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Anything else in the console? What about if you set developer_script to 1?
(see console for details)
cannot cast undefined to bool
********************
ERROR: script runtime error
(see console for details)
cannot cast undefined to bool
********************
----------------------
******* script runtime error *******
cannot cast undefined to bool: (file 'common_scripts/utility.gsc', line 463)
while( !level.flag[ msg ] )
*
Error: called from:
(file 'maps/heros.gsc', line 376)
flag_wait( "all_players_spawned" );
*
Error: called from:
(file 'maps/heros.gsc', line 125)
level thread teleporter_intro();
*
Error: started from:
(file 'maps/heros.gsc', line 23)
main()
*![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Call those AFTER maps\_load::main(); (from your map GSC).
/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt
Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/
// Tutorial From Sniperbolt!
// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\Heros_art::main;
level.DLC3.createFX = maps\createfx\Heros_fx::main;
level.DLC3.myFX = ::preCacheMyFX;
/*--------------------
FX
----------------------*/
DLC3_FX();
/*--------------------
LEVEL VARIABLES
----------------------*/
// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];
//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//
// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";
// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;
// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;
// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;
// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;
// _loadout Variables
level.DLC3.useCoopHeroes = true;
// Bridge Feature
level.DLC3.useBridge = false;
// Hell Hounds
level.DLC3.useHellHounds = true;
// Mixed Rounds
level.DLC3.useMixedRounds = true;
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;
// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;
// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;
// Electric Traps
level.DLC3.useElectricTraps = true;
// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;
// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;
// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;
// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;
// Snow Feature
level.DLC3.useSnow = true;
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
level thread teleporter_intro();
maps\_buildables::main();
//thread hidden_song();
//maps\_jump_scare::main();
maps\_character_randomize::init();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
//////////////////////////////////////////////////
//Music Player .gsc
//////////////////////////////////////////////////
preCacheModel ("zombie_zapper_cagelight_green");
game["tom_music_player"] = "tom_music_player";
PrecacheMenu( game["tom_music_player"] );
level thread maps\tom_music_player_unl::main();
precacheShader( "damage_feedback" );
//maps\_soul_chest::PreCache_soul_chest();
maps\_zombiemode::main();
//thread pregame_message();
level thread maps\ScoreSolo::CheckScore();
//thread maps\_soul_chest::main();
level.give_ammo = 0;
ammo_trigs = getentarray("give_ammo","targetname");
array_thread(ammo_trigs,::give_ammo);
level thread HitTest();
thread bears();
level maps\points_des::main();
level.tom_victory = false;
end_trig = getentarray( "end_game","targetname" );
array_thread( end_trig,::end_game );
//laser_trigger = getentarray( "laser_trigger","targetname" );
//array_thread( laser_trigger,::laser_trig );
maps\_zombiemode_perks_black_ops::bo_perks_thread();
//thread anti_cheat();
thread maps\_kinostyle_teleporter::init();
thread zombiesleft_hud();
thread beta_hud();
thread reward();
//thread no_cheat();
phil_ally_guys_idle_fix();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
level thread phil_typewriter_intro();
thread zk_shootable_door();
thread zk_shootable_door1();
