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Messages - ZMBS DON GOONY

I dont really see a problem with advertising UGX MODS in your map xD. Its kinda like free advertisement for us i guess?
Im sure we can put something together for a nice and clean texture or even model you can use.

Sweet cause FYI im working really hard on this map because I want to make u guys proud and i know  Trem looks for something "eyebrow raising"  when going over a map with that being said i want mine to stand out  :)
12 years ago
been adding all kinds of cool stuff to my map i'm not gonna give any spoilers though  ;)
12 years ago




those signs are scripted to subliminally brainwash the players   ;)

thanks
12 years ago
can u give me two days and let me pm u what i got and you can look over everything and fix what needs to be fixed ?  :) ;D
12 years ago
Take your time man.

It looks like its gonna be a very nice map so its better if you take your time to perfect it.

thanks and will do not even close to relesing yet i do want it to be perfect first impressions are the best ones  :)

Edit from Darkmapper: Sorry, i accidently clicked "modify" instead of reply xD
12 years ago
got alot of more work done still having problems though but working on it sorry its taking so long but this is my first map
12 years ago
find in the section quick_revive_solo watch out with the zombie_cheat

i keep getting errors here is the _zombiemode_perks from black ops will you please look at it in your spare time and post a revised version of waw _zombiemode_perks please with the new quick revive code thanks  :)

[noae]
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;
init()
{

vending_triggers = GetEntArray( "zombie_vending", "targetname" );

vending_weapon_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");
flag_init("pack_machine_in_use");
flag_init( "solo_game" );
if( level.mutators["mutator_noPerks"] )
{
for( i = 0; i < vending_triggers.size; i++ )
{
vending_triggers[i] disable_trigger();
}
for( i = 0; i < vending_weapon_upgrade_trigger.size; i++ )
{
vending_weapon_upgrade_trigger[i] disable_trigger();
}
return;
}

if ( vending_triggers.size < 1 )
{
return;
}

if ( vending_weapon_upgrade_trigger.size >= 1 )
{
array_thread( vending_weapon_upgrade_trigger, ::vending_weapon_upgrade );;
}


if( !isDefined( level.custom_vending_precaching ) )
{
level.custom_vending_precaching = maps\_zombiemode_perks::default_vending_precaching;
}
[[ level.custom_vending_precaching ]]();
if( !isDefined( level.packapunch_timeout ) )
{
level.packapunch_timeout = 15;
}
set_zombie_var( "zombie_perk_cost", 2000 );
if( level.mutators["mutator_susceptible"] )
{
set_zombie_var( "zombie_perk_juggernaut_health", 80 );
set_zombie_var( "zombie_perk_juggernaut_health_upgrade", 95 );
}
else
{
set_zombie_var( "zombie_perk_juggernaut_health", 160 );
set_zombie_var( "zombie_perk_juggernaut_health_upgrade", 190 );
}
array_thread( vending_triggers, ::vending_trigger_think );
array_thread( vending_triggers, ::electric_perks_dialog );
level thread turn_doubletap_on();
if ( is_true( level.zombiemode_using_marathon_perk ) )
{
level thread turn_marathon_on();
}
if ( is_true( level.zombiemode_using_divetonuke_perk ) )
{
level thread turn_divetonuke_on();

level.zombiemode_divetonuke_perk_func = ::divetonuke_explode;

level._effect["divetonuke_groundhit"] = loadfx("maps/zombie/fx_zmb_phdflopper_exp");

set_zombie_var( "zombie_perk_divetonuke_radius", 300 );
set_zombie_var( "zombie_perk_divetonuke_min_damage", 1000 );
set_zombie_var( "zombie_perk_divetonuke_max_damage", 5000 );
}
level thread turn_jugger_on();
level thread turn_revive_on();
level thread turn_sleight_on();


if( is_true( level.zombiemode_using_deadshot_perk ) )
{
level thread turn_deadshot_on();
}
level thread turn_PackAPunch_on();
}
default_vending_precaching()
{
PrecacheItem( "zombie_perk_bottle_doubletap" );
PrecacheItem( "zombie_perk_bottle_jugg" );
PrecacheItem( "zombie_perk_bottle_revive" );
PrecacheItem( "zombie_perk_bottle_sleight" );
PrecacheItem( "zombie_knuckle_crack" );
PrecacheShader( "specialty_doubletap_zombies" );

if ( is_true( level.zombiemode_using_marathon_perk ) )
{
PrecacheItem( "zombie_perk_bottle_marathon" );
PrecacheShader( "specialty_marathon_zombies" );
}

if ( is_true( level.zombiemode_using_divetonuke_perk ) )
{
PrecacheItem( "zombie_perk_bottle_nuke" );
PrecacheShader( "specialty_divetonuke_zombies" );
}

if( is_true( level.zombiemode_using_deadshot_perk ) )
{
PreCacheItem( "zombie_perk_bottle_deadshot" );
PrecacheShader( "specialty_ads_zombies" );
}

PrecacheShader( "specialty_juggernaut_zombies" );
PrecacheShader( "specialty_quickrevive_zombies" );
PrecacheShader( "specialty_fastreload_zombies" );
PrecacheShader( "specialty_juggernaut_zombies_pro" );
PrecacheShader( "specialty_quickrevive_zombies_pro" );
PrecacheShader( "specialty_fastreload_zombies_pro" );

