iant's (player_index + vox_ammo_low error.

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Created 2532 days ago
by daedra descent
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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together until it compiles (with warnings)..."

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alright so recently i must have screwed with my gsc files, and it screwed things up so... yeah. below are the GSC files that i think are causing the problem.

#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_music;
#include maps\_zombiemode_utility;
#include maps\_busing;

#using_animtree( "generic_human" );

main(init_zombie_spawner_name)
{
   precache_shaders();
   precache_models();

   PrecacheItem( "fraggrenade" );
   PrecacheItem( "colt" );

   init_strings();
   init_levelvars();
   init_animscripts();
   init_sounds();
   init_shellshocks();
   init_flags();

   //Limit zombie to 24 max, must have for network purposes
   SetAILimit( 24 );
   // the initial spawners
   if( !IsDefined( init_zombie_spawner_name) )
   {
      level.enemy_spawns =       getEntArray( "zombie_spawner_init",    "targetname" );
   }
   else
   {
      level.enemy_spawns =       getEntArray( init_zombie_spawner_name,    "targetname" );
   }

   level.zombie_rise_spawners = [];

   //maps\_destructible_type94truck::init();

   level.custom_introscreen = ::zombie_intro_screen;
   level.custom_intermission = ::player_intermission;
   level.reset_clientdvars = ::onPlayerConnect_clientDvars;

   init_fx();


   // load map defaults
   maps\_load::main();

   level.hudelem_count = 0;
   // Call the other zombiemode scripts
   if( level.script == "nazi_zombie_sumpf" )
   {
      maps\_zombiemode_weapons_sumpf::init();
   }
   else
   {
      maps\_zombiemode_weapons::init();
   }
   maps\_zombiemode_blockers_new::init();
   maps\_zombiemode_spawner::init();
   maps\_zombiemode_powerups::init();
   maps\_zombiemode_radio::init();   
   maps\_zombiemode_perks::init();
   maps\_zombiemode_tesla::init();
   maps\_zombiemode_bowie::bowie_init();
   maps\_zombiemode_cymbal_monkey::init();
   maps\_zombiemode_betty::init();
   maps\_zombiemode_timer::init();
   maps\_zombiemode_auto_turret::init();
   
   /#
   maps\_zombiemode_devgui::init();
   #/

   init_utility();

   // register a client system...
   maps\_utility::registerClientSys("zombify";);

//   level thread coop_player_spawn_placement();

   // zombie ai and anim inits
   init_anims();

   if( isDefined( level.custom_ai_type ) )
   {
      for( i = 0; i < level.custom_ai_type.size; i++ )
      {
         [[ level.custom_ai_type ]]();
      }
   }
   

   // Sets up function pointers for animscripts to refer to
   level.playerlaststand_func = ::player_laststand;
   //   level.global_kill_func = maps\_zombiemode_spawner::zombie_death;
   level.global_damage_func = maps\_zombiemode_spawner::zombie_damage;
   level.global_damage_func_ads = maps\_zombiemode_spawner::zombie_damage_ads;
   level.overridePlayerKilled = ::player_killed_override;
   level.overridePlayerDamage = ::player_damage_override;
   
   level.melee_miss_func = maps\_zombiemode::zombiemode_melee_miss;

   if( !IsDefined( level.Player_Spawn_func ) )
   {
      level.Player_Spawn_func = ::coop_player_spawn_placement;
   }
   
   level thread [[level.Player_Spawn_func]]();
   // used to a check in last stand for players to become zombies
   level.is_zombie_level = true;
   level.player_becomes_zombie = ::zombify_player;

   // so we dont get the uber colt when we're knocked out
   level.laststandpistol = "colt";

   level.round_start_time = 0;

   level thread onPlayerConnect();

   init_dvars();
   initZombieLeaderboardData();


   flag_wait( "all_players_connected" );

   bbPrint( "sessions: mapname %s gametype zom isserver 1", level.script );

   
   
   //thread zombie_difficulty_ramp_up();

   // Start the Zombie MODE!
   level thread end_game();
   level thread round_start();
   level thread players_playing();
   if ( IsDefined( level.crawlers_enabled ) && level.crawlers_enabled == 1 )
   {
      level thread crawler_round_tracker();
   }

   //chrisp - adding spawning vo
   level thread spawn_vo();
   
   //add ammo tracker for VO
   level thread track_players_ammo_count();

   //level thread prevent_near_origin();

   DisableGrenadeSuicide();

   level.startInvulnerableTime = GetDvarInt( "player_deathInvulnerableTime" );

   // Do a SaveGame, so we can restart properly when we die
   SaveGame( "zombie_start", &"AUTOSAVE_LEVELSTART", "", true );

   // TESTING
   //   wait( 3 );
   //   level thread intermission();
   //   thread testing_spawner_bug();

   if(!IsDefined(level.eggs) )
   {
      level.eggs = 0;
   }
}

zombiemode_melee_miss()
{
   if( isDefined( self.enemy.curr_pay_turret ) )
   {
      self.enemy DoDamage( (60 / GetDvarFloat("player_damageMultiplier";)), self.origin, self, self );
   }
}

