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Topics - nikfar1

hi all
i am working a map  that i need to save game some area.is it possible to create quick save or manually save game to start game after die from last place that saved?
5 years ago
hi everyone
some of the zombies dress texture is dirty and messy but the original texture is not dirty.I need this for my custome zombie..
Does anyone know what to do? Thanks!
6 years ago
hi
I have a boss zombie in my map and I want to spawn from specific point(rise from well)
in this script the boss spawn from every riser zombie near to player

spawn script code:

Code Snippet
Plaintext
lionBoss_init()
{

preCacheModel ("lion_b");

if (isdefined(level.lion_next) ) return;
else
{
    lion_trig = getEnt("lion_trig1", "targetname");
lion_trig sethintstring("Press &&1 to spawn");
    lion_trig waittill("trigger");
wait(.4);
lion_trig delete();

wait 1;
spawn_point = undefined; use_spawn_point = undefined;
teh_spawns = undefined;
level.lion_next = 0;
while(true)   
{
while(isdefined(level.doground_nomusic) && level.doground_nomusic == 1) wait 5;
for(am=0;am<50;am++)
{
wait .05;
teh_spawns = level.enemy_spawns;
for(t=0;t<teh_spawns.size;t++)
{
wait .05;
use_spawn_point = teh_spawns[t]; spawn points from riser
if (use_spawn_point.script_noteworthy == "find_flesh") break; // Assure its a riser spawn before continuing
}
spawn_points = GetStructArray("find_flesh","script_noteworthy");
spawn_point = spawn_points[0];
// if (isdefined(spawn_point)) iprintln(spawn_point.origin);
else iprintln("^1NO SPAWN POINT FOUND");
if (spawn_point inMap() && isdefined(spawn_point) ) { break; }
}

ai = spawn_zombie( use_spawn_point );
wait .05;
ai forceTeleport(spawn_point.origin);
ai.boss_enemy = true;
wait .05;
ai DetachAll(); ai attach("char_ger_ansel_head_zomb", "", true);
ai setModel("lion_b");
ai.health = level.zombie_health+randomintrange(6500,8550); wait .05; ai.lion_max_health = ai.health;
if (randomint(100) < 50) ai thread lionBoss_forcewalk(); else ai thread lionBoss_forcewalk(true);
if (randomInt(100) < 50) level.lion_next = 1; else { if (randomInt(100) < 50) level.lion_next = 2; else level.lion_next = 0; }
while(isdefined(ai) ) wait 1;
}
}
}

how to spawn it from one point?
6 years ago
hi everyone
I imported spider model from bo3 to waw.everything works fine but when shot to spider nothing happen and dont die
and my aim not change to red
anyone knows what can I do to solve this problem?
this is my character/zombie_spider
Code Snippet
Plaintext
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
self setModel("spider1");
self.voice = "german";
}

precache()
{
precacheModel("spider1");
}

6 years ago
hi everyone

I want to bring nova crawlers to my map and spawn inside the playable area.my problem is thay dont spawn.please help me..
this is my script
[noae]
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include animscripts\Utility;

init()
{
thread quads_enabled();
init_quad_zombie_anims();

level.quad_spawners = GetEntArray( "quad_zombie_spawner", "script_noteworthy" );
array_thread( level.quad_spawners, ::add_spawn_function, maps\_zombiemode_ai_quad::quad_prespawn );
}

quads_enabled()
{
level.quads = false;

// flag_wait("electricity_on");
level.quads = true;
}

#using_animtree( "generic_human" );
quad_prespawn()
{

if( level.quads == false )
{
// iprintln( "level quads false or count higher than 10" );
self DetachAll();
character\char_ger_pnzrgren_helm_zombies_gear1::main();
self.animname = "zombie";
self maps\_zombiemode_spawner::zombie_spawn_init( true );
return;
}
else
self.animname = "quad_zombie";
self.quad = true;

self.custom_idle_setup = maps\_zombiemode_ai_quad::quad_zombie_idle_setup;

self.a.idleAnimOverrideArray = [];
self.a.idleAnimOverrideArray["stand"] = [];
self.a.idleAnimOverrideArray["stand"] = [];
self.a.idleAnimOverrideArray["stand"][0][0] = %quad_idle;
self.a.idleAnimOverrideWeights["stand"][0][0] = 10;
self.no_eye_glow = true;