PrecacheShader( "minimap_icon_juggernog" );
PrecacheShader( "minimap_icon_revive" );
PrecacheShader( "minimap_icon_reload" );
PrecacheModel("zombie_vending_doubletap_on");
if ( is_true( level.zombiemode_using_marathon_perk ) )
{
PrecacheModel("zombie_vending_marathon_on");
}
if ( is_true( level.zombiemode_using_divetonuke_perk ) )
{
PrecacheModel("zombie_vending_nuke_on");
}
if ( is_true( level.zombiemode_using_deadshot_perk ) )
{
PrecacheModel("zombie_vending_ads_on");
}
PreCacheModel("zombie_vending_jugg_on");
PrecacheModel("zombie_vending_revive_on");
PrecacheModel("zombie_vending_sleight_on");
PrecacheModel("zombie_vending_packapunch_on");
PrecacheString( &"ZOMBIE_PERK_DOUBLETAP" );
if ( is_true( level.zombiemode_using_marathon_perk ) )
{
PrecacheString( &"ZOMBIE_PERK_MARATHON" );
}
if ( is_true( level.zombiemode_using_divetonuke_perk ) )
{
PrecacheString( &"ZOMBIE_PERK_DIVETONUKE" );
}
PrecacheString( &"ZOMBIE_PERK_JUGGERNAUT" );
PrecacheString( &"ZOMBIE_PERK_QUICKREVIVE" );
PrecacheString( &"ZOMBIE_PERK_FASTRELOAD" );
PrecacheString( &"ZOMBIE_PERK_PACKAPUNCH" );
level._effect["doubletap_light"] = loadfx("misc/fx_zombie_cola_dtap_on");
if ( is_true( level.zombiemode_using_marathon_perk ) )
{
level._effect["marathon_light"] = loadfx("maps/zombie/fx_zmb_cola_staminup_on");
}
if ( is_true( level.zombiemode_using_divetonuke_perk ) )
{
level._effect["divetonuke_light"] = loadfx("misc/fx_zombie_cola_dtap_on");
}
if ( is_true( level.zombiemode_using_deadshot_perk ) )
{
level._effect["deadshot_light"] = loadfx("misc/fx_zombie_cola_dtap_on");
}
level._effect["jugger_light"] = loadfx("misc/fx_zombie_cola_jugg_on");
level._effect["revive_light"] = loadfx("misc/fx_zombie_cola_revive_on");
level._effect["sleight_light"] = loadfx("misc/fx_zombie_cola_on");
level._effect["packapunch_fx"] = loadfx("maps/zombie/fx_zombie_packapunch");

level._effect["revive_light_flicker"] = loadfx("maps/zombie/fx_zmb_cola_revive_flicker");
}
third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine )
{
forward = anglesToForward( angles );
interact_pos = origin + (forward*-25);
PlayFx( level._effect["packapunch_fx"], origin+(0,1,-34), forward );

worldgun = spawn( "script_model", interact_pos );
worldgun.angles  = self.angles;
worldgun setModel( GetWeaponModel( current_weapon ) );
worldgun useweaponhidetags( current_weapon );
worldgun rotateto( angles+(0,90,0), 0.35, 0, 0 );
offsetdw = ( 3, 3, 3 );
worldgundw = undefined;
if ( maps\_zombiemode_weapons::weapon_is_dual_wield( current_weapon ) )
{
worldgundw = spawn( "script_model", interact_pos + offsetdw );
worldgundw.angles  = self.angles;
worldgundw setModel( GetWeaponModel( current_weapon ) );
worldgundw useweaponhidetags( current_weapon );
worldgundw rotateto( angles+(0,90,0), 0.35, 0, 0 );
}
wait( 0.5 );
worldgun moveto( origin, 0.5, 0, 0 );
if ( isdefined( worldgundw ) )
{
worldgundw moveto( origin + offsetdw, 0.5, 0, 0 );
}
self playsound( "zmb_perks_packa_upgrade" );
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles+(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.35 );
worldgun delete();
if ( isdefined( worldgundw ) )
{
worldgundw delete();
}
wait( 3 );
self playsound( "zmb_perks_packa_ready" );
worldgun = spawn( "script_model", origin );
worldgun.angles  = angles+(0,90,0);
worldgun setModel( GetWeaponModel( level.zombie_weapons[current_weapon].upgrade_name ) );
worldgun useweaponhidetags( level.zombie_weapons[current_weapon].upgrade_name );
worldgun moveto( interact_pos, 0.5, 0, 0 );
worldgundw = undefined;
if ( maps\_zombiemode_weapons::weapon_is_dual_wield( level.zombie_weapons[current_weapon].upgrade_name ) )
{
worldgundw = spawn( "script_model", origin + offsetdw );
worldgundw.angles  = angles+(0,90,0);
worldgundw setModel( GetWeaponModel( level.zombie_weapons[current_weapon].upgrade_name ) );
worldgundw useweaponhidetags( level.zombie_weapons[current_weapon].upgrade_name );
worldgundw moveto( interact_pos + offsetdw, 0.5, 0, 0 );
}
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles-(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.5 );
worldgun moveto( origin, level.packapunch_timeout, 0, 0);
if ( isdefined( worldgundw ) )
{
worldgundw moveto( origin + offsetdw, level.packapunch_timeout, 0, 0);
}
worldgun.worldgundw = worldgundw;
return worldgun;
}
vending_weapon_upgrade()
{
perk_machine = GetEnt( self.target, "targetname" );
perk_machine_sound = GetEntarray ( "perksacola", "targetname");
packa_rollers = spawn("script_origin", self.origin);
packa_timer = spawn("script_origin", self.origin);
packa_rollers LinkTo( self );
packa_timer LinkTo( self );

