AC130() //only thing that needs threading
{
self endon( "AC130Done" );
{
wait 1;
self EnableInvulnerability();
self setClientDvar( "cg_drawcrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "cg_fov", "100" );
self setClientDvar( "g_gravity", "1" );
self setClientDvar( "jump_height", "999" );
self VisionSetNaked( "cheat_bw_invert_contrast", 1);
self SetPerk("specialty_rof");
self thread FadeToBlack();
self TakeAllWeapons();
wait .5;
self giveWeapon( "panzerschrek_zombie_upgraded" );
wait .2;
self giveWeapon( "zombie_colt_upgraded" );
wait .2;
self giveWeapon( "zombie_ppsh_upgraded" );
wait .3;
self switchToWeapon( "panzerschrek_zombie_upgraded" );
self thread bigblast();
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait 1;
self thread AC130CH();
self thread AC130exit();
wait 1;
self thread SwitchACWeaps();
self thread Rumble();
self hide();
wait 2;
self iPrintln( "AFTER CLOSING YOUR MENU, Press [{+gostand}] To Fly" );
}
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.2" );
wait .3;
self setClientDvar( "r_brightness", "-.4" );
wait .3;
self setClientDvar( "r_brightness", "-.6" );
wait .3;
self setClientDvar( "r_brightness", "-.8" );
wait .3;
self setClientDvar( "r_brightness", "-1" );
wait .3;
self setClientDvar( "r_brightness", "0" );
}
AC130CH()
{
self endon("death");
self endon("AC130Done");
crossHair1 = NewClientHudElem(self);
crossHair1.location = 0;
crossHair1.alignX = "center";
crossHair1.alignY = "middle";
crossHair1.foreground = 1;
crossHair1.fontScale = 45;
crossHair1.sort = 20;
crossHair1.alpha = 1;
crosshair1.font = ("bigfixed");
crossHair1.x = 320;
crossHair1.y = 233;
while( true )
{
if (self.bigblast == 1 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("+");
}
else if (self.bigblast == 0 && self.smallblast == 1 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("-:-");
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 1 && self.ac130end == 0)
{
crossHair1 setText("><");
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 1)
{
crossHair1 setText("");
wait .5;
self thread ACchremove( crossHair1 );
}
wait 0.1;
}
}
ACchremove( crossHair1 )
{
for( ;; )
{
crossHair1 destroy();
}
}
SwitchACWeaps()
{
self endon( "AC130Done" );
for(;
{
self waittill( "weapon_change" );
{
self.bigblast = 0;
self.smallblast = 1;
self.acmachine = 0;
self.ac130end = 0;
self notify( "bigblast_done" );
self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
self waittill( "weapon_change" );
{
self.bigblast = 0;
self.smallblast = 0;
self.acmachine = 1;
self.ac130end = 0;
self notify( "bigblast_done" );
self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
self waittill( "weapon_change" );
{
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
self thread bigblast();
self SetClientDvar( "perk_weapRateMultiplier", "2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
wait .1;
}
wait .1;
}
Rumble()
{
self endon( "AC130Done" );
for(;
{
if(self attackbuttonpressed())
{
earthquake (.27, 1, self.origin, 1000);
self playsound( "nuke_flash" );
}
wait .1;
}
}
AC130exit()
{
self endon( "AC130Done" );
for(;
{
if(self meleebuttonpressed())
{
self setClientDvar( "cg_drawcrosshair", "1" );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "ui_hud_hardcore", "0" );
self setClientDvar( "cg_fov", "75" );
self setClientDvar( "g_gravity", "150" );
self SetClientDvar( "perk_weapRateMultiplier", "1" );
self VisionSetNaked( "default", 1);
self thread giveallweapz();
self thread FadeToBlack();
self show();
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait .1;
self notify( "AC130Done" );
}
wait .1;
}
}
bigblast()
{
self endon("bigblast_done");
self endon( "AC130Done" );
self endon("ac130_bullets_done");
self iPrintln( "Melee To Exit AC130" );
while(1)
{
self notify("power_bullets_done");
self notify("nuke_bullets_done");
self notify("fire_bullets_done");
self notify( "beam_bullets_done" );
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" );
playfx(level._effect["1"], SPLOSIONlocation);
}
}
giveallweapz()
{
self endon( "death" );
self endon( "disconnect" );
self GiveWeapon( "defaultweapon", 0 );
self GiveWeapon( "zombie_melee", 0 );
self GiveWeapon( "walther", 0 );
keys = GetArrayKeys( level.zombie_weapons );
for( i = 0; i < keys.size; i++ )
{
self GiveWeapon( keys[i], 0 );
wait 0.02;
}
}
AC130() //only thing that needs threading
{
self endon( "AC130Done" );
{
wait 1;
self EnableInvulnerability();
self setClientDvar( "cg_drawcrosshair", "0" );
self setClientDvar( "cg_drawGun", "0" );
self setClientDvar( "ui_hud_hardcore", "1" );
self setClientDvar( "cg_fov", "100" );
self setClientDvar( "g_gravity", "1" );
self setClientDvar( "jump_height", "999" );
self VisionSetNaked( "cheat_bw_invert_contrast", 1);
self thread FadeToBlack();
self TakeAllWeapons();
wait .5;
self giveWeapon( "bazooka_mp" );
wait .2;
self giveWeapon( "frag_grenade_mp" );
wait .2;
self giveWeapon( "ppsh_mp" );
wait .3;
self switchToWeapon( "bazooka_mp" );
self thread bigblast();
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
wait 1;
self thread AC130CH();
self thread AC130exit();
wait 1;
self thread SwitchACWeaps();
self thread Rumble();
self hide();
wait 2;
self iPrintln( "AFTER CLOSING YOUR MENU, Press [{+gostand}] To Fly" );
}
}
FadeToBlack()
{
self setClientDvar( "r_brightness", "-.2" );
wait .3;
self setClientDvar( "r_brightness", "-.4" );
wait .3;
self setClientDvar( "r_brightness", "-.6" );
wait .3;
self setClientDvar( "r_brightness", "-.8" );
wait .3;
self setClientDvar( "r_brightness", "-1" );
wait .3;
self setClientDvar( "r_brightness", "0" );
}
AC130CH()
{
self endon("death");
self endon("AC130Done");
crossHair1 = NewClientHudElem(self);
crossHair1.location = 0;
crossHair1.alignX = "center";
crossHair1.alignY = "middle";
crossHair1.foreground = 1;
crossHair1.fontScale = 45;
