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Contact Support - Help Center Get help on the UGX Discord. Join it now!#decompiled verruckt.lua
Script.Level = {}
function Script.Level.Setup()
Script.NumberOfCourtyardSpawns = 8
Script.Level.NumberOfStartAreas = 2
Script.Level.Areas = {
{
Name = "GermanStart",
NumberOfSpawns = 2,
NumberOfCourtyardWindows = 2
},
{
Name = "AmericanStart",
NumberOfSpawns = 1,
NumberOfCourtyardWindows = 2
},
{
Name = "AmericanDown1",
NumberOfSpawns = 0,
NumberOfCourtyardWindows = 0
},
{
Name = "AmericanDown2",
NumberOfSpawns = 1,
NumberOfCourtyardWindows = 2
},
{
Name = "AmericanUp1",
NumberOfSpawns = 2,
NumberOfCourtyardWindows = 1
},
{
Name = "AmericanUp2",
NumberOfSpawns = 1,
NumberOfCourtyardWindows = 0
},
{
Name = "AmericanUp3",
NumberOfSpawns = 1,
NumberOfCourtyardWindows = 0
},
{
Name = "Generator",
NumberOfSpawns = 1,
NumberOfCourtyardWindows = 0
},
{
Name = "GermanUp2",
NumberOfSpawns = 2,
NumberOfCourtyardWindows = 0
},
{
Name = "GermanUp1",
NumberOfSpawns = 1,
NumberOfCourtyardWindows = 1
}
}
Script.CourtyardSpawns = 8
Script.Level.Links = {
{
LinkName = "LinkGerSrt_AmerSrt",
TriggerName = "NA",
Area1 = "GermanStart",
Area2 = "AmericanStart"
},
{
LinkName = "LinkAmerSrt_AmerDwn1",
TriggerName = "AmerSrt_AmerDwn1_Trigger",
Area1 = "AmericanStart",
Area2 = "AmericanDown1"
},
{
LinkName = "LinkAmerSrt_AmerDwn2",
TriggerName = "AmerSrt_AmerDwn2_Trigger",
Area1 = "AmericanStart",
Area2 = "AmericanDown2"
},
{
LinkName = "LinkAmerDwn2_AmerUp1",
TriggerName = "AmerDwn_AmerUp1_Trigger",
Area1 = "AmericanDown2",
Area2 = "AmericanUp1"
},
{
LinkName = "LinkAmerUp1_AmerUp2",
TriggerName = "AmerUp1_AmerUp2_Trigger",
Area1 = "AmericanUp1",
Area2 = "AmericanUp2"
},
{
LinkName = "LinkAmerUp2_AmerUp3",
TriggerName = "AmerUp2_AmerUp3_Trigger",
Area1 = "AmericanUp2",
Area2 = "AmericanUp3"
},
{
LinkName = "LinkAmerUp3_Gen",
TriggerName = "AmerUp3_Gen_Trigger",
Area1 = "AmericanUp3",
Area2 = "Generator"
},
{
LinkName = "LinkGerUp2_Gen",
TriggerName = "GerUp2_Gen_Trigger",
Area1 = "Generator",
Area2 = "GermanUp2"
},
{
LinkName = "LinkGerUp1_GerUp2",
TriggerName = "GerUp1_GerUp2_Trigger",
Area1 = "GermanUp2",
Area2 = "GermanUp1"
},
{
LinkName = "LinkGerSrt_GerUp1",
TriggerName = "GerSrt_GerUp1_Trigger",
Area1 = "GermanUp1",
Area2 = "GermanStart"
}
}
Script.Level.MysteryBoxes = {
"MysteryBoxGenerator",
"MysteryBoxAmericanDownstairs",
"MysteryBoxGermanStart",
"MysteryBoxGermanUpstairs1",
"MysteryBoxGermanUpstairs2"
}
if Game.IsIPadMode() == true then
Script.ipadNormalSpawns = {
"GermanStartZombieSpawn1",
"AmericanDown2ZombieSpawn1",
"AmericanUp1ZombieSpawn1",
"AmericanUp1ZombieSpawn2",
"AmericanUp2ZombieSpawn1",
"AmericanUp3ZombieSpawn1",
"GeneratorZombieSpawn1",
"GermanUp2ZombieSpawn1",
"GermanUp2ZombieSpawn2",
"GermanUp1ZombieSpawn1"
}
end
Script.Level.Waves = Script.Level.BuildWaveTable()
