Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!maps\guns::main();
maps\_zombiemode::main();
maps\guns::main();
maps\_zombiemode::main();
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
main()
{
level.gun_spot = getentArray("free", "targetname");// u can edit the targetname if already using"free" in ye map
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );// u can edit the fx u want to play on the gun
thread gun_ammo();
/// dont touch these
currentweapon = self GetCurrentWeapon();
ammoclip = WeaponClipSize( currentweapon );
self SetWeaponAmmoClip( currentweapon, ammoclip );
}
gun_ammo()/// dont touch these
{
thread gun();
while(1)
{
level waittill("between_round_over");
level.gunmodel Delete();
gun();
}
}
gun()/// dont touch these
{
rand = RandomIntRange( 0, level.gun_spot.size);
randomgun = random_weapon();
gunmodelname = GetWeaponModel( randomgun );
for(i = 0; i < level.gun_spot.size; i++)
{
if(rand == i)
{
level.gunmodel = spawn( "script_model", level.gun_spot[i].origin +( 0, 0, -4 ) );
level.gunmodel.angles = level.gun_spot[i].angles +( 0, 180, 0 );
level.gunmodel setmodel( "tag_origin" );
playfxontag( level._effect["powerup_on2"], level.gunmodel, "tag_origin" );
level.gunmodel setmodel( gunmodelname );
thread got_ammo( gunmodelname );
}
}
}
got_ammo( gunmodelname )/// dont touch these
{
level endon("between_round_over");
level endon("ammo_taked");
player = get_Players();
while(1)
{
for(i = 0; i < player.size; i++)
{
if(player[i] IsTouching(level.gunmodel) )
{
thread free();
player[i] playsound("powerup_grabbed");
level.gunmodel Delete();
level notify("ammo_taked");
}
}
wait .2;
}
}
random_weapon()/// dont touch these
{
keys = GetArrayKeys( level.zombie_weapons );
return keys[RandomInt( keys.size )];
}
free()
{
level.free_weapon = [];/// u can add any guns in ye map and just replace them with the names of the guns below
level.free_weapon[0] = "zombie_gewehr43";
level.free_weapon[1] = "zombie_mp40";
level.free_weapon[2] = "zombie_stg44";
level.free_weapon[3] = "ptrs41_zombie";
level.free_weapon[4] = "zombie_doublebarrel_sawed_upgraded";
level.free_weapon[5] = "zombie_m1garand";
level.free_weapon[6] = "zombie_thompson";
level.free_weapon[7] = "zombie_fg42";
level.free_weapon[8] = "zombie_kar98k_upgraded";
level.free_weapon[9] = "zombie_sw_357_upgraded"; // rare weapon
level.free_weapon[10] = "zombie_mg42_upgraded"; // rare weapon
player = get_players();
for(i=0;i<player.size;i++)
{
player = player[i];
weapon = player getcurrentweapon();
weap = player GetWeaponsListPrimaries();
rand = randomintrange(1,1000);
for(i=0;i<weap.size;i++)
{
if(weap.size <= 2)
{
continue;
}
if(weap.size >=3)
{
player takeweapon(weapon);
}
}
if(rand == 1) // rare weapon 1
{
player giveweapon(level.free_weapon[9]);
player switchtoweapon(level.free_weapon[9]);
}
if(rand == 1000) //rare weapon 2
{
player giveweapon(level.free_weapon[10]);
player switchtoweapon(level.free_weapon[10]);
}
// normal weapons
if(rand >=3 && rand <=99)
{
player giveweapon(level.free_weapon[8]);
player switchtoweapon(level.free_weapon[8]);
}
if(rand >=900 && rand<=999)
{
player giveweapon(level.free_weapon[7]);
player switchtoweapon(level.free_weapon[7]);
}
if(rand >= 800 && rand <= 899)
{
player giveweapon(level.free_weapon[1]);
player switchtoweapon(level.free_weapon[1]);
}
if(rand >= 500 && rand <= 599) // a little hard
{
