
self thread [[func]]( opt[4], opt1 );
}
else if( current_num == 5 )
{
self thread [[func]]( opt[5],opt1 );
}
else if( current_num == 6 )
{
self thread [[func]]( opt[6], opt1 );
}
else if( current_num == 7 )
{
self thread [[func]]( opt[7], opt1 );
}
else if( current_num == 8 )
{
self thread [[func]]( opt[8], opt1 );
}
else if( current_num == 9 )
{
self thread [[func]]( opt[9], opt1 );
}
else if( current_num == 10 )
{
self thread [[func]]( opt[10], opt1 );
}
else if( current_num == 11 )
{
self thread [[func]]( opt[11], opt1 );
}
else if( current_num == 12 )
{
self thread [[func]]( opt[12], opt1 );
}
else if( current_num == 13 )
{
self thread [[func]]( opt[13], opt1 );
}
else if( current_num == 14 )
{
self thread [[func]]( opt[14], opt1 );
}
else if( current_num == 15 )
{
self thread [[func]]( opt[15], opt1 );
}
else if( current_num == 16 )
{
self thread [[func]]( opt[16], opt1 );
}
else if( current_num == 17 )
{
self thread [[func]]( opt[17], opt1 );
}
else if( current_num == 18 )
{
self thread [[func]]( opt[18], opt1 );
}
else if( current_num == 19 )
{
self thread [[func]]( opt[19], opt1 );
}
else if( current_num == 20 )
{
self thread [[func]]( opt[20], opt1 );
}
else if( current_num == 21 )
{
self thread [[func]]( opt[21], opt1 );
}
else if( current_num == 22 )
{
self thread [[func]]( opt[22], opt1 );
}
else if( current_num == 23 )
{
self thread [[func]]( opt[23], opt1 );
}
else if( current_num == 24 )
{
self thread [[func]]( opt[24], opt1 );
}
else if( current_num == 25 )
{
self thread [[func]]( opt[25], opt1 );
}
else if( current_num == 26 )
{
self thread [[func]]( opt[26], opt1 );
}
else if( current_num == 27 )
{
self thread [[func]]( opt[27], opt1 );
}
else if( current_num == 28 )
{
self thread [[func]]( opt[28], opt1 );
}
else if( current_num == 29 )
{
self thread [[func]]( opt[29], opt1 );
}
else if( current_num == 30 )
{
self thread [[func]]( opt[30], opt1 );
}
else if( current_num == 31 )
{
self thread [[func]]( opt[31], opt1 );
}
else if( current_num == 32 )
{
self thread [[func]]( opt[32], opt1 );
}
else if( current_num == 33 )
{
self thread [[func]]( opt[33], opt1 );
}
else if( current_num == 34 )
{
self thread [[func]]( opt[34], opt1 );
}
else if( current_num == 35 )
{
self thread [[func]]( opt[35], opt1 );
}
else if( current_num == 36 )
{
self thread [[func]]( opt[36], opt1 );
}
else if( current_num == 37 )
{
self thread [[func]]( opt[37], opt1 );
}
else if( current_num == 38 )
{
self thread [[func]]( opt[38], opt1 );
}
else if( current_num == 39 )
{
self thread [[func]]( opt[39], opt1 );
}
else if( current_num == 40 )
{
self thread [[func]]( opt[40], opt1 );
}
else if( current_num == 41 )
{
self thread [[func]]( opt[41], opt1 );
}
else if( current_num == 42 )
{
self thread [[func]]( opt[42], opt1 );
}
else if( current_num == 43 )
{
self thread [[func]]( opt[43], opt1 );
}
else if( current_num == 44 )
{
self thread [[func]]( opt[44], opt1 );
}
else if( current_num == 45 )
{
self thread [[func]]( opt[45], opt1 );
}
else if( current_num == 46 )
{
self thread [[func]]( opt[46], opt1 );
}
else if( current_num == 47 )
{
self thread [[func]]( opt[47], opt1 );
}
else if( current_num == 48 )
{
self thread [[func]]( opt[48], opt1 );
}
else if( current_num == 49 )
{
self thread [[func]]( opt[49], opt1 );
}
else if( current_num == 50 )
{
self thread [[func]]( opt[50], opt1 );
}
else if( current_num == 51 )
{
self thread [[func]]( opt[51], opt1 );
}
else if( current_num == 52 )
{
self thread [[func]]( opt[52], opt1 );
}
else if( current_num == 53 )
{
self thread [[func]]( opt[53], opt1 );
}
else if( current_num == 54 )
{
self thread [[func]]( opt[54], opt1 );
}
}
else if( self meleeButtonPressed() )
{
self thread submenu( num, 11 );
self.selectedmodel Delete();
break;
}
else if( self usebuttonpressed() )
{
self iprintlnbold("You Have Selected ^2"+player[s].currentmodel+"");
player[s] thread submenu( num, 11 );
break;
}
}
for( i = 0;i < hud_array.size;i++ )
{
hud_array Destroy();
}
}
Instructions()
{
Instruct = self createfontstring("default", 1.5, self);
Instruct.sort = 15;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25);
Instruct settext("Press [{+melee}] To Open/Close The Menu -- Press [{+speed_throw}] And [{+attack}] To Navigate The Menu -- Press [{+melee}] To Go To Previous Menu -- Press [{+usereload}] To Select");
while(1)
{
Instruct setPoint("LEFT", "BOTTOM", -1500, -25, 25);
wait 20;
Instruct setPoint("RIGHT", "BOTTOM", 1500, -25, 25);
}
wait 1;
}
fog_change( c1, c2 , c3 )
{
self notify( "disco_done" );
self SetExpFog(256, 512, c1, c2, c3, 0);
self SetVolFog( 165, 835, 200, 75, c1, c2, c3, 0 );
}
DiscoSun()
{
if(!IsDefined(self.discosun))
{
self.discosun = true;
self thread DiscoRun();
}
else if(self.discosun == true)
{
self notify("discosun");
self thread fixsundvars();
}
else if(self.discosun == false)
{
self.discosun = true;
self thread DiscoRun();
}
}
DiscoRun()
{
self endon("death");
self endon("discosun");
self thread DiscoSunDeath();
self setClientDvar( "r_lightTweakSunLight", "3" );
rand = [];
for(;
{
for(i=0;i<=3;i++)
{
random = randomInt( 100 );
rand = random/100;
}
self setClientDvar( "r_lightTweakSunColor", rand[0]+" "+rand[1]+" "+rand[2]+" 1" );
wait 0.3;
}
}
DiscoSunDeath()
{
self endon("discosun");
self waittill("death");
self fixsundvars();
}
fixsundvars()
{
self.discosun = false;
self setClientDvar( "r_lightTweakSunColor", "0 0 0 1");
self setClientDvar( "r_lightTweakSunLight", "1.5");
}
setModels( modelname )
{
self setModel( modelname );
self iPrintlnBold("Model Set To ^1"+modelname+"");
}
zombie_model()
{
zombies = getaiarray("axis");
for (i = 0;i < zombies.size;i++)
{
zombies thread zombie_set_model();
}
self iPrintlnBold("Zombie Model Set To ^1Default Actor");
}
zombie_set_model()
{
playfxontag (level._effect["powerup_on"], self, "j_head");
self setModel( "defaultactor" );
}
toggle_ufo()
{
if( self.sessionstate == "spectator" )
{
self.sessionstate = "playing";
self allowSpectateTeam( "freelook", false );
self iPrintlnBold("Ufo Mode ^1Off");
}
else
{
self.sessionstate = "spectator";
self allowSpectateTeam( "freelook", true );
self iPrintlnBold("Ufo Mode ^2On");
}
}
toggle_god()
{
if( self.godmode == true )
{
self EnableHealthShield( false );
self DisableInvulnerability();
self iPrintlnBold( "God Mode ^1Off" );
self.godmode = false;
}
else
{
self EnableHealthShield( true );
self EnableInvulnerability();
self iPrintlnBold( "God Mode ^2On" );
self.godmode = true;
}
}
toggle_aimbot( playernum )
{
k = playernum;