/*------------------------------------
chrisp - adding vo to track players ammo
------------------------------------*/
track_players_ammo_count()
{
   self endon("disconnect";);
   self endon("death";);
   if(!IsDefined (level.player_ammo_low))   
   {
      level.player_ammo_low = 0;
   }   
   if(!IsDefined(level.player_ammo_out))
   {
      level.player_ammo_out = 0;
   }
   while(1)
   {
      players = get_players();
      for(i=0;i<players.size;i++)
      {
   
         weap = players getcurrentweapon();
         //iprintln("current weapon: " + weap);
         //iprintlnbold(weap);
         //Excludes all Perk based 'weapons' so that you don't get low ammo spam.
         if(!isDefined(weap) || weap == "none" || weap == "zombie_perk_bottle_doubletap" || weap == "zombie_perk_bottle_jugg" || weap == "zombie_perk_bottle_revive" || weap == "zombie_perk_bottle_sleight" || weap == "mine_bouncing_betty" || weap == "syrette" || weap == "zombie_knuckle_crack" || weap == "zombie_bowie_flourish" )
         {
            continue;
         }
         //iprintln("checking ammo for " + weap);
         if ( players GetAmmoCount( weap ) > 5)
         {
            continue;
         }     
         if ( players maps\_laststand::player_is_in_laststand() )
         {           
            continue;
         }
         else if (players GetAmmoCount( weap ) < 5 && players GetAmmoCount( weap ) > 0)
         {
            if (level.player_ammo_low == 0)
            {
               level.player_ammo_low = 1;
               players thread add_low_ammo_dialog();     
               players thread ammo_dialog_timer();
               level waittill("send_dialog_reminder";);
               level.player_ammo_low = 0;
            }
   
         }
         else if (players GetAmmoCount( weap ) == 0)
         {   
            if(!isDefined(weap) || weap == "none";)
            {
               continue;   
            }           
            level.player_ammo_out = 1;
            players thread add_no_ammo_dialog( weap );
            //put in this wait to keep the game from spamming about being low on ammo.
            wait(20);
            level.player_ammo_out = 0;                                   
         }
         else
         {
            continue;
         }
      }
      wait(.5);
   }   
}
ammo_dialog_timer()
{
   level endon ("ammo_out";);
   while(1)
   {
      wait(20);
      level notify ("send_dialog_reminder";);   
     
   }   
   
}
add_low_ammo_dialog()
{
   index = maps\_zombiemode_weapons::get_player_index(self);   
   player_index = "plr_" + index + "_";
   if(!IsDefined (self.vox_ammo_low))
   {
      num_variants = maps\_zombiemode_spawner::get_number_





iants(player_index + "vox_ammo_low";);
      self.vox_ammo_low = [];
      for(i=0;i<num_variants;i++)
      {
         self.vox_ammo_low[self.vox_ammo_low.size] = "vox_ammo_low_" + i;   
      }
      self.vox_ammo_low_available = self.vox_ammo_low;     
   }   
   sound_to_play = random(self.vox_ammo_low_available);
   
   self.vox_ammo_low_available = array_remove(self.vox_ammo_low_available,sound_to_play);
   
   if (self.vox_ammo_low_available.size < 1 )
   {
      self.vox_ammo_low_available = self.vox_ammo_low;
   }
         
   self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, 0.25);   
   
   
   
}
add_no_ammo_dialog( weap )
{
   self endon( "disconnect" );

   // Let's pause here a couple of seconds to see if we're really out of ammo.
   // If you take a weapon, there's a second or two where your current weapon
   // will be set to no ammo while you switch to the new one.
   wait(2);

   curr_weap = self getcurrentweapon();
   if ( !IsDefined(curr_weap) || curr_weap != weap || self GetAmmoCount( curr_weap ) != 0 )
   {
      // False alarm
      return;
   }


   index = maps\_zombiemode_weapons::get_player_index(self);   
   player_index = "plr_" + index + "_";
   if(!IsDefined (self.vox_ammo_out))
   {
      num_variants = maps\_zombiemode_spawner::get_number_variants(player_index + "vox_ammo_out";);
      self.vox_ammo_out = [];
      for(i=0;i<num_variants;i++)
      {
         self.vox_ammo_out[self.vox_ammo_out.size] = "vox_ammo_out_" + i;   
      }
      self.vox_ammo_out_available = self.vox_ammo_out;     
   }   
   sound_to_play = random(self.vox_ammo_out_available);
   
   self.vox_ammo_out_available = array_remove(self.vox_ammo_out_available,sound_to_play);
   
   if (self.vox_ammo_out_available.size < 1 )
   {
      self.vox_ammo_out_available = self.vox_ammo_out;
   }

   self maps\_zombiemode_spawner::do_player_playdialog(player_index, sound_to_play, 0.25);   
   
   
   
}
/*------------------------------------
audio plays when more than 1 player connects
------------------------------------*/
spawn_vo()
{
   //not sure if we need this
   wait(1);
   
   players = getplayers();
   
   //just pick a random player for now and play some vo
   if(players.size > 1)
   {
      player = random(players);
      index = maps\_zombiemode_weapons::get_player_index(player);
      player thread spawn_vo_player(index,players.size);
   }

}

spawn_vo_player(index,num)
{
   sound = "plr_" + index + "_vox_" + num +"play";
   self playsound(sound, "sound_done";);         
   self waittill("sound_done";);
}

testing_spawner_bug()
{
   wait( 0.1 );
   level.round_number = 7;

   spawners = [];
   spawners[0] = GetEnt( "testy", "targetname" );
   while( 1 )
   {
      wait( 1 );
      level.enemy_spawns = spawners;
   }
}

precache_shaders()
{
   PrecacheShader( "hud_chalk_1" );
   PrecacheShader( "hud_chalk_2" );
   PrecacheShader( "hud_chalk_3" );
   PrecacheShader( "hud_chalk_4" );
   PrecacheShader( "hud_chalk_5" );
}

precache_models()
{
   precachemodel( "char_ger_honorgd_zomb_behead" );
   precachemodel( "char_ger_zombieeye" );
   PrecacheModel( "tag_origin" );
}

init_shellshocks()
{
   level.player_killed_shellshock = "zombie_death";
   PrecacheShellshock( level.player_killed_shellshock );
}

init_strings()
{
   PrecacheString( &"ZOMBIE_WEAPONCOSTAMMO" );
   PrecacheString( &"ZOMBIE_ROUND" );
   PrecacheString( &"SCRIPT_PLUS" );
   PrecacheString( &"ZOMBIE_GAME_OVER" );
   PrecacheString( &"ZOMBIE_SURVIVED_ROUND" );
   PrecacheString( &"ZOMBIE_SURVIVED_ROUNDS" );

   add_zombie_hint( "undefined", &"ZOMBIE_UNDEFINED" );

