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name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig
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# Footsteps,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
# Music,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
MX_intro_stg,Stream/Music/Mission/Ber2/mx_intro_stg.wav,,,1,1,,,,,,,music,,,,,,,,,,2d,streamed,,,,,,,,,,music_all,,,,,,0,,,,,,100,100,0.25,1,,
mx_zombie_wave_1,Stream\Music\Mission\zombie\motd_ambient.wav,,,0.1,0.1,,,,,,,music,,,0,,,,,,,2d,streamed,,looping,,,,,,,,,,,,,,0,,,,,,100,100,0.25,1,,
tesla_coils()
{
level.teslas_picked = 0;
coil1_trig = getEnt("tesla_coil1","targetname");
coil2_trig = getEnt("tesla_coil2","targetname");
coil3_trig = getEnt("tesla_coil3","targetname");
thread item_pickup(coil1_trig);
thread item_pickup(coil2_trig);
thread item_pickup(coil3_trig);
}
item_pickup(trigger)
{
user = undefined;
trigger _setHintString("");
trigger SetCursorHint( "HINT_NOICON" );
flag_wait("upgraded_magic");
trigger _setHintString("Press and Hold &&1 to Pick Up Item");
trigger SetCursorHint( "HINT_NOICON" );
model = Spawn( "script_model", trigger.origin );
model setmodel( "zombie_zapper_tesla_coil" );
playfxontag (level._effect["powerup_on"], model, "tag_origin");
trigger waittill("trigger", user);
trigger delete();
user playsound("powerup_grabbed");
model delete();
level.teslas_picked = level.teslas_picked + 1;
thread upgrade_ready();
}
include_weapon( "mp5" );
include_weapon( "mp5_upgraded", false );
add_zombie_weapon( "mp5", "Press and Hold &&1 to buy MP5k [Cost: 1000]", 1000, "", 0 );
add_zombie_weapon( "mp5_upgraded", "Press and Hold &&1 to buy MP5k [Cost: 1000]", 1000, "", 0 );
targetname weapon_upgrade
zombie_weapon_upgrade name of the weapon
Additions and changes:
Added boss zombie
Added a slight addition to the playable area.
Added some detail.
Added teleporter sounds.
Added a new ee step for the ww upgrade.
Added better doors (as requested by Jaden Szewczak).
Added new hud.
Added Mule Kick
Added a new weapon
Added proper reflex/red dot sights
Removed kino box light (people didn't even seem to be noticing this feature)
Removed Zombie Blood powerup
Changed so that all players can now get the wonder weapon. But only one can upgrade it.
Pack a punched weapons now use secondary sound aliases so they are much better quality.
Fixes:
G Spawning should now be fixed!!! (Thanks to HarryBO21)
Fixed box FX
Fixed unlimited weapons glitches during the ee
Fixed clipping to fix sticky walls and out of map spots (I might have forgotten some)
Fixed holes in paped mp5k
Fixed asp reload anim
Fixed FnFal texture
Fixed wonder weapon sprinting
Fixed a rare glitch where you could get grenades from box (Thanks Hitman :D)
Much more I forgot
Removed loads of script entites so you're less likely to get G-Spawn (If you still get it let me know)
Fixed PaP weapon issue
Made a few chages to the EE for better optimization.
Removed China Lake because it caused issues with HUD and loadout
Fixed viewhands of Dempsey
Fixed some textures
Fixed some terrain glitches
Added new weapon: Skorpion
Randomized characters fixed (So you don't hear Dempsey at spawn anymore)
Other minor changes