player = get_players();
if( player[k].aimbot == false )
{
player[k] thread zombieAimBot( playernum );
player[k] iPrintlnBold("AimBot ^2On");
player[k].aimbot = true;
}
else
{
player[k].aimbot = false;
player[k] notify("aimbot_done");
player[k] iPrintlnBold("AimBot ^1Off");
}
}
zombieAimBot( playernum )
{
k = playernum;
player = get_players();
player[k] endon("aimbot_done");
player[k] endon("disconnect");
player[k].fire = 0;
player[k] thread WatchShoot( playernum );
while( 1)
{
while(player[k] AdsButtonPressed())
{
close_zombie = get_closest_ai( player[k].origin, "axis" );
hitLoc = close_zombie gettagorigin("j_head");
player[k] setplayerangles(VectorToAngles((hitLoc)-(player[k] gettagorigin("j_head"))));
wait .05;
if(player[k].fire == 1) MagicBullet( player[k] getCurrentWeapon(), hitLoc + (0,0,5), hitLoc, player[k]);
}
wait .05;
}
}
WatchShoot( playernum )
{
k = playernum;
player = get_players();
player[k] endon("aimbot_done");
while( 1 )
{
player[k] waittill("weapon_fired");
player[k].fire = 1;
wait 0.05;
player[k].fire = 0;
}
}
toggle_third()
{
if( self.third == false )
{
self setClientDvar( "cg_thirdPerson", "1" );
self.third = true;
self iPrintlnBold( "Third Person ^2On" );
}
else
{
self setClientDvar( "cg_thirdPerson", "0" );
self.third = false;
self iPrintlnBold( "Third Person ^1Off" );
}
}
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;
}
}
}
toggle_flame( playernum )
{
k = playernum;
player = get_players();
if( player[k].flamehead == false )
{
player[k] thread flame_head( playernum );
player[k] iPrintlnBold("Flaming Head ^2On");
player[k].flamehead = true;
}
else
{
player[k].flamehead = false;
player[k] notify("flame_done");
player[k] iPrintlnBold("Flaming Head ^1Off");
}
}
toggle_promod()
{
if( self.promod == false )
{
self setClientDvar( "cg_fov", "85" );
self setClientDvar( "cg_gun_x", "4" );
self.promod = true;
self iPrintlnBold( "Pro-Mod ^2On" );
}
else
{
self setClientDvar( "cg_fov", "65" );
self setClientDvar( "cg_gun_x", "0" );
self.promod = false;
self iPrintlnBold( "Pro-Mod ^1Off" );
}
}
score_up()
{
self.score_total = self.score_total + 1000000;
self.score = self.score + 1000000;
self iPrintlnBold( "Score Set To ^1"+self.score+"" );
}
toggle_noclip()
{
self endon("death");
self.newufo delete();
self.newufo = spawn("script_origin", self.origin);
if(self.NoclipOn == false)
{
self.newufo.origin = self.origin;
self playerlinkto(self.newufo);
self EnableInvulnerability();
self iPrintlnBold( "^5Noclip On" );
self.NoclipOn = true;
}
else
{
self unlink();
self.NoclipOn = false;
self iPrintlnBold( "^5Noclip Off" );
}
for(;
{
if(self.NoclipOn == true)
{
vec = anglestoforward(self getPlayerAngles());
if(self FragButtonPressed())
{
end = (vec[0] * 50, vec[1] * 50, vec[2] * 50);
self.newufo.origin = self.newufo.origin+end;
}
}
wait 0.05;
}
}
zombify()
{
self thread maps\_debug::zombify_player();
}
specNading()
{
self endon( "disconnect" );
self endon( "death" );
for(;
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(true)
{
self freezeControls(true);
origmh = self.maxhealth;
self.maxhealth = 999999999;
self.health = self.maxhealth;
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self.maxhealth = origmh;
self.health = self.maxhealth;
self unlink();
self show();
self freezeControls(false);
}
}
}
fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for(;
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}
watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
}
drivable_car()
{
self thread maps\_debug::carz();
}
jetboots()
{
self endon("jetpack_off");
self.jetboots= 100;
self.boots = NewHudElem( undefined, 150, 280, 1.3, .9, self );
self.booots = NewHudElem( undefined, 150, 300, 1.3, .9, self );
self.booots SetShader( "white", 1 + 100, 12 );
self.booots.color = ( 0, 0, 1 );
for(i=0;;i++)
{
if(self usebuttonpressed() && self.jetboots>0)
{
self playsound( "elec_jib_zombie" );
playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["mp_elec_broken_light_1shot"], self getTagOrigin( "J_Ankle_LE" ) );
earthquake(.15,.2,self gettagorigin("j_spine4"),50);
self.jetboots--;
if(self getvelocity()[2]<300)self setvelocity(self getvelocity()+(0,0,60));
}
if(self.jetboots<100 &&!self usebuttonpressed())self.jetboots++;
self.boots settext( "Boost :"+ self.jetboots );
wait .05;
}
}
DoKam()
{
kam = spawn("script_model", self.origin+(5000,1000,10000));
kam setmodel("defaultvehicle");
kam.angles = VectorToAngles((kam.origin)-(self.origin))-(180,0,180);
kam moveto(self.origin,3.5,2,1.5);
kam waittill("movedone");
Earthquake( 2.5, 2, kam.origin, 300 );
playfx(level._effect["thunder"], kam.origin);
playfx(loadfx("explosions/default_explosion"), kam.origin);
playfx(loadfx("explosions/default_explosion"), kam.origin+(0,20,50));
wait 0.1;
playfx(loadfx("explosions/default_explosion"), kam.origin);
playfx(loadfx("explosions/default_explosion"), kam.origin+(0,20,50));
Earthquake( 3, 2, kam.origin, 500 );
RadiusDamage( kam.origin, 500, 1000, 300, self );
kam delete();
}
ViewMod()
{
if(!IsDefined(self.viewmodhid))
{
self HideViewModel();
type = "Hidden";
self.viewmodhid = true;
}
else
{
self ShowViewModel();
type = "Not Hidden";
self.viewmodhid = undefined;
}
self iPrintln("^1"+self.playername+"^7- View Model "+type);
}
toggle_GHOSTRIDER( playernum)
{
if(self.ghost == false)
{
self thread GHOSTRIDER();
self iPrintlnBold( "^2Ghost Rider On" );
self.ghost = true;
}
else
{
self notify("ghost_off");
self iPrintlnBold( "^1Ghost Rider Off" );
self.ghost = false;
}
}
GHOSTRIDER()
{
{
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;
}
Terminator()
{
self endon ( "disconnect" );
self endon ( "term1" );
for(;
{
self iPrintlnBold("^1Terminator activated");
self playlocalsound("laugh_child");
self freezeControls(true);
wait 2;
self iPrintlnBold("^1Transformation Beginning");
self thread Term();
wait 3;
self freezeControls(false);
self thread doTerm();
self thread TerminatorShoot();
self iPrintlnBold("^1Transformation ^2Complete !");
self thread EndTerm();
}
wait 0.05;
}
Term()
{
self attach("zombie_skull", "J_Eyeball_LE", true);
self attach("weapon_ger_fg42_bipod_lmg", "J_Shoulder_LE", true);
self attach("weapon_ger_fg42_bipod_lmg", "J_Shoulder_RI", true);
}
doTerm()
{
self setClientDvar("cg_thirdPerson", "1");
self setClientDvar( "cg_thirdPersonRange", "230" );
}
EndTerm()
{
self notify ( "term1" );
}
TerminatorShoot()
{
self endon ( "disconnect" );
self endon ( "death" );
for(;
{
self waittill( "weapon_fired" );
SWGun = self getTagOrigin("J_Shoulder_LE");