thread zk_shootable_door2();
//thread bank_begin();
//thread weapon_locker_begin();
}
dlc3_zone_init()
{
add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/
// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}
anti_cheat()
{
setdvar ("god", "Not Allowed");
setdvar ("ufo", "Not Allowed");
setdvar ("noclip", "Not Allowed");
setdvar ("give", "Not Allowed");
setdvar ("demigod", "Not Allowed");
setdvar ("notarget", "Not Allowed");
setdvar ("jumptonode", "Not Allowed");
setdvar ("thereisacow", "Not Allowed");
setdvar ("player_sprintunlimited", "Not Allowed");
setdvar ("sf_use_ignoreammo", "Not Allowed");
// floating
meleedamage = getdvar ("player_meleedamagemultiplier");
res_range = getdvar ("player_revivetriggerRadius");
bleed_out = getdvar ("player_laststandbleedouttime");
melee_range = getdvar ("player_meleerange");
clip_size = getdvar ("player_clipsizemultiplier");
speed = getdvar ("g_speed");
gravity = getdvar ("g_gravity");
death_delay = getdvar ("g_deathdelay");
perk_1 = getdvar ("perk_overheatreduction");
arcade = getdvar ("arcademode_score_revive");
ammo = getdvar ("player_sustainammo");
while(1)
{
if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
GetDvarInt( "player_meleerange" ) != melee_range ||
GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
GetDvarInt( "g_speed" ) != speed ||
GetDvarInt( "g_gravity" ) != gravity ||
GetDvarInt( "g_deathdelay" ) != death_delay ||
GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
GetDvarInt( "arcademode_score_revive" ) != arcade ||
GetDvarInt( "player_sustainammo" ) != ammo)
{
setsaveddvar ("player_meleedamagemultiplier", "0.4");
setsaveddvar ("player_revivetriggerRadius", "64");
setsaveddvar ("player_laststandbleedouttime", "30");
setsaveddvar ("player_meleerange", "64");
setsaveddvar ("player_clipsizemultiplier", "1");
setsaveddvar ("g_speed", "190");
setsaveddvar ("g_gravity", "800");
setsaveddvar ("g_deathdelay", "4000");
setsaveddvar ("perk_overheatreduction", "0.7");
setsaveddvar ("arcademode_score_revive", "100");
setsaveddvar ("player_sustainammo", "0");
}
wait 1;
}
}
// Typewriter style intro text - YaPh1l
phil_typewriter_intro()
{
text = [];
text[text.size] = "^4Welcome To Heros";
text[text.size] = "^1We All Could Be... Heros!!";
text[text.size] = "^3Just Let Gunns Drink His Cherry Daiquiri";
text[text.size] = "^5The Teddy Is a Liar Don't Trust Him , He will Get You Killed";
intro_hud = [];
for(i = 0; i < text.size; i++)
{
intro_hud[i] = create_simple_hud();
intro_hud[i].alignX = "left";
intro_hud[i].alignY = "bottom";
intro_hud[i].horzAlign = "left";
intro_hud[i].vertAlign = "bottom";
intro_hud[i].foreground = true;
intro_hud[i].sort = 100;
if ( level.splitscreen && !level.hidef )
{
intro_hud[i].fontScale = 2.75;
}
else
{
intro_hud[i].fontScale = 1.75;
}
intro_hud[i].alpha = 1;
intro_hud[i].color = (1, 1, 1);
intro_hud[i].y = -110 + 20 * i;
}
for(i = 0 ; i < text.size; i++)
{
intro_hud[i].label = "";
for(k = 0; k <= text[i].size; k++)
{
intro_hud[i].label = GetSubStr(text[i], 0, k);
PlaySoundAtPosition("typewriter", (0, 0, 0));
wait(0.1);
}
wait(1.5);
}
wait(1.5);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] FadeOverTime( 3.5 );
intro_hud[i].alpha = 0;
wait(1.5);
}
wait(2);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] destroy_hud();
}
}
zombiesleft_hud()
{
Remaining = create_simple_hud();
Remaining.horzAlign = "center";
Remaining.vertAlign = "middle";
Remaining.alignX = "Left";
Remaining.alignY = "middle";
Remaining.y = 230;
Remaining.x = 60;
Remaining.foreground = 1;
Remaining.fontscale = 8.0;
Remaining.alpha = 1;
Remaining.color = ( 0.423, 0.004, 0 );
ZombiesLeft = create_simple_hud();
ZombiesLeft.horzAlign = "center";
ZombiesLeft.vertAlign = "middle";
ZombiesLeft.alignX = "center";
ZombiesLeft.alignY = "middle";
ZombiesLeft.y = 230;
ZombiesLeft.x = -1;
ZombiesLeft.foreground = 1;
ZombiesLeft.fontscale = 8.0;
ZombiesLeft.alpha = 1;