   // Random Treasure Chest
   add_zombie_hint( "default_treasure_chest_950", &"ZOMBIE_RANDOM_WEAPON_950" );

   // Barrier Pieces
   add_zombie_hint( "default_buy_barrier_piece_10", &"ZOMBIE_BUTTON_BUY_BACK_BARRIER_10" );
   add_zombie_hint( "default_buy_barrier_piece_20", &"ZOMBIE_BUTTON_BUY_BACK_BARRIER_20" );
   add_zombie_hint( "default_buy_barrier_piece_50", &"ZOMBIE_BUTTON_BUY_BACK_BARRIER_50" );
   add_zombie_hint( "default_buy_barrier_piece_100", &"ZOMBIE_BUTTON_BUY_BACK_BARRIER_100" );

   // REWARD Barrier Pieces
   add_zombie_hint( "default_reward_barrier_piece", &"ZOMBIE_BUTTON_REWARD_BARRIER" );
   add_zombie_hint( "default_reward_barrier_piece_10", &"ZOMBIE_BUTTON_REWARD_BARRIER_10" );
   add_zombie_hint( "default_reward_barrier_piece_20", &"ZOMBIE_BUTTON_REWARD_BARRIER_20" );
   add_zombie_hint( "default_reward_barrier_piece_30", &"ZOMBIE_BUTTON_REWARD_BARRIER_30" );
   add_zombie_hint( "default_reward_barrier_piece_40", &"ZOMBIE_BUTTON_REWARD_BARRIER_40" );
   add_zombie_hint( "default_reward_barrier_piece_50", &"ZOMBIE_BUTTON_REWARD_BARRIER_50" );

   // Debris
   add_zombie_hint( "default_buy_debris_100", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_100" );
   add_zombie_hint( "default_buy_debris_200", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_200" );
   add_zombie_hint( "default_buy_debris_250", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_250" );
   add_zombie_hint( "default_buy_debris_500", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_500" );
   add_zombie_hint( "default_buy_debris_750", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_750" );
   add_zombie_hint( "default_buy_debris_1000", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_1000" );
   add_zombie_hint( "default_buy_debris_1250", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_1250" );
   add_zombie_hint( "default_buy_debris_1500", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_1500" );
   add_zombie_hint( "default_buy_debris_1750", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_1750" );
   add_zombie_hint( "default_buy_debris_2000", &"ZOMBIE_BUTTON_BUY_CLEAR_DEBRIS_2000" );

   // Doors
   add_zombie_hint( "default_buy_door_100", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_100" );
   add_zombie_hint( "default_buy_door_200", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_200" );
   add_zombie_hint( "default_buy_door_250", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_250" );
   add_zombie_hint( "default_buy_door_500", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_500" );
   add_zombie_hint( "default_buy_door_750", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_750" );
   add_zombie_hint( "default_buy_door_1000", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_1000" );
   add_zombie_hint( "default_buy_door_1250", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_1250" );
   add_zombie_hint( "default_buy_door_1500", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_1500" );
   add_zombie_hint( "default_buy_door_1750", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_1750" );
   add_zombie_hint( "default_buy_door_2000", &"ZOMBIE_BUTTON_BUY_OPEN_DOOR_2000" );

   // Areas
   add_zombie_hint( "default_buy_area_100", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_100" );
   add_zombie_hint( "default_buy_area_200", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_200" );
   add_zombie_hint( "default_buy_area_250", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_250" );
   add_zombie_hint( "default_buy_area_500", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_500" );
   add_zombie_hint( "default_buy_area_750", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_750" );
   add_zombie_hint( "default_buy_area_1000", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_1000" );
   add_zombie_hint( "default_buy_area_1250", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_1250" );
   add_zombie_hint( "default_buy_area_1500", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_1500" );
   add_zombie_hint( "default_buy_area_1750", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_1750" );
   add_zombie_hint( "default_buy_area_2000", &"ZOMBIE_BUTTON_BUY_OPEN_AREA_2000" );
}

init_sounds()
{
   add_sound( "end_of_round", "round_over" );
   add_sound( "end_of_game", "mx_game_over" ); //Had to remove this and add a music state switch so that we can add other musical elements.
   add_sound( "chalk_one_up", "chalk" );
   add_sound( "purchase", "cha_ching" );
   add_sound( "no_purchase", "no_cha_ching" );

   // Zombification
   // TODO need to vary these up
   add_sound( "playerzombie_usebutton_sound", "attack_vocals" );
   add_sound( "playerzombie_attackbutton_sound", "attack_vocals" );
   add_sound( "playerzombie_adsbutton_sound", "attack_vocals" );

   // Head gib
   add_sound( "zombie_head_gib", "zombie_head_gib" );

   // Blockers
   add_sound( "rebuild_barrier_piece", "repair_boards" );
   add_sound( "rebuild_barrier_hover", "boards_float" );
   add_sound( "debris_hover_loop", "couch_loop" );
   add_sound( "break_barrier_piece", "break_boards" );
   add_sound("blocker_end_move", "board_slam";);
   add_sound( "barrier_rebuild_slam", "board_slam" );

   // Doors
   add_sound( "door_slide_open", "door_slide_open" );
   add_sound( "door_rotate_open", "door_slide_open" );

   // Debris
   add_sound( "debris_move", "weap_wall" );

   // Random Weapon Chest
   add_sound( "open_chest", "lid_open" );
   add_sound( "music_chest", "music_box" );
   add_sound( "close_chest", "lid_close" );

   // Weapons on walls
   add_sound( "weapon_show", "weap_wall" );

}

init_levelvars()
{
   level.intermission = false;
   level.dog_intermission = false;
   level.zombie_total = 0;
   level.no_laststandmissionfail = true;

   level.zombie_vars = [];

   // Default to not zombify the player till further support
   set_zombie_var( "zombify_player",                false );

   set_zombie_var( "below_world_check",             -1000 );