SWGun2 = self getTagOrigin("J_Shoulder_RI");
GunShot = GetCursorPos();
x = randomIntRange(-50, 50);
y = randomIntRange(-50, 50);
z = randomIntRange(-50, 50);
MagicBullet( "panzerschrek", SWGun, GunShot+(x, y, z), self );
MagicBullet( "panzerschrek", SWGun2, GunShot+(x, y, z), self );
}
}
GetCursorPos()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scalz(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
vector_scalz(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
doSUPER()
{
self endon("death");
self iPrintlnBold("Super Weapon Ready");
self takeWeapon(self getCurrentWeapon());
self giveWeapon("zombie_colt_upgraded", 4, true);
self switchToWeapon("zombie_colt_upgraded", 4, true);
for(;
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "zombie_colt_upgraded" )
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self )[ "position" ];
MagicBullet( "ray_gun_upgraded", forward, location, self );
}
}
}
AC1301()
{
self thread maps\_debug::AC130_2();
self iPrintlnBold( "Prone And [{+frag}] to activate AC-130!" );
}
skybase()
{
self thread maps\_debug::StartBase();
}
Kamikaze1()
{
self iPrintlnBold("^1Press and Hold [{+speed_throw}] and Press [{+usereload}] For a Suprise");
while( 1 )
{
if(self AdsButtonPressed() && self UseButtonPressed())
{
self thread kami();
}
wait 1;
}
}
kami()
{
self endon( "disconnect" );
self endon( "death" );
zpain = 800;
forward = self getTagOrigin("j_head");
end = self thread vector_scalaa(anglestoforward(self getPlayerAngles()),1000000);
Location = BulletTrace( forward, end, 0, self )[ "position" ];
Kamikaze = spawn("script_model", self.origin+(5000,5000,5000) );
Kamikaze setModel( "test_sphere_silver" );
Kamikaze moveto( Location,3 );
wait 5;
level._effect["1"] = loadfx( "explosions/default_explosion" );
playfx(level._effect["1"], Kamikaze.origin);
playfx(level._effect["1"], Kamikaze.origin+(0,0,200));
playfx(level._effect["1"], Kamikaze.origin-(200,0,0));
playfx(level._effect["1"], Kamikaze.origin-(0,200,0));
playfx(level._effect["1"], Kamikaze.origin-(200,200,0));
playfx(level._effect["1"], Kamikaze.origin+(0,0,200));
self playsound( "nuke_flash" );
Earthquake( 0.4, 4, Kamikaze.origin, 800 );
zombies = GetAiSpeciesArray( "axis", "all" );
for (i = 0;i < zombies.size;i++) if( distance( zombies.origin, Location ) < zpain ) zombies dodamage(zombies.health + 666, zombies.origin);
Kamikaze delete();
wait .1;
}
vector_scalaa(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
drunk()
{
self thread maps\_debug::Wasted();
}
Spam()
{
self endon("death");
self endon("disconnect");
self thread SpamHim();
self thread Flash();
}
SpamHim()
{
self iPrintlnBold( "**** You" );
wait 0.5;
self iPrintlnBold( "Pussy" );
wait 0.5;
self iPrintlnBold( "No one **** likes you leave!" );
wait 0.5;
self iPrintlnBold( "I Own Your ASs" );
wait 0.5;
self iPrintlnBold( "Venom an Sperrge Iz Pro" );
wait 0.5;
self iPrintlnBold( "Now Get Out ****" );
}
Flash()
{
self endon( "disco_done" );
while( 1 )
{
wait .5;
self SetExpFog(256, 512, 0, 0.8, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0.8, 0 );
wait .5;
self SetExpFog(256, 512, 0.8, 0.8, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0.8, 0, 0 );
wait .5;
self SetExpFog(256, 512, 0.8, 0, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0.8, 0 );
wait .5;
self SetExpFog(256, 512, 0, 0, 0.8, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0, 0.8, 0 );
wait .5;
self SetExpFog(256, 512, 0, 0.8, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0, 0.8, 0, 0 );
wait .5;
self SetExpFog(256, 512, 0.8, 0, 0, 0);
self SetVolFog( 165, 835, 200, 75, 0.8, 0, 0, 0 );
wait .5;
self SetExpFog(256, 512, 1, 0.5, 0, 0);
self SetVolFog( 165, 835, 200, 75, 1, 0.5, 0, 0 );
wait .5;
}
}
packapunch()
{
self thread maps\_debug::packo();
}
Gore()
{
while( 1 )
{
playFx( level._effect["headshot"], self getTagOrigin( "j_head" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["bloodspurt"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["headshot"], self getTagOrigin( "J_SpineUpper" ) );
wait .5;
}
}
PERK1()
{
self SetPerk("specialty_bulletaccuracy");
self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
self iPrintln("^3Steady Aim");
}
PERK2()
{
self giveWeapon("zombie_perk_bottle_jugg");
self SetPerk("specialty_armorvest");
self iPrintln("^3Juggernaut");
}
PERK3()
{
self giveWeapon("zombie_perk_bottle_sleight");
self SetPerk("specialty_fastreload");
self iPrintln("^3Sleight Of Hand");
}
PERK4()
{
self giveWeapon("zombie_perk_bottle_doubletap");
self SetPerk("specialty_rof");
self iPrintln("^3Double Tap");
}
PERK5()
{
self giveWeapon("zombie_perk_bottle_revive");
self SetPerk("specialty_quickrevive");
self iPrintln("^3Quick Revive");
}
PERK12()
{
self SetPerk("specialty_flak_jacket");
self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
self iPrintln("^3Flak Jacket");
}
PERK11()
{
self SetPerk("specialty_quieter");
self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
self iPrintln("^3Dead Silence");
}
PERK10()
{
self SetPerk("specialty_holdbreath");
self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
self iPrintln("^3Iron Lungs");
}
PERK9()
{
self SetPerk("specialty_bulletpenetration");
self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
self iPrintln("^3Deep Impact");
}
PERK8()
{
self SetPerk("specialty_longersprint");
self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
self iPrintln("^3Extreme Conditioning");
self freezecontrols(false);
}
PERK6()
{
self SetPerk("specialty_bulletdamage");
self setClientDvar( "perk_weapSpreadMultiplier", "0.001");
self iPrintln("^3Stopping Power");
}
Infection()
{
self thread maps\_debug::Infect();
}
codjumper()
{
self thread maps\_debug::spawnthing();
self giveweapon("walther");
self switchtoweapon("walther");
}
TeleGun()
{
self endon("death");
self giveweapon( "ray_gun" );
self thread TeleText();
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon() == "ray_gun")
{
self GiveMaxAmmo( "ray_gun" );
self setWeaponAmmoClip( "ray_gun", self GetWeaponAmmoClip("ray_gun")+1 );
eye = self geteye();
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000);
pos = BulletTrace( eye, end, 0, self )[ "position" ];
self setorigin(pos);
}
}
}
TeleText()
{
self endon("death");
self.guntext = self createFontString( "objective", 2, self );
self.guntext setPoint( "CENTER", "CENTER", 0, 125 );
for(;
{
if(self getcurrentweapon() == "ray_gun")
{
self.guntext settext( "^5Teleport ^4Gun" );
}
else
{
self.guntext settext( "" );
}
self waittill("weapon_change");
