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Contact Support - Help Center Get help on the UGX Discord. Join it now! cost = 1000;
if( IsDefined( self.zombie_cost ) )
{
cost = self.zombie_cost;
}
//origins style door cheapened in solo ~ F3ARxReaper666
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
if (cost >= 500)
{
cost -=250;
self.zombie_cost = cost;
}
treasure_chest_ChooseWeightedRandomWeapon( player )
if( !IsDefined( keys[i] ) )
{
continue;
}
//filter out raygun duplicates
if (player HasWeapon( "ray_gun2" ) || player HasWeapon( "ray_gun2_upgraded" ))
{
if(keys[i] == "ray_gun")
continue;
}
if (player HasWeapon( "ray_gun" ) || player HasWeapon( "ray_gun_upgraded" ))
{
if(keys[i] == "ray_gun2")
continue;
}
electro_perk_start()
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] thread electro_perk();
}
}
electro_perk()//plays hud fx on buying a perk (bo3 style)
{
while (1)
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}
self.perv = self.perk_hud.size;
wait .1;
self.perv2 = self.perk_hud.size;
if (self.perv2 > self.perv )
self thread lightning_zap();
}
}
lightning_zap()
{
self endon( "disconnect" );
self endon("death");
wait 0.05;
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = self.perk_hud.size * 30 - 30;
hud.y = hud.y - 70;
hud.alpha = 1;
wait .1;
while (hud.alpha > 0){
for(i=1;i<4;i++){
hud SetShader( "electro"+i, 24, 24 );
wait .1;
}
hud.alpha -= 0.25;
}
hud destroy_hud();
}
init_flags();
PrecacheShader( "electro1" );
PrecacheShader( "electro2" );
PrecacheShader( "electro3" );
PrecacheShader( "electro4" );
level thread players_playing();
level thread electro_perk_start();
material,electro1
material,electro2
material,electro3
material,electro4
level thread players_playing();
level thread free_powerup();
free_powerup()
{
level._effect["powerup_grabbed"] = loadfx( "misc/fx_zombie_powerup_grab" );
free_powerup = GetEntArray("free_powerup", "targetname");
if ( !isDefined( free_powerup ) || free_powerup.size < 1 )
{
iPrintLnBold( "YOU HAVENT PLACED THE POWER UP IN RADIANT OR ITS KVPS ARE WRONG" );
return;
}
else
for (i = 0; i < free_powerup.size; i++)
{
free_pow = spawn("script_model",free_powerup[i].origin);
free_pow thread wait_for_powerup();
}
}
wait_for_powerup()
{
self endon( "collected" );
rand = randomInt(3);
if (rand == 0)
modl = "zombie_ammocan"; //max ammo
else if (rand == 1)
modl = "zombie_skull"; //insta
else
modl = "zombie_x2_icon";//double points
self setmodel(modl);
self thread maps\_zombiemode_powerups::powerup_wobble();
while(1)
{
players = get_players();
for (i = 0; i < players.size; i++)
{
if(distance(players[i].origin,self.origin) < 64)
{
playfx (level._effect["powerup_grabbed"], self.origin);
if (modl == "zombie_skull"){players[i] thread maps\_zombiemode_powerups::insta_kill_powerup();}
if (modl == "zombie_x2_icon"){players[i] thread maps\_zombiemode_powerups::double_points_powerup();}
if (modl == "zombie_ammocan"){players[i] thread maps\_zombiemode_powerups::full_ammo_powerup();}
playfx (level._effect["powerup_grabbed"], self.origin);
self delete();
self notify( "collected" );
break;
}
}
wait .1;
}
}
free_powerup
targetname
bank_withdraw
bank_deposit
bank_withdraw
level thread DLC3_threadCalls2();
thread bank_begin();
bank_begin()
{
players = getplayers();
for(i=0; i<players.size; i++)
{
players[i].stored_points = players[i] GetStat(3005);
if (!(players[i].stored_points >= 0 || players[i].stored_points < 251))
{
players[i].stored_points = 0;
players[i] SetStat(3005,players[i].stored_points);
}
}
self thread bank_withdraw();
self thread bank_depostit();
}
bank_withdraw()
{
user = undefined;
bank_withdraw = getEnt("bank_withdraw", "targetname");
bank_withdraw setHintString( "press & hold &&1 to withdraw 1000 points [cost: 100]" );
bank_withdraw setCursorHint("HINT_NOICON");
while(1)
{
bank_withdraw waittill( "trigger", user );
if( is_player_valid(user) && user.stored_points >0 && user.score >= 100)
{
user maps\_zombiemode_score::add_to_player_score( -100 );
user playlocalsound("cha_ching");
wait 0.1;
user maps\_zombiemode_score::add_to_player_score( 1000 );
user.stored_points -=1;
user SetStat(3005,user.stored_points);
}
}
}
bank_depostit()
{
user = undefined;
bank_deposit = getEnt("bank_deposit", "targetname");
bank_deposit setHintString( "press & hold &&1 to deposit 1000 points" );
bank_deposit setCursorHint("HINT_NOICON");
while(1)
{
bank_deposit waittill( "trigger", user );
if( is_player_valid(user) && user.score >= 1000 && user.stored_points < 250)
{
user playlocalsound("cha_ching");
user maps\_zombiemode_score::add_to_player_score( -1000 );
user.stored_points +=1;
user SetStat(3005,user.stored_points);
wait 0.1;
}
}
}
aw_credit_dispense
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
init()
{
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//tweekables - the following lines can be edited to your needs!