if( isDefined( perk_machine.target ) )
{
perk_machine.wait_flag = GetEnt( perk_machine.target, "targetname" );
}
self UseTriggerRequireLookAt();
self SetHintString( &"ZOMBIE_NEED_POWER" );
self SetCursorHint( "HINT_NOICON" );
level waittill("Pack_A_Punch_on");

self thread maps\_zombiemode_weapons::decide_hide_show_hint();

perk_machine playloopsound("zmb_perks_packa_loop");
self thread vending_weapon_upgrade_cost();

for( ;; )
{
self waittill( "trigger", player );

index = maps\_zombiemode_weapons::get_player_index(player);
plr = "zmb_vox_plr_" + index + "_";
current_weapon = player getCurrentWeapon();
if( !player maps\_zombiemode_weapons::can_buy_weapon() ||
player maps\_laststand::player_is_in_laststand() ||
is_true( player.intermission ) ||
player isThrowingGrenade() ||
player maps\_zombiemode_weapons::is_weapon_upgraded( current_weapon ) )
{
wait( 0.1 );
continue;
}

if( is_true(level.pap_moving))
{
continue;
}

  if( player isSwitchingWeapons() )
  {
  wait(0.1);
  continue;
  }
if ( !IsDefined( level.zombie_include_weapons[current_weapon] ) )
{
continue;
}
if ( player.score < self.cost )
{

self playsound("deny");
player maps\_zombiemode_audio::create_and_play_dialog( "general", "perk_deny", undefined, 0 );
continue;
}

flag_set("pack_machine_in_use");

player maps\_zombiemode_score::minus_to_player_score( self.cost );
sound = "evt_bottle_dispense";
playsoundatposition(sound, self.origin);


self thread maps\_zombiemode_audio::play_jingle_or_stinger("mus_perks_packa_sting");
player maps\_zombiemode_audio::create_and_play_dialog( "weapon_pickup", "upgrade_wait" );

origin = self.origin;
angles = self.angles;

if( isDefined(perk_machine))
{
origin = perk_machine.origin+(0,0,35);
angles = perk_machine.angles+(0,90,0);
}

self disable_trigger();

player thread do_knuckle_crack();

self.current_weapon = current_weapon;

weaponmodel = player third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine );

self enable_trigger();
self SetHintString( &"ZOMBIE_GET_UPGRADED" );
self setvisibletoplayer( player );

self thread wait_for_player_to_take( player, current_weapon, packa_timer );
self thread wait_for_timeout( current_weapon, packa_timer );

self waittill_either( "pap_timeout", "pap_taken" );

self.current_weapon = "";
if ( isdefined( weaponmodel.worldgundw ) )
{
weaponmodel.worldgundw delete();
}
weaponmodel delete();
self SetHintString( &"ZOMBIE_PERK_PACKAPUNCH", self.cost );
self setvisibletoall();
flag_clear("pack_machine_in_use");
}
}
vending_weapon_upgrade_cost()
{
while ( 1 )
{
self.cost = 5000;
self SetHintString( &"ZOMBIE_PERK_PACKAPUNCH", self.cost );
level waittill( "powerup bonfire sale" );
self.cost = 1000;
self SetHintString( &"ZOMBIE_PERK_PACKAPUNCH", self.cost );
level waittill( "bonfire_sale_off" );
}
}
wait_for_player_to_take( player, weapon, packa_timer )
{
AssertEx( IsDefined( level.zombie_weapons[weapon] ), "wait_for_player_to_take: weapon does not exist" );
AssertEx( IsDefined( level.zombie_weapons[weapon].upgrade_name ), "wait_for_player_to_take: upgrade_weapon does not exist" );

upgrade_weapon = level.zombie_weapons[weapon].upgrade_name;

self endon( "pap_timeout" );
while( true )
{
packa_timer playloopsound( "zmb_perks_packa_ticktock" );
self waittill( "trigger", trigger_player );
packa_timer stoploopsound(.05);
if( trigger_player == player )
{
current_weapon = player GetCurrentWeapon();
if( is_player_valid( player ) && !player is_drinking() && !is_placeable_mine( current_weapon ) && "syrette_sp" != current_weapon )
{
self notify( "pap_taken" );
player notify( "pap_taken" );
primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= 2 )
{
player maps\_zombiemode_weapons::weapon_give( upgrade_weapon );
}
else
{
player GiveWeapon( upgrade_weapon, 0, player maps\_zombiemode_weapons::get_pack_a_punch_weapon_options( upgrade_weapon ) );
player GiveStartAmmo( upgrade_weapon );
}

player SwitchToWeapon( upgrade_weapon );
player maps\_zombiemode_weapons::play_weapon_vo(upgrade_weapon);
return;
}
}
wait( 0.05 );
}
}
wait_for_timeout( weapon, packa_timer )
{
self endon( "pap_taken" );

wait( level.packapunch_timeout );

self notify( "pap_timeout" );
packa_timer stoploopsound(.05);
packa_timer playsound( "zmb_perks_packa_deny" );
maps\_zombiemode_weapons::unacquire_weapon_toggle( weapon );
}
do_knuckle_crack()
{
gun = self upgrade_knuckle_crack_begin();

self waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );

self upgrade_knuckle_crack_end( gun );