   // Respawn in the spectators in between rounds
   set_zombie_var( "spectators_respawn",             true );

   // Round   
   set_zombie_var( "zombie_use_failsafe",             true );
   set_zombie_var( "zombie_round_time",             30 );
   set_zombie_var( "zombie_between_round_time",       10 );
   set_zombie_var( "zombie_intermission_time",       15 );

   // Spawning
   set_zombie_var( "zombie_spawn_delay",             2 );

   

   // AI
   set_zombie_var( "zombie_health_increase",          100 );
   set_zombie_var( "zombie_health_increase_percent",    10,    100 );
   set_zombie_var( "zombie_health_start",             150 );
   set_zombie_var( "zombie_max_ai",                24 );
   set_zombie_var( "zombie_ai_per_player",          6);

   // Scoring
   set_zombie_var( "zombie_score_start",             1000 );
/#
   if( GetDvarInt( "zombie_cheat" ) >= 1 )
   {
      set_zombie_var( "zombie_score_start",          1000 );
   }
#/
   set_zombie_var( "zombie_score_kill",             200 );
   set_zombie_var( "zombie_score_damage",             5 );
   set_zombie_var( "zombie_score_bonus_melee",       80 );
   set_zombie_var( "zombie_score_bonus_head",          50 );
   set_zombie_var( "zombie_score_bonus_neck",          20 );
   set_zombie_var( "zombie_score_bonus_torso",       10 );
   set_zombie_var( "zombie_score_bonus_burn",          10 );

   set_zombie_var( "penalty_no_revive_percent",       10,    100 );
   set_zombie_var( "penalty_died_percent",          0,       100 );
   set_zombie_var( "penalty_downed_percent",          5,       100 );   

   set_zombie_var( "zombie_flame_dmg_point_delay",      500 );   

   if ( IsSplitScreen() )
   {
      set_zombie_var( "zombie_timer_offset",          280 );   // hud offsets
   }
}

init_dvars()
{
   level.zombiemode = true;

   //coder mod: tkeegan - new code dvar
   setSavedDvar( "zombiemode", "1" );
   SetDvar( "ui_gametype", "zom" );   
   setSavedDvar( "fire_world_damage", "0" );   
   setSavedDvar( "fire_world_damage_rate", "0" );   
   setSavedDvar( "fire_world_damage_duration", "0" );   

   if( GetDvar( "zombie_debug" ) == "" )
   {
      SetDvar( "zombie_debug", "0" );
   }

   if( GetDvar( "zombie_cheat" ) == "" )
   {
      SetDvar( "zombie_cheat", "0" );
   }
   
   if(getdvar("magic_chest_movable";) == "";)
   {
      SetDvar( "magic_chest_movable", "1" );
   }

   if(getdvar("magic_box_explore_only";) == "";)
   {
      SetDvar( "magic_box_explore_only", "1" );
   }

   SetDvar( "revive_trigger_radius", "120" );
}

initZombieLeaderboardData()
{
   // Initializing Leaderboard Stat Variables
   level.zombieLeaderboardStatVariable["nazi_zombie_prototype"]["highestwave"] = "nz_prototype_highestwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_prototype"]["timeinwave"] = "nz_prototype_timeinwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_prototype"]["totalpoints"] = "nz_prototype_totalpoints";

   level.zombieLeaderboardStatVariable["nazi_zombie_asylum"]["highestwave"] = "nz_asylum_highestwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_asylum"]["timeinwave"] = "nz_asylum_timeinwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_asylum"]["totalpoints"] = "nz_asylum_totalpoints";

   level.zombieLeaderboardStatVariable["nazi_zombie_sumpf"]["highestwave"] = "nz_sumpf_highestwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_sumpf"]["timeinwave"] = "nz_sumpf_timeinwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_sumpf"]["totalpoints"] = "nz_sumpf_totalpoints";

   level.zombieLeaderboardStatVariable["nazi_zombie_factory"]["highestwave"] = "nz_factory_highestwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_factory"]["timeinwave"] = "nz_factory_timeinwave";
   level.zombieLeaderboardStatVariable["nazi_zombie_factory"]["totalpoints"] = "nz_factory_totalpoints";

   // Initializing Leaderboard Number
   level.zombieLeaderboardNumber["nazi_zombie_prototype"]["waves"] = 13;
   level.zombieLeaderboardNumber["nazi_zombie_prototype"]["points"] = 14;

   level.zombieLeaderboardNumber["nazi_zombie_asylum"]["waves"] = 15;
   level.zombieLeaderboardNumber["nazi_zombie_asylum"]["points"] = 16;

   level.zombieLeaderboardNumber["nazi_zombie_sumpf"]["waves"] = 17;
   level.zombieLeaderboardNumber["nazi_zombie_sumpf"]["points"] = 18;

   level.zombieLeaderboardNumber["nazi_zombie_factory"]["waves"] = 19;
   level.zombieLeaderboardNumber["nazi_zombie_factory"]["points"] = 20;
}


init_flags()
{
   flag_init("spawn_point_override";);
   flag_init("electricity_on";);
   flag_init("crawler_round";);
}


init_fx()
{
   level._effect["wood_chunk_destory"]       = loadfx( "impacts/large_woodhit" );

   level._effect["edge_fog"]             = LoadFx( "env/smoke/fx_fog_zombie_amb" );
   level._effect["chest_light"]          = LoadFx( "env/light/fx_ray_sun_sm_short" );

   level._effect["eye_glow"]             = LoadFx( "misc/fx_zombie_eye_single" );

   level._effect["zombie_grain"]         = LoadFx( "misc/fx_zombie_grain_cloud" );

   level._effect["headshot"]             = LoadFX( "impacts/flesh_hit_head_fatal_lg_exit" );
   level._effect["headshot_nochunks"]       = LoadFX( "misc/fx_zombie_bloodsplat" );
   level._effect["bloodspurt"]          = LoadFX( "misc/fx_zombie_bloodspurt" );
   level._effect["tesla_head_light"]      = Loadfx( "maps/zombie/fx_zombie_tesla_neck_spurt";);

   level._effect["rise_burst_water"]      = LoadFx("maps/zombie/fx_zombie_body_wtr_burst";);
   level._effect["rise_billow_water"]   = LoadFx("maps/zombie/fx_zombie_body_wtr_billowing";);
   level._effect["rise_dust_water"]      = LoadFx("maps/zombie/fx_zombie_body_wtr_falling";);

   level._effect["rise_burst"]      = LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst";);
   level._effect["rise_billow"]   = LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing";);
   level._effect["rise_dust"]      = LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling";);   

