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Contact Support - Help Center Get help on the UGX Discord. Join it now!#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;
#insert scripts\shared\abilities\_ability_util.gsh;
#using scripts\codescripts\struct;
#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\hud_util_shared;
#using scripts\shared\system_shared;
#using scripts\shared\util_shared;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_hero_weapon;
#using scripts\zm\_zm_spawner;
#using scripts\zm\_zm_utility;
#using scripts\shared\ai\zombie_utility;
#using scripts\shared\ai\systems\gib;
#define STR_ANNIHILATOR "hero_annihilator"
#namespace zm_weap_annihilator;
REGISTER_SYSTEM( "zm_weap_annihilator", &__init__, undefined )
function __init__()
{
zm_spawner::register_zombie_death_event_callback( &check_annihilator_death );
zm_hero_weapon::register_hero_weapon( STR_ANNIHILATOR );
level.weaponAnnihilator = GetWeapon( STR_ANNIHILATOR );
}
function check_annihilator_death( attacker )//self = zombie
{
if ( isdefined( self.damageweapon ) && !( self.damageweapon === level.weaponNone ))
{
if ( IS_EQUAL( self.damageweapon, level.weaponAnnihilator ) )
{
self zombie_utility::gib_random_parts();
GibServerUtils::Annihilate( self );
}
}
}
#using scripts\zm\_zm_ai_dogs;
thread infinite_dogspawn_area();
function infinite_dogspawn_area()
{
while(true)
{
spawndogs = GetEnt("InfiniteDogSpawn", "targetname");
spawndogs waittill("trigger", player);
if(player IsTouching(spawndogs))
{
zm_ai_dogs::special_dog_spawn(1);
}
else
{
zm_ai_dogs::special_dog_spawn(0);
}
wait 0.05;
}
}
function PaPelevator()
{
upstairsTrigger = GetEnt("PaPelev_topLevel","targetname");
upstairsLeftDoor = GetEnt("PaPdoor_topLeft","targetname");
upstairsRightDoor = GetEnt("PaPdoor_topRight","targentame");
upstairsTrigger SetHintString("Power must be turned on.");
upstairsTrigger SetCursorHint( "HINT_NOICON" );
level flag::wait_till( "power_on" );
upstairsTrigger SetHintString("Requires activiation from the lower level panel.");
elevatorPlatform = GetEnt("PaPelev_platform","targetname");
PaP = GetEnt("PaP","targetname");
Cargo1 = GetEnt("PaPelev_cargo1","targetname");
Cargo2 = GetEnt("PaPelev_cargo2","targetname");
Cargo3 = GetEnt("PaPelev_cargo3","targetname");
Cargo4 = GetEnt("PaPelev_cargo4","targetname");
elevatorPlatform MoveZ(-100, 5);
PaP MoveZ(-100, 5);
Cargo1 MoveZ(-100, 5);
Cargo2 MoveZ(-100, 5);
Cargo3 MoveZ(-100, 5);
Cargo4 MoveZ(-100, 5);
}
for(i = 5; i > 0; i--) //For i = 5 you can change the five to how ever many seconds you want the player to hold F for.
{
if(player UseButtonPressed()) //UseButtonPressed is referencing whatever button you have to press to buy doors, perks, and so on. For my controls that button is F.
{
player DisableWeapons();
IPrintLnBold(i);
wait 1;
}
else
{
player EnableWeapons();
break;
}
}