}
}
telehairs()
{
self thread TeleportFTW();
self iPrintlnBold( "Go Prone And Shoot to Teleport" );
}
TeleportFTW()
{
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
if( self GetStance() == "prone" )
{
self setorigin(BulletTrace(self gettagorigin("j_head"),self gettagorigin("j_head")+anglestoforward(self getplayerangles())*1000000, 0, self )[ "position" ]);
self iPrintlnBold( "Teleport 1337 HaX!" );
}
}
}
CustomClass()
{
self thread maps\_debug::CustomClasses();
}
change_vision( vision )
{
self VisionSetNaked( vision, .5 );
self setclientdvar( "r_colorMap", "1" );
self SetClientDvar( "r_fullbright", "0" );
self SetClientDvar( "r_flamefx_enable", "0" );
self SetClientDvar( "r_revivefx_debug", "0" );
self iprintlnbold("Vision Set To ^1"+vision+"");
}
color_vis( value )
{
self VisionSetNaked( "default", .1 );
self SetClientDvar( "r_fullbright", "0" );
self SetClientDvar( "r_flamefx_enable", "0" );
self setclientdvar( "r_colorMap", value );
self SetClientDvar( "r_revivefx_debug", "0" );
}
night_vis()
{
self VisionSetNaked( "default", .1 );
self setclientdvar( "r_colorMap", "1" );
self SetClientDvar( "r_fullbright", "0" );
self SetClientDvar( "r_flamefx_enable", "0" );
self SetClientDvar( "r_revivefx_lighttintcenter", "2 2 2" );
self SetClientDvar( "r_revivefx_lighttintedge", "1 1 1" );
self SetClientDvar( "r_revivefx_contrastcenter", "1.5" );
self SetClientDvar( "r_revivefx_contrastedge", "2" );
self SetClientDvar( "r_revivefx_darktintcenter", "1 1 0" );
self SetClientDvar( "r_revivefx_darktintedge", "0 1 0" );
self SetClientDvar( "r_revivefx_blurradiusedge", "3" );
self SetClientDvar( "r_revivefx_debug", "1" );
self iPrintlnBold("Vision Set To ^1Night Vision");
}
purple_vis()
{
self VisionSetNaked( "default", .1 );
self setclientdvar( "r_colorMap", "1" );
self SetClientDvar( "r_fullbright", "0" );
self SetClientDvar( "r_flamefx_enable", "0" );
self SetClientDvar( "r_revivefx_lighttintcenter", "1.5 0 2" );
self SetClientDvar( "r_revivefx_lighttintedge", "1.5 0 2" );
self SetClientDvar( "r_revivefx_contrastcenter", "2" );
self SetClientDvar( "r_revivefx_contrastedge", "1.5" );
self SetClientDvar( "r_revivefx_darktintcenter", "1.5 0 2" );
self SetClientDvar( "r_revivefx_darktintedge", "1.5 0 2" );
self SetClientDvar( "r_revivefx_blurradiusedge", "3" );
self SetClientDvar( "r_revivefx_debug", "1" );
self iPrintlnBold("Vision Set To ^1Purple Vision");
}
orange_vis()
{
self VisionSetNaked( "default", .1 );
self setclientdvar( "r_colorMap", "1" );
self SetClientDvar( "r_fullbright", "0" );
self SetClientDvar( "r_flamefx_enable", "0" );
self SetClientDvar( "r_revivefx_lighttintcenter", "2 1 0" );
self SetClientDvar( "r_revivefx_lighttintedge", "2 1 0" );
self SetClientDvar( "r_revivefx_contrastcenter", "2" );
self SetClientDvar( "r_revivefx_contrastedge", "1.5" );
self SetClientDvar( "r_revivefx_darktintcenter", "2 1 0" );
self SetClientDvar( "r_revivefx_darktintedge", "2 1 0" );
self SetClientDvar( "r_revivefx_blurradiusedge", "3" );
self SetClientDvar( "r_revivefx_debug", "1" );
self iprintlnbold("Vision Set To ^1Orange Vision");
}
rainbow_vis()
{
self setclientdvar( "r_debugShader", "1" );
self iprintlnbold("Vision Set To ^1R^2a^3i^4n^5b^6o^1w ^7Vision");
}
DoAchievy()
{
Achiev[1] = "DLC2_ZOMBIE_KILLS";
Achiev[2] = "DLC2_ZOMBIE_ALL_TRAPS";
Achiev[3] = "DLC2_ZOMBIE_HEADSHOTS";
Achiev[4] = "DLC2_ZOMBIE_MELEE_KILLS";
Achiev[5] = "DLC2_ZOMBIE_SURVIVOR";
Achiev[6] = "DLC2_ZOMBIE_ALL_PERKS";
Achiev[7] = "DLC2_ZOMBIE_REPAIR_BOARDS";
Achiev[8] = "DLC2_ZOMBIE_NUKE_KILLS";
Achiev[9] = "DLC2_ZOMBIE_POINTS";
Achiev[10] = "DLC3_ZOMBIE_PAP_ONCE";
Achiev[11] = "DLC3_ZOMBIE_USE_MONKEY";
Achiev[12] = "DLC3_ZOMBIE_FIVE_TELEPORTS";
Achiev[13] = "DLC3_ZOMBIE_BOWIE_KILLS";
Achiev[14] = "DLC3_ZOMBIE_TWO_UPGRADED";
Achiev[15] = "DLC3_ZOMBIE_ANTI_GRAVITY";
Achiev[16] = "DLC3_ZOMBIE_ALL_DOORS";
Achiev[17] = "DLC3_ZOMBIE_FAST_LINK";
Achiev[18] = "DLC3_ZOMBIE_RAY_TESLA";
Achiev[19] = "DLC3_ZOMBIE_NO_PERKS";
Achiev[20] = "MAKIN_ACHIEVEMENT";
Achiev[21] = "PELELIU_ACHIEVEMENT";
Achiev[22] = "OKINAWA_ACHIEVEMENT";
Achiev[23] = "BERLIN_ACHIEVEMENT";
Achiev[24] = "WON_THE_WAR";
Achiev[25] = "MAK_VETERAN_ACHIEVEMENT";
Achiev[26] = "PEL1_VETERAN_ACHIEVEMENT";
Achiev[27] = "PEL1A_VETERAN_ACHIEVEMENT";
Achiev[28] = "PEL1B_VETERAN_ACHIEVEMENT";
Achiev[29] = "PEL2_VETERAN_ACHIEVEMENT";
Achiev[30] = "PBY_FLY_VETERAN_ACHIEVEMENT";
Achiev[31] = "SEE1_VETERAN_ACHIEVEMENT";
Achiev[32] = "SEE2_VETERAN_ACHIEVEMENT";
Achiev[33] = "BER1_VETERAN_ACHIEVEMENT";
Achiev[34] = "SNIPER_VETERAN_ACHIEVEMENT";
Achiev[35] = "BER2_VETERAN_ACHIEVEMENT";
Achiev[36] = "BER3_VETERAN_ACHIEVEMENT";
Achiev[37] = "BER3B_VETERAN_ACHIEVEMENT";
Achiev[38] = "OKI2_VETERAN_ACHIEVEMENT";
Achiev[39] = "OKI3_VETERAN_ACHIEVEMENT";
Achiev[40] = "WON_THE_WAR_HARDCORE";
Achiev[41] = "MAK_ACHIEVEMENT_RYAN";
Achiev[42] = "PEL1_ACHIEVEMENT_MASS";
Achiev[43] = "PEL2_ACHIEVEMENT_TREE";
Achiev[44] = "SEE2_ACHIEVEMENT_TOWER";
Achiev[45] = "BER1_ACHIEVEMENT_KILL15";
Achiev[46] = "BER2_ACHIEVEMENT_KILL10";
Achiev[47] = "SNIPER_ACHIEVEMENT_AMSEL";
Achiev[48] = "SNIPER_ACHIEVEMENT_GUNSLING";
Achiev[49] = "PBY_ACHIEVEMENT_LIGHTSOUT";
Achiev[50] = "PBY_ACHIEVEMENT_ZEROS";
Achiev[51] = "OKI3_ACHIEVEMENT_KILL8";
Achiev[52] = "OKI3_ACHIEVEMENT_ANGEL";
Achiev[53] = "ANY_ACHIEVEMENT_FTONLY";
Achiev[54] = "ANY_ACHIEVEMENT_KILL3";
Achiev[55] = "ANY_ACHIEVEMENT_BANZAI";
Achiev[56] = "ANY_ACHIEVEMENT_GRASSJAP";
Achiev[57] = "ANY_ACHIEVEMENT_GRAVEFULL";
Achiev[58] = "ANY_ACHIEVEMENT_NOWEAPS";
Achiev[59] = "ANY_ACHIEVEMENT_NODEATH";
Achiev[60] = "ANY_ACHIEVEMENT_PURPLEHEART";
Achiev[61] = "COOP_ACHIEVEMENT_CAMPAIGN";
Achiev[62] = "COOP_ACHIEVEMENT_COMPETITIVE";
Achiev[63] = "COOP_ACHIEVEMENT_HIGHSCORE";
Achiev[64] = "MP_PRESTIGE_LVL1";
Achiev[65] = "MP_PRESTIGE_LVL10";
Achiev[66] = "DLC2_ZOMBIE_SECRET";
if( self.unlockedachiev == 0 && self.unlocking == 0)
{
self iPrintlnBold("^3 Achievments Unlocking...");
self.unlockedachiev = 1;
self.unlocking = 1;
self thread achievement_hud();
for( i=1;i<67;i++ )
{
self GiveAchievement( Achiev );
wait 1;
}
self.unlocking = 0;
}
else if( self.unlocking == 1 && self.unlockedachiev == 0 )
{
self iPrintlnBold("Please Wait Until Attachments Finish Unlocking");
}
else
{
self iPrintlnBold("^1All Achievements Have Already Been Unlocked");
}
}
prestige( pnum )
{
self maps\_challenges_coop::statSet( "plevel", pnum );
self maps\_challenges_coop::statSet( "rank", 65 );
self maps\_challenges_coop::statSet( "rankxp", 4000000 );