Script.Level.MaxZombiesAmount = 24
end
function Script.Level.Begin()
Game.SetDefaultFogConfig("verruckt", 1000)
Script.SetupInitialMeshes({
"outside1",
"outside2",
"outside3",
"outside4",
"outside5",
"outside6",
"outside7",
"outside8",
"outside9",
"outside10",
"outside11",
"outside12"
})
Script.SetupInsideMeshes()
if Game.IsAreaUnlocked(Script.AreaOne.OpenAreas[1]) then
Script.OpenArea(Script.AreaOne.OpenAreas[1])
end
if Game.IsAreaUnlocked(Script.AreaTwo.OpenAreas[1]) then
Script.OpenArea(Script.AreaTwo.OpenAreas[1])
end
Game.StopAmbience()
Game.AddAmbienceChannel("zombies")
Game.AddAmbienceChannel("verrucktAmbience")
Game.AddAmbienceChannel("wind")
Script.Level.SetTrapActive("Trap1", false)
Script.Level.SetTrapActive("Trap2", false)
for _FORV_3_, _FORV_4_ in ipairs(Script.Level.MysteryBoxes) do
if _FORV_3_ > 1 then
Game.SetASMTrigger(_FORV_4_, "deactivateMysteryBox", 1)
end
end
Script.Level.MysteryBoxMemory = {}
Script.Level.MysteryBoxMemorySize = 2
if Game.RandomNumber(1, 3, RAND_MYSTBOX) == 1 then
Game.Timeout(6000, "PowerStart1")
else
Game.Timeout(6000, "PowerStart2")
end
Game.SetUsingPlayerVox(false)
Game.SetUsingImpactEffects(false)
end
function Script.Level.Resume()
Game.SetDefaultFogConfig("verruckt", 1000)
Script.SetupInsideMeshes()
Game.StopAmbience()
Game.AddAmbienceChannel("zombies")
Game.AddAmbienceChannel("verrucktAmbience")
Game.AddAmbienceChannel("wind")
Game.ResetTriggerASMState("Trap1")
Game.ResetTriggerASMState("Trap2")
Script.Level.MysteryBoxMemory = {}
Script.Level.MysteryBoxMemorySize = 2
Game.SetUsingPlayerVox(false)
Game.SetUsingImpactEffects(false)
end
function Script.Level.Trigger(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
if Game.MatchHash(_ARG_0_, "GeneratorSwitch") then
if Game.IsLocalPlayer(_ARG_1_) == true then
Game.SetAchievement("ver_yougotpowah")
end
Script.Level.TurnOnGenerator()
elseif Game.MatchHash(_ARG_0_, "DentistChairVolume") then
if Game.IsLocalPlayer(_ARG_1_) == true then
Game.SetAchievement("ver_openwide")
end
Game.DisableTrigger("DentistChairVolume")
Game.EnableSoundEmitter("DentistWhizz")
Game.DisableSoundEmitterOnSoundEnd("DentistWhizz")
Game.Timeout(5500, "endDentist")
end
end
function Script.Level.Timeout(_ARG_0_)
if Game.MatchHash(_ARG_0_, "endDentist") then
Game.DisableSoundEmitter("DentistWhizz")
elseif Game.MatchHash(_ARG_0_, "endGenSound") then
Game.DisableSoundEmitter("SoundGeneratorTurnOn")
elseif Game.MatchHash(_ARG_0_, "Trap1End") then
Script.Level.SetTrapActive("Trap1", false)
Game.SetASMTrigger("Trap1", "zapperEnd", 1)
elseif Game.MatchHash(_ARG_0_, "Trap2End") then
Script.Level.SetTrapActive("Trap2", false)
Game.SetASMTrigger("Trap2", "zapperEnd", 1)
elseif Game.MatchHash(_ARG_0_, "PowerStart1") or Game.MatchHash(_ARG_0_, "PowerStart2") then
Game.PlaySound(_ARG_0_)
end
end
function Script.Level.Signal(_ARG_0_, _ARG_1_, _ARG_2_)