   // Flamethrower
   level._effect["character_fire_pain_sm"]                    = loadfx( "env/fire/fx_fire_player_sm_1sec" );
   level._effect["character_fire_death_sm"]                   = loadfx( "env/fire/fx_fire_player_md" );
   level._effect["character_fire_death_torso"]             = loadfx( "env/fire/fx_fire_player_torso" );
}

// zombie specific anims

init_standard_zombie_anims()
{
   // deaths
   level.scr_anim["zombie"]["death1"]    = %ai_zombie_death_v1;
   level.scr_anim["zombie"]["death2"]    = %ai_zombie_death_v2;
   level.scr_anim["zombie"]["death3"]    = %ai_zombie_crawl_death_v1;
   level.scr_anim["zombie"]["death4"]    = %ai_zombie_crawl_death_v2;

   // run cycles
   
   level.scr_anim["zombie"]["walk1"]    = %ai_zombie_walk_v1;
   level.scr_anim["zombie"]["walk2"]    = %ai_zombie_walk_v2;
   level.scr_anim["zombie"]["walk3"]    = %ai_zombie_walk_v3;
   level.scr_anim["zombie"]["walk4"]    = %ai_zombie_walk_v4;

   level.scr_anim["zombie"]["run1"]    = %ai_zombie_walk_fast_v1;
   level.scr_anim["zombie"]["run2"]    = %ai_zombie_walk_fast_v2;
   level.scr_anim["zombie"]["run3"]    = %ai_zombie_walk_fast_v3;
   level.scr_anim["zombie"]["run4"]    = %ai_zombie_run_v2;
   level.scr_anim["zombie"]["run5"]    = %ai_zombie_run_v4;
   level.scr_anim["zombie"]["run6"]    = %ai_zombie_run_v3;
   //level.scr_anim["zombie"]["run4"]    = %ai_zombie_run_v1;
   //level.scr_anim["zombie"]["run6"]    = %ai_zombie_run_v4;

   level.scr_anim["zombie"]["sprint1"] = %ai_zombie_sprint_v1;
   level.scr_anim["zombie"]["sprint2"] = %ai_zombie_sprint_v2;
   level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v1;
   level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v2;
   //level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v3;
   //level.scr_anim["zombie"]["sprint3"] = %ai_zombie_sprint_v4;
   //level.scr_anim["zombie"]["sprint4"] = %ai_zombie_sprint_v5;

   // run cycles in prone
   level.scr_anim["zombie"]["crawl1"]    = %ai_zombie_crawl;
   level.scr_anim["zombie"]["crawl2"]    = %ai_zombie_crawl_v1;
   level.scr_anim["zombie"]["crawl3"]    = %ai_zombie_crawl_v2;
   level.scr_anim["zombie"]["crawl4"]    = %ai_zombie_crawl_v3;
   level.scr_anim["zombie"]["crawl5"]    = %ai_zombie_crawl_v4;
   level.scr_anim["zombie"]["crawl6"]    = %ai_zombie_crawl_v5;
   level.scr_anim["zombie"]["crawl_hand_1"] = %ai_zombie_walk_on_hands_a;
   level.scr_anim["zombie"]["crawl_hand_2"] = %ai_zombie_walk_on_hands_b;



   
   level.scr_anim["zombie"]["crawl_sprint1"]    = %ai_zombie_crawl_sprint;
   level.scr_anim["zombie"]["crawl_sprint2"]    = %ai_zombie_crawl_sprint_1;
   level.scr_anim["zombie"]["crawl_sprint3"]    = %ai_zombie_crawl_sprint_2;

   if( !isDefined( level._zombie_melee ) )
   {
      level._zombie_melee = [];
   }
   if( !isDefined( level._zombie_walk_melee ) )
   {
      level._zombie_walk_melee = [];
   }
   if( !isDefined( level._zombie_run_melee ) )
   {
      level._zombie_run_melee = [];
   }

   level._zombie_melee["zombie"] = [];
   level._zombie_walk_melee["zombie"] = [];
   level._zombie_run_melee["zombie"] = [];

   level._zombie_melee["zombie"][0]             = %ai_zombie_attack_forward_v1;
   level._zombie_melee["zombie"][1]             = %ai_zombie_attack_forward_v2;
   level._zombie_melee["zombie"][2]             = %ai_zombie_attack_v1;
   level._zombie_melee["zombie"][3]             = %ai_zombie_attack_v2;   
   level._zombie_melee["zombie"][4]            = %ai_zombie_attack_v1;
   level._zombie_melee["zombie"][5]            = %ai_zombie_attack_v4;
   level._zombie_melee["zombie"][6]            = %ai_zombie_attack_v6;   
   level._zombie_run_melee["zombie"][0]            =   %ai_zombie_run_attack_v1;
   level._zombie_run_melee["zombie"][1]            =   %ai_zombie_run_attack_v2;
   level._zombie_run_melee["zombie"][2]            =   %ai_zombie_run_attack_v3;
   level.scr_anim["zombie"]["walk5"]    = %ai_zombie_walk_v6;
   level.scr_anim["zombie"]["walk6"]    = %ai_zombie_walk_v7;
   level.scr_anim["zombie"]["walk7"]    = %ai_zombie_walk_v8;
   level.scr_anim["zombie"]["walk8"]    = %ai_zombie_walk_v9;

   if( isDefined( level.zombie_anim_override ) )
   {
      [[ level.zombie_anim_override ]]();
   }

   level._zombie_walk_melee["zombie"][0]         = %ai_zombie_walk_attack_v1;
   level._zombie_walk_melee["zombie"][1]         = %ai_zombie_walk_attack_v2;
   level._zombie_walk_melee["zombie"][2]         = %ai_zombie_walk_attack_v3;
   level._zombie_walk_melee["zombie"][3]         = %ai_zombie_walk_attack_v4;