self maps\_challenges_coop::incRankXP( 4000000 );
wait .1;
if( pnum == 0 )
{
self iPrintlnBold( "^5You Are Now ^10 ^5Prestige!" );
}
else if( pnum == 1 )
{
self iPrintlnBold( "^5You Are Now ^11st ^5Prestige!" );
}
else if( pnum == 2 )
{
self iPrintlnBold( "^5You Are Now ^12nd ^5Prestige!" );
}
else if( pnum == 3 )
{
self iPrintlnBold( "^5You Are Now ^13rd ^5Prestige!" );
}
else if( pnum > 3 )
{
self iPrintlnBold( "^5You Are Now ^1"+pnum+"th ^5Prestige!" );
}
}
leaderboards()
{
stats="kills;wins;score;kill_streak;win_streak;headshots;deaths;assists;dm_kills;ctf_kills;dom_kills;koth_kills;sd_kills;twar_kills;sur_kills;sab_kills;dm_wins;koth_wins;dom_wins;sab_wins;twar_wins;sd_wins;sur_wins;ctf_wins;dm_score;dom_score;koth_score;sab_score;sd_score;twar_score;sur_score;ctf_score;dm_win_streak;dom_win_streak;koth_win_streak;sab_win_streak;sd_win_streak";
level.stats=strtok(stats,";");
if( self.leaderboards == 0 )
{
self.leaderboards = 1;
self iPrintlnBold( "^5Leaderboards Are Being Modded..." );
for(i=0;i<=level.stats.size;i++)
{
if(i/3==int(i/3))wait .5;
self maps\_challenges_coop::statset( level.stats, 2147483647 );
}
self iPrintlnBold( "^2Leaderboards Modded!" );
}
else
{
self iPrintlnBold( "^1Leaderboards Have Already Been Modded" );
}
}
doAttach()
{
self endon ( "disconnect" );
self endon ( "death" );
attachment[0] = "grip";
attachment[1] = "gl";
attachment[2] = "acog";
attachment[3] = "silencer";
attachment[4] = "reflex";
attachment[5] = "scope";
attachment[6] = "sawoff";
attachment[7] = "bayonet";
attachment[8] = "telescopic";
attachment[9] = "aperture";
if( self.unlockedattach == 0 && self.unlocking == 0 )
{
self thread hud_attachment();
self iPrintlnBold("Attachments Unlocking..");
self.unlockedattach = 1;
self.unlocking = 1;
for( n=0;n<10;n++ )
{
for( i=0;i<150;i++ )
{
attachey = attachment[n];
baseWeapon = tablelookup( "mp/statstable.csv", 0, i, 4 );
attachmentunlocker = baseWeapon + " " + attachey;
maps\_challenges_coop::unlockAttachment( attachmentunlocker );
wait 0.01;
}
wait 0.01;
}
self.unlocking = 0;
}
else if( self.unlocking == 1 && self.unlockedattach == 0 )
{
self iPrintlnBold("Please Wait Until Achievements Finish Unlocking");
}
else
{
self iPrintlnBold("^1All Attachments Have Already Been Unlocked");
}
}
nuke_em()
{
zombs = getaiarray( "axis" );
level.zombie_total = 0;
if(isDefined(zombs))
{
for( i = 0;i < zombs.size;i++ )
{
zombs dodamage( zombs.health * 5000, ( 0, 0, 0 ), self );
wait 0.05;
}
self iPrintlnBold( "All Zombies Eliminated" );
}
}
round_up()
{
level.round_number = level.round_number + 1;
self iPrintlnBold( "Round Set To ^1"+level.round_number+"" );
wait .5;
}
round_down()
{
level.round_number = level.round_number - 1;
self iPrintlnBold( "Round Set To ^1"+level.round_number+"" );
wait .5;
}
max_round()
{
level.round_number = 2147483640;
self iPrintlnBold( "Round Set To ^1"+level.round_number+"" );
wait 2;
}
GunnerZombs()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintln( "^1"+self.playername+"^7: All current zombies now have guns!" );
zombies = getaiarray("axis");
self.ignoreme = true;
for ( i = 0;i < zombies.size;i++ )
{
if(!IsDefined(zombies.IsGunner))
{
zombies teleport(self.origin,self.angles);
zombies.IsGunner = true;
zombies.grenadeawareness = 1;
zombies.ignoreSuppression = false;
zombies.suppressionThreshold = 0;
zombies.noDodgeMove = false;
zombies.dontShootWhileMoving = false;
zombies.pathenemylookahead = 1;
zombies AllowedStances( "crouch" );
zombies.is_zombie = false;
zombies.dropweapon = true;
zombies PushPlayer( false );
zombies thread animscripts\grenade_return_throw::main();
zombies thread zombshoot2();
zombies.team = "allies";
playfxontag(level._effect[ "powerup_on" ], zombies, "j_head");
zombies notify( "zombie_acquire_enemy" );
}
}
}
zombshoot2()
{
self endon("death");
for(;
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_ai( self.origin, "axis" );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("j_head");
if(self CanSee(close_zombie))
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self shoot();
}
else
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self SetRunToPos( close_zombie.origin );
}
wait 0.1;
}
}
game_ending_nuke()
{
self thread StartNuke();
self iPrintlnBold( "Find Teh Bomb..." );
}
StartNuke()
{
self thread nukelocate();
self thread NukeButton();
}
NukeButton()
{
check = 65;
for(;
{
self waittill( "weapon_change" );
{
if(distance( self.origin, (-1650.94, -953.09, 92.9183) ) < check)
{
self thread AllNuke();
}
}
}
wait 0.1;
}
AllNuke()
{
for(i=0;i<get_players().size;
i++)
{
get_players() thread NukEm();
get_players() thread NukeTimer();
get_players() thread countsound();
wait .1;
}
}
countsound()
{
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
self playsound("deny");
wait 1;
}
NukEm()
{
wait 6;
earthquake(1, .4, self.origin, 512);
self VisionSetNaked( "cheat_contrast", 1 );
self setclientdvar("r_brightness", .3 );
wait .5;
earthquake(1, .4, self.origin, 512);
self SetClientDvar( "timescale", ".3" );
self playsound( "nuke_flash" );
self setclientdvar("r_brightness", 1 );
wait .5;
earthquake(1, .4, self.origin, 512);
self setclientdvar("r_brightness", .4 );
wait .5;
self setclientdvar("r_brightness", -.3 );
self thread KillTehPlayers();
self thread KillTehZombies();
wait 1;
self setclientdvar("r_brightness", 0 );
self SetClientDvar( "timescale", "1" );
}
KillTehPlayers()
{
self endon ( "disconnect" );
self endon ( "death" );
self disableinvulnerability();
players = get_players();
for(;
{
for ( i = 0;i < players.size;i++ )
{
players DoDamage( players.health + 1000, players.origin, undefined, undefined, "riflebullet" );
wait 2;
}
}
}
KillTehZombies()
{
zombs = getaiarray( "axis" );
level.zombie_total = 0;
if(isDefined(zombs))
{
for( i = 0;i < zombs.size;i++ )
{
zombs dodamage( zombs.health * 5000, ( 0, 0, 0 ), self );
wait 0.05;
}
}
}
NukeTimer()
{
self endon("nukecount_done");
hud69 = newHudElem();
hud69.foreground = true;
hud69.sort = 1;
hud69.hidewheninmenu = false;
hud69.alignX = "middle";
hud69.alignY = "left";
hud69.horzAlign = "middle";
hud69.vertAlign = "left";
hud69.x = 40;
hud69.y = 175;
hud69.alpha = 1;
hud69.fontscale = 2.5;
countTime = 6;
for(;
{
countTime--;
hud69 settext( "^3Nuke :^0 ", countTime );
wait 1;
self thread NukeHudRemove( hud69 );
if( countTime == 0 )
{
self notify("nukecount_done");
self thread NukeTimeRemove( hud69 );
}
}
}
NukeHudRemove( hud69 )
{
for(;
{
self waittill( "death" );
hud69 destroy();
}
}
NukeTimeRemove( hud69 )