if Game.MatchHash(_ARG_1_, "zapperOn") then
if Game.MatchHash(_ARG_0_, "Trap1") then
Script.Level.SetTrapActive("Trap1", true)
elseif Game.MatchHash(_ARG_0_, "Trap2") then
Script.Level.SetTrapActive("Trap2", true)
else
Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
end
elseif Game.MatchHash(_ARG_1_, "zapperOff") then
if Game.MatchHash(_ARG_0_, "Trap1") then
Script.Level.SetTrapActive("Trap1", false)
elseif Game.MatchHash(_ARG_0_, "Trap2") then
Script.Level.SetTrapActive("Trap2", false)
else
Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
end
elseif Game.MatchHash(_ARG_1_, "zapperStart") then
if Game.MatchHash(_ARG_0_, "Trap1") then
Game.Timeout(30000, "Trap1End")
elseif Game.MatchHash(_ARG_0_, "Trap2") then
Game.Timeout(30000, "Trap2End")
else
Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
end
elseif Game.MatchHash(_ARG_1_, "teddyBear") then
Script.Level.WarpMysteryBox(_ARG_0_)
end
end
function Script.Level.SetTrapActive(_ARG_0_, _ARG_1_)
if _ARG_1_ then
Game.EnableRender(_ARG_0_ .. "Effect1")
Game.EnableRender(_ARG_0_ .. "Effect2")
Game.EnableRender(_ARG_0_ .. "Effect3")
Game.EnableRender(_ARG_0_ .. "Effect4")
Game.EnableRender(_ARG_0_ .. "Effect5")
Game.EnableRender(_ARG_0_ .. "Effect6")
Game.EnableSoundEmitter(_ARG_0_ .. "Sound1")
Game.EnableSoundEmitter(_ARG_0_ .. "Sound2")
Game.EnableSplashEffect(_ARG_0_ .. "Laser1")
Game.EnableSplashEffect(_ARG_0_ .. "Laser2")
else
Game.DisableRender(_ARG_0_ .. "Effect1")
Game.DisableRender(_ARG_0_ .. "Effect2")
Game.DisableRender(_ARG_0_ .. "Effect3")
Game.DisableRender(_ARG_0_ .. "Effect4")
Game.DisableRender(_ARG_0_ .. "Effect5")
Game.DisableRender(_ARG_0_ .. "Effect6")
Game.DisableSoundEmitter(_ARG_0_ .. "Sound1")
Game.DisableSoundEmitter(_ARG_0_ .. "Sound2")
Game.DisableSplashEffect(_ARG_0_ .. "Laser1")
Game.DisableSplashEffect(_ARG_0_ .. "Laser2")
end
end
function Script.Level.TurnOnGenerator()
Game.DisableTrigger("GeneratorSwitch")
Game.EnableSoundEmitter("SoundGeneratorTurnOn")
Game.Timeout(37500, "endGenSound")
Game.ActivateCollisionMesh("col_LinkGerSrt_AmerSrt")
Game.ActivateNavigationMesh("nav_LinkGerSrt_AmerSrt")
Game.SetASMTrigger("BuyPerkRevive", "genTurnOn", 1)
Game.SetASMTrigger("BuyPerkJugga", "genTurnOn", 1)
Game.SetASMTrigger("BuyPerkSpeed", "genTurnOn", 1)
Game.SetASMTrigger("BuyPerkDbTap", "genTurnOn", 1)
Game.EnableSoundEmitter("SoundPerkHum1")
Game.EnableSoundEmitter("SoundPerkHum2")
Game.EnableSoundEmitter("SoundPerkHum3")
Game.EnableSoundEmitter("SoundPerkHum4")
Game.SetASMTrigger("Trap1", "genTurnOn", 1)
Game.SetASMTrigger("Trap2", "genTurnOn", 1)
Game.SetASMTrigger("StartDoorLink", "genTurnOn", 1)
Script.AreasJoined = true
Game.SetAreaUnlocked("GermanStart", true)
Game.SetAreaUnlocked("AmericanStart", true)
Script.OpenArea()
Game.SetLinkUnlocked("LinkGerSrt_AmerSrt")
end
function Script.Level.WarpMysteryBox(_ARG_0_)