}
upgrade_knuckle_crack_begin()
{
self increment_is_drinking();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowCrouch( true );
self AllowProne( false );
self AllowMelee( false );

if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
primaries = self GetWeaponsListPrimaries();
gun = self GetCurrentWeapon();
weapon = "zombie_knuckle_crack";

if ( gun != "none" && !is_placeable_mine( gun ) )
{
self notify( "zmb_lost_knife" );
self TakeWeapon( gun );
}
else
{
return;
}
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
return gun;
}
upgrade_knuckle_crack_end( gun )
{
assert( gun != "zombie_perk_bottle_doubletap" );
assert( gun != "zombie_perk_bottle_jugg" );
assert( gun != "zombie_perk_bottle_revive" );
assert( gun != "zombie_perk_bottle_sleight" );
assert( gun != "zombie_perk_bottle_marathon" );
assert( gun != "zombie_perk_bottle_nuke" );
assert( gun != "syrette_sp" );
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
weapon = "zombie_knuckle_crack";

if ( self maps\_laststand::player_is_in_laststand() || is_true( self.intermission ) )
{
self TakeWeapon(weapon);
return;
}
self decrement_is_drinking();
self TakeWeapon(weapon);
primaries = self GetWeaponsListPrimaries();
if( self is_drinking() )
{
return;
}
else if( isDefined( primaries ) && primaries.size > 0 )
{
self SwitchToWeapon( primaries[0] );
}
else
{
self SwitchToWeapon( level.laststandpistol );
}
}
turn_PackAPunch_on()
{
level waittill("Pack_A_Punch_on");
vending_weapon_upgrade_trigger = GetEntArray("zombie_vending_upgrade", "targetname");
for(i=0; i<vending_weapon_upgrade_trigger.size; i++ )
{
perk = getent(vending_weapon_upgrade_trigger[i].target, "targetname");
if(isDefined(perk))
{
perk thread activate_PackAPunch();
}
}
}
activate_PackAPunch()
{
self setmodel("zombie_vending_packapunch_on");
self playsound("zmb_perks_power_on");
self vibrate((0,-100,0), 0.3, 0.4, 3);

timer = 0;
duration = 0.05;
level notify( "Carpenter_On" );
}
turn_sleight_on()
{
machine = getentarray("vending_sleight", "targetname");

level waittill("sleight_on");
for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_sleight_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("zmb_perks_power_on");
machine[i] thread perk_fx( "sleight_light" );
}
level notify( "specialty_fastreload_power_on" );
}
turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");
machine_model = undefined;
machine_clip = undefined;

flag_wait( "all_players_connected" );
players = GetPlayers();
if ( players.size == 1 )
{
for( i = 0; i < machine.size; i++ )
{
if(IsDefined(machine[i].script_noteworthy) && machine[i].script_noteworthy == "clip")
{
machine_clip = machine[i];
}
else
{
machine[i] setmodel("zombie_vending_revive_on");
machine_model = machine[i];
}
}
wait_network_frame();
machine_model thread revive_solo_fx(machine_clip);
}
else
{
level waittill("revive_on");
for( i = 0; i < machine.size; i++ )
{
if(IsDefined(machine[i].classname) && machine[i].classname == "script_model")
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("zmb_perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}
}

level notify( "specialty_quickrevive_power_on" );
}
}
revive_solo_fx(machine_clip)
{
flag_init( "solo_revive" );
self.fx = Spawn( "script_model", self.origin );
self.fx.angles = self.angles;
self.fx SetModel( "tag_origin" );
self.fx LinkTo(self);
playfxontag( level._effect[ "revive_light" ], self.fx, "tag_origin" );
playfxontag( level._effect[ "revive_light_flicker" ], self.fx, "tag_origin" );
flag_wait( "solo_revive" );
if ( isdefined( level.revive_solo_fx_func ) )
{
level thread [[ level.revive_solo_fx_func ]]();
}



wait(2.0);
self playsound("zmb_box_move");
playsoundatposition ("zmb_whoosh", self.origin );

self moveto(self.origin + (0,0,40),3);
if( isDefined( level.custom_vibrate_func ) )
{
[[ level.custom_vibrate_func ]]( self );
}
else
{
   direction = self.origin;
   direction = (direction[1], direction[0], 0);
   
   if(direction[1] < 0 || (direction[0] > 0 && direction[1] > 0))
   {
            direction = (direction[0], direction[1] * -1, 0);
       }
       else if(direction[0] < 0)
       {
            direction = (direction[0] * -1, direction[1], 0);
       }
   
        self Vibrate( direction, 10, 0.5, 5);
}

self waittill("movedone");
PlayFX(level._effect["poltergeist"], self.origin);
playsoundatposition ("zmb_box_poof", self.origin);
    level clientNotify( "drb" );

self.fx Unlink();
self.fx delete();
self Delete();

machine_clip trigger_off();
machine_clip ConnectPaths();
machine_clip Delete();
}
turn_jugger_on()
{
machine = getentarray("vending_jugg", "targetname");

level waittill("juggernog_on");
for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_jugg_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("zmb_perks_power_on");
machine[i] thread perk_fx( "jugger_light" );
}
level notify( "specialty_armorvest_power_on" );