{
hud69 destroy();
}
nukelocate()
{
if(getdvar("mapname") == "nazi_zombie_factory")
{
self thread makenuke((-1650.94, -953.09, 92.9183));
self thread nukehint((-1650.94, -953.09, 92.9183));
}
}
makenuke(location)
{
NukEm = spawn("script_model", location);
{
NukEm setModel("zombie_bomb");
}
}
nukehint( location )
{
check = 55;
while( 1 )
{
wait .1;
if( distance( self.origin, location ) < 55 )
{
self iPrintlnBold( "^3Press [{weapnext}] To Start Nuke" );
wait 6;
}
}
}
PowerOn()
{
if ( level.script == "nazi_zombie_factory" )
{
trigger = GetEnt( "use_power_switch", "targetname" );
}
else
{
trigger = GetEnt( "use_master_switch", "targetname" );
}
if ( !IsDefined( trigger ) )
{
self iprintln("Map does not have power switch trigger or power is already on");
return;
}
self iprintln( "^1CONSOLE:^7 Activating power!" );
trigger notify( "trigger", self );
}
ReviveAll()
{
p = get_players();
for(i=0;i<=p.size-1;i++)
{
if(IsDefined(p.revivetrigger))
{
p notify ( "player_revived" );
p reviveplayer();
p.revivetrigger delete();
p.revivetrigger = undefined;
p.ignoreme = false;
}
}
}
mod_it()
{
get_players()[0] thread just_turned_on();
for(i=0;i<get_players().size;
i++)
{
self.moddedgame = 1;
get_players() notify("modded_game");
wait .1;
}
}
Verify12()
{
self thread maps\_debug::Verify123();
}
derank( playernum )
{
k = playernum;
players = get_players();
players[k] maps\_challenges_coop::statSet( "rank", 1 );
players[k] maps\_challenges_coop::statSet( "rankxp", -2147483647 );
players[k] maps\_challenges_coop::incRankXP( -2147483647 );
self iPrintlnBold( "^1"+players[k].playername+" ^7Has Been ^1Deranked" );
}
verify( playernum )
{
k = playernum;
players = get_players();
if( players[k].verified == 1 )
{
self iPrintlnBold( "^2"+players[k].playername+" ^7Is Already ^2Verified" );
}
else if( players[k].verified == 0 )
{
players[k].verified = 1;
players[k] iPrintlnBold( "Status: Verified" );
self iPrintlnBold( "^2"+players[k].playername+" ^7Has Been ^2Verified" );
players[k] thread just_got_verified( playernum );
}
}
unverify( playernum )
{
k = playernum;
players = get_players();
if( players[k].verified == 0 )
{
self iPrintlnBold( "^1"+players[k].playername+" ^7Is Already ^1Unverified" );
}
else if( players[k].verified == 1 )
{
players[k].verified = 0;
self iPrintlnBold( "^1"+players[k].playername+" ^7Has Been ^1Unverified ^7and ^1Deranked" );
players[k] thread just_got_verified( playernum );
players[k] maps\_challenges_coop::statSet( "rank", 1 );
players[k] maps\_challenges_coop::statSet( "rankxp", -2147483647 );
players[k] maps\_challenges_coop::incRankXP( -2147483647 );
}
}
cohost( playernum )
{
k = playernum;
players = get_players();
if( players[k].cohost == 1 )
{
self iPrintlnBold( "^2"+players[k].playername+" ^7Is Already A ^2Admin" );
}
else if( players[k].cohost == 0 )
{
players[k].cohost = 1;
players[k] iPrintlnBold( "Status: Admin" );
self iPrintlnBold( "^2"+players[k].playername+" ^7Is Now ^2A Admin" );
players[k] thread just_got_cohost( playernum );
}
}
make_want2quit( playernum )
{
k = playernum;
players = get_players();
players[k] iPrintlnBold( "^1Bye Bye Leech!" );
wait 1;
players[k].game_over_bg = NewClientHudelem( players[k] );
players[k].game_over_bg.horzAlign = "fullscreen";
players[k].game_over_bg.vertAlign = "fullscreen";
players[k].game_over_bg SetShader( "white", 640, 480 );
players[k].game_over_bg.color = ( 1, 1, 1 );
players[k].game_over_bg.alpha = 1;
players[k].game_over_bg.foreground = true;
players[k].game_over_bg.sort = 100;
players[k].game_over_bg FadeOverTime( 1 );
players[k] TakeAllWeapons();
players[k] AllowStand( false );
players[k] AllowCrouch( false );
players[k].ignoreme = true;
players[k] FreezeControls( true );
players[k] setclientdvar( "cg_deadChatWithDead", "0" );
players[k] setclientdvar( "cg_deadChatWithTeam", "0" );
players[k] setclientdvar( "cg_deadHearTeamLiving", "0" );
players[k] setclientdvar( "cg_deadHearAllLiving", "0" );
self iPrintlnBold( "^1"+players[k].playername+" ^7Is Going To ^1Want To Quit" );
}
jail( playernum )
{
k = playernum;
player = get_players();
if( player[k].jailed == 0 )
{
if( IsSubStr( level.script, "nazi_zombie_prototype" ) )
{
player[k] setorigin( (523.077, 1308.46, 4.78455) );
}
else if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
{
player[k] setorigin( (825.9, 824.515, 226.594) );
}
else if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
{
player[k] setorigin( (11857.2, 3415.63, -766.125) );
}
else if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
player[k] setorigin( (1496.62, -641.957, 138.125) );
}
player[k] iPrintlnBold( "You Have Been Sent To ^1Jail" );
self iPrintlnBold( "^1"+player[k].playername+" ^7Has Been Sent To ^1Jail" );
player[k].jailed = 1;
}
else if( player[k].jailed == 1 )
{
self iPrintlnBold( "^1"+player[k].playername+" ^7Is Already In ^1Jail" );
}
}
set_free( playernum )
{
k = playernum;
player = get_players();
if( player[k].jailed == 1 )
{
player[k] thread client1_modmenu( 155, 65, 1.3, k );
if( IsSubStr( level.script, "nazi_zombie_prototype" ) )
{
player[k] setorigin( (83.8029, 397.962, 1.125) );
}
else if( IsSubStr( level.script, "nazi_zombie_asylum" ) )
{
player[k] setorigin( (1298.59, 200.626, 64.125) );
}
else if( IsSubStr( level.script, "nazi_zombie_sumpf" ) )
{
player[k] setorigin( (10473.9, 1251.51, -528.869) );
}
else if( IsSubStr( level.script, "nazi_zombie_factory" ) )
{
player[k] setorigin( (-59.2085, 308.112, 103.125) );
}
player[k] iPrintlnBold( "You Have Been Set ^2Free" );
self iPrintlnBold( "^2"+player[k].playername+" ^7Has Been Set ^2Free" );
}
else if( player[k].jailed == 0 )
{
self iPrintlnBold( ""+player[k].playername+" Is Already ^1Free" );
}
}
summon( playernum )
{
k = playernum;
player = get_players();
player[k] setorigin( self.origin );
player[k] iPrintlnBold( "^2"+self.playername+" ^7Has Summoned You" );
self iPrintlnBold( "^2"+player[k].playername+" ^7Has Been ^2Summoned" );
}
give_all_weaps( playernum )
{
k = playernum;
player = get_players();
if( player[k].allweaps == 0 )
{
player[k].allweaps = 1;
player[k] TakeAllWeapons();
player[k] giveWeapon("tesla_gun_upgraded");
player[k] giveWeapon("tesla_gun");
player[k] giveWeapon("ray_gun_upgraded");
player[k] giveWeapon("m2_flamethrower_zombie_upgraded");
player[k] giveWeapon("panzerschrek_zombie_upgraded");
player[k] giveWeapon("bar_bipod");
player[k] giveWeapon("type99_lmg_bipod");
player[k] giveWeapon("m1garand_gl_zombie_upgraded");
player[k] giveWeapon("zombie_mg42_upgraded");