self maps\_zombiemode_spawner::zombie_spawn_init( true );

self.maxhealth = int( self.maxhealth * 0.75 );
self.health = self.maxhealth;
self.meleeDamage = 45;

self playsound( "quad_spawn1" );

self.death_explo_radius_zomb        = 96;     
    self.death_explo_radius_plr         = 96;     
    self.death_explo_damage_zomb        = 0.75;     
    self.death_gas_radius               = 125;     
    self.death_gas_time                 = 7;

self.deathanimscript = ::quad_post_death;
//self.actor_killed_override = ::quad_killed_override;

//self set_default_attack_properties();
self.thundergun_disintegrate_func = ::quad_thundergun_disintegrate;
self.thundergun_knockdown_func = ::quad_thundergun_knockdown;

self.can_explode = false;

if ( isdefined( level.quad_explode ) && level.quad_explode == true )
{
self.can_explode = true;
}
self.exploded = false;
self thread quad_trail();
self thread quad_vox();

if ( isdefined( level.quad_traverse_death_fx ) )
{
self thread [[ level.quad_traverse_death_fx ]]();
}


}

quad_zombie_idle_setup()
{

self.a.array["turn_left_45"] = %exposed_tracking_turn45L;
self.a.array["turn_left_90"] = %exposed_tracking_turn90L;
self.a.array["turn_left_135"] = %exposed_tracking_turn135L;
self.a.array["turn_left_180"] = %exposed_tracking_turn180L;
self.a.array["turn_right_45"] = %exposed_tracking_turn45R;
self.a.array["turn_right_90"] = %exposed_tracking_turn90R;
self.a.array["turn_right_135"] = %exposed_tracking_turn135R;
self.a.array["turn_right_180"] = %exposed_tracking_turn180L;
self.a.array["exposed_idle"] = array( %quad_idle, %quad_idle );
self.a.array["straight_level"] = %quad_idle;
self.a.array["stand_2_crouch"] = %ai_zombie_shot_leg_right_2_crawl;
}

init_quad_zombie_anims()
{
// deaths
level.scr_anim["quad_zombie"]["death1"] = %ai_zombie_quad_death;
level.scr_anim["quad_zombie"]["death2"] = %ai_zombie_quad_death_2;
level.scr_anim["quad_zombie"]["death3"] = %ai_zombie_quad_death_3;
level.scr_anim["quad_zombie"]["death4"] = %ai_zombie_quad_death_4;

// run cycles
level.scr_anim["quad_zombie"]["walk1"] = %ai_zombie_quad_crawl;
level.scr_anim["quad_zombie"]["walk2"] = %ai_zombie_quad_crawl;
level.scr_anim["quad_zombie"]["walk3"] = %ai_zombie_quad_crawl;
level.scr_anim["quad_zombie"]["walk4"] = %ai_zombie_quad_crawl_2;
level.scr_anim["quad_zombie"]["walk5"] = %ai_zombie_quad_crawl_2;
level.scr_anim["quad_zombie"]["walk6"] = %ai_zombie_quad_crawl_3;
level.scr_anim["quad_zombie"]["walk7"] = %ai_zombie_quad_crawl_3;
level.scr_anim["quad_zombie"]["walk8"] = %ai_zombie_quad_crawl_3;

level.scr_anim["quad_zombie"]["run1"] = %ai_zombie_quad_crawl_run;
level.scr_anim["quad_zombie"]["run2"] = %ai_zombie_quad_crawl_run_2;
level.scr_anim["quad_zombie"]["run3"] = %ai_zombie_quad_crawl_run_3;
level.scr_anim["quad_zombie"]["run4"] = %ai_zombie_quad_crawl_run_4;
level.scr_anim["quad_zombie"]["run5"] = %ai_zombie_quad_crawl_run_5;
level.scr_anim["quad_zombie"]["run6"] = %ai_zombie_quad_crawl_run;

level.scr_anim["quad_zombie"]["sprint1"] = %ai_zombie_quad_crawl_sprint;
level.scr_anim["quad_zombie"]["sprint2"] = %ai_zombie_quad_crawl_sprint_2;
level.scr_anim["quad_zombie"]["sprint3"] = %ai_zombie_quad_crawl_sprint_3;
level.scr_anim["quad_zombie"]["sprint4"] = %ai_zombie_quad_crawl_sprint;
level.scr_anim["quad_zombie"]["sprint5"] = %ai_zombie_quad_crawl_sprint_3;
level.scr_anim["quad_zombie"]["sprint6"] = %ai_zombie_quad_crawl_sprint_2;