   // melee in crawl
   if( !isDefined( level._zombie_melee_crawl ) )
   {
      level._zombie_melee_crawl = [];
   }
   level._zombie_melee_crawl["zombie"] = [];
   level._zombie_melee_crawl["zombie"][0]       = %ai_zombie_attack_crawl;
   level._zombie_melee_crawl["zombie"][1]       = %ai_zombie_attack_crawl_lunge;

   if( !isDefined( level._zombie_stumpy_melee ) )
   {
      level._zombie_stumpy_melee = [];
   }
   level._zombie_stumpy_melee["zombie"] = [];
   level._zombie_stumpy_melee["zombie"][0] = %ai_zombie_walk_on_hands_shot_a;
   level._zombie_stumpy_melee["zombie"][1] = %ai_zombie_walk_on_hands_shot_b;
   //level._zombie_melee_crawl["zombie"][2]      = %ai_zombie_crawl_attack_A;

   // tesla deaths
   if( !isDefined( level._zombie_tesla_death ) )
   {
      level._zombie_tesla_death = [];
   }
   level._zombie_tesla_death["zombie"] = [];
   level._zombie_tesla_death["zombie"][0] = %ai_zombie_tesla_death_a;
   level._zombie_tesla_death["zombie"][1] = %ai_zombie_tesla_death_b;
   level._zombie_tesla_death["zombie"][2] = %ai_zombie_tesla_death_c;
   level._zombie_tesla_death["zombie"][3] = %ai_zombie_tesla_death_d;
   level._zombie_tesla_death["zombie"][4] = %ai_zombie_tesla_death_e;

   if( !isDefined( level._zombie_tesla_crawl_death ) )
   {
      level._zombie_tesla_crawl_death = [];
   }
   level._zombie_tesla_crawl_death["zombie"] = [];
   level._zombie_tesla_crawl_death["zombie"][0] = %ai_zombie_tesla_crawl_death_a;
   level._zombie_tesla_crawl_death["zombie"][1] = %ai_zombie_tesla_crawl_death_b;

   // deaths
   if( !isDefined( level._zombie_deaths ) )
   {
      level._zombie_deaths = [];
   }
   level._zombie_deaths["zombie"] = [];
   level._zombie_deaths["zombie"][0] = %ch_dazed_a_death;
   level._zombie_deaths["zombie"][1] = %ch_dazed_b_death;
   level._zombie_deaths["zombie"][2] = %ch_dazed_c_death;
   level._zombie_deaths["zombie"][3] = %ch_dazed_d_death;

   /*
   ground crawl
   */

   if( !isDefined( level._zombie_rise_anims ) )
   {
      level._zombie_rise_anims = [];
   }

   // set up the arrays
   level._zombie_rise_anims["zombie"] = [];

   //level._zombie_rise_anims["zombie"][1]["walk"][0]      = %ai_zombie_traverse_ground_v1_crawl;
   level._zombie_rise_anims["zombie"][1]["walk"][0]      = %ai_zombie_traverse_ground_v1_walk;

   //level._zombie_rise_anims["zombie"][1]["run"][0]      = %ai_zombie_traverse_ground_v1_crawlfast;
   level._zombie_rise_anims["zombie"][1]["run"][0]      = %ai_zombie_traverse_ground_v1_run;

   level._zombie_rise_anims["zombie"][1]["sprint"][0]   = %ai_zombie_traverse_ground_climbout_fast;

   //level._zombie_rise_anims["zombie"][2]["walk"][0]      = %ai_zombie_traverse_ground_v2_walk;   //!broken
   level._zombie_rise_anims["zombie"][2]["walk"][0]      = %ai_zombie_traverse_ground_v2_walk_altA;
   //level._zombie_rise_anims["zombie"][2]["walk"][2]      = %ai_zombie_traverse_ground_v2_walk_altB;//!broken

   // ground crawl death
   if( !isDefined( level._zombie_rise_death_anims ) )
   {
      level._zombie_rise_death_anims = [];
   }
   
   level._zombie_rise_death_anims["zombie"] = [];

   level._zombie_rise_death_anims["zombie"][1]["in"][0]      = %ai_zombie_traverse_ground_v1_deathinside;
   level._zombie_rise_death_anims["zombie"][1]["in"][1]      = %ai_zombie_traverse_ground_v1_deathinside_alt;

   level._zombie_rise_death_anims["zombie"][1]["out"][0]      = %ai_zombie_traverse_ground_v1_deathoutside;
   level._zombie_rise_death_anims["zombie"][1]["out"][1]      = %ai_zombie_traverse_ground_v1_deathoutside_alt;

   level._zombie_rise_death_anims["zombie"][2]["in"][0]      = %ai_zombie_traverse_ground_v2_death_low;
   level._zombie_rise_death_anims["zombie"][2]["in"][1]      = %ai_zombie_traverse_ground_v2_death_low_alt;

   level._zombie_rise_death_anims["zombie"][2]["out"][0]      = %ai_zombie_traverse_ground_v2_death_high;
   level._zombie_rise_death_anims["zombie"][2]["out"][1]      = %ai_zombie_traverse_ground_v2_death_high_alt;
   
   //taunts
   if( !isDefined( level._zombie_run_taunt ) )
   {
      level._zombie_run_taunt = [];
   }
   if( !isDefined( level._zombie_board_taunt ) )
   {
      level._zombie_board_taunt = [];
   }
   level._zombie_run_taunt["zombie"] = [];
   level._zombie_board_taunt["zombie"] = [];
   