ZombiesLeft.color = ( 0.423, 0.004, 0 );
ZombiesLeft SetText("^4 Heros Walking:^1 ");
while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
Remaining SetValue(remainingZombies);
if(remainingZombies == 0 )
{
Remaining.alpha = 0;
while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
if(remainingZombies != 0 )
{
Remaining.alpha = 1;
break;
}
wait 0.5;
}
}
wait 0.5;
}
}
teleporter_intro()
{
flag_wait( "all_players_spawned" );
wait( 0.25 );
players = get_players();
for ( i = 0; i < players.size; i++ )
{
wait (0.1);
players[i] SetTransported( 2 );
}
wait (0.1);
self SetTransported( 2 );
playsoundatposition( "evt_beam_fx_2d", (0,0,0) );
playsoundatposition( "evt_pad_cooldown_2d", (0,0,0) );
wait (0.1);
}
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}
Laser_trig()
{
who = undefined;
self sethintstring("Press &&1 to Disable laser sight.");
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();
laser();
while(1)
{
self waittill( "trigger", who );
if(!who.laserOn)
{
self sethintstring("Press &&1 to Enable laser sight");
who setClientDvar( "cg_laserForceOn", 1 );
who.laserOn = true;
}
else
{
self sethintstring("Press &&1 to Disable laser sight");
who setClientDvar( "cg_laserForceOn", 0 );
who.laserOn = false;
}
who playsound( "cha_ching" );
}
}
Laser()
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i].laseron = false;
players[i] thread _laser();
}
}
_laser()
{
while(1)
{
if( !(self IsThrowingGrenade() ))
{
if(!self.laserOn)
{
self setClientDvar( "cg_laserForceOn", 1 );
}
else
{
self setClientDvar( "cg_laserForceOn", 0 );
}
}
else
{
self setClientDvar( "cg_laserForceOn", 0 );
}
wait 0.5;
}
}
end_game()
{
user = undefined;
cost = 22000; //change to cost that you want
self setCursorHint("HINT_NOICON");
self UseTriggerRequireLookAt();
self setHintString("^4The power must be activated first"); //remove line if you want it to work without power
flag_wait( "electricity_on" ); //remove line if you want it to work without power
self setHintString("^1press &&1 to Drink The Cherry Daiquiri And Go Home [Cost: "+cost+"]"); //text hint trigger
while(1)
{
self waittill("trigger", user);
if( is_player_valid(user) && user.score >= cost )
{
play_sound_at_pos( "cha_ching", self.origin );
user thread maps\_zombiemode_score::minus_to_player_score( cost );
self delete();
level notify( "end_game" );
level.tom_victory = true;
}
else
{
play_sound_at_pos( "no_cha_ching", self.origin );
}
}
}
zk_shootable_door()
{
door = getEnt("shootable_door", "targetname"); //this will be the door that opens
shoot_me = getEnt("shoot_me", "targetname"); //this is the trigger that you shoot
flag_wait("all_players_connected");
door moveZ(0, 0);
shoot_me waittill("trigger");
shoot_me delete();
play_sound_at_pos("door_slide_open", door.origin);
door MoveZ (-900, 25);
//door MoveY (500, 20);
//door MoveX (500, 20);
iprintln("^1Move Along Dude , You Opened The Jug Door"); //remove this line if you don't want it to say that
wait 5;
iprintln("Go Buy It What are You Waiting for , Durb");
wait 8;
}
zk_shootable_door1()
{
door = getEnt("shootable_door1", "targetname"); //this will be the door that opens
shoot_me = getEnt("shoot_me1", "targetname"); //this is the trigger that you shoot
flag_wait("all_players_connected");
door moveZ(0, 0);
shoot_me waittill("trigger");
shoot_me delete();
play_sound_at_pos("door_slide_open", door.origin);
door MoveZ (-900, 25);
//door MoveY (500, 20);
//door MoveX (500, 20);
iprintln("^5Nice , You Opend The Pack-A-Punch Door"); //remove this line if you don't want it to say that
wait 4;
iprintln("^4I Suggest you Get The ^1PYTHON^4 and PAP it");
wait 4;
}
zk_shootable_door2()
{
door = getEnt("shootable_door2", "targetname"); //this will be the door that opens
shoot_me = getEnt("shoot_me2", "targetname"); //this is the trigger that you shoot
flag_wait("all_players_connected");
door moveZ(0, 0);
shoot_me waittill("trigger");