}
turn_doubletap_on()
{
machine = getentarray("vending_doubletap", "targetname");
level waittill("doubletap_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_doubletap_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("zmb_perks_power_on");
machine[i] thread perk_fx( "doubletap_light" );
}
level notify( "specialty_rof_power_on" );
level notify( "specialty_threeprimaries_power_on" );
}
turn_marathon_on()
{
machine = getentarray("vending_marathon", "targetname");
level waittill("marathon_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_marathon_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("zmb_perks_power_on");
machine[i] thread perk_fx( "marathon_light" );
}
level notify( "specialty_longersprint_power_on" );
}
turn_divetonuke_on()
{
machine = getentarray("vending_divetonuke", "targetname");
level waittill("divetonuke_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_nuke_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("zmb_perks_power_on");
machine[i] thread perk_fx( "divetonuke_light" );
}
level notify( "specialty_flakjacket_power_on" );
}
divetonuke_explode( attacker, origin )
{

radius = level.zombie_vars["zombie_perk_divetonuke_radius"];
min_damage = level.zombie_vars["zombie_perk_divetonuke_min_damage"];
max_damage = level.zombie_vars["zombie_perk_divetonuke_max_damage"];

RadiusDamage( origin, radius, max_damage, min_damage, attacker, "MOD_GRENADE_SPLASH" );

PlayFx( level._effect["divetonuke_groundhit"], origin );

attacker playsound("zmb_phdflop_explo");



attacker SetClientFlag( level._ZOMBIE_PLAYER_FLAG_DIVE2NUKE_VISION );
wait_network_frame();
wait_network_frame();
attacker ClearClientFlag( level._ZOMBIE_PLAYER_FLAG_DIVE2NUKE_VISION );
}
turn_deadshot_on()
{
machine = getentarray("vending_deadshot", "targetname");
level waittill("deadshot_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_ads_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("zmb_perks_power_on");
machine[i] thread perk_fx( "deadshot_light" );
}
level notify( "specialty_deadshot_power_on" );
}
perk_fx( fx )
{
wait(3);
playfxontag( level._effect[ fx ], self, "tag_origin" );
}
electric_perks_dialog()
{

flag_wait( "all_players_connected" );
players = GetPlayers();
if ( players.size == 1 )
{
return;
}

self endon ("warning_dialog");
level endon("switch_flipped");
timer =0;
while(1)
{
wait(0.5);
players = get_players();
for(i = 0; i < players.size; i++)
{
dist = distancesquared(players[i].origin, self.origin );
if(dist > 70*70)
{
timer = 0;
continue;
}
if(dist < 70*70 && timer < 3)
{
wait(0.5);
timer ++;
}
if(dist < 70*70 && timer == 3)
{

players[i] thread do_player_vo("vox_start", 5);
wait(3);
self notify ("warning_dialog");

}
}
}
}
vending_trigger_think()
{

perk = self.script_noteworthy;
solo = false;
flag_init( "_start_zm_pistol_rank" );


if ( IsDefined(perk) &&
(perk == "specialty_quickrevive" || perk == "specialty_quickrevive_upgrade") )
{
flag_wait( "all_players_connected" );
players = GetPlayers();
if ( players.size == 1 )
{
solo = true;
flag_set( "solo_game" );
level.solo_lives_given = 0;
players[0].lives = 0;
level maps\_zombiemode::zombiemode_solo_last_stand_pistol();
}
}

flag_set( "_start_zm_pistol_rank" );
if ( !solo )
{
self SetHintString( &"ZOMBIE_NEED_POWER" );
}
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();
if ( !solo )
{
notify_name = perk + "_power_on";
level waittill( notify_name );
}
if(!IsDefined(level._perkmachinenetworkchoke))
{
level._perkmachinenetworkchoke = 0;
}
else
{
level._perkmachinenetworkchoke ++;
}

for(i = 0; i < level._perkmachinenetworkchoke; i ++)
{
wait_network_frame();
}


self thread maps\_zombiemode_audio::perks_a_cola_jingle_timer();

perk_hum = spawn("script_origin", self.origin);
perk_hum playloopsound("zmb_perks_machine_loop");
self thread check_player_has_perk(perk);

cost = level.zombie_vars["zombie_perk_cost"];
switch( perk )
{
case "specialty_armorvest_upgrade":
case "specialty_armorvest":
cost = 2500;
self SetHintString( &"ZOMBIE_PERK_JUGGERNAUT", cost );
break;
case "specialty_quickrevive_upgrade":
case "specialty_quickrevive":
if( solo )
{
cost = 500;
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE_SOLO", cost );
}
else
{
cost = 1500;
self SetHintString( &"ZOMBIE_PERK_QUICKREVIVE", cost );
}
break;
case "specialty_fastreload_upgrade":
case "specialty_fastreload":
cost = 3000;
self SetHintString( &"ZOMBIE_PERK_FASTRELOAD", cost );
break;
case "specialty_rof_upgrade":
case "specialty_rof":
cost = 2000;
self SetHintString( &"ZOMBIE_PERK_DOUBLETAP", cost );
break;