// run cycles in prone
level.scr_anim["quad_zombie"]["crawl1"] = %ai_zombie_crawl;
level.scr_anim["quad_zombie"]["crawl2"] = %ai_zombie_crawl_v1;
level.scr_anim["quad_zombie"]["crawl3"] = %ai_zombie_crawl_v2;
level.scr_anim["quad_zombie"]["crawl4"] = %ai_zombie_crawl_v3;
level.scr_anim["quad_zombie"]["crawl5"] = %ai_zombie_crawl_v4;
level.scr_anim["quad_zombie"]["crawl6"] = %ai_zombie_crawl_v5;
level.scr_anim["quad_zombie"]["crawl_hand_1"] = %ai_zombie_walk_on_hands_a;
level.scr_anim["quad_zombie"]["crawl_hand_2"] = %ai_zombie_walk_on_hands_b;

level.scr_anim["quad_zombie"]["crawl_sprint1"] = %ai_zombie_crawl_sprint;
level.scr_anim["quad_zombie"]["crawl_sprint2"] = %ai_zombie_crawl_sprint_1;
level.scr_anim["quad_zombie"]["crawl_sprint3"] = %ai_zombie_crawl_sprint_2;

if( !isDefined( level._zombie_melee ) )
{
level._zombie_melee = [];
}
if( !isDefined( level._zombie_walk_melee ) )
{
level._zombie_walk_melee = [];
}
if( !isDefined( level._zombie_run_melee ) )
{
level._zombie_run_melee = [];
}

level._zombie_melee["quad_zombie"] = [];
level._zombie_walk_melee["quad_zombie"] = [];
level._zombie_run_melee["quad_zombie"] = [];

level._zombie_melee["quad_zombie"][0] = %ai_zombie_quad_attack;
level._zombie_melee["quad_zombie"][1] = %ai_zombie_quad_attack_2;
level._zombie_melee["quad_zombie"][2] = %ai_zombie_quad_attack_3;
level._zombie_melee["quad_zombie"][3] = %ai_zombie_quad_attack_4;
level._zombie_melee["quad_zombie"][4] = %ai_zombie_quad_attack_5;
level._zombie_melee["quad_zombie"][5] = %ai_zombie_quad_attack_6;
level._zombie_melee["quad_zombie"][6] = %ai_zombie_quad_attack_double;
level._zombie_melee["quad_zombie"][7] = %ai_zombie_quad_attack_double_2;
level._zombie_melee["quad_zombie"][8] = %ai_zombie_quad_attack_double_3;
level._zombie_melee["quad_zombie"][9] = %ai_zombie_quad_attack_double_4;
level._zombie_melee["quad_zombie"][10] = %ai_zombie_quad_attack_double_5;
level._zombie_melee["quad_zombie"][11] = %ai_zombie_quad_attack_double_6;
/*
level._zombie_run_melee["quad_zombie"][0] = %ai_zombie_quad_attack;
level._zombie_run_melee["quad_zombie"][1] = %ai_zombie_quad_attack;
level._zombie_run_melee["quad_zombie"][2] = %ai_zombie_quad_attack;
level._zombie_walk_melee["quad_zombie"][0] = %ai_zombie_quad_attack;
level._zombie_walk_melee["quad_zombie"][1] = %ai_zombie_quad_attack;
level._zombie_walk_melee["quad_zombie"][2] = %ai_zombie_quad_attack;
level._zombie_walk_melee["quad_zombie"][3] = %ai_zombie_quad_attack;
*/

if( isDefined( level.quad_zombie_anim_override ) )
{
[[ level.quad_zombie_anim_override ]]();
}

