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Contact Support - Help Center Get help on the UGX Discord. Join it now!#using scripts\zm\_zm_score;
function main()
{
// INIT
armor = getEnt("armor_model", "targetname");
armor_model = "viewmodel_armored_player"; // le wiewmodel apres achat de l'armure
viewhands_armor = "viewhands_armored_hands"; // les mains après achat de l'armure
trig_armor = getEnt("armor_trig", "targetname");
trig_armor setCursorHint("HINT_NOICON");
trig_armor SetHintString("Maintenez &&1 pour prendre l'armure");
cost = 2000; // Coût de l'armure mettre à '0' pour mettre gratuit.
thread waittill_player(trig_armor, armor_model, viewhands_armor);
}
Function waittill_player(trig, model, viewhands)
{
trig waittill("trigger", player);
if(player.score >= cost)
{
player zm_score::minus_to_player_score(cost);
break;
}
wait 0.1;
thread get_armor(player, model);
}
function get_armor(player, model, viewhands)
{
//player SetViewModel(model); // test
//player SetOffhandVisible(viewhands); // test
}
script runtime error: potential infinite loop in script - killing thread.
@ 13226
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;
main()
{
iprintlnbold("tourelles init");
level thread manage_mg();
}
manage_mg()
{
while(1)
{
// SET COST HERE
cost = 1000;
player = undefined;
trigs = getentarray( "activate_mg", "targetname");
for(i = 0; i < trigs.size; i++)
{
trig = trigs[i];
trig setcursorhint("HINT_NOICON");
trig usetriggerrequirelookat();
trig sethintstring("Maintenez &&1 pour activer la tourelle [ cout: 1000]");
trig waittill("trigger", player);
if(!is_player_valid(player))
{
continue;
}
if(player.score >= cost)
{
level thread activate_mg();
player playsound("cha_ching");
player maps\_zombiemode_score::minus_to_player_score( cost );
trig sethintstring("^3Tourelles Automatique ^2Activee!");
wait(60); // Wait 30 seconds and then turn them off
trig sethintstring("Tourelle non disponible!");
wait(120); // Cool-down for 120 seconds
trig sethintstring("Maintenez &&1 pour activer la tourelle [ cout: 1000]");
}
else
{
player playsound("no_cha_ching");
}
}
wait(0.05);
}
}
activate_mg()
{
mgs = getentarray( "auto_mg", "targetname" );
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg setTurretTeam( "allies" );
mg SetMode( "auto_nonai" );
mg thread maps\_mgturret::burst_fire_unmanned();
}
wait(60); // Leave turrets on for 60 seconds
for(i=0;i<mgs.size;i++)
{
mg = mgs[i];
mg notify("stop_burst_fire_unmanned");
mg SetMode( "manual" );
}
}
CoD2Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- cod2map ----
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/main
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_27.iwd (60 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_26.iwd (522 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_25.iwd (139 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_24.iwd (502 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_23.iwd (3 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_22.iwd (529 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_21.iwd (13 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_20.iwd (69 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_19.iwd (52 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_18.iwd (51 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_17.iwd (42 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_16.iwd (44 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_15.iwd (145 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_14.iwd (655 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_13.iwd (400 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_12.iwd (453 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_11.iwd (366 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_10.iwd (549 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_09.iwd (413 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_08.iwd (484 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_07.iwd (755 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_06.iwd (537 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_05.iwd (569 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_04.iwd (711 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_03.iwd (743 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_02.iwd (694 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_01.iwd (350 files)
C:\Program Files (x86)\Activision\Call of Duty - World at War\main\iw_00.iwd (808 files)
C:/Program Files (x86)/Activision/Call of Duty - World at War//main
C:/Program Files (x86)/Activision/Call of Duty - World at War//main_shared
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/raw
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/raw_shared
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/devraw
C:\Program Files (x86)\Activision\Call of Duty - World at War\bin/devraw_shared
C:/Program Files (x86)/Activision/Call of Duty - World at War//raw
C:/Program Files (x86)/Activision/Call of Duty - World at War//raw_shared
C:/Program Files (x86)/Activision/Call of Duty - World at War//devraw
C:/Program Files (x86)/Activision/Call of Duty - World at War//devraw_shared
C:/Program Files (x86)/Activision/Call of Duty - World at War//raw/english
C:/Program Files (x86)/Activision/Call of Duty - World at War//devraw/english
File Handles:
----------------------
10658 files in iwd files
Loading map file C:\Program Files (x86)\Activision\Call of Duty - World at War\map_source\nazi_zombie_frmapping.map
Map _prefabs/cfg factory/colonel_story_20_big.map, Entity 0, Brush 405: mirrored plane
writing C:\Program Files (x86)\Activision\Call of Duty - World at War\raw\maps\nazi_zombie_frmapping.d3dprt
finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...