case "specialty_longersprint_upgrade":
case "specialty_longersprint":
cost = 2000;
self SetHintString( &"ZOMBIE_PERK_MARATHON", cost );
break;

case "specialty_flakjacket_upgrade":
case "specialty_flakjacket":
cost = 2000;
self SetHintString( &"ZOMBIE_PERK_DIVETONUKE", cost );
break;

case "specialty_deadshot_upgrade":
case "specialty_deadshot":
cost = 1500;
self SetHintString( &"ZOMBIE_PERK_DEADSHOT", cost );
break;
default:
self SetHintString( perk + " Cost: " + level.zombie_vars["zombie_perk_cost"] );
}
for( ;; )
{
self waittill( "trigger", player );

index = maps\_zombiemode_weapons::get_player_index(player);

if (player maps\_laststand::player_is_in_laststand() || is_true( player.intermission ) )
{
continue;
}
if(player in_revive_trigger())
{
continue;
}

if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}

  if( player isSwitchingWeapons() )
  {
  wait(0.1);
  continue;
  }
if( player is_drinking() )
{
wait( 0.1 );
continue;
}
if ( player HasPerk( perk ) )
{
cheat = false;

if ( cheat != true )
{

self playsound("deny");
player maps\_zombiemode_audio::create_and_play_dialog( "general", "perk_deny", undefined, 1 );

continue;
}
}
if ( player.score < cost )
{

self playsound("evt_perk_deny");
player maps\_zombiemode_audio::create_and_play_dialog( "general", "perk_deny", undefined, 0 );
continue;
}
if ( player.num_perks >= 4 )
{

self playsound("evt_perk_deny");

player maps\_zombiemode_audio::create_and_play_dialog( "general", "sigh" );
continue;
}
sound = "evt_bottle_dispense";
playsoundatposition(sound, self.origin);
player maps\_zombiemode_score::minus_to_player_score( cost );
player.perk_purchased = perk;





switch( perk )
{
case "specialty_armorvest_upgrade":
case "specialty_armorvest":
sound = "mus_perks_jugger_sting";
break;
case "specialty_quickrevive_upgrade":
case "specialty_quickrevive":
sound = "mus_perks_revive_sting";
break;
case "specialty_fastreload_upgrade":
case "specialty_fastreload":
sound = "mus_perks_speed_sting";
break;
case "specialty_rof_upgrade":
case "specialty_rof":
sound = "mus_perks_doubletap_sting";
break;

case "specialty_longersprint_upgrade":
case "specialty_longersprint":
sound = "mus_perks_phd_sting";
break;

case "specialty_flakjacket_upgrade":
case "specialty_flakjacket":
sound = "mus_perks_stamin_sting";
break;

case "specialty_deadshot_upgrade":
case "specialty_deadshot":
sound = "mus_perks_jugger_sting";
break;
default:
sound = "mus_perks_jugger_sting";
break;
}

self thread maps\_zombiemode_audio::play_jingle_or_stinger (self.script_label);




gun = player perk_give_bottle_begin( perk );
player waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );

player perk_give_bottle_end( gun, perk );


if ( player maps\_laststand::player_is_in_laststand() || is_true( player.intermission ) )
{
continue;
}
if ( isDefined( level.perk_bought_func ) )
{
player [[ level.perk_bought_func ]]( perk );
}
player.perk_purchased = undefined;
player give_perk( perk, true );

bbPrint( "zombie_uses: playername %s playerscore %d teamscore %d round %d cost %d name %s x %f y %f z %f type perk",
player.playername, player.score, level.team_pool[ player.team_num ].score, level.round_number, cost, perk, self.origin );
}
}
solo_revive_buy_trigger_move( revive_trigger_noteworthy )
{
self endon( "death" );

revive_perk_trigger = GetEnt( revive_trigger_noteworthy, "script_noteworthy" );

revive_perk_trigger trigger_off();

if( level.solo_lives_given >= 3 )
{
return;
}

while( self.lives > 0 )
{
wait( 0.1 );
}

revive_perk_trigger trigger_on();
}
unlocked_perk_upgrade( perk )
{
ch_ref = string(tablelookup( "mp/challengeTable_zmPerk.csv", 12, perk, 7 ));
ch_max = int(tablelookup( "mp/challengeTable_zmPerk.csv", 12, perk, 4 ));
ch_progress = self getdstat( "challengeStats", ch_ref, "challengeProgress" );

if( ch_progress >= ch_max )
{
return true;
}
return false;
}
give_perk( perk, bought )
{
self SetPerk( perk );
self.num_perks++;
if ( is_true( bought ) )
{

self thread maps\_zombiemode_audio::perk_vox( perk );
self setblur( 4, 0.1 );
wait(0.1);
self setblur(0, 0.1);