crossHair1.sort = 20;
crossHair1.alpha = 1;
crosshair1.font = ("bigfixed");
crossHair1.x = 320;
crossHair1.y = 233;
while( true )
{
if (self.bigblast == 1 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("+");
}
else if (self.bigblast == 0 && self.smallblast == 1 && self.acmachine == 0 && self.ac130end == 0)
{
crossHair1 setText("-:-");
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 1 && self.ac130end == 0)
{
crossHair1 setText("><");
}
else if (self.bigblast == 0 && self.smallblast == 0 && self.acmachine == 0 && self.ac130end == 1)
{
crossHair1 setText("");
wait .5;
self thread ACchremove( crossHair1 );
}
wait 0.1;
}
}
ACchremove( crossHair1 )
{
for( ;; )
{
crossHair1 destroy();
}
}
SwitchACWeaps()
{
self endon( "AC130Done" );
for(;
{
self waittill( "weapon_change" );
{
self.bigblast = 0;
self.smallblast = 1;
self.acmachine = 0;
self.ac130end = 0;
self notify( "bigblast_done" );
self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
self waittill( "weapon_change" );
{
self.bigblast = 0;
self.smallblast = 0;
self.acmachine = 1;
self.ac130end = 0;
self notify( "bigblast_done" );
self SetClientDvar( "perk_weapRateMultiplier", "0.2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
self waittill( "weapon_change" );
{
self.bigblast = 1;
self.smallblast = 0;
self.acmachine = 0;
self.ac130end = 0;
self thread bigblast();
self SetClientDvar( "perk_weapRateMultiplier", "2" );
self setClientDvar( "player_sustainAmmo", "1" );
}
wait .1;
}
wait .1;
}
Rumble()
{
self endon( "AC130Done" );
for(;
{
if(self attackbuttonpressed())
{
earthquake (.27, 1, self.origin, 1000);
self playsound( "nuke_flash" );
}
wait .1;
}
}
AC130exit()
{
self endon( "AC130Done" );
for(;
{
if(self meleebuttonpressed())
{
self setClientDvar( "cg_drawcrosshair", "1" );
self setClientDvar( "cg_drawGun", "1" );
self setClientDvar( "ui_hud_hardcore", "0" );
self setClientDvar( "cg_fov", "75" );
self setClientDvar( "g_gravity", "150" );
self SetClientDvar( "perk_weapRateMultiplier", "1" );
self VisionSetNaked( "default", 1);
self thread FadeToBlack();
self show();
wait .2;
self.bigblast = 0;
wait .1;
self.smallblast = 0;
wait .1;
self.acmachine = 0;
wait .1;
self.ac130end = 1;
wait .1;
self notify( "AC130Done" );
}
wait .1;
}
}
bigblast()
{
self endon("bigblast_done");
self endon( "AC130Done" );
self endon("ac130_bullets_done");
self iPrintln( "Melee To Exit AC130" );
while(1)
{
self notify("power_bullets_done");
self notify("nuke_bullets_done");
self notify("fire_bullets_done");
self notify( "beam_bullets_done" );
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect["1"] = loadfx( "explosions/default_explosion" );
playfx(level._effect["1"], SPLOSIONlocation);
}
}
FlashScore()
{
self endon("disconnect");
self endon("death");
Value="1 0 0 1;1 1 0 1;1 0 1 1;0 0 1 1;0 1 1 1";
Values=strTok(value,";");
i=0;
for (;
{
self setClientDvar("cg_ScoresPing_LowColor",Values[i]);
self setClientDvar("cg_ScoresPing_HighColor",Values[i]);
self setClientDvar("ui_playerPartyColor",Values[i]);
self setClientDvar("cg_scoreboardMyColor",Values[i]);
i++;
if(i==Values.size)i=0;
wait.05;
}
}
self setClientDvar( "scr_hardpoint_artilleryCanonCount", "99999" );
self setClientDvar( "scr_hardpoint_artilleryCanonShellCount", "99999" );
kam_check()
{
if( getdvar("mapname") == "nazi_zombie_prototype" )
{
self thread RealKamikaze("static_peleliu_b17_bomber_body");
}else{
self thread RealKamikaze("defaultvehicle");
}
}
RealKamikaze(kamikaze)
{
self iPrintlnBold( "Incoming! ETA: ^15 ^7Seconds" );wait 1;
self iPrintlnBold( "Incoming! ETA: ^14 ^7Seconds" );wait 1;
self iPrintlnBold( "Incoming! ETA: ^13 ^7Seconds" );wait 1;
self iPrintlnBold( "Incoming! ETA: ^12 ^7Seconds" );wait 1;
self iPrintlnBold( "Incoming! ETA: ^11 ^7Second" );wait 1;
Birdy = spawn("script_model", self.origin+(5000,1000,10000));
Birdy setmodel(kamikaze);
Birdy.angles = VectorToAngles((Birdy.origin)-(self.origin))-(180,0,180);
Birdy rotateyaw(1880,1);
Birdy moveto(self.origin,3.5,2,1.5);
Birdy waittill("movedone");
Earthquake( 2.5, 2, Birdy.origin, 300 );
playfx(level._effect["thunder"], Birdy.origin);
Birdy playsound( "nuke_flash" );
playfx(loadfx("explosions/default_explosion"), Birdy.origin);
playfx(loadfx("explosions/default_explosion"), Birdy.origin+(0,20,50)); wait 0.1;
playfx(loadfx("explosions/default_explosion"), Birdy.origin);
playfx(loadfx("explosions/default_explosion"), Birdy.origin+(0,20,50));
Earthquake( 3, 2, Birdy.origin, 99999 );
RadiusDamage( Birdy.origin, 1000, 1000, 1000, self );
Birdy delete();
}
//Thanks goes to toxic for making the map checker/model changer if your not on the original zombie map
// ####### START ZOMBIEGUNNERS CODING ########
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[i].IsGunner)) {
zombies[i].IsGunner = true;
* * * *zombies[i].grenadeawareness = 1;
* * * *zombies[i].ignoreSuppression = false;
* * * *zombies[i].suppressionThreshold = 0;*
* * * *zombies[i].noDodgeMove = false;*
* * * *zombies[i].dontShootWhileMoving = false;
* * * *zombies[i].pathenemylookahead = 1;
* * * *zombies[i] AllowedStances( "crouch" );
zombies[i].is_zombie = false;*
zombies[i].dropweapon = true;
* * * *zombies[i] PushPlayer( false );
zombies[i] thread animscripts\grenade_return_throw::main();
zombies[i] thread zombshoot2();
zombies[i].team = "allies";
playfxontag(level._effect[ "powerup_on" ], zombies[i], "j_head");
zombies[i] notify( "zombie_acquire_enemy" ); //stops them from chasing players (kinda works)
}
** * * *}
}
zombshoot2()
{
self endon("death");
for(;
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_ai( self.origin, "axis" );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("j_head");
if(self CanSee(close_zombie))
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self shoot();
}
else
