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#using scripts\codescripts\struct;#using scripts\shared\array_shared;#using scripts\shared\callbacks_shared;#using scripts\shared\clientfield_shared;#using scripts\shared\compass;#using scripts\shared\exploder_shared;#using scripts\shared\flag_shared;#using scripts\shared\laststand_shared;#using scripts\shared\math_shared;#using scripts\shared\scene_shared;#using scripts\shared\util_shared;#insert scripts\shared\shared.gsh;#insert scripts\shared\version.gsh;#insert scripts\zm\_zm_utility.gsh;#using scripts\zm\_load;#using scripts\zm\_zm;#using scripts\zm\_zm_audio;#using scripts\zm\_zm_powerups;#using scripts\zm\_zm_utility;#using scripts\zm\_zm_weapons;#using scripts\zm\_zm_zonemgr;#using scripts\shared\ai\zombie_utility;//Perks#using scripts\zm\_zm_pack_a_punch;#using scripts\zm\_zm_perks;#insert scripts\zm\_zm_perks.gsh;#using scripts\zm\_zm_pack_a_punch_util;#using scripts\zm\_zm_perk_additionalprimaryweapon;#using scripts\zm\_zm_perk_doubletap2;#using scripts\zm\_zm_perk_deadshot;#using scripts\zm\_zm_perk_juggernaut;#using scripts\zm\_zm_perk_quick_revive;#using scripts\zm\_zm_perk_sleight_of_hand;#using scripts\zm\_zm_perk_staminup;#using scripts\zm\_zm_perk_widows_wine;//Powerups#using scripts\zm\_zm_powerup_double_points;#using scripts\zm\_zm_powerup_carpenter;#using scripts\zm\_zm_powerup_fire_sale;#using scripts\zm\_zm_powerup_free_perk;#using scripts\zm\_zm_powerup_full_ammo;#using scripts\zm\_zm_powerup_insta_kill;#using scripts\zm\_zm_powerup_nuke;//#using scripts\zm\_zm_powerup_weapon_minigun;//Traps#using scripts\zm\_zm_trap_electric;#using scripts\zm\zm_usermap;#using scripts\_redspace\rs_o_jump_pad;#using scripts\_NSZ\nsz_kino_teleporter;//*****************************************************************************// MAIN//*****************************************************************************function main(){thread soundEasterEggInit();level zm_perks::spare_change();level thread lots_o_points( 500000 ); // Change the number to the starting points you would like// NSZ Kino Teleporterlevel thread nsz_kino_teleporter::init(); level thread set_perk_limit(10); // This sets the perk limit to 10level zm_perks::spare_change(); zm_usermap::main(); startingWeapon = "pistol_revolver38"; weapon = getWeapon(startingWeapon); level.start_weapon = (weapon); level._zombie_custom_add_weapons =&custom_add_weapons; //Setup the levels Zombie Zone Volumes level.zones = []; level.zone_manager_init_func =&usermap_test_zone_init; init_zones[0] = "start_zone"; level thread zm_zonemgr::manage_zones( init_zones ); level.pathdist_type = PATHDIST_ORIGINAL;}function checkForPower(){level util::set_lighting_state(0); /* set lighting state to [1] in Radiant (by default) */level waittill("power_on");level util::set_lighting_state(1); /* set lighting state to [2] in Radiant (turn lights on) */}function usermap_test_zone_init(){ zm_zonemgr::add_adjacent_zone("start_zone", "first_zone", "enter_first_zone"); zm_zonemgr::add_adjacent_zone("first_zone", "second_zone", "enter_second_zone"); zm_zonemgr::add_adjacent_zone("start_zone", "fourth_zone", "enter_fourth_zone"); zm_zonemgr::add_adjacent_zone("start_zone", "fiftht_zone", "enter_fiftht_zone"); zm_zonemgr::add_adjacent_zone("start_zone", "sixth_zone", "enter_sixth_zone"); level flag::init( "always_on" ); level flag::set( "always_on" );} function custom_add_weapons(){ zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);}function set_perk_limit(num){ wait( 30 ); level.perk_purchase_limit = num;}function lots_o_points( points ){ level flag::wait_till( "all_players_connected" ); players = getplayers(); for( i=0;i<players.size;i++ ) { players[i].score = points; }}function soundEasterEggInit(){ level.soundEasterEgg = 0; level.playEasterEgg = 3; level.playSoundLocation = GetEnt("easter_egg_sound_location", "SpookySkeletons"); // Create a script origin and set it to server, not client, then give it this targetname thread shoot1(); thread shoot2(); thread shoot3();}function shoot1(){ shoot_trig1 = GetEnt("egg_shoot1", "targetname"); shoot_trig1 waittill("trigger", player); shoot_model1 = GetEnt("shoot_model1", "targetname"); shoot_model1 delete(); level.soundEasterEgg++; thread finishedEasterEgg(); shoot_trig1 delete(); IPrintLnBold("Teddy1");}function shoot2(){ shoot_trig2 = GetEnt("egg_shoot2", "targetname"); shoot_trig2 waittill("trigger", player); shoot_model2 = GetEnt("shoot_model2", "targetname"); shoot_model2 delete(); level.soundEasterEgg++; thread finishedEasterEgg(); shoot_trig2 delete(); IPrintLnBold("Teddy2");}function shoot3(){ shoot_trig3 = GetEnt("egg_shoot3", "targetname"); shoot_trig3 waittill("trigger", player); shoot_model3 = GetEnt("shoot_model3", "targetname"); shoot_model3 delete(); level.soundEasterEgg++; thread finishedEasterEgg(); shoot_trig3 delete(); IPrintLnBold("Teddy3");}function finishedEasterEgg(){ if(level.soundEasterEgg >= level.playEasterEgg) { IPrintLnBold("You have found all the Bears"); level.playSoundLocation PlaySound("song_easter_egg1"); // Change "sephiroth" to the name of your soundalias. players = GetPlayers(); for (i = 0;i<players.size;i++) { players[i] PlayLocalSound( "song_easter_egg1"); }}}