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Topics - StraightArrow

Code Snippet
Plaintext
#decompiled verruckt.lua
Script.Level = {}
function Script.Level.Setup()
  Script.NumberOfCourtyardSpawns = 8
  Script.Level.NumberOfStartAreas = 2
  Script.Level.Areas = {
    {
      Name = "GermanStart",
      NumberOfSpawns = 2,
      NumberOfCourtyardWindows = 2
    },
    {
      Name = "AmericanStart",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 2
    },
    {
      Name = "AmericanDown1",
      NumberOfSpawns = 0,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "AmericanDown2",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 2
    },
    {
      Name = "AmericanUp1",
      NumberOfSpawns = 2,
      NumberOfCourtyardWindows = 1
    },
    {
      Name = "AmericanUp2",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "AmericanUp3",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "Generator",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "GermanUp2",
      NumberOfSpawns = 2,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "GermanUp1",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 1
    }
  }
  Script.CourtyardSpawns = 8
  Script.Level.Links = {
    {
      LinkName = "LinkGerSrt_AmerSrt",
      TriggerName = "NA",
      Area1 = "GermanStart",
      Area2 = "AmericanStart"
    },
    {
      LinkName = "LinkAmerSrt_AmerDwn1",
      TriggerName = "AmerSrt_AmerDwn1_Trigger",
      Area1 = "AmericanStart",
      Area2 = "AmericanDown1"
    },
    {
      LinkName = "LinkAmerSrt_AmerDwn2",
      TriggerName = "AmerSrt_AmerDwn2_Trigger",
      Area1 = "AmericanStart",
      Area2 = "AmericanDown2"
    },
    {
      LinkName = "LinkAmerDwn2_AmerUp1",
      TriggerName = "AmerDwn_AmerUp1_Trigger",
      Area1 = "AmericanDown2",
      Area2 = "AmericanUp1"
    },
    {
      LinkName = "LinkAmerUp1_AmerUp2",
      TriggerName = "AmerUp1_AmerUp2_Trigger",
      Area1 = "AmericanUp1",
      Area2 = "AmericanUp2"
    },
    {
      LinkName = "LinkAmerUp2_AmerUp3",
      TriggerName = "AmerUp2_AmerUp3_Trigger",
      Area1 = "AmericanUp2",
      Area2 = "AmericanUp3"
    },
    {
      LinkName = "LinkAmerUp3_Gen",
      TriggerName = "AmerUp3_Gen_Trigger",
      Area1 = "AmericanUp3",
      Area2 = "Generator"
    },
    {
      LinkName = "LinkGerUp2_Gen",
      TriggerName = "GerUp2_Gen_Trigger",
      Area1 = "Generator",
      Area2 = "GermanUp2"
    },
    {
      LinkName = "LinkGerUp1_GerUp2",
      TriggerName = "GerUp1_GerUp2_Trigger",
      Area1 = "GermanUp2",
      Area2 = "GermanUp1"
    },
    {
      LinkName = "LinkGerSrt_GerUp1",
      TriggerName = "GerSrt_GerUp1_Trigger",
      Area1 = "GermanUp1",
      Area2 = "GermanStart"
    }
  }
  Script.Level.MysteryBoxes = {
    "MysteryBoxGenerator",
    "MysteryBoxAmericanDownstairs",
    "MysteryBoxGermanStart",
    "MysteryBoxGermanUpstairs1",
    "MysteryBoxGermanUpstairs2"
  }
  if Game.IsIPadMode() == true then
    Script.ipadNormalSpawns = {
      "GermanStartZombieSpawn1",
      "AmericanDown2ZombieSpawn1",
      "AmericanUp1ZombieSpawn1",
      "AmericanUp1ZombieSpawn2",
      "AmericanUp2ZombieSpawn1",
      "AmericanUp3ZombieSpawn1",
      "GeneratorZombieSpawn1",
      "GermanUp2ZombieSpawn1",
      "GermanUp2ZombieSpawn2",
      "GermanUp1ZombieSpawn1"
    }
  end
  Script.Level.Waves = Script.Level.BuildWaveTable()
  Script.Level.MaxZombiesAmount = 24
end
function Script.Level.Begin()
  Game.SetDefaultFogConfig("verruckt", 1000)
  Script.SetupInitialMeshes({
    "outside1",
    "outside2",
    "outside3",
    "outside4",
    "outside5",
    "outside6",
    "outside7",
    "outside8",
    "outside9",
    "outside10",
    "outside11",
    "outside12"
  })
  Script.SetupInsideMeshes()
  if Game.IsAreaUnlocked(Script.AreaOne.OpenAreas[1]) then
    Script.OpenArea(Script.AreaOne.OpenAreas[1])
  end
  if Game.IsAreaUnlocked(Script.AreaTwo.OpenAreas[1]) then
    Script.OpenArea(Script.AreaTwo.OpenAreas[1])
  end
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("verrucktAmbience")
  Game.AddAmbienceChannel("wind")
  Script.Level.SetTrapActive("Trap1", false)
  Script.Level.SetTrapActive("Trap2", false)
  for _FORV_3_, _FORV_4_ in ipairs(Script.Level.MysteryBoxes) do
    if _FORV_3_ > 1 then
      Game.SetASMTrigger(_FORV_4_, "deactivateMysteryBox", 1)
    end
  end
  Script.Level.MysteryBoxMemory = {}
  Script.Level.MysteryBoxMemorySize = 2
  if Game.RandomNumber(1, 3, RAND_MYSTBOX) == 1 then
    Game.Timeout(6000, "PowerStart1")
  else
    Game.Timeout(6000, "PowerStart2")
  end
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.Resume()
  Game.SetDefaultFogConfig("verruckt", 1000)
  Script.SetupInsideMeshes()
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("verrucktAmbience")
  Game.AddAmbienceChannel("wind")
  Game.ResetTriggerASMState("Trap1")
  Game.ResetTriggerASMState("Trap2")
  Script.Level.MysteryBoxMemory = {}
  Script.Level.MysteryBoxMemorySize = 2
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.Trigger(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  if Game.MatchHash(_ARG_0_, "GeneratorSwitch") then
    if Game.IsLocalPlayer(_ARG_1_) == true then
      Game.SetAchievement("ver_yougotpowah")
    end
    Script.Level.TurnOnGenerator()
  elseif Game.MatchHash(_ARG_0_, "DentistChairVolume") then
    if Game.IsLocalPlayer(_ARG_1_) == true then
      Game.SetAchievement("ver_openwide")
    end
    Game.DisableTrigger("DentistChairVolume")
    Game.EnableSoundEmitter("DentistWhizz")
    Game.DisableSoundEmitterOnSoundEnd("DentistWhizz")
    Game.Timeout(5500, "endDentist")
  end
end
function Script.Level.Timeout(_ARG_0_)
  if Game.MatchHash(_ARG_0_, "endDentist") then
    Game.DisableSoundEmitter("DentistWhizz")
  elseif Game.MatchHash(_ARG_0_, "endGenSound") then
    Game.DisableSoundEmitter("SoundGeneratorTurnOn")
  elseif Game.MatchHash(_ARG_0_, "Trap1End") then
    Script.Level.SetTrapActive("Trap1", false)
    Game.SetASMTrigger("Trap1", "zapperEnd", 1)
  elseif Game.MatchHash(_ARG_0_, "Trap2End") then
    Script.Level.SetTrapActive("Trap2", false)
    Game.SetASMTrigger("Trap2", "zapperEnd", 1)
  elseif Game.MatchHash(_ARG_0_, "PowerStart1") or Game.MatchHash(_ARG_0_, "PowerStart2") then
    Game.PlaySound(_ARG_0_)
  end
end
function Script.Level.Signal(_ARG_0_, _ARG_1_, _ARG_2_)
  if Game.MatchHash(_ARG_1_, "zapperOn") then
    if Game.MatchHash(_ARG_0_, "Trap1") then
      Script.Level.SetTrapActive("Trap1", true)
    elseif Game.MatchHash(_ARG_0_, "Trap2") then
      Script.Level.SetTrapActive("Trap2", true)
    else
      Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
    end
  elseif Game.MatchHash(_ARG_1_, "zapperOff") then
    if Game.MatchHash(_ARG_0_, "Trap1") then
      Script.Level.SetTrapActive("Trap1", false)
    elseif Game.MatchHash(_ARG_0_, "Trap2") then
      Script.Level.SetTrapActive("Trap2", false)
    else
      Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
    end
  elseif Game.MatchHash(_ARG_1_, "zapperStart") then
    if Game.MatchHash(_ARG_0_, "Trap1") then
      Game.Timeout(30000, "Trap1End")
    elseif Game.MatchHash(_ARG_0_, "Trap2") then
      Game.Timeout(30000, "Trap2End")
    else
      Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
    end
  elseif Game.MatchHash(_ARG_1_, "teddyBear") then
    Script.Level.WarpMysteryBox(_ARG_0_)
  end
end
function Script.Level.SetTrapActive(_ARG_0_, _ARG_1_)
  if _ARG_1_ then
    Game.EnableRender(_ARG_0_ .. "Effect1")
    Game.EnableRender(_ARG_0_ .. "Effect2")
    Game.EnableRender(_ARG_0_ .. "Effect3")
    Game.EnableRender(_ARG_0_ .. "Effect4")
    Game.EnableRender(_ARG_0_ .. "Effect5")
    Game.EnableRender(_ARG_0_ .. "Effect6")
    Game.EnableSoundEmitter(_ARG_0_ .. "Sound1")
    Game.EnableSoundEmitter(_ARG_0_ .. "Sound2")
    Game.EnableSplashEffect(_ARG_0_ .. "Laser1")
    Game.EnableSplashEffect(_ARG_0_ .. "Laser2")
  else
    Game.DisableRender(_ARG_0_ .. "Effect1")
    Game.DisableRender(_ARG_0_ .. "Effect2")
    Game.DisableRender(_ARG_0_ .. "Effect3")
    Game.DisableRender(_ARG_0_ .. "Effect4")
    Game.DisableRender(_ARG_0_ .. "Effect5")
    Game.DisableRender(_ARG_0_ .. "Effect6")
    Game.DisableSoundEmitter(_ARG_0_ .. "Sound1")
    Game.DisableSoundEmitter(_ARG_0_ .. "Sound2")
    Game.DisableSplashEffect(_ARG_0_ .. "Laser1")
    Game.DisableSplashEffect(_ARG_0_ .. "Laser2")
  end
end
function Script.Level.TurnOnGenerator()
  Game.DisableTrigger("GeneratorSwitch")
  Game.EnableSoundEmitter("SoundGeneratorTurnOn")
  Game.Timeout(37500, "endGenSound")
  Game.ActivateCollisionMesh("col_LinkGerSrt_AmerSrt")
  Game.ActivateNavigationMesh("nav_LinkGerSrt_AmerSrt")
  Game.SetASMTrigger("BuyPerkRevive", "genTurnOn", 1)
  Game.SetASMTrigger("BuyPerkJugga", "genTurnOn", 1)
  Game.SetASMTrigger("BuyPerkSpeed", "genTurnOn", 1)
  Game.SetASMTrigger("BuyPerkDbTap", "genTurnOn", 1)
  Game.EnableSoundEmitter("SoundPerkHum1")
  Game.EnableSoundEmitter("SoundPerkHum2")
  Game.EnableSoundEmitter("SoundPerkHum3")
  Game.EnableSoundEmitter("SoundPerkHum4")
  Game.SetASMTrigger("Trap1", "genTurnOn", 1)
  Game.SetASMTrigger("Trap2", "genTurnOn", 1)
  Game.SetASMTrigger("StartDoorLink", "genTurnOn", 1)
  Script.AreasJoined = true
  Game.SetAreaUnlocked("GermanStart", true)
  Game.SetAreaUnlocked("AmericanStart", true)
  Script.OpenArea()
  Game.SetLinkUnlocked("LinkGerSrt_AmerSrt")
end
function Script.Level.WarpMysteryBox(_ARG_0_)
  table.insert(Script.Level.MysteryBoxMemory, 1, _ARG_0_)
  while table.getn(Script.Level.MysteryBoxMemory) > Script.Level.MysteryBoxMemorySize do
    table.remove(Script.Level.MysteryBoxMemory)
  end
  for _FORV_5_, _FORV_6_ in ipairs(Script.Level.MysteryBoxes) do
    for _FORV_11_, _FORV_12_ in ipairs(Script.Level.MysteryBoxMemory) do
      if Game.MatchHash(_FORV_12_, _FORV_6_) then
        break
      end
    end
    if true == false then
      table.insert({}, _FORV_6_)
    end
  end
  newBox = {}[Game.RandomNumber(1, table.getn({}) + 1, RAND_MYSTBOX)]
  Game.DDMsgF("LuaDebug", "Mystery box warping to " .. newBox)
  Game.SetASMTrigger(newBox, "activateMysteryBoxFalling", 1)
end
function Script.Level.MultipleSpawnLevelInfo(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_, _ARG_4_)
  if _ARG_4_ == false then
    Game.SetAreaUnlocked("AmericanStart", true)
    Game.SetAreaUnlocked("GermanStart", true)
  end
  Script.AreaOne = {
    Name = "German",
    Status = "initialising",
    Player1 = {
      Name = _ARG_0_,
      Spawn = "Player1Spawn"
    },
    Player2 = {
      Name = _ARG_1_,
      Spawn = "Player2Spawn"
    },
    OpenAreas = {
      "GermanStart"
    },
    Zombies = 0
  }
  Script.AreaTwo = {
    Name = "American",
    Status = "initialising",
    Player1 = {
      Name = _ARG_2_,
      Spawn = "Player3Spawn"
    },
    Player2 = {
      Name = _ARG_3_,
      Spawn = "Player4Spawn"
    },
    OpenAreas = {
      "AmericanStart"
    },
    Zombies = 0
  }
end
function Script.Level.GetWaveInfo(_ARG_0_)
  if _ARG_0_ <= table.getn(Script.Level.Waves) then
    return Script.Level.Waves[_ARG_0_]
  end
  return Script.Level.ZombieWaveEquation(_ARG_0_)
end
function Script.Level.BuildWaveTable()
  if Script.Level.BuildWaveTableFull ~= nil then
    return Script.Level.BuildWaveTableFull()
  end
  return {
    {
      Zombies = {
        {
          {1, 1},
          {2, 2},
          {1, 3},
          {2, 4}
        },
        {
          {1, 1},
          {2, 2},
          {1, 3},
          {2, 4}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4}
        },
        {
          {3, 1},
          {3, 2},
          {3, 3},
          {3, 4}
        }
      },
      ZombieHealth = {40, 80},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        }
      },
      ZombieHealth = {75, 150},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {1, 9}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {1, 9}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {1, 9}
        },
        {
          {1, 1},
          {1, 2},
          {3, 3},
          {3, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {1, 9}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {3, 5},
          {3, 6},
          {4, 7},
          {2, 8},
          {1, 9}
        }
      },
      ZombieHealth = {125, 250},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 4000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {2, 9},
          {1, 10}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {2, 9},
          {1, 10}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {3, 9},
          {1, 10},
          {1, 11}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {4, 7},
          {2, 8},
          {4, 9},
          {3, 10},
          {2, 11}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {4, 7},
          {2, 8},
          {4, 9},
          {3, 10},
          {3, 11}
        }
      },
      ZombieHealth = {175, 350},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 3000
    }
  }
end
function Script.Level.ZombieWaveEquation(_ARG_0_)
  if Script.Level.ZombieWaveEquationFull ~= nil then
    return Script.Level.ZombieWaveEquationFull(_ARG_0_)
  end
  return {
    Zombies = {
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      }
    },
    ZombieHealth = {
      100000 / 2,
      100000
    },
    SpawnSpeed = 120000,
    InitialSpawns = 1,
    InitialSpawnSpeed = 120000
  }
end
Code Snippet
Plaintext
#decompiled nacht_group.lua
Script.Level = {}
function Script.Level.Setup()
  Script.Level.Areas = {
    {Name = "StartRoom", NumberOfSpawns = 5},
    {
      Name = "MysteryBoxRoom",
      NumberOfSpawns = 3
    },
    {
      Name = "UpstairsRoom",
      NumberOfSpawns = 4
    }
  }
  Script.Level.Links = {
    {
      LinkName = "LinkBackSofa",
      TriggerName = "BackSofaTrigger",
      Area1 = "UpstairsRoom",
      Area2 = "MysteryBoxRoom"
    },
    {
      LinkName = "LinkFrSofa",
      TriggerName = "FrontSofaTrigger",
      Area1 = "StartRoom",
      Area2 = "UpstairsRoom"
    },
    {
      LinkName = "LinkDoor",
      TriggerName = "DoorTrigger",
      Area1 = "StartRoom",
      Area2 = "MysteryBoxRoom"
    }
  }
  if Game.IsIPadMode() == true then
    Script.ipadNormalSpawns = {
      "mysteryboxroomZombieSpawn3"
    }
  end
  Script.Level.Waves = Script.Level.BuildWaveTable()
  Script.Level.MaxZombiesAmount = 24
end
function Script.Level.Begin()
  Game.SetDefaultFogConfig("nacht", 1000)
  Script.SetupInitialMeshes({
    "Outside2",
    "Outside3",
    "Outside4"
  })
  Script.SetupInsideMeshes()
  Script.OpenArea("StartRoom")
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("world")
  Game.AddAmbienceChannel("wind")
  Script.SetUpBarrels("BarrelExplosive", 25)
  Script.Level.RadioOn = false
  Script.Level.RadioChannel = 1
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.Resume()
  Game.SetDefaultFogConfig("nacht", 1000)
  Script.SetupInsideMeshes()
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("world")
  Game.AddAmbienceChannel("wind")
  Script.Level.RadioOn = false
  Script.Level.RadioChannel = 1
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.GameOver()
  Game.DisableSoundEmitter("RadioTrack1")
  Game.DisableSoundEmitter("RadioTrack2")
  Game.DisableSoundEmitter("RadioTrack3")
end
function Script.Level.GetWaveInfo(_ARG_0_)
  if _ARG_0_ <= table.getn(Script.Level.Waves) then
    return Script.Level.Waves[_ARG_0_]
  end
  return Script.Level.ZombieWaveEquation(_ARG_0_)
end
function Script.Level.Trigger(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  if Game.MatchHash(_ARG_0_, "RadioVolume") then
    if Game.IsLocalPlayer(_ARG_1_) == true then
      Game.SetAchievement("radioSilence")
    end
    if Script.Level.RadioChannel == 1 then
      Game.EnableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack2")
      Game.DisableSoundEmitter("RadioTrack3")
      Script.Level.RadioChannel = 2
    elseif Script.Level.RadioChannel == 2 then
      Game.EnableSoundEmitter("RadioTrack2")
      Game.DisableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack3")
      Script.Level.RadioChannel = 3
    elseif Script.Level.RadioChannel == 3 then
      Game.EnableSoundEmitter("RadioTrack3")
      Game.DisableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack2")
      Script.Level.RadioChannel = 4
    elseif Script.Level.RadioChannel == 4 then
      Game.DisableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack2")
      Game.DisableSoundEmitter("RadioTrack3")
      Script.Level.RadioChannel = 1
    end
  end
end
function Script.Level.BuildWaveTable()
  if Script.Level.BuildWaveTableFull ~= nil then
    return Script.Level.BuildWaveTableFull()
  end
  return {
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4}
        },
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {1, 4}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4}
        }
      },
      ZombieHealth = {40, 80},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        }
      },
      ZombieHealth = {75, 150},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {3, 5},
          {3, 6},
          {2, 7},
          {2, 8}
        }
      },
      ZombieHealth = {125, 250},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 4000
    },
    {
      Zombies = {
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8},
          {1, 9},
          {1, 10}
        },
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8},
          {1, 9},
          {1, 10}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8},
          {1, 9},
          {1, 10},
          {1, 11}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {2, 4},
          {2, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {2, 9},
          {2, 10},
          {1, 11}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {2, 9},
          {2, 10},
          {2, 11}
        }
      },
      ZombieHealth = {175, 350},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 4000
    }
  }
end
function Script.Level.ZombieWaveEquation(_ARG_0_)
  if Script.Level.ZombieWaveEquationFull ~= nil then
    return Script.Level.ZombieWaveEquationFull(_ARG_0_)
  end
  return {
    Zombies = {
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      }
    },
    ZombieHealth = {
      100000 / 2,
      100000
    },
    SpawnSpeed = 120000,
    InitialSpawns = 1,
    InitialSpawnSpeed = 120000
  }
end
Hey y'all,
Can't seem to finish my projects but can't seem stop messing around with world at war stuff lol. so I started digging around the ipod/ipad version that was delisted from the  apple store awhile ago. After using some tools to unpack files I was able to get to some group.bin files. I'm still trying to work out entirely what encryption/packing they use but in the mean time for 1 file group.bin files I was able to extract luaQ files related to map scripts.  I've only done verruckt and nacht so far but it shouldn't be too hard to grab   something from shi no numa/der reise. Also, I only posted the interesting stuff. There's one or two other files that are just wavetables that control zombie  health, but I could post those too if it helps anybody.  If anyone is interested in the methods I used to crack it I can post it (might take forever for me to do it, me being a lazy  bum). Sorry if wrong area, just couldn't think of anywhere else it belonged. Hopefully we could repack modified script files and make some interesting mods for mobile.
Happy new year btw
3 years ago
Code Snippet
cpp
while(1)
{
//iprintln("in the while loop!");
currentweapon = players[i] getCurrentWeapon();
if(currentweapon == "m2_flamethrower_zombie_upgraded")
{
while(players [i] isfiring())
{
if(players [i] isMeleeing() == false && jump_param <200) //300 before
{
//wait .02; //the function works ok without this. the problem is tap firing. after firing there is a slight delay until the hud catches up. the wait simulates this slightly
jump_param = jump_param + 4.0;
//iprintln("in first func jump param is going up and " + jump_param );