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//chances! these should be between 0-100 (zero means no chance)
level.is_active_chance = 75; //percent chance that it will be on at the start
level.jackpot_chance = 5; //percent chance of jackpot (LOTS of point, default between 600-1200) make 0 to disable
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//points!
level.normal_points = 100; //amount of points it will normally give
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//jackpot!
level.jackpot_lowest_points = 60; //lowest amount jackpot can give (note: it will multiply by 10)
level.jackpot_highest_points = 120; //highest amount jackpot can give (note: it will multiply by 10)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//down time /aka/ temporary disabled
level.down_time_min = 60; //min amount of seconds to wait til back online
level.down_time_max = 300; //max amount of seconds to wait til back online
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//end of tweekables, feel free to modify and scripts below if you know what your doing!
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
credit_dispense = GetEntArray( "credit_dispense", "targetname" );
for( i = 0; i < credit_dispense.size; i++ )
{
credit_dispense[i] thread check_if_on();
}
}
check_if_on()
{
self SetHintString( "" );
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();
if(randomint(100) < level.is_active_chance)
self.on =true;
else
self.on = false;
wait .1;
if (self.on == true)
self thread trigger_active();
else
self thread trigger_down_time();
}
trigger_down_time()
{
self.on = false;
self SetHintString( "" );
self.time_to_wait = randomintrange(level.down_time_min ,level.down_time_max);
wait self.time_to_wait;
self.on =true;
self thread trigger_active();
}
trigger_active()
{
self SetHintString( "HOLD &&1 FOR ^3CREDITS" );
self waittill( "trigger", player );
player thread point_gain( player );
self thread trigger_down_time();
}
point_gain( user )
{
if(randomint(100) < level.jackpot_chance)
{
user.point_total = randomintrange(level.down_time_min,level.down_time_max);
wait 2;
user iPrintLnBold("^7OVERIDE ENABLED");
wait 2;
while(user.point_total > 0)
{
user thread maps\_zombiemode_score::add_to_player_score( 10 * level.zombie_vars["zombie_point_scalar"] );
user.point_total-=1;
wait 0.1;
if (user.point_total < 1)
break;
}
}
else
{
points = level.normal_points * level.zombie_vars["zombie_point_scalar"];
user playlocalsound("cha_ching");
user iPrintLnBold("^7+" + points + " CREDITS");
user thread maps\_zombiemode_score::add_to_player_score( points );
}
}
maps\_zombiemode_auto_turret::init();
maps\aw_credit_dispense::init();
targetname
credit_dispense
include_powerup( "bonus" );
init_fx();
add_zombie_powerup( "nuke", "zombie_bomb", &"ZOMBIE_POWERUP_NUKE", "misc/fx_zombie_mini_nuke" );
// add_zombie_powerup( "nuke", "zombie_bomb", &"ZOMBIE_POWERUP_NUKE", "misc/fx_zombie_mini_nuke_hotness" );
add_zombie_powerup( "insta_kill", "zombie_skull", &"ZOMBIE_POWERUP_INSTA_KILL" );
add_zombie_powerup( "double_points","zombie_x2_icon", &"ZOMBIE_POWERUP_DOUBLE_POINTS" );
add_zombie_powerup( "full_ammo", "zombie_ammocan", &"ZOMBIE_POWERUP_MAX_AMMO");
add_zombie_powerup( "carpenter", "zombie_carpenter", &"ZOMBIE_POWERUP_MAX_AMMO");
add_zombie_powerup( "bonus", "zombie_points", "bonus");
powerup_grab()
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
case "bonus":
players[i] thread bonus_powerup( self );
break;
nuke_flash()
bonus_powerup( drop_item )
{
players = Get_Players();
low = 100; //lowest amount possible
high = 2000; //highest amount possible
points = randomIntRange(low,high);
// give the points funtion
for(i=0;i<players.size;i++) //gives points to all players
{
if(level.zombie_vars["zombie_point_scalar"] == 1) // if double points is off
{
players[i] maps\_zombiemode_score::add_to_player_score( points );
}
else // if double points is on
{
points = points * 2;
players[i] maps\_zombiemode_score::add_to_player_score( points );
}
}
for (i = 0; i < players.size; i++)
{
players[i] playsound ("points_vox");
}
}
xmodel,zombie_points
targetname
weapon_locker
level thread DLC3_threadCalls2();
thread weapon_locker_begin();
weapon_locker_begin()
{
players = getplayers();
for(i=0; i<players.size; i++)
{
players[i] thread get_stored_gun();
}
self thread weapon_locker();
}
get_stored_gun()
{
wait 1;
self.stored_gun_ammo = self GetStat(3007);
self.stored_ammo_clip = self GetStat(3008);
self.has_stored_weapon = self GetStat(3009);
keys = GetArrayKeys( level.zombie_weapons );
self.stored_weapon = keys[ self GetStat( 3006 ) ];
}
weapon_locker()
{
wait 2;
weapon_locker = getEnt("weapon_locker", "targetname");
weapon_locker setHintString( "press & hold &&1 to store current weapon" );
weapon_locker setCursorHint("HINT_NOICON");
while(1)
{
weapon_locker waittill( "trigger", user );
if( is_player_valid(user))
{
user.old_gun = user getcurrentweapon();
user.gun_ammo = user GetAmmoCount( user.old_gun );
user.gun_ammo_clip = user GetWeaponAmmoClip(user.old_gun);
// this line is for non valid weapons, such as perk bottles, knuckle crack and the syringe when reviving, this should only need to be changed if adding extra perks etc.
if (!( user.old_gun == "none" || user.old_gun == "syrette" || user.old_gun == "zombie_melee" || user.old_gun == "zombie_perk_bottle_revive" || user.old_gun == "zombie_perk_bottle_doubletap" || user.old_gun == "zombie_perk_bottle_jugg" || user.old_gun == "zombie_perk_bottle_sleight" || user.old_gun == "zombie_perk_bottle_staminup" || user.old_gun == "zombie_perk_bottle_phd" || user.old_gun == "zombie_perk_bottle_mulekick" || user.old_gun == "zombie_perk_bottle_deadshot" || user.old_gun == "zombie_perk_bottle_cherry" || user.old_gun == "zombie_perk_bottle_vulture" || user.old_gun == "zombie_knuckle_crack" || user.old_gun == "stielhandgranate" || user.old_gun == "zombie_cymbal_monkey" || user.old_gun == "zombie_bowie_flourish" ))
{
primaryWeapons = user GetWeaponsListPrimaries();
if( (IsDefined( primaryWeapons ) && primaryWeapons.size == 1 || IsDefined( primaryWeapons ) && primaryWeapons.size == 2 && user hasPerk ("specialty_extraammo")) && user.has_stored_weapon == 1)
{
user giveweapon( user.stored_weapon );
user SetWeaponAmmoStock(user.stored_weapon,user.stored_gun_ammo);
user SetWeaponAmmoClip(user.stored_weapon,user.stored_ammo_clip);
user switchtoweapon( user.stored_weapon );
user.has_stored_weapon = 0;
user SetStat(3009,0);
}
else
// the following line is for weapons that you do not want storeable, i added some from my own map and advise customizing for weapons in your own map. zombie colt should be changed to your starting weapon
if ( user.old_gun == "colt" || user.old_gun == "zombie_colt" || user.old_gun == "zombie_colt_upgraded" || user.old_gun == "tesla_gun" || user.old_gun == "tesla_gun_upgraded" || user.old_gun == "thundergun" || user.old_gun == "thundergun_upgraded" || user.old_gun == "ray_gun" || user.old_gun == "ray_gun_upgraded" || user.old_gun == "scavenger" || user.old_gun == "scavenger_upgraded" || user.old_gun == "vorkuta_knife" || user.old_gun == "vorkuta_knife_upgraded" )
{
user iPrintLnBold("^7cannot store this weapon");
wait 2;
}
else
{
primaryWeapons = user GetWeaponsListPrimaries();
if(!( IsDefined( primaryWeapons ) && primaryWeapons.size == 1 || IsDefined( primaryWeapons ) && primaryWeapons.size == 2 && user hasPerk ("specialty_extraammo") ))
user takeweapon( user.old_gun );
if(user.has_stored_weapon == 1)
{
user giveweapon( user.stored_weapon );
user SetWeaponAmmoStock(user.stored_weapon,user.stored_gun_ammo);
user SetWeaponAmmoClip(user.stored_weapon,user.stored_ammo_clip);
user switchtoweapon( user.stored_weapon );
}
user.switch_weapon = user.stored_weapon;
wait 0.1;
user.stored_weapon = user.old_gun;
user.stored_ammo_clip = user.gun_ammo_clip;
user.stored_gun_ammo = user.gun_ammo - user.stored_ammo_clip;
wait 0.1;
keys = GetArrayKeys( level.zombie_weapons );
for( i = 0; i < keys.size; i ++ )
{
if( keys[i] == user.stored_weapon )
{
user SetStat( 3006, i );
break;
}
}
user SetStat(3007,user.stored_gun_ammo);
user SetStat(3008,user.stored_ammo_clip);
user.has_stored_weapon = 1;
user SetStat(3009,1);
user playlocalsound("cha_ching");
user.cur_gun = user getcurrentweapon();
primaryWeapons = user GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 && (!(user.cur_gun == user.switch_weapon)))
{
user SwitchToWeapon( primaryWeapons[0] );
}
wait 2;
}
}
}
}
}