player giveweapon(level.free_weapon[6]);
player switchtoweapon(level.free_weapon[6]);
}
if(rand >= 100 && rand <= 199)
{
player giveweapon(level.free_weapon[5]);
player switchtoweapon(level.free_weapon[5]);
}
if(rand >= 300 && rand <= 399)
{
player giveweapon(level.free_weapon[4]);
player switchtoweapon(level.free_weapon[4]);
}
if(rand >=600 && rand <= 699 )
{
player giveweapon(level.free_weapon[3]);
player switchtoweapon(level.free_weapon[3]);
}
if(rand >=400 && rand <= 499)
{
player giveweapon(level.free_weapon[2]);
player switchtoweapon(level.free_weapon[2]);
}
if(rand >= 200 && rand <= 299)
{
player giveweapon(level.free_weapon[0]);
player switchtoweapon(level.free_weapon[0]);
}
}
}
targetname
free
thegtlad()
{
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 SetPerk( perks[0] );
self perk_hud_create( perks[0] );
}
}
add_zombie_powerup( "carpenter", "zombie_carpenter", &"ZOMBIE_POWERUP_MAX_AMMO");
add_zombie_powerup( "gtlad", "static_berlin_bread_loaf", "gtlad");
powerup_grab()
powerup_grab()
{
self endon ("powerup_timedout");
self endon ("powerup_grabbed");
while (isdefined(self))
{
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);
playfx (level._effect["powerup_grabbed_wave"], self.origin);
if( IsDefined( level.zombie_powerup_grab_func ) )
{
level thread [[level.zombie_powerup_grab_func]]();
}
else
{
switch (self.powerup_name)
{
case "nuke":
level thread nuke_powerup( self );
/* chrisp - adding powerup VO sounds */
players[i] thread powerup_vo("nuke");
zombies = getaiarray("axis");
players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
players[i] notify("nuke_triggered");
break;
case "full_ammo":
level thread full_ammo_powerup( self );
players[i] thread powerup_vo("full_ammo");
break;
case "double_points":
level thread double_points_powerup( self );
players[i] thread powerup_vo("double_points");
break;
case "insta_kill":
level thread insta_kill_powerup( self );
players[i] thread powerup_vo("insta_kill");
break;
case "carpenter":
level thread start_carpenter( self.origin );
players[i] thread powerup_vo("carpenter");
break;
case "gtlad":
level thread gtlad_powerup( self );
break;
default:
println ("Unrecognized poweup.");
break;
}
}
wait( 0.1 );
playsoundatposition("powerup_grabbed", self.origin);
self stoploopsound();
self delete();
self notify ("powerup_grabbed");
}
}
wait 0.1;
}
}
nuke_flash()
{
players = getplayers();
for(i=0; i<players.size; i ++)
{
players[i] play_sound_2d("nuke_flash");
}
level thread devil_dialog_delay();
fadetowhite = newhudelem();
fadetowhite.x = 0;
fadetowhite.y = 0;
fadetowhite.alpha = 0;
fadetowhite.horzAlign = "fullscreen";
fadetowhite.vertAlign = "fullscreen";
fadetowhite.foreground = true;
fadetowhite SetShader( "white", 640, 480 );
// Fade into white
fadetowhite FadeOverTime( 0.2 );
fadetowhite.alpha = 0.8;
wait 0.5;
fadetowhite FadeOverTime( 1.0 );
fadetowhite.alpha = 0;
wait 1.1;
fadetowhite destroy();
}
gtlad_powerup( drop_item )
{
PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
flag_wait( "electricity_on" );
players[i] maps\_zombiemode_perks::thegtlad();
}
}
gtlad_powerup( drop_item )
{
PlayFx( drop_item.fx, drop_item.origin );
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
players[i] maps\_zombiemode_perks::thegtlad();
}
}
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
include_powerup( "gtlad" );
xmodel,static_berlin_bread_loaf