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self SetRunToPos( close_zombie.origin );
}
wait 0.1;
}
// ####### START RAININGSPHERES CODING ########
DoSphere()
{
if(!IsDefined(level.sphererain))
{
level.sphererain = true;
self thread rainsphere();
self iPrintln("^1"+self.playername+"^7: Raining spheres ON");
}
else
{
level.sphererain = undefined;
self notify("rain_sphere");
self iPrintln("^1"+self.playername+"^7: Raining spheres OFF");
}
}
rainsphere()
{
self endon("death");
self endon("rain_sphere");
for(;
{
x = randomintrange(-2000,2000);
y = randomintrange(-2000,2000);
z = randomintrange(1100,1200);
obj = spawn("script_model",(x,y,z));
obj setmodel("test_sphere_silver");
obj PhysicsLaunch();
obj thread DeleteAftaTime();
wait 0.07;
}
}
// ####### START DISCOSUN CODING ########
DiscoSun() {
if(!IsDefined(self.discosun)) {
self.discosun = true;
self thread DiscoRun();
}
else if(self.discosun == true) {
self notify("discosun");
self thread fixsundvars();
}
else if(self.discosun == false) {
self.discosun = true;
self thread DiscoRun();
}
}
DiscoRun() {
self endon("death");
self endon("discosun");
self thread DiscoSunDeath();
self setClientDvar( "r_lightTweakSunLight", "3" );
rand = [];
for(;
{
for(i=0;i<=3;i++) {
random = randomInt( 100 ); rand[i] = 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");
}
// ####### START STRATEGY LOBBY CODING ###########
WelcomeStrat() {*
welc = spawnStruct();*
welc.titleText = "^4Strategy Lobby";*
welc.notifyText = "^5Get ready to DIE!";*
self maps\_hud_message::notifyMessage( welc );*
}
StratDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "1" );
** * * *self setClientDvar( "cg_fov", "80" );
** * * *self setClientDvar( "cg_fovscale", "1.125" );
** * * *self setClientDvar( "r_blur", "0.3" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "1" );
** * * *self setClientDvar( "r_filmtweakenable", "1" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.57" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "2" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "1" );
}
UndoDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "0.9" );
** * * *self setClientDvar( "cg_fov", "65" );
** * * *self setClientDvar( "cg_fovscale", "1" );
** * * *self setClientDvar( "r_blur", "0" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "0" );
** * * *self setClientDvar( "r_filmtweakenable", "0" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.2" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "0" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "0" );
** * * *self setClientDvar( "cg_ufo_scaler", "6" );
** * * *self setClientDvar( "cg_laserForceOn", "0" );
** * * *self setClientDvar( "sv_cheats", "0" );
** * * *self setClientDvar( "cg_scoreboardMyColor", "1 0.8 0.4 1" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "dynEnt_explodeForce", "12500" );
self setClientDvar( "cg_overheadNamesFarDist", "1024" );
** * * *self setClientDvar( "cg_overheadNamesFarScale", "0.5" );
** * * *self setClientDvar( "cg_overheadNamesMaxDist", "10000" );
** * * *self setClientDvar( "cg_overheadNamesNearDist", "256" );
** * * *self setClientDvar( "cg*_overheadNamesSize", "0.8" );
** * * *self setClientDvar( "cg_drawThroughWalls", "0" );
self setClientDvar( "phys_gravity", "-800" );
self setClientDvar( "player_burstFireCooldown", "1" );
self setClientDvar( "Revive_Trigger_Radius", "60" );
self setClientDvar( "player_lastStandBleedoutTime", "30" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "player_sprintCameraBob", "0.5" );
self setClientDvar( "player_sustainAmmo", "0" );
self setClientDvar( "g_gravity", "800" );
self setClientDvar( "jump_height", "39" );
** * * *self setClientDvar( "bg_fallDamageMinHeight", "200" );
** * * *self setClientDvar( "bg_fallDamageMaxHeight", "350" );
self setClientDvar( "r_specularMap", "Unchanged" );
self SetClientDvar( "timescale", "1" );
self SetClientDvar( "player_sprintSpeedScale", "1.5" );
}
//Make them zombies strong and fast
zombies_hard()
{
self endon("death");
for(;
{
set_zombie_var( "zombie_health_start", 200 );
set_zombie_var( "zombie_health_increase", 300 );
set_zombie_var( "zombie_health_increase_percent", 20, 200 );
set_zombie_var( "zombie_spawn_delay", 0.5 );
set_zombie_var( "zombie_powerup_drop_increment", 2000 );
set_zombie_var( "zombie_powerup_drop_max_per_round", 10 );
level.zombie_move_speed = 40;
wait 2;
}
}
doSelfFire() {
** * * *self endon ( "disconnect" );
** * * *self endon ( "death" );
** * * *for(;
{
** * * * * * * *playFx( level._effect["dog_trail_fire"], self getTagOrigin( "j_head" ) );
wait 2;
** * * *}
}
NotifyZomSpawn()
{
self iPrintln("DEV: ZOMBIE TING");
for(;
{
zombies = getaiarray("axis");
if(randomint(100) >= 50)
{
int = randomint(zombies.size-1);
if(self isInPlayable(zombies[int].origin) && !IsDefined(zombies[int].isgunner))
{
zombies[int] thread zombshoot();
}
else
{
continue;
}
}
wait 30;
}
}
zombshoot()
{
self endon("death");
self.isgunner = true;
self thread doSelfFire();
self.grenadeawareness = 1;
self.ignoreSuppression = false;
self.suppressionThreshold = 0;*
self.noDodgeMove = false;*
self.dontShootWhileMoving = false;
self.pathenemylookahead = 1;
self AllowedStances( "crouch" );
self.dropweapon = true;
self thread animscripts\grenade_return_throw::main();
playfxontag(level._effect[ "powerup_on" ], self, "j_head");
for(;
{
close_human = self.favoriteenemy;
hitLoc = close_human gettagorigin("j_spine");
self SetLookAt( hitLoc, 0.07 );
if(self CanSee(close_human))
{
self AimAtPos( hitLoc, 0.2 );
self shoot();
}
else
{
}
wait 0.1;
}
}
// ####### START SHARPSHOOTER CODING ########
DoWeaps() {
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self GiveLobbyWeapon(weaps[0]);
self thread SharpShooterFont();
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
level waittill("sharp_adv");
self thread GiveLobbyWeapon(weaps[i]);
