Post: (Project Modderz Invasion) Part 2
05-05-2011, 01:09 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); 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] = :HappyiscoSun;
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] = :Gasprange_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] = ::PERK1;
func[1] = ::PERK2;
func[2] = ::PERK3;
func[3] = ::PERK4;
func[4] = ::PERK5;
func[5] = ::PERK12;
func[6] = ::PERK11;
func[7] = ::PERK10;
func[8] = ::PERK9;
func[9] = ::PERK8;
func[10] = ::PERK6;
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] = ::PowerOn;
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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();
}
}

Gobble so let'z see those editz
here's for easyer editing

You must login or register to view this content.

Tutorial for you shaderz
You must login or register to view this content.
Last edited by SALOOTME ; 05-05-2011 at 01:54 AM.

The following user thanked SALOOTME for this useful post:

User23434
05-05-2011, 05:11 AM #2
.Kane.
Banned
Originally posted by SALOOTME View Post
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] = :HappyiscoSun;
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] = :Gasprange_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] = ::PERK1;
func[1] = ::PERK2;
func[2] = ::PERK3;
func[3] = ::PERK4;
func[4] = ::PERK5;
func[5] = ::PERK12;
func[6] = ::PERK11;
func[7] = ::PERK10;
func[8] = ::PERK9;
func[9] = ::PERK8;
func[10] = ::PERK6;
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] = ::PowerOn;
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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(;Winky Winky
{
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();
}
}

Gobble so let'z see those editz
here's for easyer editing

You must login or register to view this content.


outside links aren't allowed. (meaning se7ensins)
Last edited by .Kane. ; 05-06-2011 at 12:35 AM.
05-05-2011, 05:16 AM #3
RayJ_chugs
[move] No Founder [/move]
thanks for this :y:
05-05-2011, 07:13 PM #4
True Kane But it's not a adviser for ("Se7ensins") It's just a guide also um are u in?
05-06-2011, 12:40 AM #5
.Kane.
Banned
Originally posted by SALOOTME View Post
True Kane But it's not a adviser for ("Se7ensins") It's just a guide also um are u in?


idk. still thinking about it. i was thinking of making my own patch.
05-06-2011, 01:03 AM #6
xxshredgnarxx
Treasure hunter
lol why would you post a link to seven sins on here? just saying.
05-06-2011, 07:17 AM #7
.Kane.
Banned
I might do something like this but for multi player.
05-06-2011, 09:20 AM #8
xxshredgnarxx
Treasure hunter
Originally posted by Kane212
I might do something like this but for multi player.


that would be sweet
05-06-2011, 09:27 AM #9
Mr.Azoz
I’m too L33T
:y::y:the image in you sig is Eek
05-15-2011, 02:06 PM #10
redraiderark
Are you high?
stop flaming about links, hes just trying to help. And this is a amazing thread

Copyright © 2025, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo