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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | 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. |
Zm_usermap was updated
Delete the copies you have in usermaps/yourmap/scripts/zm
Get the new ones from raw and reapply your changes
![]() | 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. |
I said, I already done that.
Did you read the post, or the title?
advice
If you want help - don't give attitude to the person trying to help you
I KNOW that's the solution as I investigated just last night - you prob copied the OLD usermap gsc again
This has been the exact cause for everyone I've spoken to since the update - and if you compare the gscs you'll see exactly WHY
![]() | 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. |
#using scripts\codescripts\struct;
#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;
#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;
#insert scripts\zm\_zm_utility.gsh;
#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;
//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_electric_cherry;
#using scripts\zm\_zm_perk_widows_wine;
//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
#using scripts\zm\_zm_powerup_weapon_minigun;
// Weapons
#using scripts\zm\_zm_weap_bowie;
#using scripts\zm\_zm_weap_bouncingbetty;
#using scripts\zm\_zm_weap_cymbal_monkey;
#using scripts\zm\_zm_weap_tesla;
#using scripts\zm\_zm_weap_rocketshield;
#using scripts\zm\_zm_weap_gravityspikes;
#using scripts\zm\_zm_weap_annihilator;
#using scripts\zm\_zm_weap_thundergun;
#using scripts\zm\_zm_weap_octobomb;
#using scripts\zm\_zm_weap_raygun_mark3;
//Traps
#using scripts\zm\_zm_trap_electric;
// AI
#using scripts\shared\ai\zombie;
#using scripts\shared\ai\behavior_zombie_dog;
#using scripts\shared\ai\zombie_utility;
#using scripts\zm\_zm_ai_dogs;
#using scripts\zm\zm_usermap_ai;
#precache( "fx", "misc/fx_zombie_eye_single" );
#precache( "fx", "impacts/fx_flesh_hit" );
#precache( "fx", "misc/fx_zombie_bloodsplat" );
#precache( "fx", "misc/fx_zombie_bloodspurt" );
#precache( "fx", "weapon/bullet/fx_flesh_gib_fatal_01" );
#precache( "fx", "trail/fx_trail_blood_streak" );
#precache( "fx", "zombie/fx_glow_eye_orange" );
#precache( "fx", "zombie/fx_bul_flesh_head_fatal_zmb" );
#precache( "fx", "zombie/fx_bul_flesh_head_nochunks_zmb" );
#precache( "fx", "zombie/fx_bul_flesh_neck_spurt_zmb" );
#precache( "fx", "zombie/fx_blood_torso_explo_zmb" );
#precache( "fx", "trail/fx_trail_blood_streak" );
#precache( "fx", "electric/fx_elec_sparks_directional_orange" );
#namespace zm_usermap;
//*****************************************************************************
// MAIN
//*****************************************************************************
function autoexec opt_in()
{
DEFAULT(level.aat_in_use,true);
DEFAULT(level.bgb_in_use,true);
}
function autoexec init_fx()
{
clientfield::register( "clientuimodel", "player_lives", VERSION_SHIP, 2, "int" );
}
function main()
{
level._uses_default_wallbuy_fx = 1;
startingWeapon = "pistol_revolver38";
weapon = getWeapon(startingWeapon);
level.start_weapon = (weapon);
level.perk_purchase_limit = 9;
level.player_starting_points = 300;
zm::init_fx();
level util::set_lighting_state( 1 );
level._effect["eye_glow"] = "zombie/fx_glow_eye_orange";
level._effect["headshot"] = "zombie/fx_bul_flesh_head_fatal_zmb";
level._effect["headshot_nochunks"] = "zombie/fx_bul_flesh_head_nochunks_zmb";
level._effect["bloodspurt"] = "zombie/fx_bul_flesh_neck_spurt_zmb";
level._effect["animscript_gib_fx"] = "zombie/fx_blood_torso_explo_zmb";
level._effect["animscript_gibtrail_fx"] = "trail/fx_trail_blood_streak";
level._effect["switch_sparks"] = "electric/fx_elec_sparks_directional_orange";
//Setup game mode defaults
level.default_start_location = "start_room";
level.default_game_mode = "zclassic";
level.giveCustomLoadout =&giveCustomLoadout;
level.precacheCustomCharacters =&precacheCustomCharacters;
level.giveCustomCharacters =&giveCustomCharacters;
level thread setup_personality_character_exerts();
initCharacterStartIndex();
//Weapons and Equipment
level.register_offhand_weapons_for_level_defaults_override = &offhand_weapon_overrride;
level.zombiemode_offhand_weapon_give_override = &offhand_weapon_give_override;
DEFAULT(level._zombie_custom_add_weapons,&custom_add_weapons);
level._allow_melee_weapon_switching = 1;
level.zombiemode_reusing_pack_a_punch = true;
//Level specific stuff
include_weapons();
load::main();
DEFAULT(level.dog_rounds_allowed,1);
if( level.dog_rounds_allowed )
{
zm_ai_dogs::enable_dog_rounds();
}
_zm_weap_cymbal_monkey::init();
_zm_weap_tesla::init();
level._round_start_func = &zm::round_start;
level thread sndFunctions();
}
function template_test_zone_init()
{
level flag::init( "always_on" );
level flag::set( "always_on" );
}
function offhand_weapon_overrride()
{
zm_utility::register_lethal_grenade_for_level( "frag_grenade" );
level.zombie_lethal_grenade_player_init = GetWeapon( "frag_grenade" );
zm_utility::register_melee_weapon_for_level( level.weaponBaseMelee.name );
level.zombie_melee_weapon_player_init = level.weaponBaseMelee;
zm_utility::register_tactical_grenade_for_level( "cymbal_monkey" );
level.zombie_equipment_player_init = undefined;
}
function offhand_weapon_give_override( weapon )
{
self endon( "death" );
if( zm_utility::is_tactical_grenade( weapon ) && IsDefined( self zm_utility::get_player_tactical_grenade() ) && !self zm_utility::is_player_tactical_grenade( weapon ) )
{
self SetWeaponAmmoClip( self zm_utility::get_player_tactical_grenade(), 0 );
self TakeWeapon( self zm_utility::get_player_tactical_grenade() );
}
return false;
}
function include_weapons()
{
}
function precacheCustomCharacters()
{
}
function initCharacterStartIndex()
{
level.characterStartIndex = RandomInt( 4 );
}
function selectCharacterIndexToUse()
{
if( level.characterStartIndex>=4 )
level.characterStartIndex = 0;
self.characterIndex = level.characterStartIndex;
level.characterStartIndex++;
return self.characterIndex;
}
function assign_lowest_unused_character_index()
{
//get the lowest unused character index
charindexarray = [];
charindexarray[0] = 0;// - Dempsey )
charindexarray[1] = 1;// - Nikolai )
charindexarray[2] = 2;// - Richtofen )
charindexarray[3] = 3;// - Takeo )
players = GetPlayers();
if ( players.size == 1 )
{
charindexarray = array::randomize( charindexarray );
if ( charindexarray[0] == 2 )
{
level.has_richtofen = true;
}
return charindexarray[0];
}
