Post: [Release] Zombie Turret (Verruckt Only)
02-19-2013, 02:40 AM #1
coolbunny1234
the bunny who started it all
(adsbygoogle = window.adsbygoogle || []).push({}); Browsing through the asylum fastfile, stumbled upon this. Just removed the triggers and waits, and bam! Got a working turret. Treyarch never should have taken this out :'(

Also threw in cripplers zombie swag Winky Winky



    
Fountain_Mg42_Activate()
{
if( IsSubStr( level.script, "nazi_zombie_asylum" ) ) {
self thread Fountain_Mg42_Activate1(30);
} else {
self iPrintln("Verruckt Only!");
}
}

Fountain_Mg42_Activate1(time)
{
self iPrintln("Turrect Activated For " +time+ " Seconds!");
trig = getent("trig_courtyard_mg","targetname");
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");

mgs = getentarray( "fountain_mg", "targetname" );
fake_mgs = getentarray("fake_mg","script_noteworthy");

//hide the real mg's
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
trig.is_activated = true;
trig trigger_off();
trig sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
//the fountain top sinks down
fountain_top = getent("fountain_top","targetname");
fountain_top moveto(fountain_top.origin + (0,0,-200),3);
fountain_top waittill("movedone");
trig trigger_on();
fountain_mg = getentarray( "fountain_turret", "targetname" );
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,200),3);
}
fountain_mg[0] waittill("movedone");
//hide the fake MG's once they're in place
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] hide();
}
array_thread(fake_mgs,::trigger_off);
//show the real MG's
for(i=0;i<mgs.size;i++)
{
mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "allies" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(time);
self iPrintln("Turret ^2Over");
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
array_thread(fake_mgs,::trigger_on);
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,-200),3);
}
fountain_mg[0] waittill("movedone");
fountain_top moveto(fountain_top.origin + (0,0,200),3);
fountain_top waittill("movedone");
wait(15);
trig.is_activated = undefined;
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");
}


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The following 4 users say thank you to coolbunny1234 for this useful post:

TheMightyMoJo, philipeininger, primetime43, Taylor
02-19-2013, 03:09 PM #2
philipeininger
Treasure hunter
Originally posted by coolbunny1234 View Post
Browsing through the asylum fastfile, stumbled upon this. Just removed the triggers and waits, and bam! Got a working turret. Treyarch never should have taken this out :'(

Also threw in cripplers zombie swag Winky Winky



    
Fountain_Mg42_Activate()
{
if( IsSubStr( level.script, "nazi_zombie_asylum" ) ) {
self thread Fountain_Mg42_Activate1(30);
} else {
self iPrintln("Verruckt Only!");
}
}

Fountain_Mg42_Activate1(time)
{
self iPrintln("Turrect Activated For " +time+ " Seconds!");
trig = getent("trig_courtyard_mg","targetname");
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");

mgs = getentarray( "fountain_mg", "targetname" );
fake_mgs = getentarray("fake_mg","script_noteworthy");

//hide the real mg's
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
trig.is_activated = true;
trig trigger_off();
trig sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
//the fountain top sinks down
fountain_top = getent("fountain_top","targetname");
fountain_top moveto(fountain_top.origin + (0,0,-200),3);
fountain_top waittill("movedone");
trig trigger_on();
fountain_mg = getentarray( "fountain_turret", "targetname" );
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,200),3);
}
fountain_mg[0] waittill("movedone");
//hide the fake MG's once they're in place
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] hide();
}
array_thread(fake_mgs,::trigger_off);
//show the real MG's
for(i=0;i<mgs.size;i++)
{
mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "allies" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(time);
self iPrintln("Turret ^2Over");
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
array_thread(fake_mgs,::trigger_on);
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,-200),3);
}
fountain_mg[0] waittill("movedone");
fountain_top moveto(fountain_top.origin + (0,0,200),3);
fountain_top waittill("movedone");
wait(15);
trig.is_activated = undefined;
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");
}


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MMMMMMMMMMMM I LOVE YOU

but im console banned so cant get online :(
02-19-2013, 03:15 PM #3
xByNovaa
Space Ninja
Lol, nice find Winky Winky

The following user thanked xByNovaa for this useful post:

coolbunny1234

The following user groaned xByNovaa for this awful post:

-Aaron-
02-19-2013, 03:38 PM #4
problem is with that turret you can't turn it all the way round (not your one, the way the mg42 is placed in the map)
02-19-2013, 08:33 PM #5
coolbunny1234
the bunny who started it all
Originally posted by Silent
problem is with that turret you can't turn it all the way round (not your one, the way the mg42 is placed in the map)

It doesn't need to, as it's automated, and all the windows face the 180 rotation that it faces man.

---------- Post added at 03:33 PM ---------- Previous post was at 03:32 PM ----------

Originally posted by philipeininger View Post
MMMMMMMMMMMM I LOVE YOU

but im console banned so cant get online :(


Haha thanks man.

