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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
#include maps\_weather;
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_isle_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_isle_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 = "^2RebelBase^11997";
// 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 = false;
// 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 = false;
// _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 = false;
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\ugx_weather_handle::init();
maps\ugx_easy_fx::fx_setup();
preCacheModel ("zombie_zapper_cagelight_red");
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();
maps\_zombiemode::main();
maps\gun_bob::main();
level thread maps\ugx_easy_fx::fx_start();
thread maps\ugx_weather_handle::think();
thread unlockFactory();
thread maps\nazi_zombie_sumpf_zipline::initZipline();
thread ee_test();
thread maps\zom_counter::zom_counter_bc();
thread packapunch_wall_remove();
thread give_ammo();
level._effect["lightning_strike"] = LoadFX( "maps/ber2/fx_ber2_lightning_flash" );
level._effect["rain_heavy_cloudtype"] = LoadFX( "weather/rain_heavy_cloudtype" );
level._effect["rain_10"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_9"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_8"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_7"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_6"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_5"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_4"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_3"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_2"] = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_1"] = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_0"] = LoadFX( "env/weather/fx_rain_sys_lght" );
thread weather_control();
thread teleporter_unlock();
level.give_ammo = 0;
ammo_trigs = getentarray("give_ammo","targetname");
array_thread(ammo_trigs,::give_ammo);
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}
dlc3_zone_init()
{
/*
=============
///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" );
add_adjacent_zone( "outside_under_bridge", "start_zone", "enter_outside" );
add_adjacent_zone( "cargo_area", "outside_under_bridge", "enter_cargo_area" );
add_adjacent_zone( "dead_garden", "cargo_area", "enter_dead_garden" );
add_adjacent_zone( "house_area", "dead_garden", "enter_house" );
add_adjacent_zone( "house1_area", "house_area", "enter_house1" );
add_adjacent_zone( "house_roof", "house1_area", "enter_roof" );
add_adjacent_zone( "factory_garbage", "cargo_area", "enter_factory" );
add_adjacent_zone( "castle", "factory_garbage", "enter_castle");
add_adjacent_zone( "castle_library", "castle", "enter_castle_library");
add_adjacent_zone( "hangar_bay", "castle", "enter_hangar" );
add_adjacent_zone( "catwalk", "house_roof", "enter_catwalk" );
}
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
// level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}
give_ammo()
{
while(1)
{
who = undefined;
cost = 750;
string = "Press &&1 to buy ammo [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);
}
}
unlockFactory()
{
boxes_left = 10;
box_01 = getEnt("box_1", "targetname");
box_02 = getEnt("box_2", "targetname");
box_03 = getEnt("box_3", "targetname");
box_04 = getEnt("box_4", "targetname");
box_05 = getEnt("box_5", "targetname");
box_06 = getEnt("box_6", "targetname");
box_07 = getEnt("box_7", "targetname");
box_08 = getEnt("box_8", "targetname");
box_09 = getEnt("box_9", "targetname");
box_010 = getEnt("box_10", "targetname");
box_playerclip = getEnt("box_clip", "targetname");
gate_control_panel = getEnt("gate_control", "targetname");
key_model = getEnt("factory_key_model", "targetname");
key_trigger = getEnt("factory_key_trigger", "targetname");
factory_locked_door = getEnt("gate_lock", "targetname");
factory_locked_note = getEnt("gate_lock_note", "targetname");
gate = getEnt("gate_brushmodel", "targetname");
key_trigger waittill("trigger", player);
key_model delete();
key_trigger delete();
if(boxes_left==10)
{
iprintln("^2Gate will unlock in ^110");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_01 delete();
boxes_left--;
wait 1;
}
if(boxes_left==9)
{
iprintln("^19");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_02 delete();
boxes_left--;
wait 1;
}
if(boxes_left==8)
{
iprintln("^18");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_03 delete();
boxes_left--;
wait 1;
}
if(boxes_left==7)
{
iprintln("^17");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_04 delete();
boxes_left--;
wait 1;
}
if(boxes_left==6)
{
iprintln("^16");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_05 delete();
boxes_left--;
wait 1;
}
if(boxes_left==5)
{
iprintln("^15");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_06 delete();
boxes_left--;
wait 1;
}
if(boxes_left==4)
{
iprintln("^14");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_07 delete();
boxes_left--;
wait 1;
}
if(boxes_left==3)
{
iprintln("^13");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_08 delete();
boxes_left--;
wait 1;
}
if(boxes_left==2)
{
iprintln("^12");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_09 delete();
boxes_left--;
wait 1;
}
if(boxes_left==1)
{
iprintln("^11");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_010 delete();
box_playerclip delete();
gate delete();
factory_locked_door delete();
factory_locked_note delete();
iprintln("21Gate unlocked!!");
}
}
ee_test()
{
toilets_shot = 0;
toilet_trig_0 = getEnt("ee_toilet_0", "targetname");
toilet_0_char = getEnt("ee_toilet_char", "targetname");
toilet_0 = getEnt("ee_toilet_model", "targetname");
toilet_trig_0 waittill("trigger", player);
if(toilets_shot==0)
{
toilet_0_char delete();
toilet_0 setModel("static_berlin_toilet_d");
}
}
packapunch_wall_remove()
{
wall_removed = 0;
easter_egg_head = getEnt("easter_egg_trigger", "targetname");
pap_wall = getEnt("pap_room_wall", "targetname");
wall_removed++;
if(wall_removed==1)
{
easter_egg_head waittill("trigger", player);
wait 0.5;
pap_wall delete();
iprintln("^2Wall Removed!");
}
}
weather_control()
{
rainInit( "hard" ); // get rain going
level thread rainEffectChange( 9, 0.1 ); // tweak initial rain strength
thread playerWeather(); // make the actual rain effect generate around the players
addLightningExploder( 10000 );
addLightningExploder( 10001 );
addLightningExploder( 10002 );
addLightningExploder( 10003 );
addLightningExploder( 10004 );
addLightningExploder( 10005 );
level.nextLightning = GetTime() + 1;
thread lightning( ::lightning_normal, ::lightning_flash );
}
lightning_normal()
{
wait( 0.05 );
ResetSunLight();
setVolFog(250, 750, 400, -128, 0.44, 0.52, 0.44, 0);
}
lightning_flash()
{
SetSunLight( 4, 4, 4.5 );
setVolFog(250, 550, 400, -128, 0.6, 0.6, 0.7, 0);
SetSunLight( 1, 1, 1.5 );
setVolFog(250, 550, 400, -128, 0.45, 0.45, 0.5, 0);
wait( 0.0014 );
SetSunLight( 3, 3, 3.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
SetSunLight( 2, 2, 2.5 );
setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);
SetSunLight( 1.5, 1.5, 2 );
setVolFog(250, 550, 400, -128, 0.7, 0.7, 0.75, 0);
wait( 0.0010 );
SetSunLight( 1, 1, 1.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
SetSunLight( 5, 5, 5.5 );
setVolFog(250, 550, 400, -128, 0.5, 0.5, 0.55, 0);
wait( 0.0011 );
SetSunLight( 4, 4, 4.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
SetSunLight( 1, 1, 1.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
wait( 0.0015 );
SetSunLight( 2.5, 2.5, 3 );
setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);
}
teleporter_unlock()
{
teleport_box = getEntArray("teleporter_block_box", "targetname");
box_control = getEnt("teleport_box_button", "targetname");
box_control waittill("trigger", player);
for(i=0;i<teleport_box.size;i++)
{
iprintln("Now get to the hangar bay and beam aboard the CIS flagship!");
teleport_box[i] delete();
}
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |