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Contact Support - Help Center Get help on the UGX Discord. Join it now!Copying C:\Program Files (x86)\Activision\Call of Duty - World at War\mods\nazi_zombie_114cabin\mod.csv
to C:\Program Files (x86)\Activision\Call of Duty - World at War\zone_source\mod.csv
args: -nopause -language english -moddir nazi_zombie_114cabin mod
********************************************************************************
UNRECOVERABLE ERROR:
EXE_ERR_HUNK_ALLOC_FAILED256
Linker will now terminate.
********************************************************************************
==================================================
Linker summary:
There were 0 warnings and 1 error.
Errors:
(!) UNRECOVERABLE ERROR: EXE_ERR_HUNK_ALLOC_FAILED256
Arguments passed to linker:
-nopause -language english -moddir nazi_zombie_114cabin mod
==================================================
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_hud_util;
Precache_buildables()
{
PrecacheModel( "zombie_sumpf_zipcage_switch" );
PrecacheModel( "zombie_sumpf_zipcage_box" );
PrecacheModel( "zombie_modular_wires_single" );
}
main()
{
players = get_players();
for(i=0;i<players.size;i++)
{
players[i].hasAPart = false;
players[i].hasSwitch = false;
players[i].hasWires = false;
players[i].hasBox = false;
}
level.buildTime = 2.5;
level.buildCompleted = false;
level.switchAdded = false;
level.wiresAdded = false;
level.boxAdded = false;
thread init_parts();
thread init_work_bench();
thread init_end_trigger();
}
init_parts(part)
{
//sets up the switch part and trigger
switch_part = getent("switch_part","targetname");
switch_trig = getent("switch_trig","targetname");
switch_trig SetCursorHint("HINT_NOICON");
switch_trig UseTriggerRequireLookAt();
switch_trig SetHintString("Press &&1 To Pick Up Switch");
//sets up the wires part and trigger
wires_part = getent("wires_part","targetname");
wires_trig = getent("wires_trig","targetname");
wires_trig SetCursorHint("HINT_NOICON");
wires_trig UseTriggerRequireLookAt();
wires_trig SetHintString("Press &&1 To Pick Up Wires");
//sets up the box part and trigger
box_part = getent("box_part","targetname");
box_trig = getent("box_trig","targetname");
box_trig SetCursorHint("HINT_NOICON");
box_trig UseTriggerRequireLookAt();
box_trig SetHintString("Press &&1 To Pick Up Electrical Box");
while(isDefined(wires_trig))
{
players = get_players(); // Get all player entities
for(i=0;i<players.size;i++)
{
wires_trig waittill("trigger",player);
if(!players[i] maps\_laststand::player_is_in_laststand() && !players[i].being_revived)
{
if(players[i].hasAPart == true)
{
players[i] iprintln( "You are already carrying a part" );
}
else
{
players[i] iprintln( "You picked up the wires" );
players[i].hasAPart = true;
players[i].hasWires = true;
wires_trig delete();
wires_part delete();
}
}
}
wait 0.05;
}
while(isDefined(switch_trig))
{
players = get_players(); // Get all player entities
for(i=0;i<players.size;i++)
{
switch_trig waittill("trigger",player);
if(!players[i] maps\_laststand::player_is_in_laststand() && !players[i].being_revived)
{
if(players[i].hasAPart == true)
{
players[i] iprintln( "You are already carrying a part" );
}
else
{
players[i] iprintln( "You picked up the switch" );
players[i].hasAPart = true;
players[i].hasSwitch = true;
switch_trig delete();
switch_part delete();
}
}
}
wait 0.05;
}
while(isDefined(box_trig))
{
players = get_players(); // Get all player entities
for(i=0;i<players.size;i++)
{
box_trig waittill("trigger",player);
if(!players[i] maps\_laststand::player_is_in_laststand() && !players[i].being_revived)
{
if(players[i].hasAPart == true)
{
players[i] iprintln( "You are already carrying a part" );
}
else
{
players[i] iprintln( "You picked up the electric box" );
players[i].hasAPart = true;
players[i].hasBox = true;
box_trig delete();
box_part delete();
}
}
}
wait 0.05;
}
}
init_work_bench()
{
bench_trig = getent("add_part_trig","targetname");
bench_trig SetCursorHint("HINT_NOICON");
bench_trig UseTriggerRequireLookAt();
bench_trig SetHintString("Press &&1 To Replace Part");
while(level.buildCompleted == false)
{
players = get_players();
for(i=0;i<players.size;i++)
{
bench_trig waittill("trigger",player);
if(players[i].hasAPart == true && players[i].hasSwitch == true && level.switchAdded == false)
{
players[i] thread do_knuckle_crack();
players[i] iprintln( "Replacing switch..." );
wait(level.buildTime);
players[i] iprintln( "A new switch has been added!" );
level notify( "buildable_complete" );
players[i].hasAPart = false;
players[i].hasSwitch = false;
level.switchAdded = true;
wait 0.1;
continue;
}
if(players[i].hasAPart == true && players[i].hasWires == true && level.wiresAdded == false)
{
players[i] thread do_knuckle_crack();
players[i] iprintln( "Replacing wires..." );
wait(level.buildTime);
players[i] iprintln( "Some new wires have been added!" );
level notify( "buildable_complete" );
players[i].hasAPart = false;
players[i].hasWires = false;
level.wiresAdded = true;
wait 0.1;
continue;
}
if(players[i].hasAPart == true && players[i].hasBox == true && level.boxAdded == false)
{
players[i] thread do_knuckle_crack();
players[i] iprintln( "Replacing electrical box..." );
wait(level.buildTime);
players[i] iprintln( "A new electrical box has been added!" );
level notify( "buildable_complete" );
players[i].hasAPart = false;
players[i].hasbox = false;
level.boxAdded = true;
wait 0.1;
continue;
}
if(players[i].hasAPart == false)
{
players[i] iprintln( "You don't have a part..." );
}
}
if(level.switchAdded == true && level.wiresAdded == true && level.boxAdded == true)
{
bench_trig delete();
level.buildCompleted = true;
level notify( "all_parts_added" );
wait 0.2;
iprintlnbold( "All parts fixed" );
}
}
}
do_knuckle_crack()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean(false);
self AllowAds(false);
self AllowSprint(false);
self AllowProne(false);
self AllowMelee(false);
if( self GetStance() == "prone" )
self SetStance("crouch");
gun = self GetCurrentWeapon();
self GiveWeapon( "zombie_knuckle_crack" );
self SwitchToWeapon( "zombie_knuckle_crack" );
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete", "buildable_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self TakeWeapon( "zombie_knuckle_crack" );
self SwitchToWeapon( gun );
self AllowLean(true);
self AllowAds(true);
self AllowSprint(true);
self AllowProne(true);
self AllowMelee(true);
self notify("knuckle_crack_done");
}
init_end_trigger()
{
end_game = getent("end_game","targetname");
end_game SetCursorHint("HINT_NOICON");
end_game UseTriggerRequireLookAt();
end_game SetHintString("This switch seems to be broken...");
self waittill( "all_parts_added" );
end_game SetHintString("You need a source of energy...");
//thread init_shoot_trig();
}
maps\_zombiemode::main();
thread random_gun();
random_gun()
{
rand = randomintrange( 1, 10 );
// thead pick_up_gun( "weapon model, hint string, weapon file, message" );
if(rand >= 1 && rand <= 6) // 60% chance of this weapon spawning
{
thread pick_up_gun( "weapon_usp", "Press &&1 for weapon", "usp", "You found a USP.45" );
}
else if(rand >= 7 && rand <= 9) // 30% chance of this weapon spawning
{
thread pick_up_gun( "weapon_desert_eagle_silver", "Press &&1 for weapon", "desert_eagle", "You found a Desert Eagle" );
}
else if(rand == 10) // 10% chance of this weapon spawning
{
thread pick_up_gun( "weapon_desert_eagle_gold", "Press &&1 for weapon", "desert_eagle_gold", "You found a Desert Eagle" );
}
}
pick_up_gun( model, string, weapon, message )
{
player = undefined;
gun_spawn = getEnt( "gun_spawn" , "targetname" );
r_angle = randomintrange( 1, 361 );
gun_model = Spawn( "script_model" , gun_spawn.origin -(0,0,3) );
gun_model.angles = ( 0,r_angle,90 );
gun_model SetModel( model );
gun_spawn usetriggerrequirelookat();
gun_spawn setCursorHint("HINT_NOICON");
gun_spawn sethintstring( string );
gun_spawn waittill( "trigger" , player );
old_gun = player getcurrentweapon();
weaplist = player GetWeaponsListPrimaries();
for(i=0;i<weaplist.size;i++)
{
}
if(weaplist.size <= 1)
{
player giveweapon( weapon );
player switchtoweapon( weapon );
player playsound( "weap_pickup_plr" );
}
else if(weaplist.size >= 2)
{
player takeweapon( old_gun );
player giveweapon( weapon );
player switchtoweapon( weapon );
player playsound( "weap_pickup_plr" );
}
player iprintlnbold( message );
gun_model delete();
gun_spawn delete();
}
rand = randomintrange( 1, 10 ); <----
if(rand >= 1 && rand <= 6) /* 60% chance of this weapon spawning*/ <----
{
thread pick_up_gun( "weapon_usp", "Press &&1 for weapon", "usp", "You found a USP.45" );
}
player = undefined;
current_gun = player getcurrentweapon();
player GiveMaxAmmo( current_gun );
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_hud_util;
Precache_buildables()
{
PrecacheModel( "zombie_sumpf_zipcage_switch" );
PrecacheModel( "zombie_sumpf_zipcage_box" );
PrecacheModel( "zombie_modular_wires_single" );
}
main()
{
players = get_players();
for(i=0;i<players.size;i++)
{
players[i].hasAPart = false;
players[i].hasSwitch = false;
players[i].hasWires = false;
players[i].hasBox = false;
}
level.buildTime = 2.5;
level.buildCompleted = false;
level.switchAdded = false;
level.wiresAdded = false;
level.boxAdded = false;
thread init_parts();
thread init_work_bench();
thread init_end_trigger();
}
init_parts(part)
{
//sets up the switch part and trigger
switch_part = getent("switch_part","targetname");
switch_trig = getent("switch_trig","targetname");
switch_trig SetCursorHint("HINT_NOICON");
switch_trig UseTriggerRequireLookAt();
switch_trig SetHintString("Press &&1 To Pick Up Switch");
//sets up the wires part and trigger
wires_part = getent("wires_part","targetname");
wires_trig = getent("wires_trig","targetname");
wires_trig SetCursorHint("HINT_NOICON");
wires_trig UseTriggerRequireLookAt();
wires_trig SetHintString("Press &&1 To Pick Up Wires");
//sets up the box part and trigger
box_part = getent("box_part","targetname");
box_trig = getent("box_trig","targetname");
box_trig SetCursorHint("HINT_NOICON");
box_trig UseTriggerRequireLookAt();
box_trig SetHintString("Press &&1 To Pick Up Electrical Box");
while(isDefined(wires_trig))
{
players = get_players(); // Get all player entities
for(i=0;i<players.size;i++)
{
wires_trig waittill("trigger",player);
if(!players[i] maps\_laststand::player_is_in_laststand() && !players[i].being_revived)
{
if(players[i].hasAPart == true)
{
players[i] iprintln( "You are already carrying a part" );
}
else
{
players[i] iprintln( "You picked up the wires" );
players[i].hasAPart = true;
players[i].hasWires = true;
wires_trig delete();
wires_part delete();
}
}
}
wait 0.05;
}
while(isDefined(switch_trig))
{
players = get_players(); // Get all player entities
for(i=0;i<players.size;i++)
{
switch_trig waittill("trigger",player);
if(!players[i] maps\_laststand::player_is_in_laststand() && !players[i].being_revived)
{
if(players[i].hasAPart == true)
{
players[i] iprintln( "You are already carrying a part" );
}
else
{
players[i] iprintln( "You picked up the switch" );
players[i].hasAPart = true;
players[i].hasSwitch = true;
switch_trig delete();
switch_part delete();
}
}
}
wait 0.05;
}
while(isDefined(box_trig))
{
players = get_players(); // Get all player entities
for(i=0;i<players.size;i++)
{
box_trig waittill("trigger",player);
if(!players[i] maps\_laststand::player_is_in_laststand() && !players[i].being_revived)
{
if(players[i].hasAPart == true)
{
players[i] iprintln( "You are already carrying a part" );
}
else
{
players[i] iprintln( "You picked up the electric box" );
players[i].hasAPart = true;
players[i].hasBox = true;
box_trig delete();
box_part delete();
}
}
}
wait 0.05;
}
}
init_work_bench()
{
bench_trig = getent("add_part_trig","targetname");
bench_trig SetCursorHint("HINT_NOICON");
bench_trig UseTriggerRequireLookAt();
bench_trig SetHintString("Press &&1 To Replace Part");
while(level.buildCompleted == false)
{
players = get_players();
for(i=0;i<players.size;i++)
{
bench_trig waittill("trigger",player);
if(players[i].hasAPart == true && players[i].hasSwitch == true && level.switchAdded == false)
{
players[i] thread do_knuckle_crack();
players[i] iprintln( "Replacing switch..." );
wait(level.buildTime);
players[i] iprintln( "A new switch has been added!" );
level notify( "buildable_complete" );
players[i].hasAPart = false;
players[i].hasSwitch = false;
level.switchAdded = true;
wait 0.1;
continue;
}
if(players[i].hasAPart == true && players[i].hasWires == true && level.wiresAdded == false)
{
players[i] thread do_knuckle_crack();
players[i] iprintln( "Replacing wires..." );
wait(level.buildTime);
players[i] iprintln( "Some new wires have been added!" );
level notify( "buildable_complete" );
players[i].hasAPart = false;
players[i].hasWires = false;
level.wiresAdded = true;
wait 0.1;
continue;
}
if(players[i].hasAPart == true && players[i].hasBox == true && level.boxAdded == false)
{
players[i] thread do_knuckle_crack();
players[i] iprintln( "Replacing electrical box..." );
wait(level.buildTime);
players[i] iprintln( "A new electrical box has been added!" );
level notify( "buildable_complete" );
players[i].hasAPart = false;
players[i].hasbox = false;
level.boxAdded = true;
wait 0.1;
continue;
}
if(players[i].hasAPart == false)
{
players[i] iprintln( "You don't have a part..." );
}
}
if(level.switchAdded == true && level.wiresAdded == true && level.boxAdded == true)
{
bench_trig delete();
level.buildCompleted = true;
level notify( "all_parts_added" );
wait 0.2;
iprintlnbold( "All parts fixed" );
}
}
}
do_knuckle_crack()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();
self AllowLean(false);
self AllowAds(false);
self AllowSprint(false);
self AllowProne(false);
self AllowMelee(false);
if( self GetStance() == "prone" )
self SetStance("crouch");
gun = self GetCurrentWeapon();
self GiveWeapon( "zombie_knuckle_crack" );
self SwitchToWeapon( "zombie_knuckle_crack" );
self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete", "buildable_complete" );
self EnableOffhandWeapons();
self EnableWeaponCycling();
self TakeWeapon( "zombie_knuckle_crack" );
self SwitchToWeapon( gun );
self AllowLean(true);
self AllowAds(true);
self AllowSprint(true);
self AllowProne(true);
self AllowMelee(true);
self notify("knuckle_crack_done");
}
init_end_trigger()
{
end_game = getent("end_game","targetname");
end_game SetCursorHint("HINT_NOICON");
end_game UseTriggerRequireLookAt();
end_game SetHintString("This switch seems to be broken...");
self waittill( "all_parts_added" );
end_game SetHintString("You need a source of energy...");
thread init_shoot_trig();
}
init_shoot_trig()
{
shoot_trig = getent("shoot_trig","targetname");
requiredWeapon = "zombie_thompson_upgraded";
while(1)
{
shoot_trig waittill("trigger", player);
weapon = player getcurrentweapon();
if(requiredWeapon == "zombie_thomspon_upgraded" || weapon==requiredWeapon)
{
shoot_trig delete();
thread init_end_game();
wait 0.1;
break;
}
}
}
init_end_game()
{
level notify ( "energy_shot" );
wait 0.5;
maps\nazi_zombie_114cabin::end_game();
}
elevator_func()
{
elevator_floor = getent( "elevator_floor" , "targetname" );
wait 2;
elevator_floor MoveZ( -8, 3 );
wait 3;
//level notify( "elevator_done" );
}
elevator_floor MoveZ( -8, 3 );
level.revive_point = getEnt("revive_retreat_point","targetname");
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_dogs::init();
maps\_zombiemode_bowie::bowie_init();
maps\_zombiemode_cymbal_monkey::init();
maps\_zombiemode_betty::init();
maps\_zombiemode_timer::init();
maps\_zombiemode_auto_turret::init();
targetname : revive_retreat_point
targetname : perk_bottle_model
targetname : buy_slot_trigger
maps\_zombiemode::main();
thread buyable_perk_slot();
buyable_perk_slot()
{
level.perk_limit = 4; //Initial perk limit, feel free to change
level.perk_limit_max = 8; //Max perk limit, feel free to change
level.buy_slot_cost = 1500; //Cost of perk slot, feel free to change
buy_slot_trigger = getent( "buy_slot_trigger" , "targetname" ); //Gets the trigger entity
perk_bottle_model = getent("perk_bottle","targetname" ); //Gets the model entity
playfxontag (level._effect["powerup_on"], perk_bottle_model, "tag_origin"); //Puts the powerup effect around the bottle
self thread perk_bottle_rotate( perk_bottle_model );
buy_slot_trigger SetCursorHint("HINT_NOICON"); //Gets rid of hand symbol
buy_slot_trigger UseTriggerRequireLookAt(); //Requires the player to look at the trigger to use it
buy_slot_trigger SetHintString("Press &&1 To Buy Perk Slot [Cost: 1500]"); //Hint string players will see
while(1) //Loops so players can use it more than once
{
buy_slot_trigger waittill( "trigger", player ); //Waits until player uses trigger
if(player.score >= level.buy_slot_cost && level.perk_limit < level.perk_limit_max) //Checks to see if the player has enough points
{
player maps\_zombiemode_score::minus_to_player_score( level.buy_slot_cost ); //Subtracts the cost from the player's score
level.perk_limit = level.perk_limit + 1; //Increases the player's perk limit by 1
iprintlnbold( "You Can Now Hold " +level.perk_limit+ "/" +level.perk_limit_max+ " Perks" ); //Displays this message to the player
}
if(player.score >= level.buy_slot_cost && level.perk_limit >= level.perk_limit_max) //checks if the player has reached the max perk limit
{
return;
}
}
}
perk_bottle_rotate( perk_bottle_model )
{
self endon( "disconnect" );
while(1)
{
perk_bottle_model rotateyaw( 360 ,2 ); //Rotates the bottle
wait 2;
}
}