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![]() | Has released one or more maps to the UGX-Mods community. |
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
//thread shootme();
shootme(){
triggers = GetEntArray( "o1", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "o2", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "o3", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "plan", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("blundergat");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "plan", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("blundergat_upgraded");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
Trig = GetEnt( "r", "targetname" );
CanBreak = undefined;
Play = GetPlayers();
for(;;)
{
if( GetAllPlayersTrig( Trig ) )
{
Time = 0;
for(;;)
{
Time += 1;
if( !GetAllPlayersTrig( Trig ) )
break;
if( Time == 181 )
{
CanBreak = true;
break;
}
wait 1;
}
}
if( CanBreak == true )
break;
wait .05;
}
}
GetAllPlayersTrig( Trig )
{
if( IsDefined( GetPlayers()[3] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) && GetPlayers()[2] IsTouching( Trig ) && GetPlayers()[3] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[2] ) && !IsDefined( GetPlayers()[3] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) && GetPlayers()[2] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[1] ) && !IsDefined( GetPlayers()[2] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[0] ) && !IsDefined( GetPlayers()[1] ) )
if( GetPlayers()[0] IsTouching( Trig ) )
return true;
return false;
}
![]() | Has released one or more maps to the UGX-Mods community. |
Im getting a bad syntax error from this script on line 23 but i don't know whats wrong. Code SnippetPlaintext#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
//thread shootme();
shootme(){
triggers = GetEntArray( "o1", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "o2", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "o3", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "plan", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("blundergat");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
triggers = GetEntArray( "plan", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("blundergat_upgraded");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
{
Trig = GetEnt( "r", "targetname" );
CanBreak = undefined;
Play = GetPlayers();
for(;;)
{
if( GetAllPlayersTrig( Trig ) )
{
Time = 0;
for(;;)
{
Time += 1;
if( !GetAllPlayersTrig( Trig ) )
break;
if( Time == 181 )
{
CanBreak = true;
break;
}
wait 1;
}
}
if( CanBreak == true )
break;
wait .05;
}
}
GetAllPlayersTrig( Trig )
{
if( IsDefined( GetPlayers()[3] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) && GetPlayers()[2] IsTouching( Trig ) && GetPlayers()[3] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[2] ) && !IsDefined( GetPlayers()[3] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) && GetPlayers()[2] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[1] ) && !IsDefined( GetPlayers()[2] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[0] ) && !IsDefined( GetPlayers()[1] ) )
if( GetPlayers()[0] IsTouching( Trig ) )
return true;
return false;
}
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
//thread shootme1();thread shootme2();thread shootme3();thread shootme4();thread shootme5();
shootme1(){
triggers = GetEntArray( "o1", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shootme2()
{
triggers = GetEntArray( "o2", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shootme3()
{
triggers = GetEntArray( "o3", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("ray_gun");
}
}
shootme4()
{
triggers = GetEntArray( "plan", "targetname" );
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("blundergat");
}
}
shootme5()
{
triggers = GetEntArray( "plan", "targetname" );//Change to plan1 unless you want to receive blundergat and upgraded at same time
for( i = 0; i < triggers.size; i++ ){
triggers[i] thread shotit("blundergat_upgraded");
}
}
shotit(weapon){
currentgun = "";
while(!(currentgun==weapon)){
self waittill("trigger", player);
currentgun = player GetCurrentWeapon();
}
}
Script()
{
Trig = GetEnt( "r", "targetname" );
CanBreak = undefined;
Play = GetPlayers();
for(;;)
{
if( GetAllPlayersTrig( Trig ) )
{
Time = 0;
for(;;)
{
Time += 1;
if( !GetAllPlayersTrig( Trig ) )
break;
if( Time == 181 )
{
CanBreak = true;
break;
}
wait 1;
}
}
if( CanBreak == true )
break;
wait .05;
}
}
GetAllPlayersTrig( Trig )
{
if( IsDefined( GetPlayers()[3] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) && GetPlayers()[2] IsTouching( Trig ) && GetPlayers()[3] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[2] ) && !IsDefined( GetPlayers()[3] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) && GetPlayers()[2] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[1] ) && !IsDefined( GetPlayers()[2] ) )
if( GetPlayers()[0] IsTouching( Trig ) && GetPlayers()[1] IsTouching( Trig ) )
return true;
if( IsDefined( GetPlayers()[0] ) && !IsDefined( GetPlayers()[1] ) )
if( GetPlayers()[0] IsTouching( Trig ) )
return true;
return false;
}
![]() | Has released one or more maps to the UGX-Mods community. |

![]() | Has released one or more maps to the UGX-Mods community. |

![]() | Has released one or more maps to the UGX-Mods community. |

![]() | Has released one or more maps to the UGX-Mods community. |
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();
maps\_zombiemode_perks_black_ops::bo_perks_thread();
maps\triggerr::shootme();
maps\ee::ray_steps();
maps\count::main();
maps\gunre::main();
//thread anti_cheat();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();main()
{
thread shootme1();thread shootme2();thread shootme3();thread shootme4();thread shootme5();
}
![]() | Has released one or more maps to the UGX-Mods community. |
main()
{
thread shootme1();
thread shootme2();
thread shootme3();
thread shootme4();
thread shootme5();
}[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();
maps\_zombiemode_perks_black_ops::bo_perks_thread();
maps\triggerr::main();
maps\ee::ray_steps();
maps\count::main();
maps\gunre::main();
![]() | Has released one or more maps to the UGX-Mods community. |