   //level._zombie_taunt["zombie"][0] = %ai_zombie_taunts_1;
   //level._zombie_taunt["zombie"][1] = %ai_zombie_taunts_4;
   //level._zombie_taunt["zombie"][2] = %ai_zombie_taunts_5b;
   //level._zombie_taunt["zombie"][3] = %ai_zombie_taunts_5c;
   //level._zombie_taunt["zombie"][4] = %ai_zombie_taunts_5d;
   //level._zombie_taunt["zombie"][5] = %ai_zombie_taunts_5e;
   //level._zombie_taunt["zombie"][6] = %ai_zombie_taunts_5f;
   //level._zombie_taunt["zombie"][7] = %ai_zombie_taunts_7;
   //level._zombie_taunt["zombie"][8] = %ai_zombie_taunts_9;
   //level._zombie_taunt["zombie"][8] = %ai_zombie_taunts_11;
   //level._zombie_taunt["zombie"][8] = %ai_zombie_taunts_12;
   
   level._zombie_board_taunt["zombie"][0] = %ai_zombie_taunts_4;
   level._zombie_board_taunt["zombie"][1] = %ai_zombie_taunts_7;
   level._zombie_board_taunt["zombie"][2] = %ai_zombie_taunts_9;
   level._zombie_board_taunt["zombie"][3] = %ai_zombie_taunts_5b;
   level._zombie_board_taunt["zombie"][4] = %ai_zombie_taunts_5c;
   level._zombie_board_taunt["zombie"][5] = %ai_zombie_taunts_5d;
   level._zombie_board_taunt["zombie"][6] = %ai_zombie_taunts_5e;
   level._zombie_board_taunt["zombie"][7] = %ai_zombie_taunts_5f;
}

init_anims()
{
   init_standard_zombie_anims();
}

// Initialize any animscript related variables
init_animscripts()
{
   // Setup the animscripts, then override them (we call this just incase an AI has not yet spawned)
   animscripts\init::firstInit();

   anim.idleAnimArray      ["stand"] = [];
   anim.idleAnimWeights   ["stand"] = [];
   anim.idleAnimArray      ["stand"][0][0]    = %ai_zombie_idle_v1_delta;
   anim.idleAnimWeights   ["stand"][0][0]    = 10;

   anim.idleAnimArray      ["crouch"] = [];
   anim.idleAnimWeights   ["crouch"] = [];   
   anim.idleAnimArray      ["crouch"][0][0]    = %ai_zombie_idle_crawl_delta;
   anim.idleAnimWeights   ["crouch"][0][0]    = 10;
}

// Handles the intro screen
zombie_intro_screen( string1, string2, string3, string4, string5 )
{
   flag_wait( "all_players_connected" );

   wait( 1 );

   //TUEY Set music state to Splash Screencompass
   setmusicstate( "SPLASH_SCREEN" );
   wait (0.2);
   //TUEY Set music state to WAVE_1
   //   setmusicstate("WAVE_1";);
}

players_playing()
{
   // initialize level.players_playing
   players = get_players();
   level.players_playing = players.size;

   wait( 20 );

   players = get_players();
   level.players_playing = players.size;
}

//
// NETWORK SECTION ====================================================================== //
//

watchGrenadeThrow()
{
   self endon( "disconnect" );
   self endon( "death" );

   while(1)
   {
      self waittill("grenade_fire", grenade);

      if(isdefined(grenade))
      {
         if(self maps\_laststand::player_is_in_laststand())
         {
            grenade delete();
         }
      }
   }
}

onPlayerConnect()
{
   for( ;; )
   {
      level waittill( "connecting", player );

      player.entity_num = player GetEntityNumber();
      player thread onPlayerSpawned();
      player thread onPlayerDisconnect();
      player thread player_revive_monitor();

      //player thread watchGrenadeThrow();

      player.score = level.zombie_vars["zombie_score_start"];
      player.score_total = player.score;
      player.old_score = player.score;

      player.is_zombie = false;
      player.initialized = false;
      player.zombification_time = 0;
   }
}

onPlayerConnect_clientDvars()
{
   self SetClientDvars( "cg_deadChatWithDead", "1",
      "cg_deadChatWithTeam", "1",
      "cg_deadHearTeamLiving", "1",
      "cg_deadHearAllLiving", "1",
      "cg_everyoneHearsEveryone", "1",
      "compass", "0",
      "hud_showStance", "0",
      "cg_thirdPerson", "0",
      "cg_fov", "65",
      "cg_thirdPersonAngle", "0",
      "ammoCounterHide", "0",
      "miniscoreboardhide", "0",
      "ui_hud_hardcore", "0" );

   self SetDepthOfField( 0, 0, 512, 4000, 4, 0 );
}

onPlayerDisconnect()
{
   self waittill( "disconnect" );
   self remove_from_spectate_list();
}

onPlayerSpawned()
{
   self endon( "disconnect" );

   for( ;; )
   {
      self waittill( "spawned_player" );

     

      self SetClientDvars( "cg_thirdPerson", "0",
         "cg_fov", "65",
         "cg_thirdPersonAngle", "0" );

      self SetDepthOfField( 0, 0, 512, 4000, 4, 0 );

      self add_to_spectate_list();

      if( isdefined( self.initialized ) )
      {
         if( self.initialized == false )
         {
            self.initialized = true;
            //            self maps\_zombiemode_score::create_player_score_hud();

            // set the initial score on the hud     
            self maps\_zombiemode_score::set_player_score_hud( true );
            self thread player_zombie_breadcrumb();

            //Init stat tracking variables
            self.stats["kills"] = 0;
            self.stats["score"] = 0;
            self.stats["downs"] = 0;
            self.stats["revives"] = 0;
            self.stats["perks"] = 0;
            self.stats["headshots"] = 0;
            self.stats["zombie_gibs"] = 0;
         }
      }
   }
}