thread flamey_jump(jump_param);

}
//there just needs to be a little wait time between these two. have too many waits now the flamethrower is jumpy
wait .05;
}
wait .2;
while ( players[i] isfiring() == false && jump_param >0 || players[i] isMeleeing() == true)
{

if (jump_param >= 200) //300 before
{
wait 1.5;
jump_param = jump_param - 3;
}
//if (jump_param >0)
//{
//thread flamey_jump(jump_param);
wait .08; //this is the problem right here, i need to wait to make the thing more sensitive but that holds up the lift up part, gotta figure it out
jump_param = jump_param - 1;
iprintln("in first func jump param is going down and " + jump_param );
//}
//continue; //thread flamey_jump(jump_param);
}




//thread flamey_jump(jump_param);

}
wait .05;


flamey_jump(jump_param)
 {
players = get_players();
for (i = 0; i < players.size; i++)
{

if (isDefined( jump_param ))
{
iprintln("in second function jump_param is " + jump_param);
}

//i think what is happening here is a race condition (especially with a while loop)
if(jump_param<200) //setting this to while causes jump_param to go beserk and change values in the loop. want to change this to while so this can execute without waiting on 1st while loop
{
// etc. etc. lets the player fly. if i check jump_param in here it is wrong by the way



I have what I believe to be a race condition. I would prefer to set the flamey_jump function's if statement to a while statement (so it can run without waiting on 'waits' in the first function), but the variable jump_param will go beserk and return the wrong values (even though they are correct with the variable check on the line just before). So the flamey_jump code will execute forever basically. I'm sure threading flamey_jump multiple times a second from the first while loop isn't helping either, but I want to constantly be feeding that variable into the 2nd function to know whether to allow flight or not.  I am a very junior scripter so I probably have this all ass backwards (go easy on me). 
5 years ago

Finally had time to (almost) finish this idea I had floating around in my head.
Thinking of incorporating this into a bigger mod. I know this is like 2010 style stuff but idk, I like the idea of it :)
Probably gonna create a 3rd person animation to make it a little more lively.
Any tips on how to make it overheat faster only while its in the air (balancing purposes)
Also how do I attach gifs properly to this website lol
5 years ago
Does anyone else have an issue when modifying _zombiemode.gsc? I change one simple value and it starts throwing "unable to find script" errors. Even including it in my compiler files without any changes does that.  
5 years ago
I am learning the ropes of a lot of programs and just wanted to drop some little tid bits for others who may be learning as well.
When you import a character with the cod import tools (found here https://www.ugx-mods.com/forum/3rd-party-applications-and-tools/48/app-cod-model-tools-for-maya-2012plus/1295/), your character may show as black.  First, make sure your texture locations and root folder are correct in the cod tools plug-in. Then make sure you hit LIGHTING, then TWO-SIDED SHADING. There is something between maya 2015 and 2018 that is different. Thank you and good luck!
6 years ago
So, I am very new to this scene, and have sunk at least 20 hours into this stuff already. I've done some cool things just changing gsc files (like changing character models and making the Kar shoot projectiles).

What I need help with now is modifying Der Riese's GSC files with new functions. So far, the only thing I have been able to do is print lines. For some reason no other function I type in will work (and worse, I won't get any errors). I have made a new gsc with my functions that are called from the nazi_zombie_factory gsc file. Can anyone please help? I just want to do some weapon modding to make weapons act differently.
6 years ago
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