else // 2 or more players just assign the lowest unused value
{
n_characters_defined = 0;
foreach ( player in players )
{
if ( isDefined( player.characterIndex ) )
{
ArrayRemoveValue( charindexarray, player.characterIndex, false );
n_characters_defined++;
}
}
if ( charindexarray.size > 0 )
{
// If this is the last guy and we don't have Richtofen in the group yet, make sure he's Richtofen
if ( n_characters_defined == (players.size - 1) )
{
if ( !IS_TRUE( level.has_richtofen ) )
{
level.has_richtofen = true;
return 2;
}
}
// Randomize the array
charindexarray = array::randomize(charindexarray);
if ( charindexarray[0] == 2 )
{
level.has_richtofen = true;
}
return charindexarray[0];
}
}
//failsafe
return 0;
}
function giveCustomCharacters()
{
if( isdefined(level.hotjoin_player_setup) && [[level.hotjoin_player_setup]]("c_zom_farmgirl_viewhands") )
{
return;
}
self DetachAll();
// Only Set Character Index If Not Defined, Since This Thread Gets Called Each Time Player Respawns
//-------------------------------------------------------------------------------------------------
if ( !isdefined( self.characterIndex ) )
{
self.characterIndex = assign_lowest_unused_character_index();
}
self.favorite_wall_weapons_list = [];
self.talks_in_danger = false;
self SetCharacterBodyType( self.characterIndex );
self SetCharacterBodyStyle( 0 );
self SetCharacterHelmetStyle( 0 );
switch( self.characterIndex )
{
case 1:
{
// Nikolai
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "870mcs" );
break;
}
case 0:
{
// Dempsey
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "frag_grenade" );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "bouncingbetty" );
break;
}
case 3:
{
// Takeo
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "hk416" );
break;
}
case 2:
{
// Richtofen
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self.talks_in_danger = true;
level.rich_sq_player = self;
level.sndRadioA = self;
self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon( "pistol_standard" );
break;
}
}
self SetMoveSpeedScale( 1 );
self SetSprintDuration( 4 );
self SetSprintCooldown( 0 );
//self zm_utility::set_player_tombstone_index();
self thread set_exert_id();
}
function set_exert_id()
{
self endon("disconnect");
util::wait_network_frame();
util::wait_network_frame();
self zm_audio::SetExertVoice(self.characterIndex + 1);
}
function setup_personality_character_exerts()
{
level.exert_sounds[1]["burp"][0] = "evt_belch";
level.exert_sounds[1]["burp"][1] = "evt_belch";
level.exert_sounds[1]["burp"][2] = "evt_belch";
level.exert_sounds[2]["burp"][0] = "evt_belch";
level.exert_sounds[2]["burp"][1] = "evt_belch";
level.exert_sounds[2]["burp"][2] = "evt_belch";
level.exert_sounds[3]["burp"][0] = "evt_belch";
level.exert_sounds[3]["burp"][1] = "evt_belch";
level.exert_sounds[3]["burp"][2] = "evt_belch";
level.exert_sounds[4]["burp"][0] = "evt_belch";
level.exert_sounds[4]["burp"][1] = "evt_belch";
level.exert_sounds[4]["burp"][2] = "evt_belch";
// medium hit
level.exert_sounds[1]["hitmed"][0] = "vox_plr_0_exert_pain_0";
level.exert_sounds[1]["hitmed"][1] = "vox_plr_0_exert_pain_1";
level.exert_sounds[1]["hitmed"][2] = "vox_plr_0_exert_pain_2";
level.exert_sounds[1]["hitmed"][3] = "vox_plr_0_exert_pain_3";
level.exert_sounds[1]["hitmed"][4] = "vox_plr_0_exert_pain_4";
level.exert_sounds[2]["hitmed"][0] = "vox_plr_1_exert_pain_0";
level.exert_sounds[2]["hitmed"][1] = "vox_plr_1_exert_pain_1";
level.exert_sounds[2]["hitmed"][2] = "vox_plr_1_exert_pain_2";
level.exert_sounds[2]["hitmed"][3] = "vox_plr_1_exert_pain_3";
level.exert_sounds[2]["hitmed"][4] = "vox_plr_1_exert_pain_4";
level.exert_sounds[3]["hitmed"][0] = "vox_plr_2_exert_pain_0";
level.exert_sounds[3]["hitmed"][1] = "vox_plr_2_exert_pain_1";
level.exert_sounds[3]["hitmed"][2] = "vox_plr_2_exert_pain_2";
level.exert_sounds[3]["hitmed"][3] = "vox_plr_2_exert_pain_3";
level.exert_sounds[3]["hitmed"][4] = "vox_plr_2_exert_pain_4";
level.exert_sounds[4]["hitmed"][0] = "vox_plr_3_exert_pain_0";
level.exert_sounds[4]["hitmed"][1] = "vox_plr_3_exert_pain_1";
level.exert_sounds[4]["hitmed"][2] = "vox_plr_3_exert_pain_2";
level.exert_sounds[4]["hitmed"][3] = "vox_plr_3_exert_pain_3";
level.exert_sounds[4]["hitmed"][4] = "vox_plr_3_exert_pain_4";
// large hit
level.exert_sounds[1]["hitlrg"][0] = "vox_plr_0_exert_pain_0";
level.exert_sounds[1]["hitlrg"][1] = "vox_plr_0_exert_pain_1";
level.exert_sounds[1]["hitlrg"][2] = "vox_plr_0_exert_pain_2";
level.exert_sounds[1]["hitlrg"][3] = "vox_plr_0_exert_pain_3";
level.exert_sounds[1]["hitlrg"][4] = "vox_plr_0_exert_pain_4";
level.exert_sounds[2]["hitlrg"][0] = "vox_plr_1_exert_pain_0";
level.exert_sounds[2]["hitlrg"][1] = "vox_plr_1_exert_pain_1";
level.exert_sounds[2]["hitlrg"][2] = "vox_plr_1_exert_pain_2";
level.exert_sounds[2]["hitlrg"][3] = "vox_plr_1_exert_pain_3";
level.exert_sounds[2]["hitlrg"][4] = "vox_plr_1_exert_pain_4";
level.exert_sounds[3]["hitlrg"][0] = "vox_plr_2_exert_pain_0";
level.exert_sounds[3]["hitlrg"][1] = "vox_plr_2_exert_pain_1";
level.exert_sounds[3]["hitlrg"][2] = "vox_plr_2_exert_pain_2";
level.exert_sounds[3]["hitlrg"][3] = "vox_plr_2_exert_pain_3";
level.exert_sounds[3]["hitlrg"][4] = "vox_plr_2_exert_pain_4";
level.exert_sounds[4]["hitlrg"][0] = "vox_plr_3_exert_pain_0";
level.exert_sounds[4]["hitlrg"][1] = "vox_plr_3_exert_pain_1";
level.exert_sounds[4]["hitlrg"][2] = "vox_plr_3_exert_pain_2";
level.exert_sounds[4]["hitlrg"][3] = "vox_plr_3_exert_pain_3";
level.exert_sounds[4]["hitlrg"][4] = "vox_plr_3_exert_pain_4";
}
function giveCustomLoadout( takeAllWeapons, alreadySpawned )
{
self giveWeapon( level.weaponBaseMelee );
self zm_utility::give_start_weapon( true );
}
function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}
#define JUGGERNAUT_MACHINE_LIGHT_FX "jugger_light"
#define QUICK_REVIVE_MACHINE_LIGHT_FX "revive_light"
#define STAMINUP_MACHINE_LIGHT_FX "marathon_light"
#define WIDOWS_WINE_FX_MACHINE_LIGHT "widow_light"
#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX "sleight_light"
#define DOUBLETAP2_MACHINE_LIGHT_FX "doubletap2_light"
#define DEADSHOT_MACHINE_LIGHT_FX "deadshot_light"
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX "additionalprimaryweapon_light"
function perk_init()
{
level._effect[JUGGERNAUT_MACHINE_LIGHT_FX] = "zombie/fx_perk_juggernaut_factory_zmb";
level._effect[QUICK_REVIVE_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
level._effect[SLEIGHT_OF_HAND_MACHINE_LIGHT_FX] = "zombie/fx_perk_sleight_of_hand_factory_zmb";