// melee in crawl
if( !isDefined( level._zombie_melee_crawl ) )
{
level._zombie_melee_crawl = [];
}
level._zombie_melee_crawl["quad_zombie"] = [];
level._zombie_melee_crawl["quad_zombie"][0] = %ai_zombie_attack_crawl;
level._zombie_melee_crawl["quad_zombie"][1] = %ai_zombie_attack_crawl_lunge;

if( !isDefined( level._zombie_stumpy_melee ) )
{
level._zombie_stumpy_melee = [];
}
level._zombie_stumpy_melee["quad_zombie"] = [];
level._zombie_stumpy_melee["quad_zombie"][0] = %ai_zombie_walk_on_hands_shot_a;
level._zombie_stumpy_melee["quad_zombie"][1] = %ai_zombie_walk_on_hands_shot_b;

// tesla deaths
if( !isDefined( level._zombie_tesla_death ) )
{
level._zombie_tesla_death = [];
}
level._zombie_tesla_death["quad_zombie"] = [];
level._zombie_tesla_death["quad_zombie"][0] = %ai_zombie_quad_death_tesla;
level._zombie_tesla_death["quad_zombie"][1] = %ai_zombie_quad_death_tesla_2;
level._zombie_tesla_death["quad_zombie"][2] = %ai_zombie_quad_death_tesla_3;
level._zombie_tesla_death["quad_zombie"][3] = %ai_zombie_quad_death_tesla_4;

if( !isDefined( level._zombie_tesla_crawl_death ) )
{
level._zombie_tesla_crawl_death = [];
}
level._zombie_tesla_crawl_death["quad_zombie"] = [];
level._zombie_tesla_crawl_death["quad_zombie"][0] = %ai_zombie_tesla_crawl_death_a;
level._zombie_tesla_crawl_death["quad_zombie"][1] = %ai_zombie_tesla_crawl_death_b;


// deaths
if( !isDefined( level._zombie_deaths ) )
{
level._zombie_deaths = [];
}
level._zombie_deaths["quad_zombie"] = [];
level._zombie_deaths["quad_zombie"][0] = %ai_zombie_quad_death;
level._zombie_deaths["quad_zombie"][1] = %ai_zombie_quad_death_2;
level._zombie_deaths["quad_zombie"][2] = %ai_zombie_quad_death_3;
level._zombie_deaths["quad_zombie"][3] = %ai_zombie_quad_death_4;

/*
ground crawl
*/

if( !isDefined( level._zombie_rise_anims ) )
{
level._zombie_rise_anims = [];
}

// set up the arrays
level._zombie_rise_anims["quad_zombie"] = [];

level._zombie_rise_anims["quad_zombie"][1]["walk"][0] = %ai_zombie_traverse_ground_v1_crawl;

level._zombie_rise_anims["quad_zombie"][1]["run"][0] = %ai_zombie_traverse_ground_v1_crawlfast;

level._zombie_rise_anims["quad_zombie"][1]["sprint"][0] = %ai_zombie_traverse_ground_v1_crawlfast;

level._zombie_rise_anims["quad_zombie"][2]["walk"][0] = %ai_zombie_traverse_ground_v1_crawl;

// ground crawl death
if( !isDefined( level._zombie_rise_death_anims ) )
{
level._zombie_rise_death_anims = [];
}

level._zombie_rise_death_anims["quad_zombie"] = [];

level._zombie_rise_death_anims["quad_zombie"][1]["in"][0] = %ai_zombie_traverse_ground_v1_deathinside;
level._zombie_rise_death_anims["quad_zombie"][1]["in"][1] = %ai_zombie_traverse_ground_v1_deathinside_alt;

level._zombie_rise_death_anims["quad_zombie"][1]["out"][0] = %ai_zombie_traverse_ground_v1_deathoutside;
level._zombie_rise_death_anims["quad_zombie"][1]["out"][1] = %ai_zombie_traverse_ground_v1_deathoutside_alt;

level._zombie_rise_death_anims["quad_zombie"][2]["in"][0] = %ai_zombie_traverse_ground_v2_death_low;
level._zombie_rise_death_anims["quad_zombie"][2]["in"][1] = %ai_zombie_traverse_ground_v2_death_low_alt;

level._zombie_rise_death_anims["quad_zombie"][2]["out"][0] = %ai_zombie_traverse_ground_v2_death_high;
level._zombie_rise_death_anims["quad_zombie"][2]["out"][1] = %ai_zombie_traverse_ground_v2_death_high_alt;