** * * *}
}
SharpShooterFont() {
level.sharptext = createserverfontstring("objective",2);
level.sharptext setpoint("TOPRIGHT","TOPRIGHT",0,0);
for(;
{
level.sharptext setTimer(45);
wait 45;
level notify("sharp_adv");
//for(i=45;i>-1;i--) {
// level.sharptext settext("^1Advance in^7: "+i);
// if(i==0) level notify("sharp_adv");
// wait 1;
//}
}
}
GiveLobbyWeapon(weap) {
for(i=0;i<get_players().size;i++) {
play = get_players()[i];
play TakeAllWeapons();
play GiveWeapon( weap );
play SwitchToWeapon( weap );
}
}
DoZomNotify() {
self endon("death");
for(;
{
kills = self.kills;
wait 0.1;
kill = self.kills;
if(kills < kill) {
self notify("zom_kill");
}
}
}
// ####### START GUNGAME CODING #############
DoWeaps2()
{
** * * *self endon( "death" );
** * * *self endon( "disconnect" );
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self TakeAllWeapons();
self GiveWeapon( weaps[0] );
self SwitchToWeapon( weaps[0] );
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
self waittill("zom_kill");
self iPrintlnBold("^5Tier ^1Advanced to ^7"+i);
self TakeAllWeapons();
self GiveWeapon( weaps[i] );
self SwitchToWeapon( weaps[i] );
** * * *}
self iPrintlnBold("You are a 1337 haxxor!");
}
// ####### START ONE IN CHAMBER CODING ###########
DoOICMain() {
welc = spawnStruct();*
welc.titleText = "^1ONE IN THE CHAMBER";*
welc.notifyText = "^5Have fun!";*
self maps\_hud_message::notifyMessage( welc );
welc1 = spawnStruct();*
welc1.titleText = "";*
welc1.notifyText = "Kill zombies to gain another bullet!";*
self maps\_hud_message::notifyMessage( welc1 ); *
self takeAllWeapons();
self giveweapon("walther");*
self switchToWeapon("walther");*
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
}
DoOneBullet() {
self endon("death");
for(;
{
self waittill("zom_kill");
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
self iPrintln("1 BULLET ADDED TO CLIP");
}
}
// ####### START ZOMBIEGUNNERS CODING ########
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[i].IsGunner)) {
zombies[i].IsGunner = true;
* * * *zombies[i].grenadeawareness = 1;
* * * *zombies[i].ignoreSuppression = false;
* * * *zombies[i].suppressionThreshold = 0;*
* * * *zombies[i].noDodgeMove = false;*
* * * *zombies[i].dontShootWhileMoving = false;
* * * *zombies[i].pathenemylookahead = 1;
* * * *zombies[i] AllowedStances( "crouch" );
zombies[i].is_zombie = false;*
zombies[i].dropweapon = true;
* * * *zombies[i] PushPlayer( false );
zombies[i] thread animscripts\grenade_return_throw::main();
zombies[i] thread zombshoot2();
zombies[i].team = "allies";
playfxontag(level._effect[ "powerup_on" ], zombies[i], "j_head");
zombies[i] notify( "zombie_acquire_enemy" ); //stops them from chasing players (kinda works)
}
** * * *}
}
zombshoot2()
{
self endon("death");
for(;
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_ai( self.origin, "axis" );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("j_head");
if(self CanSee(close_zombie))
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self shoot();
}
else
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self SetRunToPos( close_zombie.origin );
}
wait 0.1;
}
// ####### START RAININGSPHERES CODING ########
DoSphere()
{
if(!IsDefined(level.sphererain))
{
level.sphererain = true;
self thread rainsphere();
self iPrintln("^1"+self.playername+"^7: Raining spheres ON");
}
else
{
level.sphererain = undefined;
self notify("rain_sphere");
self iPrintln("^1"+self.playername+"^7: Raining spheres OFF");
}
}
rainsphere()
{
self endon("death");
self endon("rain_sphere");
for(;
{
x = randomintrange(-2000,2000);
y = randomintrange(-2000,2000);
z = randomintrange(1100,1200);
obj = spawn("script_model",(x,y,z));
obj setmodel("test_sphere_silver");
obj PhysicsLaunch();
obj thread DeleteAftaTime();
wait 0.07;
}
}
// ####### START DISCOSUN CODING ########
DiscoSun() {
if(!IsDefined(self.discosun)) {
self.discosun = true;
self thread DiscoRun();
}
else if(self.discosun == true) {
self notify("discosun");
self thread fixsundvars();
}
else if(self.discosun == false) {
self.discosun = true;
self thread DiscoRun();
}
}
DiscoRun() {
self endon("death");
self endon("discosun");
self thread DiscoSunDeath();
self setClientDvar( "r_lightTweakSunLight", "3" );
rand = [];
for(;
{
for(i=0;i<=3;i++) {
random = randomInt( 100 ); rand[i] = 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");
}
// ####### START STRATEGY LOBBY CODING ###########
WelcomeStrat() {*
welc = spawnStruct();*
welc.titleText = "^4Strategy Lobby";*
welc.notifyText = "^5Get ready to DIE!";*
self maps\_hud_message::notifyMessage( welc );*
}
StratDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "1" );
** * * *self setClientDvar( "cg_fov", "80" );
** * * *self setClientDvar( "cg_fovscale", "1.125" );
** * * *self setClientDvar( "r_blur", "0.3" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "1" );
** * * *self setClientDvar( "r_filmtweakenable", "1" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.57" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "2" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "1" );
}
UndoDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "0.9" );
** * * *self setClientDvar( "cg_fov", "65" );
** * * *self setClientDvar( "cg_fovscale", "1" );
** * * *self setClientDvar( "r_blur", "0" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "0" );
** * * *self setClientDvar( "r_filmtweakenable", "0" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.2" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "0" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "0" );
** * * *self setClientDvar( "cg_ufo_scaler", "6" );
** * * *self setClientDvar( "cg_laserForceOn", "0" );
** * * *self setClientDvar( "sv_cheats", "0" );
** * * *self setClientDvar( "cg_scoreboardMyColor", "1 0.8 0.4 1" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "dynEnt_explodeForce", "12500" );
self setClientDvar( "cg_overheadNamesFarDist", "1024" );