shoot_me delete();
play_sound_at_pos("door_slide_open", door.origin);
door MoveZ (-900, 25);
//door MoveY (500, 20);
//door MoveX (500, 20);
iprintln("^1Nothing To See here , Move Along"); //remove this line if you don't want it to say that
wait 6;
iprintln("And By The Way BrotherGunns Stop Dating and Start Shooting Can You ?? Thx");
wait 10;
}
hidden_song()
{
count = 0;
trig1 = getEnt("trig1", "targetname");
trig2 = getEnt("trig2", "targetname");
trig3 = getEnt("trig3", "targetname");
trig1 setHintString("^4Music!! ?", true );
trig2 setHintString("^1Music!! ?", true );
trig3 setHintString("^6Music!! ?", true );
self thread tim( trig1 );
self thread tim( trig2 );
self thread tim( trig3 );
while(1)
{
wait 1;
self waittill( "got_easter" );
count = count+1;
if( count == 3 )
{
players = get_players();
for(k=0;k<players.size;k++)
{
players[k] playsound("tim");
iprintlnbold("^1Great Job Dude!");
}
break;
}
}
}
tim( trig )
{
trig waittill( "trigger", player );
trig delete();
iprintlnbold("^1Music Time!");
self notify( "got_easter" );
}
bears()
{
count = 0;
thread teddy1_check();
thread teddy2_check();
thread teddy3_check();
while(1)
{
wait 1;
self waittill( "got_easter" );
count = count+1;
if( count == 3 )
{
players = get_players();
for(k=0;k<players.size;k++)
{
players[k] playsound("tim");
}
break;
}
}
}
teddy1_check()
{
teddy_one = GetEnt("teddy1", "targetname");
teddy_one SetCursorHint( "HINT_NOICON" );
teddy_one UseTriggerRequireLookAt();
teddy_one playloopsound("meteor_loop");
teddy_one waittill("trigger");
teddy_one stoploopsound();
teddy_one playsound("meteor_affirm");
self notify( "got_easter" );
wait 1;
teddy_one delete();
}
teddy2_check()
{
teddy_two = GetEnt("teddy2", "targetname");
teddy_two SetCursorHint( "HINT_NOICON" );
teddy_two UseTriggerRequireLookAt();
teddy_two playloopsound("meteor_loop");
teddy_two waittill("trigger");
teddy_two stoploopsound();
teddy_two playsound("meteor_affirm");
self notify( "got_easter" );
wait 1;
teddy_two delete();
}
teddy3_check()
{
teddy_three = GetEnt("teddy3", "targetname");
teddy_three SetCursorHint( "HINT_NOICON" );
teddy_three UseTriggerRequireLookAt();
teddy_three playloopsound("meteor_loop");
teddy_three waittill("trigger");
teddy_three stoploopsound();
teddy_three playsound("meteor_affirm");
self notify( "got_easter" );
wait 1;
teddy_three delete();
}
HitTest()
{
flag_wait( "all_players_connected" );
wait 1;
for( i = 0; i < GetPlayers().size; i++ )
GetPlayers()[i] thread maps\_damagefeedback::init();
while( 1 )
{
ai = GetAiArray( "axis" );
for( i = 0; i < ai.size; i++ )
if( !IsDefined( ai[i].damageInit ) )
ai[i] thread maps\_damagefeedback::monitorDamage();
wait .01;
}
}
give_ammo()
{
while(1)
{
who = undefined;
cost = 2000;
string = "^4Ammo?! ^1[Cost: " + cost + "]";
self sethintstring( string );
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();
self waittill( "trigger", who );
weapon = who GetCurrentWeapon();
ammocount = who getammocount(weapon);
clipcount = who getweaponammoclip(weapon);
maxammo = weaponmaxammo(weapon);
// UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE
//if( weapon == "tesla_gun" || weapon == "ray_gun" )
//{
// who iprintln( "You cannot buy ammo for this weapon" );
// level.give_ammo = 0;
//}
// UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE
if( maxammo <= ammocount - clipcount )
{
continue;
}
if ( weapon != "fraggrenade" && weapon!= "stielhandgranate" && weapon != "molotov" && weapon != "mine_bouncing_betty" && weapon != "mortar_round" && weapon != "satchel_charge_new")
{
if( who.score > cost )
{
level.give_ammo = 1;
}
else
{
level.give_ammo = 0;
}
}
if( level.give_ammo > 0 )
{
who givemaxammo( who GetCurrentWeapon() );
who maps\_zombiemode_score::minus_to_player_score( cost );
who playsound( "cha_ching" );
}
else
{
who playsound( "no_cha_ching" );
}
wait(0.05);
}
}
bank_begin()
{
level.stored_points = 0;
self thread bank_withdraw();