table.insert(Script.Level.MysteryBoxMemory, 1, _ARG_0_)
while table.getn(Script.Level.MysteryBoxMemory) > Script.Level.MysteryBoxMemorySize do
table.remove(Script.Level.MysteryBoxMemory)
end
for _FORV_5_, _FORV_6_ in ipairs(Script.Level.MysteryBoxes) do
for _FORV_11_, _FORV_12_ in ipairs(Script.Level.MysteryBoxMemory) do
if Game.MatchHash(_FORV_12_, _FORV_6_) then
break
end
end
if true == false then
table.insert({}, _FORV_6_)
end
end
newBox = {}[Game.RandomNumber(1, table.getn({}) + 1, RAND_MYSTBOX)]
Game.DDMsgF("LuaDebug", "Mystery box warping to " .. newBox)
Game.SetASMTrigger(newBox, "activateMysteryBoxFalling", 1)
end
function Script.Level.MultipleSpawnLevelInfo(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_, _ARG_4_)
if _ARG_4_ == false then
Game.SetAreaUnlocked("AmericanStart", true)
Game.SetAreaUnlocked("GermanStart", true)
end
Script.AreaOne = {
Name = "German",
Status = "initialising",
Player1 = {
Name = _ARG_0_,
Spawn = "Player1Spawn"
},
Player2 = {
Name = _ARG_1_,
Spawn = "Player2Spawn"
},
OpenAreas = {
"GermanStart"
},
Zombies = 0
}
Script.AreaTwo = {
Name = "American",
Status = "initialising",
Player1 = {
Name = _ARG_2_,
Spawn = "Player3Spawn"
},
Player2 = {
Name = _ARG_3_,
Spawn = "Player4Spawn"
},
OpenAreas = {
"AmericanStart"
},
Zombies = 0
}
end
function Script.Level.GetWaveInfo(_ARG_0_)
if _ARG_0_ <= table.getn(Script.Level.Waves) then
return Script.Level.Waves[_ARG_0_]
end
return Script.Level.ZombieWaveEquation(_ARG_0_)
end
function Script.Level.BuildWaveTable()
if Script.Level.BuildWaveTableFull ~= nil then
return Script.Level.BuildWaveTableFull()
end
return {
{
Zombies = {
{
{1, 1},
{2, 2},
{1, 3},
{2, 4}
},
{
{1, 1},
{2, 2},
{1, 3},
{2, 4}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4}
},
{
{2, 1},
{2, 2},
{3, 3},
{3, 4}
},
{
{3, 1},
{3, 2},
{3, 3},
{3, 4}
}
},
ZombieHealth = {40, 80},
SpawnSpeed = 4000,
InitialSpawns = 2,
InitialSpawnSpeed = 5000
},
{
Zombies = {
{
{1, 1},
{1, 2},
{2, 3},
{2, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8}
},
{
{1, 1},
{1, 2},
{2, 3},
{2, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4},
{2, 5},
{2, 6},
{1, 7},
{1, 8}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4},
{2, 5},
{2, 6},
{2, 7},
{2, 8}
},
{
{2, 1},
{2, 2},
{3, 3},
{3, 4},
{2, 5},
{2, 6},
{2, 7},
{2, 8}
}
},
ZombieHealth = {75, 150},
SpawnSpeed = 4000,
InitialSpawns = 2,
InitialSpawnSpeed = 5000
},
{
Zombies = {
{
{1, 1},
{1, 2},
{1, 3},
{1, 4},
{2, 5},
{2, 6},
{2, 7},
{1, 8},
{1, 9}
},
{
{1, 1},
{1, 2},
{1, 3},
{1, 4},
{2, 5},
{2, 6},
{2, 7},
{1, 8},
{1, 9}
},
{
{1, 1},
{1, 2},
{2, 3},
{2, 4},
{3, 5},
{3, 6},
{3, 7},
{2, 8},
{1, 9}
},
{
{1, 1},
{1, 2},
{3, 3},
{3, 4},
{3, 5},
{3, 6},
{3, 7},
{2, 8},
{1, 9}
},
{
{2, 1},
{2, 2},
{3, 3},
{3, 4},
{3, 5},
{3, 6},
{4, 7},
{2, 8},
{1, 9}
}
},
ZombieHealth = {125, 250},
SpawnSpeed = 3000,
InitialSpawns = 3,
InitialSpawnSpeed = 4000