}
if(perk == "specialty_armorvest")
{
self.preMaxHealth = self.maxhealth;
self SetMaxHealth( level.zombie_vars["zombie_perk_juggernaut_health"] );
}
else if(perk == "specialty_armorvest_upgrade")
{
self.preMaxHealth = self.maxhealth;
self SetMaxHealth( level.zombie_vars["zombie_perk_juggernaut_health_upgrade"] );
}


if( perk == "specialty_deadshot" )
{
self SetClientFlag(level._ZOMBIE_PLAYER_FLAG_DEADSHOT_PERK);
}
else if( perk == "specialty_deadshot_upgrade" )
{
self SetClientFlag(level._ZOMBIE_PLAYER_FLAG_DEADSHOT_PERK);
}

players = getplayers();
if ( players.size == 1 && perk == "specialty_quickrevive" )
{
self.lives = 1;

level.solo_lives_given++;

if( level.solo_lives_given >= 3 )
{
flag_set( "solo_revive" );
}

self thread solo_revive_buy_trigger_move( perk );


}
self perk_hud_create( perk );

self.stats["perks"]++;
self thread perk_think( perk );
}
check_player_has_perk(perk)
{
self endon( "death" );
dist = 128 * 128;
while(true)
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if(DistanceSquared( players[i].origin, self.origin ) < dist)
{
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))
{
self setinvisibletoplayer(players[i], false);
}
else
{
self SetInvisibleToPlayer(players[i], true);
}
}
}
wait(0.1);
}
}
vending_set_hintstring( perk )
{
switch( perk )
{
case "specialty_armorvest_upgrade":
case "specialty_armorvest":
break;
}
}
perk_think( perk )
{
if ( perk == "specialty_threeprimaries" )
{
return;
}
perk_str = perk + "_stop";
self waittill_any( "fake_death", "death", "player_downed", perk_str );
self UnsetPerk( perk );
self.num_perks--;

if(perk == "specialty_armorvest")
{
self SetMaxHealth( 100 );
}

if( perk == "specialty_deadshot" )
{
self ClearClientFlag(level._ZOMBIE_PLAYER_FLAG_DEADSHOT_PERK);
}
else if( perk == "specialty_deadshot_upgrade" )
{
self ClearClientFlag(level._ZOMBIE_PLAYER_FLAG_DEADSHOT_PERK);
}
self perk_hud_destroy( perk );
self.perk_purchased = undefined;

if ( IsDefined( level.perk_lost_func ) )
{
self [[ level.perk_lost_func ]]( perk );
}
}
perk_hud_create( perk )
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}
shader = "";
switch( perk )
{
case "specialty_armorvest_upgrade":
shader = "specialty_juggernaut_zombies_pro";
break;
case "specialty_armorvest":
shader = "specialty_juggernaut_zombies";
break;
case "specialty_quickrevive_upgrade":
shader = "specialty_quickrevive_zombies_pro";
break;
case "specialty_quickrevive":
shader = "specialty_quickrevive_zombies";
break;
case "specialty_fastreload_upgrade":
shader = "specialty_fastreload_zombies_pro";
break;
case "specialty_fastreload":
case "specialty_threeprimaries":
shader = "specialty_fastreload_zombies";
break;
case "specialty_rof_upgrade":
case "specialty_rof":
shader = "specialty_doubletap_zombies";
break;

case "specialty_longersprint_upgrade":
case "specialty_longersprint":
shader = "specialty_marathon_zombies";
break;

case "specialty_flakjacket_upgrade":
case "specialty_flakjacket":
shader = "specialty_divetonuke_zombies";
break;

case "specialty_deadshot_upgrade":
case "specialty_deadshot":
shader = "specialty_ads_zombies";
break;
default:
shader = "";
break;
}
hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "user_left";
hud.vertAlign = "user_bottom";
hud.x = self.perk_hud.size * 30;
hud.y = hud.y - 70;
hud.alpha = 1;
hud SetShader( shader, 24, 24 );
self.perk_hud[ perk ] = hud;
}
perk_hud_destroy( perk )
{
self.perk_hud[ perk ] destroy_hud();
self.perk_hud[ perk ] = undefined;
}
perk_hud_flash()
{
self endon( "death" );
self.flash = 1;
self ScaleOverTime( 0.05, 32, 32 );
wait( 0.3 );
self ScaleOverTime( 0.05, 24, 24 );
wait( 0.3 );
self.flash = 0;
}
perk_flash_audio( perk )
{
    alias = undefined;
   
    switch( perk )
    {
        case "specialty_armorvest":
            alias = "zmb_hud_flash_jugga";
            break;
       
        case "specialty_quickrevive":
            alias = "zmb_hud_flash_revive";
            break;
           
        case "specialty_fastreload":
            alias = "zmb_hud_flash_speed";
            break;
       
        case "specialty_longersprint":
            alias = "zmb_hud_flash_stamina";
            break;
           
        case "specialty_flakjacket":
            alias = "zmb_hud_flash_phd";
            break;
    }
   
