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/* 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\nazi_zombie_iso_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_iso_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; /*-------------------- FUNCTION CALLS - PRE _Load ----------------------*/ level thread DLC3_threadCalls(); /*-------------------- ZOMBIE MODE ----------------------*/ [[level.DLC3.weapons]](); [[level.DLC3.powerUps]](); maps\_zombiemode::main(); thread maps\moving_object::move_script() maps\_zombiemode_perks_black_ops::bo_perks_thread(); //thread anti_cheat(); /*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); level thread phil_typewriter_intro()}dlc3_zone_init(){ add_adjacent_zone( "start_zone", "zone1", "enter_zone1" ); add_adjacent_zone( "zone1", "zone2", "enter_zone2" ); /* ============= ///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; }}
{ level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything // Must Change These To Your Maps level.DLC3.createArt = maps\createart\nazi_zombie_iso_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_iso_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; /*-------------------- FUNCTION CALLS - PRE _Load ----------------------*/ level thread DLC3_threadCalls(); /*-------------------- ZOMBIE MODE ----------------------*/ [[level.DLC3.weapons]](); [[level.DLC3.powerUps]](); maps\_zombiemode::main(); thread maps\moving_object::move_script() maps\_zombiemode_perks_black_ops::bo_perks_thread(); //thread anti_cheat(); /*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); level thread phil_typewriter_intro()}
level thread phil_typewriter_intro()