** * * *self setClientDvar( "cg_overheadNamesFarScale", "0.5" );
** * * *self setClientDvar( "cg_overheadNamesMaxDist", "10000" );
** * * *self setClientDvar( "cg_overheadNamesNearDist", "256" );
** * * *self setClientDvar( "cg*_overheadNamesSize", "0.8" );
** * * *self setClientDvar( "cg_drawThroughWalls", "0" );
self setClientDvar( "phys_gravity", "-800" );
self setClientDvar( "player_burstFireCooldown", "1" );
self setClientDvar( "Revive_Trigger_Radius", "60" );
self setClientDvar( "player_lastStandBleedoutTime", "30" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "player_sprintCameraBob", "0.5" );
self setClientDvar( "player_sustainAmmo", "0" );
self setClientDvar( "g_gravity", "800" );
self setClientDvar( "jump_height", "39" );
** * * *self setClientDvar( "bg_fallDamageMinHeight", "200" );
** * * *self setClientDvar( "bg_fallDamageMaxHeight", "350" );
self setClientDvar( "r_specularMap", "Unchanged" );
self SetClientDvar( "timescale", "1" );
self SetClientDvar( "player_sprintSpeedScale", "1.5" );
}
//Make them zombies strong and fast
zombies_hard()
{
self endon("death");
for(;
{
set_zombie_var( "zombie_health_start", 200 );
set_zombie_var( "zombie_health_increase", 300 );
set_zombie_var( "zombie_health_increase_percent", 20, 200 );
set_zombie_var( "zombie_spawn_delay", 0.5 );
set_zombie_var( "zombie_powerup_drop_increment", 2000 );
set_zombie_var( "zombie_powerup_drop_max_per_round", 10 );
level.zombie_move_speed = 40;
wait 2;
}
}
doSelfFire() {
** * * *self endon ( "disconnect" );
** * * *self endon ( "death" );
** * * *for(;
{
** * * * * * * *playFx( level._effect["dog_trail_fire"], self getTagOrigin( "j_head" ) );
wait 2;
** * * *}
}
NotifyZomSpawn()
{
self iPrintln("DEV: ZOMBIE TING");
for(;
{
zombies = getaiarray("axis");
if(randomint(100) >= 50)
{
int = randomint(zombies.size-1);
if(self isInPlayable(zombies[int].origin) && !IsDefined(zombies[int].isgunner))
{
zombies[int] thread zombshoot();
}
else
{
continue;
}
}
wait 30;
}
}
zombshoot()
{
self endon("death");
self.isgunner = true;
self thread doSelfFire();
self.grenadeawareness = 1;
self.ignoreSuppression = false;
self.suppressionThreshold = 0;*
self.noDodgeMove = false;*
self.dontShootWhileMoving = false;
self.pathenemylookahead = 1;
self AllowedStances( "crouch" );
self.dropweapon = true;
self thread animscripts\grenade_return_throw::main();
playfxontag(level._effect[ "powerup_on" ], self, "j_head");
for(;
{
close_human = self.favoriteenemy;
hitLoc = close_human gettagorigin("j_spine");
self SetLookAt( hitLoc, 0.07 );
if(self CanSee(close_human))
{
self AimAtPos( hitLoc, 0.2 );
self shoot();
}
else
{
}
wait 0.1;
}
}
// ####### START SHARPSHOOTER CODING ########
DoWeaps() {
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self GiveLobbyWeapon(weaps[0]);
self thread SharpShooterFont();
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
level waittill("sharp_adv");
self thread GiveLobbyWeapon(weaps[i]);
** * * *}
}
SharpShooterFont() {
level.sharptext = createserverfontstring("objective",2);
level.sharptext setpoint("TOPRIGHT","TOPRIGHT",0,0);
for(;
{
level.sharptext setTimer(45);
wait 45;
level notify("sharp_adv");
//for(i=45;i>-1;i--) {
// level.sharptext settext("^1Advance in^7: "+i);
// if(i==0) level notify("sharp_adv");
// wait 1;
//}
}
}
GiveLobbyWeapon(weap) {
for(i=0;i<get_players().size;i++) {
play = get_players()[i];
play TakeAllWeapons();
play GiveWeapon( weap );
play SwitchToWeapon( weap );
}
}
DoZomNotify() {
self endon("death");
for(;
{
kills = self.kills;
wait 0.1;
kill = self.kills;
if(kills < kill) {
self notify("zom_kill");
}
}
}
// ####### START GUNGAME CODING #############
DoWeaps2()
{
** * * *self endon( "death" );
** * * *self endon( "disconnect" );
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self TakeAllWeapons();
self GiveWeapon( weaps[0] );
self SwitchToWeapon( weaps[0] );
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
self waittill("zom_kill");
self iPrintlnBold("^5Tier ^1Advanced to ^7"+i);
self TakeAllWeapons();
self GiveWeapon( weaps[i] );
self SwitchToWeapon( weaps[i] );
** * * *}
self iPrintlnBold("You are a 1337 haxxor!");
}
// ####### START ONE IN CHAMBER CODING ###########
DoOICMain() {
welc = spawnStruct();*
welc.titleText = "^1ONE IN THE CHAMBER";*
welc.notifyText = "^5Have fun!";*
self maps\_hud_message::notifyMessage( welc );
welc1 = spawnStruct();*
welc1.titleText = "";*
welc1.notifyText = "Kill zombies to gain another bullet!";*
self maps\_hud_message::notifyMessage( welc1 ); *
self takeAllWeapons();
self giveweapon("walther");*
self switchToWeapon("walther");*
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
}
DoOneBullet() {
self endon("death");
for(;
{
self waittill("zom_kill");
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
self iPrintln("1 BULLET ADDED TO CLIP");
}
}
// ####### START ZOMBIEGUNNERS CODING ########
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[i].IsGunner)) {
zombies[i].IsGunner = true;
* * * *zombies[i].grenadeawareness = 1;
* * * *zombies[i].ignoreSuppression = false;
* * * *zombies[i].suppressionThreshold = 0;*
* * * *zombies[i].noDodgeMove = false;*
* * * *zombies[i].dontShootWhileMoving = false;
* * * *zombies[i].pathenemylookahead = 1;
* * * *zombies[i] AllowedStances( "crouch" );
zombies[i].is_zombie = false;*
zombies[i].dropweapon = true;
* * * *zombies[i] PushPlayer( false );
zombies[i] thread animscripts\grenade_return_throw::main();
zombies[i] thread zombshoot2();
zombies[i].team = "allies";
playfxontag(level._effect[ "powerup_on" ], zombies[i], "j_head");
zombies[i] notify( "zombie_acquire_enemy" ); //stops them from chasing players (kinda works)
}
** * * *}
}
zombshoot2()
{
self endon("death");
for(;
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_ai( self.origin, "axis" );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("j_head");
if(self CanSee(close_zombie))
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self shoot();
}
else
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self SetRunToPos( close_zombie.origin );
}
wait 0.1;
}
// ####### START RAININGSPHERES CODING ########
DoSphere()
{
if(!IsDefined(level.sphererain))
{
level.sphererain = true;
self thread rainsphere();
self iPrintln("^1"+self.playername+"^7: Raining spheres ON");
}
else
{
level.sphererain = undefined;
self notify("rain_sphere");
self iPrintln("^1"+self.playername+"^7: Raining spheres OFF");
}
}
rainsphere()
{
self endon("death");
self endon("rain_sphere");
for(;
{
x = randomintrange(-2000,2000);
y = randomintrange(-2000,2000);
z = randomintrange(1100,1200);
obj = spawn("script_model",(x,y,z));
obj setmodel("test_sphere_silver");
obj PhysicsLaunch();
obj thread DeleteAftaTime();
wait 0.07;
}
}
// ####### START DISCOSUN CODING ########
DiscoSun() {
if(!IsDefined(self.discosun)) {
self.discosun = true;
self thread DiscoRun();
}
else if(self.discosun == true) {
self notify("discosun");
self thread fixsundvars();
}
else if(self.discosun == false) {
self.discosun = true;
self thread DiscoRun();
}
}
DiscoRun() {
self endon("death");
self endon("discosun");
self thread DiscoSunDeath();
self setClientDvar( "r_lightTweakSunLight", "3" );
rand = [];
for(;
{
for(i=0;i<=3;i++) {
random = randomInt( 100 ); rand[i] = 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");
}
// ####### START STRATEGY LOBBY CODING ###########
WelcomeStrat() {*
welc = spawnStruct();*
welc.titleText = "^4Strategy Lobby";*
welc.notifyText = "^5Get ready to DIE!";*
self maps\_hud_message::notifyMessage( welc );*
}
StratDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "1" );
** * * *self setClientDvar( "cg_fov", "80" );
** * * *self setClientDvar( "cg_fovscale", "1.125" );
** * * *self setClientDvar( "r_blur", "0.3" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "1" );
** * * *self setClientDvar( "r_filmtweakenable", "1" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.57" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "2" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "1" );
}
UndoDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "0.9" );
** * * *self setClientDvar( "cg_fov", "65" );
** * * *self setClientDvar( "cg_fovscale", "1" );
** * * *self setClientDvar( "r_blur", "0" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "0" );
** * * *self setClientDvar( "r_filmtweakenable", "0" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.2" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "0" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "0" );
** * * *self setClientDvar( "cg_ufo_scaler", "6" );
** * * *self setClientDvar( "cg_laserForceOn", "0" );
** * * *self setClientDvar( "sv_cheats", "0" );
** * * *self setClientDvar( "cg_scoreboardMyColor", "1 0.8 0.4 1" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "dynEnt_explodeForce", "12500" );
self setClientDvar( "cg_overheadNamesFarDist", "1024" );
** * * *self setClientDvar( "cg_overheadNamesFarScale", "0.5" );
** * * *self setClientDvar( "cg_overheadNamesMaxDist", "10000" );
** * * *self setClientDvar( "cg_overheadNamesNearDist", "256" );
** * * *self setClientDvar( "cg*_overheadNamesSize", "0.8" );
** * * *self setClientDvar( "cg_drawThroughWalls", "0" );
self setClientDvar( "phys_gravity", "-800" );
self setClientDvar( "player_burstFireCooldown", "1" );
self setClientDvar( "Revive_Trigger_Radius", "60" );
self setClientDvar( "player_lastStandBleedoutTime", "30" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "player_sprintCameraBob", "0.5" );
self setClientDvar( "player_sustainAmmo", "0" );
self setClientDvar( "g_gravity", "800" );
self setClientDvar( "jump_height", "39" );
** * * *self setClientDvar( "bg_fallDamageMinHeight", "200" );
** * * *self setClientDvar( "bg_fallDamageMaxHeight", "350" );
self setClientDvar( "r_specularMap", "Unchanged" );
self SetClientDvar( "timescale", "1" );
self SetClientDvar( "player_sprintSpeedScale", "1.5" );
}
//Make them zombies strong and fast
zombies_hard()
{
self endon("death");
for(;
{
set_zombie_var( "zombie_health_start", 200 );
set_zombie_var( "zombie_health_increase", 300 );
set_zombie_var( "zombie_health_increase_percent", 20, 200 );
set_zombie_var( "zombie_spawn_delay", 0.5 );
set_zombie_var( "zombie_powerup_drop_increment", 2000 );
set_zombie_var( "zombie_powerup_drop_max_per_round", 10 );
level.zombie_move_speed = 40;
wait 2;
}
}
doSelfFire() {
** * * *self endon ( "disconnect" );
** * * *self endon ( "death" );
** * * *for(;
{
** * * * * * * *playFx( level._effect["dog_trail_fire"], self getTagOrigin( "j_head" ) );
wait 2;
** * * *}
}
NotifyZomSpawn()
{
self iPrintln("DEV: ZOMBIE TING");
for(;
{
zombies = getaiarray("axis");
if(randomint(100) >= 50)
{
int = randomint(zombies.size-1);
if(self isInPlayable(zombies[int].origin) && !IsDefined(zombies[int].isgunner))
{
zombies[int] thread zombshoot();
}
else
{
continue;
}
}
wait 30;
}
}
zombshoot()
{
self endon("death");
self.isgunner = true;
self thread doSelfFire();
self.grenadeawareness = 1;
self.ignoreSuppression = false;
self.suppressionThreshold = 0;*
self.noDodgeMove = false;*
self.dontShootWhileMoving = false;
self.pathenemylookahead = 1;
self AllowedStances( "crouch" );
self.dropweapon = true;
self thread animscripts\grenade_return_throw::main();
playfxontag(level._effect[ "powerup_on" ], self, "j_head");
for(;
{
close_human = self.favoriteenemy;
hitLoc = close_human gettagorigin("j_spine");
self SetLookAt( hitLoc, 0.07 );
if(self CanSee(close_human))
{
self AimAtPos( hitLoc, 0.2 );