---------- Post added at 03:33 PM ---------- Previous post was at 03:33 PM ----------

Originally posted by xByNovaa View Post
Lol, nice find Winky Winky

Thanks man. Also thanked to upset the fail groan.
02-27-2013, 03:27 AM #6
primetime43
Knowledge is power Tiphat
Originally posted by coolbunny1234 View Post
Browsing through the asylum fastfile, stumbled upon this. Just removed the triggers and waits, and bam! Got a working turret. Treyarch never should have taken this out :'(

Also threw in cripplers zombie swag Winky Winky



    
Fountain_Mg42_Activate()
{
if( IsSubStr( level.script, "nazi_zombie_asylum" ) ) {
self thread Fountain_Mg42_Activate1(30);
} else {
self iPrintln("Verruckt Only!");
}
}

Fountain_Mg42_Activate1(time)
{
self iPrintln("Turrect Activated For " +time+ " Seconds!");
trig = getent("trig_courtyard_mg","targetname");
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");

mgs = getentarray( "fountain_mg", "targetname" );
fake_mgs = getentarray("fake_mg","script_noteworthy");

//hide the real mg's
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
trig.is_activated = true;
trig trigger_off();
trig sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
//the fountain top sinks down
fountain_top = getent("fountain_top","targetname");
fountain_top moveto(fountain_top.origin + (0,0,-200),3);
fountain_top waittill("movedone");
trig trigger_on();
fountain_mg = getentarray( "fountain_turret", "targetname" );
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,200),3);
}
fountain_mg[0] waittill("movedone");
//hide the fake MG's once they're in place
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] hide();
}
array_thread(fake_mgs,::trigger_off);
//show the real MG's
for(i=0;i<mgs.size;i++)
{
mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "allies" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(time);
self iPrintln("Turret ^2Over");
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
array_thread(fake_mgs,::trigger_on);
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,-200),3);
}
fountain_mg[0] waittill("movedone");
fountain_top moveto(fountain_top.origin + (0,0,200),3);
fountain_top waittill("movedone");
wait(15);
trig.is_activated = undefined;
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");
}


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Haha, didnt Mikeeey discover this long ago?
02-27-2013, 05:05 AM #7
coolbunny1234
the bunny who started it all
Originally posted by primetime43 View Post
Haha, didnt Mikeeey discover this long ago?


Yeah he found it while I was in rehab, I asked if he minded if I released it as it was an in game function to begin with.
02-27-2013, 06:06 AM #8
primetime43
Knowledge is power Tiphat
Originally posted by coolbunny1234 View Post
Yeah he found it while I was in rehab, I asked if he minded if I released it as it was an in game function to begin with.


Oh, why was he in rehab?
02-27-2013, 06:45 PM #9
coolbunny1234
the bunny who started it all
Originally posted by primetime43 View Post
Oh, why was he in rehab?


No I was in rehab...
02-27-2013, 07:21 PM #10
Originally posted by coolbunny1234 View Post
Browsing through the asylum fastfile, stumbled upon this. Just removed the triggers and waits, and bam! Got a working turret. Treyarch never should have taken this out :'(

Also threw in cripplers zombie swag Winky Winky



    
Fountain_Mg42_Activate()
{
if( IsSubStr( level.script, "nazi_zombie_asylum" ) ) {
self thread Fountain_Mg42_Activate1(30);
} else {
self iPrintln("Verruckt Only!");
}
}

Fountain_Mg42_Activate1(time)
{
self iPrintln("Turrect Activated For " +time+ " Seconds!");
trig = getent("trig_courtyard_mg","targetname");
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");

mgs = getentarray( "fountain_mg", "targetname" );
fake_mgs = getentarray("fake_mg","script_noteworthy");

//hide the real mg's
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
trig.is_activated = true;
trig trigger_off();
trig sethintstring(&"ZOMBIE_FLAMES_UNAVAILABLE");
//the fountain top sinks down
fountain_top = getent("fountain_top","targetname");
fountain_top moveto(fountain_top.origin + (0,0,-200),3);
fountain_top waittill("movedone");
trig trigger_on();
fountain_mg = getentarray( "fountain_turret", "targetname" );
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,200),3);
}
fountain_mg[0] waittill("movedone");
//hide the fake MG's once they're in place
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] hide();
}
array_thread(fake_mgs,::trigger_off);
//show the real MG's
for(i=0;i<mgs.size;i++)
{
mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "allies" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(time);
self iPrintln("Turret ^2Over");
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
array_thread(fake_mgs,::trigger_on);
for(i=0;i<fake_mgs.size;i++)
{
fake_mgs[i] show();
}
for(i=0;i<mgs.size;i++)
{
mgs[i] hide();
}
for(i=0;i<fountain_mg.size;i++)
{
fountain_mg[i] moveto(fountain_mg[i].origin + (0,0,-200),3);
}
fountain_mg[0] waittill("movedone");
fountain_top moveto(fountain_top.origin + (0,0,200),3);
fountain_top waittill("movedone");
wait(15);
trig.is_activated = undefined;
trig sethintstring(&"ZOMBIE_USE_AUTO_TURRET");
}


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Now this is Epic! Nice Find

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