level._effect[DOUBLETAP2_MACHINE_LIGHT_FX] = "zombie/fx_perk_doubletap2_factory_zmb";
level._effect[DEADSHOT_MACHINE_LIGHT_FX] = "zombie/fx_perk_daiquiri_factory_zmb";
level._effect[STAMINUP_MACHINE_LIGHT_FX] = "zombie/fx_perk_stamin_up_factory_zmb";
level._effect[ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX] = "zombie/fx_perk_mule_kick_factory_zmb";
}
function sndFunctions()
{
level thread setupMusic();
}
#define PLAYTYPE_REJECT 1
#define PLAYTYPE_QUEUE 2
#define PLAYTYPE_ROUND 3
#define PLAYTYPE_SPECIAL 4
#define PLAYTYPE_GAMEEND 5
function setupMusic()
{
zm_audio::musicState_Create("round_start", PLAYTYPE_ROUND, "roundstart1", "roundstart2", "roundstart3", "roundstart4" );
zm_audio::musicState_Create("round_start_short", PLAYTYPE_ROUND, "roundstart_short1", "roundstart_short2", "roundstart_short3", "roundstart_short4" );
zm_audio::musicState_Create("round_start_first", PLAYTYPE_ROUND, "roundstart_first" );
zm_audio::musicState_Create("round_end", PLAYTYPE_ROUND, "roundend1" );
zm_audio::musicState_Create("game_over", PLAYTYPE_GAMEEND, "gameover" );
zm_audio::musicState_Create("dog_start", PLAYTYPE_ROUND, "dogstart1" );
zm_audio::musicState_Create("dog_end", PLAYTYPE_ROUND, "dogend1" );
zm_audio::musicState_Create("timer", PLAYTYPE_ROUND, "timer" );
zm_audio::musicState_Create("power_on", PLAYTYPE_QUEUE, "poweron" );
}
#using scripts\codescripts\struct;
#using scripts\shared\audio_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\exploder_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;
#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;
#using scripts\zm\_load;
#using scripts\zm\_zm_weapons;
//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_electric_cherry;
#using scripts\zm\_zm_perk_widows_wine;
//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
#using scripts\zm\_zm_powerup_weapon_minigun;
//Traps
#using scripts\zm\_zm_trap_electric;
// Weapons
#using scripts\zm\_zm_weap_bouncingbetty;
#using scripts\zm\_zm_weap_cymbal_monkey;
#using scripts\zm\_zm_weap_tesla;
#using scripts\zm\_zm_weap_rocketshield;
#using scripts\zm\_zm_weap_gravityspikes;
#using scripts\zm\_zm_weap_thundergun;
#using scripts\zm\_zm_weap_octobomb;
#using scripts\zm\_zm_weap_raygun_mark3;
// AI
#using scripts\zm\_zm_ai_dogs;
#namespace zm_usermap;
#precache( "client_fx", "zombie/fx_glow_eye_orange" );
#precache( "client_fx", "zombie/fx_bul_flesh_head_fatal_zmb" );
#precache( "client_fx", "zombie/fx_bul_flesh_head_nochunks_zmb" );
#precache( "client_fx", "zombie/fx_bul_flesh_neck_spurt_zmb" );
#precache( "client_fx", "zombie/fx_blood_torso_explo_zmb" );
#precache( "client_fx", "trail/fx_trail_blood_streak" );
#precache( "client_fx", "dlc0/factory/fx_snow_player_os_factory" );
function autoexec opt_in()
{
DEFAULT(level.aat_in_use,true);
DEFAULT(level.bgb_in_use,true);
}
function main()
{
// custom client side exert sounds for the special characters
level.setupCustomCharacterExerts =&setup_personality_character_exerts;
level._effect["eye_glow"] = "zombie/fx_glow_eye_orange";
level._effect["headshot"] = "zombie/fx_bul_flesh_head_fatal_zmb";
level._effect["headshot_nochunks"] = "zombie/fx_bul_flesh_head_nochunks_zmb";
level._effect["bloodspurt"] = "zombie/fx_bul_flesh_neck_spurt_zmb";
level._effect["animscript_gib_fx"] = "zombie/fx_blood_torso_explo_zmb";