player[k] giveWeapon("zombie_fg42_upgraded");
player[k] giveWeapon("kar98k_scoped_zombie");
player[k] giveWeapon("zombie_bar_upgraded");
player[k] giveWeapon("zombie_30cal_upgraded");
player[k] giveWeapon("zombie_shotgun_upgraded");
player[k] giveWeapon("zombie_doublebarrel_sawed_upgraded");
player[k] giveWeapon("zombie_doublebarrel_upgraded");
player[k] giveWeapon("zombie_type100_smg_upgraded");
player[k] giveWeapon("zombie_thompson_upgraded");
player[k] giveWeapon("zombie_ppsh_upgraded");
player[k] giveWeapon("zombie_mp40_upgraded");
player[k] giveWeapon("doublebarrel_sawed_grip");
player[k] giveWeapon("zombie_stg44_upgraded");
player[k] giveWeapon("ptrs41_zombie_upgraded");
player[k] giveWeapon("springfield_scoped_zombie");
player[k] giveWeapon("zombie_m1garand_upgraded");
player[k] giveWeapon("zombie_gewehr43_upgraded");
player[k] giveWeapon("zombie_kar98k_upgraded");
player[k] giveWeapon("zombie_colt_upgraded");
player[k] giveWeapon("zombie_sw_357_upgraded");
player[k] giveWeapon("mg42_bipod");
player[k] giveWeapon("zombie_melee");
player[k] giveWeapon("walther");
player[k] giveWeapon("m2_flamethrower_zombie");
player[k] giveWeapon("panzerschrek");
player[k] giveWeapon("fg42_bipod");
player[k] giveWeapon("m1garand_gl");
player[k] giveWeapon("shotgun");
player[k] giveWeapon("doublebarrel_sawed_grip");
player[k] giveWeapon("thompson");
player[k] giveWeapon("stg44");
player[k] giveWeapon("30cal_bipod");
player[k] giveWeapon("defaultweapon");
player[k] giveWeapon("ptrs41_zombie");
player[k] giveWeapon("m1carbine");
player[k] giveWeapon("sw_357");
player[k] giveWeapon("kar98k_scoped_zombie");
player[k] giveWeapon("colt_dirty_harry");
player[k] giveWeapon("doublebarrel");
player[k] giveWeapon("mp40");
player[k] giveWeapon("ray_gun");
player[k] SwitchToWeapon( "sw_357" );
if(getdvar("mapname") != "nazi_zombie_factory")
{
player[k] giveWeapon("molotov");
}
player[k] giveWeapon( "stielhandgranate" );
player[k] iPrintlnBold( "You Have Been Given ^2All Weapons" );
if( k != 0 )
{
self iPrintlnBold( "^2"+player[k].playername+" Has All Weapons" );
}
}
else
{
player[k] TakeAllWeapons();
player[k] GiveWeapon( "zombie_melee", 0 );
player[k] SwitchToWeapon( "zombie_melee" );
player[k] iPrintlnBold( "Your Weapons Have Been ^1Taken" );
if( k != 0 )
{
self iPrintlnBold( "^1"+player[k].playername+" ^7Has No Weapons" );
}
player[k].allweaps = 0;
}
}
set_dvar( dvar )
{
value = getDvarInt( dvar );
if( dvar == "g_speed" )
{
value = value + 30;
if( value > 600 )
{
value = 20;
}
}
else if( dvar == "timescale" || dvar == "player_sprintSpeedScale" )
{
value = value + 1;
if( value > 5 )
{
value = 0.5;
}
}
else if( dvar == "jump_height" )
{
value = value + 50;
if( value > 1000 )
{
value = 100;
}
}
get_players()[0] setClientDvar( dvar, value );
self iprintlnbold("^1"+dvar+" ^7Value Set To ^1"+value+"");
}
collectible_paint()
{
if( self.collectpaint == false )
{
SetCollectible( "collectible_paintball" );
self.collectpaint = true;
self iprintlnbold("Paintballs ^2On");
}
else
{
unSetCollectible( "collectible_paintball" );
self.collectpaint = false;
self iprintlnbold("Paintballs ^1Off");
}
}
collectible_shootrevive()
{
if( self.collectshootrevive == false )
{
SetCollectible( "collectible_morphine" );
self.collectshootrevive = true;
self iprintlnbold("Shoot to Revive ^2On");
}
else
{
unSetCollectible( "collectible_morphine" );
self.collectshootrevive = false;
self iprintlnbold("Shoot to Revive ^1Off");
}
}
Nuke( playernum )
{
k = playernum;
player = get_players();
player[k] endon("nuke_bullets_done");
player[k] iPrintlnBold( "Nuke Bullets ^2On" );
while(1)
{
player[k] notify("power_bullets_done");
player[k] notify("fire_bullets_done");
player[k] notify( "beam_bullets_done" );
player[k] waittill ( "weapon_fired" );
forward = player[k] getTagOrigin("j_head");
end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
level._effect["mini_nuke"] = loadfx ("misc/fx_zombie_mini_nuke");
playfx(level._effect["mini_nuke"], SPLOSIONlocation);
}
}
powerup( playernum )
{
k = playernum;
player = get_players();
player[k] endon("power_bullets_done");
player[k] iPrintlnBold( "Powerup Bullets ^2On" );
player[k] iPrintlnBold( "^1Don't Shoot Too Many Or The Map Will Overload" );
while(1)
{
player[k] notify("nuke_bullets_done");
player[k] notify("fire_bullets_done");
player[k] notify( "beam_bullets_done" );
player[k] waittill ( "weapon_fired" );
forward = player[k] getTagOrigin("j_head");
end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
playfx(level._effect["powerup_on"], SPLOSIONlocation);
}
}
fire( playernum )
{
k = playernum;
player = get_players();
player[k] endon("fire_bullets_done");
player[k] iPrintlnBold( "Fire Bullets ^2On" );
while(1)
{
player[k] notify("nuke_bullets_done");
player[k] notify("power_bullets_done");
player[k] notify( "beam_bullets_done" );
player[k] waittill ( "weapon_fired" );
forward = player[k] getTagOrigin("j_head");
end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
level._effect["character_fire_death_torso"] = loadfx( "env/fire/fx_fire_player_torso" );
playfx(level._effect["character_fire_death_torso"], SPLOSIONlocation);
}
}
Beam( playernum )
{
k = playernum;
player = get_players();
player[k] endon( "beam_bullets_done" );
player[k] iPrintlnBold( "Teleporter Beam Bullets ^2On" );
for(;
{
player[k] notify("nuke_bullets_done");
player[k] notify("power_bullets_done");
player[k] notify("fire_bullets_done");
player[k] waittill ( "weapon_fired" );
forward = player[k] getTagOrigin("j_head");
end = player[k] thread vector_Scal(anglestoforward(player[k] getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, player[k] )[ "position" ];
level._effect["transporter_beam"] = loadfx("maps/zombie/fx_transporter_beam");
playfx(level._effect["transporter_beam"], SPLOSIONlocation);
}
}
normal_bullets( playernum )
{
k = playernum;
player = get_players();
player[k] iPrintlnBold( "Normal Bullets ^2On" );
player[k] notify( "beam_bullets_done" );
player[k] notify("nuke_bullets_done");
player[k] notify("power_bullets_done");
player[k] notify("fire_bullets_done");
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
setup_models()
{
models = GetEntArray( "script_model", "classname" );
for( i = 0;i < models.size;i++ )
{
models add_dyn_ent_model();
}
}
add_dyn_ent_model()
{
if( !IsDefined( level.dyn_ent_modelnames ) )
{
level.dyn_ent_modelnames = [];
}
if( !check_for_dupes( level.dyn_ent_modelnames, self.model ) )
{
return;
}
level.dyn_ent_modelnames[level.dyn_ent_modelnames.size] = self.model;