//taunts
if( !isDefined( level._zombie_run_taunt ) )
{
level._zombie_run_taunt = [];
}
if( !isDefined( level._zombie_board_taunt ) )
{
level._zombie_board_taunt = [];
}
level._zombie_run_taunt["quad_zombie"] = [];
level._zombie_board_taunt["quad_zombie"] = [];

level._zombie_board_taunt["quad_zombie"][0] = %ai_zombie_quad_taunt;
level._zombie_board_taunt["quad_zombie"][1] = %ai_zombie_quad_taunt_2;
level._zombie_board_taunt["quad_zombie"][2] = %ai_zombie_quad_taunt_3;
level._zombie_board_taunt["quad_zombie"][3] = %ai_zombie_quad_taunt_4;
level._zombie_board_taunt["quad_zombie"][4] = %ai_zombie_quad_taunt_5;
level._zombie_board_taunt["quad_zombie"][5] = %ai_zombie_quad_taunt_6;

level._effect[ "quad_explo_gas" ]         = LoadFX( "maps/zombie/fx_zombie_quad_gas_nova6" );
level._effect[ "quad_trail" ] = Loadfx( "maps/zombie/fx_zombie_quad_trail" );
}
quad_thundergun_disintegrate( player )
{
self endon( "death" );
self DoDamage( self.health + 666, player.origin, player );
}
quad_thundergun_knockdown( player, gib )
{
self endon( "death" );
damage = int( self.maxhealth * 0.5 );
self DoDamage( damage, player.origin, player );
}
quad_trail()
{
self endon( "death" );
//self waittill( "quad_end_traverse_anim" );

self.fx_quad_trail = Spawn( "script_model", self GetTagOrigin( "tag_origin" ) );
self.fx_quad_trail.angles = self GetTagAngles( "tag_origin" );
self.fx_quad_trail SetModel( "tag_origin" );
self.fx_quad_trail LinkTo( self, "tag_origin" );
maps\_zombiemode_net::network_safe_play_fx_on_tag( "quad_fx", 2, level._effect[ "quad_trail" ], self.fx_quad_trail, "tag_origin" );
}
quad_post_death()
{
if( self.can_explode == true )
{
if ( isdefined( self.fx_quad_trail ) )
{
self.fx_quad_trail unlink();
self.fx_quad_trail delete();
}

mod = self.damagemod;

if ( mod == "MOD_PISTOL_BULLET" ||  mod == "MOD_RIFLE_BULLET" )
{
self thread quad_gas_explo_death();
}
}
}
quad_gas_explo_death()
{   
    death_vars = [];
    death_vars["explo_radius_zomb"]     = self.death_explo_radius_zomb;
    death_vars["explo_radius_plr"]      = self.death_explo_radius_plr;
    death_vars["explo_damage_zomb"]     = self.death_explo_damage_zomb;
    death_vars["gas_radius"]            = self.death_gas_radius;
    death_vars["gas_time"]              = self.death_gas_time;

self thread quad_death_explo( self.origin, death_vars );
level thread quad_gas_area_of_effect( self.origin, death_vars );
self Delete();
}
quad_death_explo( origin, death_vars )
{
    playsoundatposition( "quad_explo1", origin );
    PlayFx( level._effect["dog_gib"], origin );
   
    players = get_players();
    zombies = GetAIArray( "axis" );

for(i = 0; i < zombies.size; i++)
    {
        if( Distance( origin, zombies[i].origin ) <= death_vars["explo_radius_zomb"] )
        {
            if( zombies[i].animname != "quad_zombie" )
            {
if( zombies[i].animname != "boss_zombie" )
{
zombies[i] DoDamage( zombies[i].maxhealth * death_vars["explo_damage_zomb"], origin );
}
            }
        }
    }

    for(i = 0; i < players.size; i++)
    {
        if( Distance( origin, players[i].origin ) <= death_vars["explo_radius_plr"] )
        {
            players[i] ShellShock( "explosion", 2.5 );
RadiusDamage( players[i].origin, death_vars["explo_radius_zomb"], 15, 10, self, "MOD_EXPLOSIVE" );
        }
    }
self.exploded = true;
//self RadiusDamage( origin, death_vars["explo_radius_zomb"], level.zombie_health, level.zombie_health, self, "MOD_EXPLOSIVE" );
   
