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Contact Support - Help Center Get help on the UGX Discord. Join it now!PrecacheShader( "specialty_armorvest" );
thread track_zombies();
track_zombies()
{
zombie_shader = "specialty_armorvest";
while(1)
{
zombies = getaiarray( "axis" );
players = get_players();
hud = [];
for (i = 0; i < zombies.size; i++)
{
if(!isDefined(zombies[i].waypoint))
{
zombies[i].waypoint = NewClientHudElem(players[0]);
zombies[i].waypoint setShader(zombie_shader,64,64);
zombies[i].waypoint setWaypoint( true, zombie_shader);
zombies[i].waypoint SetTargetEnt(zombies[i]);
zombies[i].waypoint.alpha = .8;
}
}
wait 1;
}
}
zombie_death_event( zombie )
{
zombie waittill( "death" );
zombie thread zombie_eye_glow_stop();
zombie.waypoint Destroy(); //ADD THIS
activate_by_touch
activate_by_touch_trigs = getEntArray("activate_by_touch","targetname");
for(i=0;i<activate_by_touch_trigs.size;i++)
activate_by_touch_trigs[i] thread activate_by_touch();
activate_by_touch()
{
flag_wait( "all_players_connected" );
flag_init(self.script_flag);
activated = false;
while(!activated)
{
players = get_players();
for (i = 0; i < players.size; i++)
if(players[i] isTouching(self))
{
flag_set(self.script_flag);
players[i] iprintln("activated: " + self.script_flag); //REMOVE when done debugging
activated = true;
}
wait .1;
}
}
#include animscripts\Utility;
#include animscripts\traverse\shared;
#include maps\_utility;
#include common_scripts\utility;
#using_animtree ("generic_human");
main()
{
if( IsDefined( self.is_zombie ) && self.is_zombie && self.has_legs == true && self.type != "dog" )
{
low_wall_zombie();
}
else if( IsDefined( self.is_zombie ) && self.is_zombie && self.has_legs == false )
{
low_wall_crawler();
}
else if( self.type == "dog" )
{
dog_jump_up(96, 7);
}
}
low_wall_zombie()
{
traverseData = [];
traverseData[ "traverseAnim" ] = %ai_zombie_jump_up;
traverseData[ "traverseHeight" ] = 222;
players = get_players();
players[0] iprintln(self.origin);
wait 1;
players[0] iprintln(self.origin);
DoTraverse( traverseData );
}
low_wall_crawler()
{
traverseData = [];
traverseData[ "traverseAnim" ] = %ai_zombie_crawl_jump_up_2_climb;
DoTraverse( traverseData );
}
self set_run_anim(%bo_walk_9);
self.run_combatanim = level.scr_anim[self.animname][%bo_walk_9];
xanim,bo_walk_9
perma_powerup
precachemodel("zombie_x2_icon");
perma_powerups = getEntArray("perma_powerup","targetname");
for(i=0;i<perma_powerups.size;i++)
perma_powerups[i] thread spawn_perma_drop();
spawn_perma_drop()
{
struct = spawn("script_model", self.origin);
struct SetModel( "zombie_x2_icon" );
self.hint = struct.hint;
if( IsDefined( struct.fx ) )
{
self.fx = struct.fx;
}
struct.powerup_name = "double_points";
struct thread maps\_zombiemode_powerups::powerup_wobble();
struct thread maps\_zombiemode_powerups::powerup_grab();
}
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
init()
{
level._effect["ugx_weather"] = LoadFx("env/weather/fx_snow_blizzard_intense");
}
think()
{
players = getPlayers();
for(i = 0; i < players.size; i++)
players[i] thread play_weather();
}
play_weather()
{
self endon("death");
self endon("disconnect");
for (;;)
{
PlayFX( level._effect["ugx_weather"], self.origin + (0,0,650) );
wait( 0.3 );
}
}