/*
Non du script : gungame.gsc
Auteur : [inVc] Wolf_silver
Version : 1.0
Note : Script pour le mode jeu d'armes du "frmappingmod". Ne prenez pas ce script pour votre propre map sans permission!! en revanche pour les utilisateurs du frmappingmod, ce script peut-être modifiées.
*/
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_anim;
main()
{
iprintlnbold("init");
players = get_players();
level.gungame = true;
players.gungame_points = 0;
if( level.gungame == true)
{
for(i=0;i<players.size;i++)
{
players[i] AllowMelee( false ); // Désactive le couteau
players[i] thread GungameAmmo(); // Désactive les grenades et redonne des munitions en permanence
}
}
}
GungameCheckPoints(gungame_points)
{
players = get_players();
for(i=0;i<players.size;i++)
{
players[i].gungame_points++;
iprintlnbold("point ajoute");
GungameWeapons(players[i],gungame_points);
}
}
/*
//////////////////////////////////////////////////////////////////////////////////////////////// Armes////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////// Vous pouvez personnaliser les armes ici/////////////////////////////////////////////////////
*/
GungameWeapons(players,gungame_points)
{
if(players.gungame_points == 4)
{
players giveweapon( "makarov" );
players takeWeapon( "bo1_m1911" );
players switchtoweapon( "makarov" );
current_gun = players getcurrentweapon();
}
}
/*
//////////////////////////////////////////////////////////////////////////////////////////////// Armes////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////// Vous pouvez personnaliser les armes ici/////////////////////////////////////////////////////
*/
GungameAmmo()
{
players = get_players();
for(i=0;i<players.size;i++)
{
while(level.intermission == false)
{
current_gun = players[i] getcurrentweapon();
if(self HasWeapon("molotov"))
self TakeWeapon("molotov");
if(self HasWeapon("zombie_cymbal_monkey"))
self TakeWeapon("zombie_cymbal_monkey");
if(self HasWeapon("fraggrenade"))
self TakeWeapon("fraggrenade");
if(self HasWeapon("stielhandgranate"))
self TakeWeapon("stielhandgranate");
self giveMaxAmmo(current_gun);
wait 0.1;
}
}
}
if(level.gungame == true)
{
for(i=0;i<players.size;i++)
{
thread maps\gungame::GungameCheckPoints(players[i].gungame_points);
wait 0.1;
}
}
case "death":
points = level.zombie_vars["zombie_score_kill"];
points += player_add_points_kill_bonus( mod, hit_location );
if(IsDefined(self.kill_tracker))
{
self.kill_tracker++;
}
Crane3()
{
Crane3 = getEnt("crane3", "targetname");
Crane3_trig = getEnt("crane3_trig", "targetname");
while(true)
{
hatchet_detect = spawn("script_model", self.origin);
hatchet_detect setmodel("viewmodel_bo2_hachet");
Crane3_trig waittill("trigger", hatchet_detect);
if(hatchet_detect isTouching(Crane3_trig))
{
iprintlnbold("ok");
}