self shoot();
}
else
{
}
wait 0.1;
}
}
// ####### START SHARPSHOOTER CODING ########
DoWeaps() {
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self GiveLobbyWeapon(weaps[0]);
self thread SharpShooterFont();
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
level waittill("sharp_adv");
self thread GiveLobbyWeapon(weaps[i]);
** * * *}
}
SharpShooterFont() {
level.sharptext = createserverfontstring("objective",2);
level.sharptext setpoint("TOPRIGHT","TOPRIGHT",0,0);
for(;
{
level.sharptext setTimer(45);
wait 45;
level notify("sharp_adv");
//for(i=45;i>-1;i--) {
// level.sharptext settext("^1Advance in^7: "+i);
// if(i==0) level notify("sharp_adv");
// wait 1;
//}
}
}
GiveLobbyWeapon(weap) {
for(i=0;i<get_players().size;i++) {
play = get_players()[i];
play TakeAllWeapons();
play GiveWeapon( weap );
play SwitchToWeapon( weap );
}
}
DoZomNotify() {
self endon("death");
for(;
{
kills = self.kills;
wait 0.1;
kill = self.kills;
if(kills < kill) {
self notify("zom_kill");
}
}
}
// ####### START GUNGAME CODING #############
DoWeaps2()
{
** * * *self endon( "death" );
** * * *self endon( "disconnect" );
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self TakeAllWeapons();
self GiveWeapon( weaps[0] );
self SwitchToWeapon( weaps[0] );
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
self waittill("zom_kill");
self iPrintlnBold("^5Tier ^1Advanced to ^7"+i);
self TakeAllWeapons();
self GiveWeapon( weaps[i] );
self SwitchToWeapon( weaps[i] );
** * * *}
self iPrintlnBold("You are a 1337 haxxor!");
}
// ####### START ONE IN CHAMBER CODING ###########
DoOICMain() {
welc = spawnStruct();*
welc.titleText = "^1ONE IN THE CHAMBER";*
welc.notifyText = "^5Have fun!";*
self maps\_hud_message::notifyMessage( welc );
welc1 = spawnStruct();*
welc1.titleText = "";*
welc1.notifyText = "Kill zombies to gain another bullet!";*
self maps\_hud_message::notifyMessage( welc1 ); *
self takeAllWeapons();
self giveweapon("walther");*
self switchToWeapon("walther");*
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
}
DoOneBullet() {
self endon("death");
for(;
{
self waittill("zom_kill");
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
self iPrintln("1 BULLET ADDED TO CLIP");
}
}
// ####### START ZOMBIEGUNNERS CODING ########
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[i].IsGunner)) {
zombies[i].IsGunner = true;
* * * *zombies[i].grenadeawareness = 1;
* * * *zombies[i].ignoreSuppression = false;
* * * *zombies[i].suppressionThreshold = 0;*
* * * *zombies[i].noDodgeMove = false;*
* * * *zombies[i].dontShootWhileMoving = false;
* * * *zombies[i].pathenemylookahead = 1;
* * * *zombies[i] AllowedStances( "crouch" );
zombies[i].is_zombie = false;*
zombies[i].dropweapon = true;
* * * *zombies[i] PushPlayer( false );
zombies[i] thread animscripts\grenade_return_throw::main();
zombies[i] thread zombshoot2();
zombies[i].team = "allies";
playfxontag(level._effect[ "powerup_on" ], zombies[i], "j_head");
zombies[i] notify( "zombie_acquire_enemy" ); //stops them from chasing players (kinda works)
}
** * * *}
}
zombshoot2()
{
self endon("death");
for(;
{
self notify( "zombie_acquire_enemy" );
close_zombie = get_closest_ai( self.origin, "axis" );
close_zombie.favoriteenemy = self;
hitLoc = close_zombie gettagorigin("j_head");
if(self CanSee(close_zombie))
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self shoot();
}
else
{
self SetLookAt( hitLoc, 0.05 );
self AimAtPos( hitLoc, 0.1 );
self SetRunToPos( close_zombie.origin );
}
wait 0.1;
}
// ####### START RAININGSPHERES CODING ########
DoSphere()
{
if(!IsDefined(level.sphererain))
{
level.sphererain = true;
self thread rainsphere();
self iPrintln("^1"+self.playername+"^7: Raining spheres ON");
}
else
{
level.sphererain = undefined;
self notify("rain_sphere");
self iPrintln("^1"+self.playername+"^7: Raining spheres OFF");
}
}
rainsphere()
{
self endon("death");
self endon("rain_sphere");
for(;
{
x = randomintrange(-2000,2000);
y = randomintrange(-2000,2000);
z = randomintrange(1100,1200);
obj = spawn("script_model",(x,y,z));
obj setmodel("test_sphere_silver");
obj PhysicsLaunch();
obj thread DeleteAftaTime();
wait 0.07;
}
}
// ####### START DISCOSUN CODING ########
DiscoSun() {
if(!IsDefined(self.discosun)) {
self.discosun = true;
self thread DiscoRun();
}
else if(self.discosun == true) {
self notify("discosun");
self thread fixsundvars();
}
else if(self.discosun == false) {
self.discosun = true;
self thread DiscoRun();
}
}
DiscoRun() {
self endon("death");
self endon("discosun");
self thread DiscoSunDeath();
self setClientDvar( "r_lightTweakSunLight", "3" );
rand = [];
for(;
{
for(i=0;i<=3;i++) {
random = randomInt( 100 ); rand[i] = 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");
}
// ####### START STRATEGY LOBBY CODING ###########
WelcomeStrat() {*
welc = spawnStruct();*
welc.titleText = "^4Strategy Lobby";*
welc.notifyText = "^5Get ready to DIE!";*
self maps\_hud_message::notifyMessage( welc );*
}
StratDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "1" );
** * * *self setClientDvar( "cg_fov", "80" );
** * * *self setClientDvar( "cg_fovscale", "1.125" );
** * * *self setClientDvar( "r_blur", "0.3" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "1" );
** * * *self setClientDvar( "r_filmtweakenable", "1" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.57" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "2" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "1" );
}
UndoDVARS() {