//
//   Keep track of players going down and getting revived
player_revive_monitor()
{
   self endon( "disconnect" );

   while (1)
   {
      self waittill( "player_revived", reviver );   

      if ( IsDefined(reviver) )
      {
         // Check to see how much money you lost from being down.
         points = self.score_lost_when_downed;
         if ( points > 300 )
         {
            points = 300;
         }
         reviver maps\_zombiemode_score::add_to_player_score( points );
         self.score_lost_when_downed = 0;
      }
   }
}


player_laststand()
{
   self maps\_zombiemode_score::player_downed_penalty();

   if( IsDefined( self.intermission ) && self.intermission )
   {
      maps\_challenges_coop::doMissionCallback( "playerDied", self );

      level waittill( "forever" );
   }
}

spawnSpectator()
{
   self endon( "disconnect" );
   self endon( "spawned_spectator" );
   self notify( "spawned" );
   self notify( "end_respawn" );

   if( level.intermission )
   {
      return;
   }

   if( IsDefined( level.no_spectator ) && level.no_spectator )
   {
      wait( 3 );
      ExitLevel();
   }

   // The check_for_level_end looks for this
   self.is_zombie = true;

   // Remove all reviving abilities
   self notify ( "zombified" );

   if( IsDefined( self.revivetrigger ) )
   {
      self.revivetrigger delete();
      self.revivetrigger = undefined;
   }

   self.zombification_time = getTime(); //set time when player died

   resetTimeout();

   // Stop shellshock and rumble
   self StopShellshock();
   self StopRumble( "damage_heavy" );

   self.sessionstate = "spectator";
   self.spectatorclient = -1;

   self remove_from_spectate_list();

   self.maxhealth = self.health;
   self.shellshocked = false;
   self.inWater = false;
   self.friendlydamage = undefined;
   self.hasSpawned = true;
   self.spawnTime = getTime();
   self.afk = false;

   println( "*************************Zombie Spectator***" );
   self detachAll();

   self setSpectatePermissions( true );
   self thread spectator_thread();

   self Spawn( self.origin, self.angles );
   self notify( "spawned_spectator" );
}

setSpectatePermissions( isOn )
{
   self AllowSpectateTeam( "allies", isOn );
   self AllowSpectateTeam( "axis", false );
   self AllowSpectateTeam( "freelook", false );
   self AllowSpectateTeam( "none", false );   
}

spectator_thread()
{
   self endon( "disconnect" );
   self endon( "spawned_player" );

   if( IsSplitScreen() )
   {
      last_alive = undefined;
      players = get_players();

      for( i = 0; i < players.size; i++ )
      {
         if( !players.is_zombie )
         {
            last_alive = players;
         }
      }

      share_screen( last_alive, true );

      return;
   }

   self thread spectator_toggle_3rd_person();
}

spectator_toggle_3rd_person()
{
   self endon( "disconnect" );
   self endon( "spawned_player" );

   third_person = true;
   self set_third_person( true );
   //   self NotifyOnCommand( "toggle_3rd_person", "weapnext" );

   //   while( 1 )
   //   {
   //      self waittill( "toggle_3rd_person" );
   //
   //      if( third_person )
   //      {
   //         third_person = false;
   //         self set_third_person( false );
   //         wait( 0.5 );
   //      }
   //      else
   //      {
   //         third_person = true;
   //         self set_third_person( true );
   //         wait( 0.5 );
   //      }
   //   }
}


set_third_person( value )
{
   if( value )
   {
      self SetClientDvars( "cg_thirdPerson", "1",
         "cg_fov", "40",
         "cg_thirdPersonAngle", "354" );

      self setDepthOfField( 0, 128, 512, 4000, 6, 1.8 );
   }
   else
   {
      self SetClientDvars( "cg_thirdPerson", "0",
         "cg_fov", "65",
         "cg_thirdPersonAngle", "0" );

      self setDepthOfField( 0, 0, 512, 4000, 4, 0 );
   }
}

spectators_respawn()
{
   level endon( "between_round_over" );

   if( !IsDefined( level.zombie_vars["spectators_respawn"] ) || !level.zombie_vars["spectators_respawn"] )
   {
      return;
   }

   if( !IsDefined( level.custom_spawnPlayer ) )
   {
      // Custom spawn call for when they respawn from spectator
      level.custom_spawnPlayer = ::spectator_respawn;
   }

   while( 1 )
   {
      players = get_players();
      for( i = 0; i < players.size; i++ )
      {
         if( players.sessionstate == "spectator" )
         {
            players [[level.spawnPlayer]]();
            if( isDefined( players.has_altmelee ) && players.has_altmelee )
            {
               players SetPerk( "specialty_altmelee" );
            }
            if (isDefined(level.script) && level.round_number > 6 && players.score < 1500)
            {
               players.old_score = players.score;
               players.score = 1500;
               players maps\_zombiemode_score::set_player_score_hud();
            }
         }
      }

      wait( 1 );
   }
}

spectator_respawn()
{
   println( "*************************Respawn Spectator***" );
   assert( IsDefined( self.spectator_respawn ) );

   origin = self.spectator_respawn.origin;
   angles = self.spectator_respawn.angles;

   self setSpectatePermissions( false );

   new_origin = undefined;
   
   
   new_origin = check_for_valid_spawn_near_team( self );
   

   
broken avatar :(
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Location: br
Date Registered: 4 August 2012
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are you using a der riese gsc for a prototype map?
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☭ Soviet Commander ☭
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same gsc i have bean using... der reise.
Last Edit: August 16, 2012, 03:16:16 am by daedra descent
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If Java had true garbage collection, most programs would delete themselves upon execution.
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Your code exceeded the maximum character count for a post and got cut off - I have extended the maximum amount, please re-paste your GSC into the first post.
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☭ Soviet Commander ☭
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Your code exceeded the maximum character count for a post and got cut off - I have extended the maximum amount, please re-paste your GSC into the first post.

i just replaced my .gscs and started over. so its all good now.
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i just replaced my .gscs and started over. so its all good now.
Alrighty

 

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