level._effect["animscript_gibtrail_fx"] = "trail/fx_trail_blood_streak";
//If enabled then the zombies will get a keyline round them so we can see them through walls
level.debug_keyline_zombies = false;
include_weapons();
include_perks();
load::main();
_zm_weap_cymbal_monkey::init();
_zm_weap_tesla::init();
}
function include_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}
#define JUGGERNAUT_MACHINE_LIGHT_FX "jugger_light"
#define QUICK_REVIVE_MACHINE_LIGHT_FX "revive_light"
#define STAMINUP_MACHINE_LIGHT_FX "marathon_light"
#define WIDOWS_WINE_FX_MACHINE_LIGHT "widow_light"
#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX "sleight_light"
#define DOUBLETAP2_MACHINE_LIGHT_FX "doubletap2_light"
#define DEADSHOT_MACHINE_LIGHT_FX "deadshot_light"
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX "additionalprimaryweapon_light"
function include_perks()
{
level._effect[JUGGERNAUT_MACHINE_LIGHT_FX] = "zombie/fx_perk_juggernaut_factory_zmb";
level._effect[QUICK_REVIVE_MACHINE_LIGHT_FX] = "zombie/fx_perk_quick_revive_factory_zmb";
level._effect[SLEIGHT_OF_HAND_MACHINE_LIGHT_FX] = "zombie/fx_perk_sleight_of_hand_factory_zmb";
level._effect[DOUBLETAP2_MACHINE_LIGHT_FX] = "zombie/fx_perk_doubletap2_factory_zmb";
level._effect[DEADSHOT_MACHINE_LIGHT_FX] = "zombie/fx_perk_daiquiri_factory_zmb";
level._effect[STAMINUP_MACHINE_LIGHT_FX] = "zombie/fx_perk_stamin_up_factory_zmb";
level._effect[ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX] = "zombie/fx_perk_mule_kick_factory_zmb";
}
function setup_personality_character_exerts()
{
// falling damage
level.exert_sounds[1]["falldamage"][0] = "vox_plr_0_exert_pain_0";
level.exert_sounds[1]["falldamage"][1] = "vox_plr_0_exert_pain_1";
level.exert_sounds[1]["falldamage"][2] = "vox_plr_0_exert_pain_2";
level.exert_sounds[1]["falldamage"][3] = "vox_plr_0_exert_pain_3";
level.exert_sounds[1]["falldamage"][4] = "vox_plr_0_exert_pain_4";
level.exert_sounds[2]["falldamage"][0] = "vox_plr_1_exert_pain_0";
level.exert_sounds[2]["falldamage"][1] = "vox_plr_1_exert_pain_1";
level.exert_sounds[2]["falldamage"][2] = "vox_plr_1_exert_pain_2";
level.exert_sounds[2]["falldamage"][3] = "vox_plr_1_exert_pain_3";
level.exert_sounds[2]["falldamage"][4] = "vox_plr_1_exert_pain_4";
level.exert_sounds[3]["falldamage"][0] = "vox_plr_2_exert_pain_0";
level.exert_sounds[3]["falldamage"][1] = "vox_plr_2_exert_pain_1";
level.exert_sounds[3]["falldamage"][2] = "vox_plr_2_exert_pain_2";
level.exert_sounds[3]["falldamage"][3] = "vox_plr_2_exert_pain_3";
level.exert_sounds[3]["falldamage"][4] = "vox_plr_2_exert_pain_4";
level.exert_sounds[4]["falldamage"][0] = "vox_plr_3_exert_pain_0";
level.exert_sounds[4]["falldamage"][1] = "vox_plr_3_exert_pain_1";
level.exert_sounds[4]["falldamage"][2] = "vox_plr_3_exert_pain_2";
level.exert_sounds[4]["falldamage"][3] = "vox_plr_3_exert_pain_3";
level.exert_sounds[4]["falldamage"][4] = "vox_plr_3_exert_pain_4";
// melee swipe
level.exert_sounds[1]["meleeswipesoundplayer"][0] = "vox_plr_0_exert_melee_0";
level.exert_sounds[1]["meleeswipesoundplayer"][1] = "vox_plr_0_exert_melee_1";
level.exert_sounds[1]["meleeswipesoundplayer"][2] = "vox_plr_0_exert_melee_2";
level.exert_sounds[1]["meleeswipesoundplayer"][3] = "vox_plr_0_exert_melee_3";