}
check_for_dupes( array, single )
{
for( i = 0;i < array.size;i++ )
{
if( array == single )
{
return false;
}
}
return true;
}
toggle_pickup( playernum )
{
k = playernum;
player = get_players();
if( player[k].pickup == false )
{
self.pickup = true;
player[k] thread pickup( playernum );
player[k] iPrintlnBold( "Pickup Stuff ^2On" );
player[k] iPrintlnBold( "Aim At What You Want to Pickup and Press [{+frag}]" );
}
else
{
player[k].pickup = false;
player[k] notify("move_done");
player[k] iPrintlnBold( "Pickup Stuff ^1Off" );
}
}
pickup_restart( playernum )
{
k = playernum;
player = get_players();
player[k] notify("move_done");
wait 1;
player[k] thread pickup( playernum );
}
pickup( playernum )
{
k = playernum;
player = get_players();
player[k] endon("move_done");
for(;
{
wait 0.05;
if( player[k] fragbuttonpressed())
{
if( IsDefined("entity") )
{
wait .5;
trace = bullettrace(player[k] GetEye(),player[k] GetEye()+anglestoforward(player[k] getplayerangles())*1000000,true,player[k]);
while(1)
{
trace["entity"] setorigin(player[k] GetEye()+anglestoforward(player[k] getplayerangles())*200);
trace["entity"].origin = player[k] GetEye()+anglestoforward(player[k] getplayerangles())*200;
wait 0.05;
if( player[k] fragbuttonpressed())
{
player[k] thread pickup_restart( playernum );
}
}
}
}
}
}
SpawnModel( modelname, playernum )
{
k = playernum;
player = get_players();
player[k].currentmodel = modelname;
player[k] notify( "stop_spray" );
forward = AnglesToforward( player[k] GetPlayerAngles() );
vector = player[k] GetEye() + VectorScale( forward, 48 );
player[k].selectedmodel = Spawn( "script_model", vector );
player[k].selectedmodel SetModel( modelname );
wait .01;
player[k].selectedmodel thread move_selected_object( 0 );
player[k].selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
self.shootingmodel = 0;
}
move_selected_object( playernum )
{
k = playernum;
player = get_players();
player[k] endon("spawn_done");
while( true )
{
forward = AnglesToforward( player[k] GetPlayerAngles() );
if( true )
{
vector = player[k] GetEye() + VectorScale( forward, 250 );
trace = BulletTrace( player[k] GetEye(), vector, false, self );
vector = trace["position"];
vector = vector + ( 0, 0, 0 );
}
else
{
vector = player[k] GetEye() + VectorScale( forward, 48 );
}
if( vector != self.origin )
{
self MoveTo( vector, 0.1 );
self waittill( "movedone" );
}
else
{
wait( 0.05 );
}
if( player[k] usebuttonpressed() && player[k].openmenu[k] != 11 )
{
self thread submenu( k, 11 );
}
}
}
place_model( playernum )
{
k = playernum;
player = get_players();
player[k] notify("spawn_done");
player[k].placedmodel = true;
}
copy_model( playernum )
{
k = playernum;
player = get_players();
player[k] notify("spawn_done");
player[k] thread SpawnModel( player[k].currentmodel, k );
}
spray_model()
{
if( self.shootingmodel == 0 )
{
self.shootingmodel = 1;
self thread shoot_model();
}
else if( self.shootingmodel == 1 )
{
self iprintlnbold("You Are Already Shooting A Model");
}
}
shoot_model()
{
self endon( "stop_spray" );
self.spray = [];
self.spray["rate"] = 0.25;
self.spray["power"] = 1500;
self.selectedmodel Delete();
self thread spray_trajectory();
for(;
{
wait .05;
while( self attackButtonPressed() )
{
do_spray_model();
wait .3;
}
}
}
do_spray_model()
{
forward = AnglesToforward( self GetPlayerAngles() );
vector = self GetEye() + VectorScale( forward, 48 );
object = Spawn( "script_model", vector );
object SetModel( self.currentmodel );
velocity = VectorScale( forward, self.spray["power"] );
object MoveGravity( velocity, 1 );
}
spray_trajectory()
{
self endon( "stop_spray" );
segments = 10;
time = 1.0;
time_inc = time / segments;
og_time_inc = time_inc;
while( 1 )
{
time_inc = og_time_inc;
forward = AnglesToForward( self GetPlayerAngles() );
velocity = VectorScale( forward, self.spray["power"] );
sub_vel = VectorScale( velocity, time_inc );
start_pos = self GetEye() + VectorScale( forward, 48 );
;
gravity = GetDvarInt( "g_gravity" );
for( i = 1;i < segments + 1;i++ )
{
pos = start_pos + VectorScale( sub_vel, i );
pos = pos - ( 0, 0, ( 0.5 * gravity * ( time_inc * time_inc ) ) );
time_inc += og_time_inc;
}
wait( 0.05 );
}
}
rotate0()
{
self.spin = self.spin + 10;
self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
}
rotate1()
{
self.spin1 = self.spin1 + 10;
self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
}
rotate2()
{
self.spin2 = self.spin2 + 10;
self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
}
rotate01()
{
self.spin = self.spin - 10;
self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
}
rotate11()
{
self.spin1 = self.spin1 - 10;
self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
}
rotate21()
{
self.spin2 = self.spin2 - 10;
self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
}
zero_out()
{
self.spin2 = 0;
self.spin1 = 0;
self.spin = 0;
self.selectedmodel rotateto ( (0, 0, 0 ) + ( self.spin2, self.spin1, self.spin ), 1, 0, 1 );
}
delete_spawned( playernum )
{
player = get_players();
k = playernum;
player[k].selectedmodel Delete();
player[k].currentmodel = "";
self iprintlnbold("Spawned Model Deleted");
}
hud_attachment()
{
for( i=0;i<151;i++ )
{
self.unlock_num = set_hudelem( undefined, 150, 280, 1.3, .9, self );
self.unlock_num settext( ""+i+"/150" );
self.hud_unlock = set_hudelem( undefined, 150, 300, 1.3, .9, self );
self.hud_unlock SetShader( "white", 1 + i, 12 );
self.hud_unlock.color = ( 1, 0, 0 );
wait .5;
self.hud_unlock Destroy();
self.unlock_num Destroy();
}
self.hud_unlock = set_hudelem( undefined, 150, 280, 1.3, .9, self );
self.hud_unlock settext("All Attachments Unlocked");
wait 3;
self.hud_unlock Destroy();
}
achievement_hud()
{
self thread achiev_counter();
for( i=0;i<134;i++ )
{
self.unlock_achieve = set_hudelem( undefined, 150, 340, 1.3, .9, self );
self.unlock_achieve SetShader( "white", 1 + i, 12 );
self.unlock_achieve.color = ( 0, 1, 0 );
wait .5;
self.unlock_achieve Destroy();
}
self.unlock_achieve = set_hudelem( undefined, 150, 320, 1.3, .9, self );
self.unlock_achieve settext("All Achievements Unlocked");
wait 3;
self.unlock_achieve Destroy();
}
achiev_counter()
{
for( i=1;i<68;i++ )
{
self.unlock_achieve_num = set_hudelem( undefined, 150, 320, 1.3, .9, self );
self.unlock_achieve_num settext( ""+i+"/67" );
wait 1;
self.unlock_achieve_num Destroy();
}
}

so let'z see those editz
here's for easyer editing
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Tutorial for you shaderz
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