Posts
25
Respect
17Add +1
Forum Rank
Legless Crawler
Primary Group
Member
Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!#include maps\_utility;
#include maps\tokyo_util;
#include common_scripts\utility;
#using_animtree( "generic_human" );
main()
{
// Don't give the player the default loadout, we want to specify it for our custom made map
level.dodgeloadout = true;
// Sets up all of the FX in the level
maps\Testmap_fx::main();
// _load, sets up all of the basic entity behaviors
maps\_load::main();
// Sets the player's weapon loadout... This line should be right after _load::main(), and no waits/delays before it.
set_loadout();
// Sets up ambient sounds
maps\Testmap_amb::main();
// Sets up "canned" animations
maps\Testmap_anim::main();
spawner();
}
// Sets the custom weapon loadout
set_loadout()
{
// Precache's / sets the list of weapons to give to the player when he spawns in
maps\_loadout::add_weapon( "colt");
maps\_loadout::add_weapon( "m1garand" );
maps\_loadout::add_weapon( "fraggrenade" );
maps\_loadout::add_weapon( "m8_white_smoke" );
// Sets the player's offhand throw weapon (aka smoke/flash)
maps\_loadout::set_secondary_offhand( "smoke" );
// Sets the player's default (if he does not have a pistol) laststand pistol.
maps\_loadout::set_laststand_pistol( "colt" );
// Sets the player's viewarms
maps\_loadout::set_player_viewmodel( "viewmodel_usa_marine_arms");
// Sets the player's viewarms when attacked by an enemy in a melee sequence or if a canned animation calls for them
maps\_loadout::set_player_interactive_hands( "viewmodel_usa_marine_player" );
// Switches the player's weapon once he spawns in
maps\_loadout::set_switch_weapon( "m1garand_bayonet" );
// Sets the campaign, which is used for battlechatter and other various scripts
level.campaign = "american";
// Precaches the 3rd person model (for when playing coop)
mptype\player_usa_marine::precache();
}
spawner()
{
trig = getent( "spawner", "targetname" );
spawner = getentarray("enemy", "targetname");
trig waittill ("trigger");
simple_floodspawn("enemy");
}
#include maps\_utility;
main()
{
// Example FX
// level._effect["cigarette"] = LoadFx( "maps/mak/fx_cigarette_smoke" );
precachefx();
spawnfx();
}
precachefx()
{
level._effect["fire1"] =LoadFx( "env/fire/fx_fire_barrel_pm");
}
spawnfx()
{
if(( getdvar( "createfx" ) != "" ))
{
maps\createfx\Testmap_fx::main();
}
}
//_createfx generated. Do not touch!!
main()
{
// EXAMPLE
// ent = maps\_utility::createOneshotEffect("fx_fire_barrel_pm");
// ent.v[ "origin" ] = ( X, Y, Z );
// ent.v[ "andles" ] = ( 270, 0, 0 );
// ent.v[ "fxid" ] = "fx_fire_barrel_pm";
// ent.v[ "delay" ] = -15;
ent = maps\_utility::createOneshotEffect("fx_fire_barrel_pm");
ent.v[ "origin" ] = ( -640, 1464, -632 );
ent.v[ "andles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "fx_fire_barrel_pm";
ent.v[ "delay" ] = -15;
}
Sp and zombiemode are nearly identical except most zombiemode tutorials say
Paste above or below maps/_zombiemode::main();
For single player its
Above or below
Maps/_load::main();
//
Try this
https://www.mediafire.com/download/71mkj366j1tegm2