}
quad_gas_area_of_effect( origin, death_vars )
{
effectArea = spawn( "trigger_radius", origin, 0, death_vars["gas_radius"], 100 );



PlayFX( level._effect[ "quad_explo_gas" ], origin );

gas_time = 0;
   
while( gas_time <= death_vars["gas_time"] )
{
players = get_players();

for(i = 0; i < players.size; i++)
{
if( players[i] IsTouching( effectArea ))
{

players[i] setblur( 4, .1 );
}
else
{
players[i] setblur( 0, .5 );
}
}

wait(1);
gas_time = gas_time + 1;
}
players = get_players();
for ( i = 0; i < players.size; i++ )
{
players[i] setblur( 0, .5 );
}


effectArea Delete();


}
quad_killed_override( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime )
{
if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" )
{
self.can_explode = true;
}
else
{
self.can_explode = false;
if ( isdefined( self.fx_quad_trail ) )
{
self.fx_quad_trail unlink();
self.fx_quad_trail delete();
}
}
}
quad_vox()
{
self endon( "death" );

wait( 5 );

quad_wait = 5;

while(1)
{
players = getplayers();

for(i=0;i<players.size;i++)
{
if(DistanceSquared(self.origin, players[i].origin) > 1200 * 1200)
{
self playsound( "quad_amb" );
quad_wait = 8;
}
else if(DistanceSquared(self.origin, players[i].origin) > 200 * 200)
{
self playsound( "quad_vox" );
quad_wait = 6;
}
else if(DistanceSquared(self.origin, players[i].origin) < 150 * 150)
{
self playsound( "quad_close" );
quad_wait = 3;
}
}
wait randomfloatrange( 1, quad_wait );
}
}
quad_close()
{
self endon( "death" );

while(1)
{
players = getplayers();

for(i=0;i<players.size;i++)
{
if ( is_player_valid( players[i], true ) )
{
if(DistanceSquared(self.origin, players[i].origin) < 150 * 150)
{
self playsound( "quad_close" );
wait randomfloatrange( 1, 2 );
}
}
}
wait_network_frame();
}
}
[/noae]

And this is my spawn


6 years ago
hi
I want to open a door with passcode in my map and I need  to make a script for ui menu and know this part is hard.
can someone help me?

password panel something like this:





thanks in advance.
8 years ago
hi all
I want to change speed of xanim (sprint zombie from bo2)in maya.
when I go to graph editor and change the key frame, there are a lot of keys for changing their position.
is there  easy way to shift  all keys at the same time?

Double Post Merge: January 11, 2016, 09:13:00 pm
I found the way for this problem by deleting keys ;)
but when review anim in game ,the legs go up sometimes for mini second and don't have this issue in maya.anyone help me?
8 years ago
hi all
how do I can disable voice of player in game.(disable calling dlc3_vox.csv).
8 years ago
I wanted to change walking zombie.I exported tanim(bo1 ai animation) from  maya to cod.but when animation is running the half of the zombie  go to the under ground.so the animation is ok.the only problem is about position of zombie.anyone can help me please?
my anim file is:  ai_zombie_electrician_run_v2
9 years ago
I made my custom gun in maya and export it to waw and everything in solo  is right but in coop when you are looking at someone else(thirdperson view) the gun show up the person and it is out of hand.
i export the wolrd model when riged and mix by ViewModel_Rig but didnt work still.
please help.
11 years ago
hi everyone

I am working on my 3rd map(prison)

this map  compeleted about 80%
Map Features:
Der Rise style
Custom model that exported from maya
Custom teleport
Custom script (hacking switch-armor-lazer barrier)

Black Ops Weapons- Custom (scripted) weapons
Black Ops Perks
media box
Custom Player and Zombie Skins
1+ New Powerups   
Black Ops Quick Revive(solo)
Black Ops Zombie model
Custom textures / images
Custom FX
Custom  Main Menu button + Menu  music
hidden area and Easter egg
intresting point for zombie and player ;)
Buyable Ending
play show on the big screen
tom axe
may someone please help me to add this guns(Black Ops Thundergun, Freezegun)?

11 years ago
hi everyone
how do i can make a share point to able share money to other player?
11 years ago
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