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Contact Support - Help Center Get help on the UGX Discord. Join it now!targetname start_rounds
activate_trig = getent ("start_rounds", "targetname");
activate_trig waittill ("trigger");
maps\startcrash::init();
zombiemode::main();
wait ( 25 );
wait (5);
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode;
init()
{
players = get_players();
for(i=0;i<players.size;i++)
{
level.player0 = players[0];
if(isdefined(players[1]))
{
level.player1 = players[1];
}
if(isdefined(players[2]))
{
level.player2 = players[2];
}
if(isdefined(players[3]))
{
level.player3 = players[3];
}
}
overlay = newHudElem();
overlay.x = 0;
overlay.y = 0;
overlay setshader( "black", 640, 480 );
overlay.alignX = "left";
overlay.alignY = "top";
overlay.horzAlign = "fullscreen";
overlay.vertAlign = "fullscreen";
overlay.alpha = 0;
overlay.sort = 1;
overlay fadeOverlay( .5, 1, 2 );
wait .5;
overlay fadeOverlay( .5, .3, 2 );
ground_ref_ent = spawn( "script_model", level.player0.origin );
level.player0 playerSetGroundReferenceEnt( ground_ref_ent );
level.player0 AllowProne ( true );
level.player0 SetStance( "prone" );
level.player0 Allowcrouch ( false );
level.player0 Allowstand ( false );
if(isdefined(level.player1))
{
level.player1 playerSetGroundReferenceEnt( ground_ref_ent );
level.player1 AllowProne ( true );
level.player1 SetStance( "prone" );
level.player1 Allowcrouch ( false );
level.player1 Allowstand ( false );
}
if(isdefined(level.player2))
{
level.player2 playerSetGroundReferenceEnt( ground_ref_ent );
level.player2 AllowProne ( true );
level.player2 SetStance( "prone" );
level.player2 Allowcrouch ( false );
level.player2 Allowstand ( false );
}
if(isdefined(level.player3))
{
level.player3 playerSetGroundReferenceEnt( ground_ref_ent );
level.player3 AllowProne ( true );
level.player3 SetStance( "prone" );
level.player3 Allowcrouch ( false );
level.player3 Allowstand ( false );
}
x = randomintrange( 5, 15 );
y = randomintrange( 5, 15 );
z = randomintrange( 5, 15 );
ground_ref_ent rotateto( ( x, y, z ), 3 );
wait 3;
ground_ref_ent rotateto( ( ( x * -1 ) , ( y * -1 ), ( z * -1 ) ), 2 );
wait 2;
x = randomintrange( 5, 15 );
y = randomintrange( 5, 15 );
z = randomintrange( 5, 15 );
ground_ref_ent rotateto( ( x, y, z ), 3 );
wait 3;
overlay fadeOverlay( 2, 1, 4);
wait 2;
overlay fadeOverlay( 1, .5, 4);
ground_ref_ent rotateto( ( ( x * -1 ) , ( y * -1 ), ( z * -1 ) ), 3 );
wait 3;
ground_ref_ent rotateto( ( 0, 0, 0 ), 2 );
wait 2;
level.player0 unlink();
level.player0 AllowStand ( true );
level.player0 AllowCrouch ( true );
level.player0 enableWeapons();
level.player0 maps\_zombiemode_score::set_player_score_hud( true );
if(isdefined(level.player1))
{
level.player1 unlink();
level.player1 AllowStand ( true );
level.player1 AllowCrouch ( true );
level.player1 enableWeapons();
level.player1 maps\_zombiemode_score::set_player_score_hud( true );
}
if(isdefined(level.player2))
{
level.player2 unlink();
level.player2 AllowStand ( true );
level.player2 AllowCrouch ( true );
level.player2 enableWeapons();
level.player2 maps\_zombiemode_score::set_player_score_hud( true );
}
if(isdefined(level.player3))
{
level.player3 unlink();
level.player3 AllowStand ( true );
level.player3 AllowCrouch ( true );
level.player3 enableWeapons();
level.player3 maps\_zombiemode_score::set_player_score_hud( true );
}
overlay fadeOverlay( 1, .2, 4);
overlay restoreVision( 6, 0 );
}
fadeOverlay( duration, alpha, blur )
{
self fadeOverTime( duration );
self.alpha = alpha;
get_players()[0] setblur( blur, duration );
wait duration;
}
restoreVision( duration, blur )
{
self fadeOverlay( duration, 0, blur );
}
thread randomstartmessage();
zombiemode::main();
randomstartmessage()
{
flag_wait( "all_players_connected" );
/*
one of these "^" / add a number "3"/ and a letter "r" like "^3r"/ this will make the letter "r" yellow.
*/
phrase = [];
phrase[0] = "your random message";
phrase[1] = "ran^3dom altmessage";
phrase[2] = "???";
phrase[3] = "???";
phrase[4] = "";
//phrase[5] = "random 5"
/*
Colors
^1 = red
^2 = green
^3 = yellow
^4 = Blue
^5 = light blue
^6 = Purple (pink)
^7 = white
^8 = random
^0 = black
*/
color = [];
color[0] = "^1";
color[1] = "^2";
color[2] = "^3";
color[3] = "^4";
color[4] = "^5";
i = RandomInt(phrase.size);
j = RandomInt(color.size);
iPrintLnBold( color[j] , phrase[i] );
}
maps\rotate::main();
zombiemode::main();
targetname: rotate
script_noteworthy: x or y or z (only 1)
speed 1 (1 is slow 5 is normal)
targetname:rotate
script_noteworthy:x, y, or z
main()
{
rotate_obj = getentarray("rotate","targetname");
if(isdefined(rotate_obj))
{
for(i=0;i<rotate_obj.size;i++)
{
rotate_obj[i] thread ra_rotate();
}
}
}
ra_rotate()
{
if (!isdefined(self.speed))
self.speed = 10;
if (!isdefined(self.script_noteworthy))
self.script_noteworthy = "z";
while(true)
{
// rotateYaw(float rot, float time, <float acceleration_time>, <float deceleration_time>);
if (self.script_noteworthy == "z")
self rotateYaw(-360,self.speed);
else if (self.script_noteworthy == "x")
self rotateRoll(-360,self.speed);
else if (self.script_noteworthy == "y")
self rotatePitch(-360,self.speed);
wait ((self.speed)-0.1); // removes the slight hesitation that waittill("rotatedone"); gives.
// self waittill("rotatedone");
}
}
targetname:pipe_shootable
script_noteworthy:steam or water or fire (only one)
maps\_pipes::main();
maps\_zombiemode::main();
maps\_zombiemode::main();
maps\_pipes::main();
level._effect["steam"] = loadFX("impacts/fx_pipe_steam");
//for steam
level._effect["water"] = loadFX("impacts/fx_pipe_water");
//for water
level._effect["fire"] = loadFX("impacts/fx_pipe_fire");
//for fire
fx,impacts/fx_pipe_steam
fx,impacts/fx_pipe_water
fx,impacts/fx_pipe_fire
fx,env/fire/fx_fire_barrel_pm
fx,env/fire/fx_pipe_explosion64
fx,env/fire/fx_pipe_explosion128