self thread bank_depostit();
}
bank_withdraw()
{
user = undefined;
while(1)
{
bank_withdraw = getEnt("bank_withdraw", "targetname");
bank_withdraw setHintString( "press & hold &&1 to withdraw 1000 points [cost: 100]" );
bank_withdraw setCursorHint("HINT_NOICON");
bank_withdraw waittill( "trigger", user );
if( is_player_valid(user))
{
if (level.stored_points == 0)
{
bank_withdraw setHintString( "no point left" );
wait 0.5;
}
else
{
bank_withdraw setHintString( "1000 points taken" );
user maps\_zombiemode_score::add_to_player_score( 1000 );
user playlocalsound("cha_ching");
wait 0.2;
user maps\_zombiemode_score::add_to_player_score( -100 );
level.stored_points = level.stored_points-1;
wait 0.3;
}
}
}
}
bank_depostit()
{
user = undefined;
while(1)
{
bank_deposit = getEnt("bank_deposit", "targetname");
bank_deposit setHintString( "press & hold &&1 to deposit 1000 points" );
bank_deposit setCursorHint("HINT_NOICON");
bank_deposit waittill( "trigger", user );
if( is_player_valid(user) && user.score >= 1000 )
{
if (level.stored_points == 500)
{
bank_deposit setHintString( "max storage achieved" );
wait 0.5;
}
else
{
bank_deposit setHintString( "1000 points stored" );
user playlocalsound("cha_ching");
user maps\_zombiemode_score::add_to_player_score( -1000 );
level.stored_points = level.stored_points+1;
wait 0.5;
}
}
}
}
weapon_locker_begin()
{
level.firstlockeruse = true;
stored_weapon = undefined;
gun_ammo = undefined;
user = undefined;
stored_gun_ammo = undefined;
stored_ammo_clip = undefined;
while(1)
{
weapon_locker = getEnt("weapon_locker", "targetname");
weapon_locker setHintString( "^1press & hold &&1 to store current weapon" );
weapon_locker setCursorHint("HINT_NOICON");
weapon_locker waittill( "trigger", user );
if( is_player_valid(user))
{
old_gun = user getcurrentweapon();
gun_ammo = user GetAmmoCount( old_gun );
gun_ammo_clip = user GetWeaponAmmoClip(old_gun);
if ( old_gun == stored_weapon || old_gun == "colt" || old_gun == "zombie_colt" || old_gun == "zombie_colt_upgraded" || old_gun == "tesla_gun" || old_gun == "tesla_gun_upgraded" || old_gun == "thundergun" || old_gun == "thundergun_upgraded" || old_gun == "ray_gun" || old_gun == "ray_gun_upgraded" || old_gun == "scavenger" || old_gun == "scavenger_upgraded" || old_gun == "vorkuta_knife" || old_gun == "vorkuta_knife_upgraded" )
{
weapon_locker setHintString( "this weapon can not be stored" );
wait 2;
}
else if ( old_gun == "none" || old_gun == "syrette" || old_gun == "zombie_melee" || old_gun == "zombie_perk_bottle_revive" || old_gun == "zombie_perk_bottle_doubletap" || old_gun == "zombie_perk_bottle_jugg" || old_gun == "zombie_perk_bottle_sleight" || old_gun == "zombie_perk_bottle_staminup" || old_gun == "zombie_perk_bottle_phd" || old_gun == "zombie_perk_bottle_mulekick" || old_gun == "zombie_perk_bottle_deadshot" || old_gun == "zombie_perk_bottle_cherry" || old_gun == "zombie_perk_bottle_vulture" || old_gun == "zombie_knuckle_crack" || old_gun == "stielhandgranate" || old_gun == "zombie_cymbal_monkey" || old_gun == "zombie_bowie_flourish" )
{
weapon_locker setHintString( "you must be holding a weapon" );
wait 2;
}
else
{
user takeweapon( old_gun );
user giveweapon( stored_weapon );
user SetWeaponAmmoStock(stored_weapon,stored_gun_ammo);
user SetWeaponAmmoClip(stored_weapon,stored_ammo_clip);
user switchtoweapon( stored_weapon );
wait 0.1;
stored_weapon = old_gun;
stored_ammo_clip = gun_ammo_clip;
stored_gun_ammo = gun_ammo - stored_ammo_clip;
weapon_locker setHintString( "your weapon has been stored" );
user playlocalsound("cha_ching");
//iprintln( stored_weapon ); //used to see console name of weapon that gets deposited
wait 2;
if (level.firstlockeruse == true)
{
user switchtoweapon();
level.firstlockeruse = false;
}
}
}
}
}
pregame_message()
{
/*/////////////////////////////////////////////
Stole the idea from ZCT mod, but this displays
a "witty" message before each game.
