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Contact Support - Help Center Get help on the UGX Discord. Join it now!- Added a new range of weapons from Black Ops 1 and Modern Warfare 2
- Fixed - Fire player entities now delete
- Added and fixed a few clips to the map
- Lowered dive to prones height launch
- Updated worldspawn setting
- Updated terrain work
- Added detail
- FX Placement changes
- Radio sound entity replaced
- Added lava feature from BO2
- Added dive to prone
- Replaced end game music
- Fixed Quick/Solo Revive clipping
- Many other fixes to the map
- Added more ambient sounds
- Added basic fov setting within game options
/*
DuaLVII's Rotating Door Script v1
- Standard Zombie Cost doors
- Electric doors
- Electric doors with zombie cost (players must get the electric on then pay to open it)
- Runs on script_vector for easier use (x,y,z) = (rotate like normal, like a garage door, like a sliding door but it rolls to the side)
- Like all other doors, Uses script_flag for zone setting
*/
maps\_zombiemode::main();
maps\_zombiemode_rotating_door::init();
sound,_round_template,template
v1.0.1:
*Bug fix - Correct weapons now given after adding an item to bench with knuckle crack feature (Thanks too drugynugy for finding this bug)
dviiBuildableConfig()
{
/*--------------------
Hint strings used on the bench trigger
----------------------*/
level.Bench_Add_Item_Hint_String = "Press & Hold &&1 too add item"; //&&1 = players interact/use key bind :: This message is shown on players screen when they have an item to add
level.Bench_Take_Item_Hint_String = "Press & Hold &&1 too take item"; //&&1 = players interact/use key bind :: This message is shown on players screen when they have finished crafting the item and can take it
/*--------------------
Pickup model and brushmodel config
----------------------*/
level.Delete_Model_After_Pickup = true; //change to false if you don't want the model deleted after pickup
level.Hide_Model_After_Pickup = false; //change to true to hide the model after pickup (Only applies if Delete_Model_After_Pickup = false; (Used in-case you want to reuse the model after)
/*--------------------
Flags that are set either when item is built or when a player takes the built item
----------------------*/
level.Send_Flag_On_Build = false; //change to true to set the flag when the item is built
level.Send_Flag_On_Take = true; //change to false if you don't want the flag to set when the player takes the finished built item
level.Flag_Message_To_Send_On_Build = "item_built"; //Once a player has finished crafting an item, this message will be sent (Refer to example script to see how it is received)
level.Flag_Message_To_Send_On_Take = "item_taken"; //Once a player has taken the crafted item, this message will be sent (Refer to example script to see how it is received)
/*--------------------
Bench models and brushmodels config
----------------------*/
level.Delete_Bench_Item_After_Pickup = true; //change to false if you don't want the crafted item to be deleted
/*--------------------
Other bench configs
----------------------*/
level.Wait_Time_On_Item_Add = 3; //seconds to wait till the bench can be used again to add another item (0 = Instant)
level.Show_Knuckles_On_Item_Add = true; //change to false if you don't want knuckle cracking to show when player adds an item to the bench
level.Allow_Take_On_Build_Finish = true; //change to false if you don't want the player to be able to take the item when finished
/*--------------------
Any scripts to work with dvii_buildables can be added here
----------------------*/
thread maps\dvii_item_built_example::dvii_Initialize(); //Refer to the dvii_item_built_example.gsc script too add function to your built item
}
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
dvii_Initialize()
{
thread dviiBuildFinished(); //If level.Send_Flag_On_Build = true on dvii_buildables.gsc script, we will want too use this
thread dviiBuildTaken(); //If level.Send_Flag_On_Take = true on dvii_buildables.gsc script, we will want too use this
}
dviiBuildFinished()
{
while(1)
{
flag_wait("item_built");
iPrintLn("Continue function from here");
//From here add your work to give your item a function once built
break;
}
}
dviiBuildTaken()
{
while(1)
{
flag_wait("item_taken");
iPrintLn("Continue function from here");
//From here add your work to give your item a function once built
break;
}
}