level.exert_sounds[1]["meleeswipesoundplayer"][4] = "vox_plr_0_exert_melee_4";
level.exert_sounds[2]["meleeswipesoundplayer"][0] = "vox_plr_1_exert_melee_0";
level.exert_sounds[2]["meleeswipesoundplayer"][1] = "vox_plr_1_exert_melee_1";
level.exert_sounds[2]["meleeswipesoundplayer"][2] = "vox_plr_1_exert_melee_2";
level.exert_sounds[2]["meleeswipesoundplayer"][3] = "vox_plr_1_exert_melee_3";
level.exert_sounds[2]["meleeswipesoundplayer"][4] = "vox_plr_1_exert_melee_4";
level.exert_sounds[3]["meleeswipesoundplayer"][0] = "vox_plr_2_exert_melee_0";
level.exert_sounds[3]["meleeswipesoundplayer"][1] = "vox_plr_2_exert_melee_1";
level.exert_sounds[3]["meleeswipesoundplayer"][2] = "vox_plr_2_exert_melee_2";
level.exert_sounds[3]["meleeswipesoundplayer"][3] = "vox_plr_2_exert_melee_3";
level.exert_sounds[3]["meleeswipesoundplayer"][4] = "vox_plr_2_exert_melee_4";
level.exert_sounds[4]["meleeswipesoundplayer"][0] = "vox_plr_3_exert_melee_0";
level.exert_sounds[4]["meleeswipesoundplayer"][1] = "vox_plr_3_exert_melee_1";
level.exert_sounds[4]["meleeswipesoundplayer"][2] = "vox_plr_3_exert_melee_2";
level.exert_sounds[4]["meleeswipesoundplayer"][3] = "vox_plr_3_exert_melee_3";
level.exert_sounds[4]["meleeswipesoundplayer"][4] = "vox_plr_3_exert_melee_4";
}
>class,zm_mod_level
>group,modtools
xmodel,skybox_default_day
material,luts_t7_default
// BSP
col_map,maps/zm/zm_voejf_bmjfo.d3dbsp
gfx_map,maps/zm/zm_voejf_bmjfo.d3dbsp
// Audio
sound,zm_voejf_bmjfo
scriptparsetree,scripts/zm/zm_voejf_bmjfo.gsc
scriptparsetree,scripts/zm/zm_voejf_bmjfo.csc
// Electric Cherry
xmodel,p6_zm_vending_electric_cherry_off
xmodel,p6_zm_vending_electric_cherry_on
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.gsc
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.csc
![]() | 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. |
Add the script parse lines like you did for cherry
![]() | 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. |
>class,zm_mod_level
>group,modtools
xmodel,skybox_default_day
material,luts_t7_default
// BSP
col_map,maps/zm/zm_voejf_bmjfo.d3dbsp
gfx_map,maps/zm/zm_voejf_bmjfo.d3dbsp
// Audio
sound,zm_voejf_bmjfo
scriptparsetree,scripts/zm/zm_voejf_bmjfo.gsc
scriptparsetree,scripts/zm/zm_voejf_bmjfo.csc
// Electric Cherry
xmodel,p6_zm_vending_electric_cherry_off
xmodel,p6_zm_vending_electric_cherry_on
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.gsc
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.csc
// Usermaps
scriptparsetree,scripts/zm/zm_voejf_bmjfo.gsc
scriptparsetree,scripts/zm/zm_voejf_bmjfo.csc
![]() | 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. |
>class,zm_mod_level
>group,modtools
xmodel,skybox_default_day
material,luts_t7_default
// BSP
col_map,maps/zm/zm_voejf_bmjfo.d3dbsp
gfx_map,maps/zm/zm_voejf_bmjfo.d3dbsp
// Audio
sound,zm_voejf_bmjfo
scriptparsetree,scripts/zm/zm_voejf_bmjfo.gsc
scriptparsetree,scripts/zm/zm_voejf_bmjfo.csc
// Electric Cherry
xmodel,p6_zm_vending_electric_cherry_off
xmodel,p6_zm_vending_electric_cherry_on
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.gsc
scriptparsetree,scripts/zm/_zm_perk_electric_cherry.csc
// Usermaps
scriptparsetree,scripts/zm/zm_usermap.gsc
scriptparsetree,scripts/zm/zm_usermap.csc