*//////////////////////////////////////////////
flag_wait( "all_players_connected" );
/*
INSTRUCTIONS
Replace "...message..." with the messages you want to display.
To add more:
Add another line "phrase[next_number] = "...message...";
The same can be done for the colors.
*/
phrase = [];
phrase[0] = "^1This Map is Designed By ^4Tim Smith";
phrase[1] = "^1This Map is Designed By ^4Hero11507";
/*
Colors
^1 = red
^2 = green
^3 = yellow
^4 = Blue
^5 = light blue
^6 = Purple (pink)
^7 = white
^8 = random
^0 = black
*/
color = [];
color[0] = "^1";
color[1] = "^2";
color[2] = "^3";
i = RandomInt(phrase.size);
j = RandomInt(color.size);
iPrintLnBold( color[j] , phrase[i] );
}
beta_hud()
{
Beta = create_simple_hud();
Beta.horzAlign = "center";
Beta.vertAlign = "middle";
Beta.alignX = "center";
Beta.alignY = "middle";
Beta.y = 220;
Beta.x = 210;
Beta.foreground = 1;
Beta.fontscale = 1.0;
Beta.alpha = 1;
Beta.color = ( 1, 1, 1 );
Beta SetText("Beta , ^1Not A Finished Product!!");
}
no_cheat()
{
flag_wait( "all_players_connected" );
players = GetPlayers();
players[0] SetClientDvar("sv_cheats",0);
for(i = 0; i < players.size; i++)
if(players[0].playername == "Hero11507")//change ITzXxInFInIX to your name
players[0] SetClientDvar("sv_cheats",1);
}
reward()
{
reward_trig = getEnt("reward","targetname");
reward = 50000; // My Script Don't Take it out , This is How Much you Want the player to receive when hiting the trigger_damage
reward_trig waittill("trigger", player);
player thread maps\_zombiemode_score::add_to_player_score( reward );
player playSound("points_vox");
iPrintLnBold("^4Dang It You Got My reward , Enjoy");
}
// Fix for ally AI idle animations - YaPh1l
#using_animtree("generic_human");
phil_ally_guys_idle_fix()
{
anim.idleAnimArray ["stand_hmg"] = [];
anim.idleAnimWeights ["stand_hmg"] = [];
anim.idleAnimArray ["stand_hmg"][0][0] = %casual_stand_idle;
anim.idleAnimWeights ["stand_hmg"][0][0] = 10;
anim.idleAnimArray ["crouch_hmg"] = [];
anim.idleAnimWeights ["crouch_hmg"] = [];
anim.idleAnimArray ["crouch_hmg"][0][0] = %casual_crouch_idle;
anim.idleAnimWeights ["crouch_hmg"][0][0] = 10;
anim.idleAnimTransition["stand_hmg"]["in"] = anim.idleAnimTransition["stand"]["in"];
anim.idleAnimTransition["crouch_hmg"]["in"] = anim.idleAnimTransition["crouch"]["in"];
allies = GetEntArray("fix_my_idle", "script_noteworthy");
for(i = 0; i < allies.size; i++)
{
allies[i].heavy_machine_gunner = true;
}
}![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |



![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
What pwn is saying, you have " level thread teleporter_intro(); " -line above the zombiemode::main(); line.
Move that line to below the zombiemode::main(); line..
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
why i have to move it when it perfectly is working , the teleporter intro is working but i will do as you said and i hope it works

![]() | |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
The thing is level.flag is undefined which is 100% wrong. It's set during maps\_load (or so)
no flag no error no anything maybe my mod was a mess
idk , whatever guys thx for helping me