    if( IsDefined( alias ) )
        self PlayLocalSound( alias );
}
perk_hud_start_flash( perk )
{
if ( self HasPerk( perk ) && isdefined( self.perk_hud ) )
{
hud = self.perk_hud[perk];
if ( isdefined( hud ) )
{
if ( !is_true( hud.flash ) )
{
hud thread perk_hud_flash();
self thread perk_flash_audio( perk );
}
}
}
}
perk_hud_stop_flash( perk, taken )
{
if ( self HasPerk( perk ) && isdefined( self.perk_hud ) )
{
hud = self.perk_hud[perk];
if ( isdefined( hud ) )
{
hud.flash = undefined;
if ( isdefined( taken ) )
{
hud notify( "stop_flash_perk" );
}
}
}
}
perk_give_bottle_begin( perk )
{
self increment_is_drinking();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowCrouch( true );
self AllowProne( false );
self AllowMelee( false );
wait( 0.05 );
if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}
gun = self GetCurrentWeapon();
weapon = "";
switch( perk )
{
case " _upgrade":
case "specialty_armorvest":
weapon = "zombie_perk_bottle_jugg";
break;
case "specialty_quickrevive_upgrade":
case "specialty_quickrevive":
weapon = "zombie_perk_bottle_revive";
break;
case "specialty_fastreload_upgrade":
case "specialty_fastreload":
case "specialty_threeprimaries":
weapon = "zombie_perk_bottle_sleight";
break;
case "specialty_rof_upgrade":
case "specialty_rof":
weapon = "zombie_perk_bottle_doubletap";
break;

case "specialty_longersprint_upgrade":
case "specialty_longersprint":
weapon = "zombie_perk_bottle_marathon";
break;

case "specialty_flakjacket_upgrade":
case "specialty_flakjacket":
weapon = "zombie_perk_bottle_nuke";
break;

case "specialty_deadshot_upgrade":
case "specialty_deadshot":
weapon = "zombie_perk_bottle_deadshot";
break;
}
self GiveWeapon( weapon );
self SwitchToWeapon( weapon );
return gun;
}
perk_give_bottle_end( gun, perk )
{
assert( gun != "zombie_perk_bottle_doubletap" );
assert( gun != "zombie_perk_bottle_jugg" );
assert( gun != "zombie_perk_bottle_revive" );
assert( gun != "zombie_perk_bottle_sleight" );
assert( gun != "zombie_perk_bottle_marathon" );
assert( gun != "zombie_perk_bottle_nuke" );
assert( gun != "syrette_sp" );
self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
weapon = "";
switch( perk )
{
case "specialty_rof_upgrade":
case "specialty_rof":
weapon = "zombie_perk_bottle_doubletap";
break;
case "specialty_longersprint_upgrade":
case "specialty_longersprint":
weapon = "zombie_perk_bottle_marathon";
break;

case "specialty_flakjacket_upgrade":
case "specialty_flakjacket":
weapon = "zombie_perk_bottle_nuke";
break;
case "specialty_armorvest_upgrade":
case "specialty_armorvest":
weapon = "zombie_perk_bottle_jugg";
break;
case "specialty_quickrevive_upgrade":
case "specialty_quickrevive":
weapon = "zombie_perk_bottle_revive";
break;
case "specialty_fastreload_upgrade":
case "specialty_fastreload":
case "specialty_threeprimaries":
weapon = "zombie_perk_bottle_sleight";
break;

case "specialty_deadshot_upgrade":
case "specialty_deadshot":
weapon = "zombie_perk_bottle_deadshot";
break;
}

if ( self maps\_laststand::player_is_in_laststand() || is_true( self.intermission ) )
{
self TakeWeapon(weapon);
return;
}
self TakeWeapon(weapon);
if( self is_multiple_drinking() )
{
self decrement_is_drinking();
return;
}
else if( gun != "none" && !is_placeable_mine( gun ) )
{
self SwitchToWeapon( gun );


if( is_melee_weapon( gun ) )
{
self decrement_is_drinking();
return;
}
}
else
{

primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
{
self SwitchToWeapon( primaryWeapons[0] );
}
}
self waittill( "weapon_change_complete" );
if ( !self maps\_laststand::player_is_in_laststand() && !is_true( self.intermission ) )
{
self decrement_is_drinking();
}
}
give_random_perk()
{
vending_triggers = GetEntArray( "zombie_vending", "targetname" );
perks = [];
for ( i = 0; i < vending_triggers.size; i++ )
{
perk = vending_triggers[i].script_noteworthy;
if ( isdefined( self.perk_purchased ) && self.perk_purchased == perk )
{
continue;
}
if ( !self HasPerk( perk ) )
{
perks[ perks.size ] = perk;
}
}
if ( perks.size > 0 )
{
perks = array_randomize( perks );
self give_perk( perks[0] );
}
}
[/noae]
12 years ago
yes i have the modtools but for some reason its the black ops quick revive script wont work when i try pasting it
12 years ago
anybody figure out how to make quick revive work in solo like it does in black ops
12 years ago
I'M still working on the detail of the last building. i have added foilage and detail to all outside areas. Finished detailing the zombies spawns. I'm currently trying to build new perk machine for my custom perks and i have to find ppl to test out the perks make sure they work in co op too and i refuse to release my map until i have added custom sounds to it sorry its takin so long but this is my first map
12 years ago
are you gonna release any imported guns ?
Yes, we will release a CoD4 guns pack for 1.4 maps that will include the Crossbow, Freezegun, Thundergun, and all custom UGX weapons that Darkmapper has made (PP19, UMP45, USAS12, XM8, and more).

THANKS  :D :D :D
12 years ago
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