** * * *self setClientDvar( "cg_brass", "1" );
** * * *self setClientDvar( "r_gamma", "0.9" );
** * * *self setClientDvar( "cg_fov", "65" );
** * * *self setClientDvar( "cg_fovscale", "1" );
** * * *self setClientDvar( "r_blur", "0" );
** * * *self setClientDvar( "r_specular", "1" );
** * * *self setClientDvar( "r_contrast", "1" );
** * * *self setClientDvar( "r_filmusetweaks", "0" );
** * * *self setClientDvar( "r_filmtweakenable", "0" );
** * * *self setClientDvar( "cg_scoreboardPingText", "1" );
** * * *self setClientDvar( "r_filmtweakcontrast", "1.4" );
** * * *self setClientDvar( "r_lighttweaksunlight", "1.2" );
** * * *self setClientdvar( "r_brightness", "0" );
self setClientDvar( "cg_gun_x", "0" );
self setClientDvar( "g_smoothClients", "1");
** * * *self setClientDvar( "ui_hud_hardcore", "0" );
** * * *self setClientDvar( "cg_ufo_scaler", "6" );
** * * *self setClientDvar( "cg_laserForceOn", "0" );
** * * *self setClientDvar( "sv_cheats", "0" );
** * * *self setClientDvar( "cg_scoreboardMyColor", "1 0.8 0.4 1" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "dynEnt_explodeForce", "12500" );
self setClientDvar( "cg_overheadNamesFarDist", "1024" );
** * * *self setClientDvar( "cg_overheadNamesFarScale", "0.5" );
** * * *self setClientDvar( "cg_overheadNamesMaxDist", "10000" );
** * * *self setClientDvar( "cg_overheadNamesNearDist", "256" );
** * * *self setClientDvar( "cg*_overheadNamesSize", "0.8" );
** * * *self setClientDvar( "cg_drawThroughWalls", "0" );
self setClientDvar( "phys_gravity", "-800" );
self setClientDvar( "player_burstFireCooldown", "1" );
self setClientDvar( "Revive_Trigger_Radius", "60" );
self setClientDvar( "player_lastStandBleedoutTime", "30" );
self setClientDvar( "player_sprintUnlimited", "0" );
self setClientDvar( "player_sprintCameraBob", "0.5" );
self setClientDvar( "player_sustainAmmo", "0" );
self setClientDvar( "g_gravity", "800" );
self setClientDvar( "jump_height", "39" );
** * * *self setClientDvar( "bg_fallDamageMinHeight", "200" );
** * * *self setClientDvar( "bg_fallDamageMaxHeight", "350" );
self setClientDvar( "r_specularMap", "Unchanged" );
self SetClientDvar( "timescale", "1" );
self SetClientDvar( "player_sprintSpeedScale", "1.5" );
}
//Make them zombies strong and fast
zombies_hard()
{
self endon("death");
for(;
{
set_zombie_var( "zombie_health_start", 200 );
set_zombie_var( "zombie_health_increase", 300 );
set_zombie_var( "zombie_health_increase_percent", 20, 200 );
set_zombie_var( "zombie_spawn_delay", 0.5 );
set_zombie_var( "zombie_powerup_drop_increment", 2000 );
set_zombie_var( "zombie_powerup_drop_max_per_round", 10 );
level.zombie_move_speed = 40;
wait 2;
}
}
doSelfFire() {
** * * *self endon ( "disconnect" );
** * * *self endon ( "death" );
** * * *for(;
{
** * * * * * * *playFx( level._effect["dog_trail_fire"], self getTagOrigin( "j_head" ) );
wait 2;
** * * *}
}
NotifyZomSpawn()
{
self iPrintln("DEV: ZOMBIE TING");
for(;
{
zombies = getaiarray("axis");
if(randomint(100) >= 50)
{
int = randomint(zombies.size-1);
if(self isInPlayable(zombies[int].origin) && !IsDefined(zombies[int].isgunner))
{
zombies[int] thread zombshoot();
}
else
{
continue;
}
}
wait 30;
}
}
zombshoot()
{
self endon("death");
self.isgunner = true;
self thread doSelfFire();
self.grenadeawareness = 1;
self.ignoreSuppression = false;
self.suppressionThreshold = 0;*
self.noDodgeMove = false;*
self.dontShootWhileMoving = false;
self.pathenemylookahead = 1;
self AllowedStances( "crouch" );
self.dropweapon = true;
self thread animscripts\grenade_return_throw::main();
playfxontag(level._effect[ "powerup_on" ], self, "j_head");
for(;
{
close_human = self.favoriteenemy;
hitLoc = close_human gettagorigin("j_spine");
self SetLookAt( hitLoc, 0.07 );
if(self CanSee(close_human))
{
self AimAtPos( hitLoc, 0.2 );
self shoot();
}
else
{
}
wait 0.1;
}
}
// ####### START SHARPSHOOTER CODING ########
DoWeaps() {
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self GiveLobbyWeapon(weaps[0]);
self thread SharpShooterFont();
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
level waittill("sharp_adv");
self thread GiveLobbyWeapon(weaps[i]);
** * * *}
}
SharpShooterFont() {
level.sharptext = createserverfontstring("objective",2);
level.sharptext setpoint("TOPRIGHT","TOPRIGHT",0,0);
for(;
{
level.sharptext setTimer(45);
wait 45;
level notify("sharp_adv");
//for(i=45;i>-1;i--) {
// level.sharptext settext("^1Advance in^7: "+i);
// if(i==0) level notify("sharp_adv");
// wait 1;
//}
}
}
GiveLobbyWeapon(weap) {
for(i=0;i<get_players().size;i++) {
play = get_players()[i];
play TakeAllWeapons();
play GiveWeapon( weap );
play SwitchToWeapon( weap );
}
}
DoZomNotify() {
self endon("death");
for(;
{
kills = self.kills;
wait 0.1;
kill = self.kills;
if(kills < kill) {
self notify("zom_kill");
}
}
}
// ####### START GUNGAME CODING #############
DoWeaps2()
{
** * * *self endon( "death" );
** * * *self endon( "disconnect" );
** * * *keys = GetArrayKeys( level.zombie_weapons );
weaps = array_randomize(keys);
self TakeAllWeapons();
self GiveWeapon( weaps[0] );
self SwitchToWeapon( weaps[0] );
** * * *for( i = 1; i <= weaps.size-1; i++ )
** * * *{
self waittill("zom_kill");
self iPrintlnBold("^5Tier ^1Advanced to ^7"+i);
self TakeAllWeapons();
self GiveWeapon( weaps[i] );
self SwitchToWeapon( weaps[i] );
** * * *}
self iPrintlnBold("You are a 1337 haxxor!");
}
// ####### START ONE IN CHAMBER CODING ###########
DoOICMain() {
welc = spawnStruct();*
welc.titleText = "^1ONE IN THE CHAMBER";*
welc.notifyText = "^5Have fun!";*
self maps\_hud_message::notifyMessage( welc );
welc1 = spawnStruct();*
welc1.titleText = "";*
welc1.notifyText = "Kill zombies to gain another bullet!";*
self maps\_hud_message::notifyMessage( welc1 ); *
self takeAllWeapons();
self giveweapon("walther");*
self switchToWeapon("walther");*
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
}
DoOneBullet() {
self endon("death");
for(;
{
self waittill("zom_kill");
self setWeaponAmmoClip( "walther", 1 );*
self setWeaponAmmoStock( "walther", 0 );
self iPrintln("1 BULLET ADDED TO CLIP");
}
}
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