},
{
Zombies = {
{
{1, 1},
{1, 2},
{1, 3},
{1, 4},
{2, 5},
{2, 6},
{2, 7},
{1, 8},
{2, 9},
{1, 10}
},
{
{1, 1},
{1, 2},
{1, 3},
{1, 4},
{2, 5},
{2, 6},
{2, 7},
{1, 8},
{2, 9},
{1, 10}
},
{
{1, 1},
{1, 2},
{2, 3},
{2, 4},
{3, 5},
{3, 6},
{3, 7},
{2, 8},
{3, 9},
{1, 10},
{1, 11}
},
{
{1, 1},
{1, 2},
{2, 3},
{2, 4},
{3, 5},
{3, 6},
{4, 7},
{2, 8},
{4, 9},
{3, 10},
{2, 11}
},
{
{1, 1},
{1, 2},
{2, 3},
{2, 4},
{3, 5},
{3, 6},
{4, 7},
{2, 8},
{4, 9},
{3, 10},
{3, 11}
}
},
ZombieHealth = {175, 350},
SpawnSpeed = 3000,
InitialSpawns = 3,
InitialSpawnSpeed = 3000
}
}
end
function Script.Level.ZombieWaveEquation(_ARG_0_)
if Script.Level.ZombieWaveEquationFull ~= nil then
return Script.Level.ZombieWaveEquationFull(_ARG_0_)
end
return {
Zombies = {
{
{3, 1}
},
{
{3, 1}
},
{
{3, 1}
},
{
{3, 1}
},
{
{3, 1}
}
},
ZombieHealth = {
100000 / 2,
100000
},
SpawnSpeed = 120000,
InitialSpawns = 1,
InitialSpawnSpeed = 120000
}
end
#decompiled nacht_group.lua
Script.Level = {}
function Script.Level.Setup()
Script.Level.Areas = {
{Name = "StartRoom", NumberOfSpawns = 5},
{
Name = "MysteryBoxRoom",
NumberOfSpawns = 3
},
{
Name = "UpstairsRoom",
NumberOfSpawns = 4
}
}
Script.Level.Links = {
{
LinkName = "LinkBackSofa",
TriggerName = "BackSofaTrigger",
Area1 = "UpstairsRoom",
Area2 = "MysteryBoxRoom"
},
{
LinkName = "LinkFrSofa",
TriggerName = "FrontSofaTrigger",
Area1 = "StartRoom",
Area2 = "UpstairsRoom"
},
{
LinkName = "LinkDoor",
TriggerName = "DoorTrigger",
Area1 = "StartRoom",
Area2 = "MysteryBoxRoom"
}
}
if Game.IsIPadMode() == true then
Script.ipadNormalSpawns = {
"mysteryboxroomZombieSpawn3"
}
end
Script.Level.Waves = Script.Level.BuildWaveTable()
Script.Level.MaxZombiesAmount = 24
end
function Script.Level.Begin()
Game.SetDefaultFogConfig("nacht", 1000)
Script.SetupInitialMeshes({
"Outside2",
"Outside3",
"Outside4"
})
Script.SetupInsideMeshes()
Script.OpenArea("StartRoom")
Game.StopAmbience()
Game.AddAmbienceChannel("zombies")
Game.AddAmbienceChannel("world")
Game.AddAmbienceChannel("wind")
Script.SetUpBarrels("BarrelExplosive", 25)
Script.Level.RadioOn = false
Script.Level.RadioChannel = 1
Game.SetUsingPlayerVox(false)
Game.SetUsingImpactEffects(false)
end
function Script.Level.Resume()
Game.SetDefaultFogConfig("nacht", 1000)
Script.SetupInsideMeshes()
Game.StopAmbience()
Game.AddAmbienceChannel("zombies")
Game.AddAmbienceChannel("world")
Game.AddAmbienceChannel("wind")
Script.Level.RadioOn = false
Script.Level.RadioChannel = 1
Game.SetUsingPlayerVox(false)
Game.SetUsingImpactEffects(false)
end
function Script.Level.GameOver()
Game.DisableSoundEmitter("RadioTrack1")
Game.DisableSoundEmitter("RadioTrack2")
Game.DisableSoundEmitter("RadioTrack3")
end
function Script.Level.GetWaveInfo(_ARG_0_)
if _ARG_0_ <= table.getn(Script.Level.Waves) then
return Script.Level.Waves[_ARG_0_]
end
return Script.Level.ZombieWaveEquation(_ARG_0_)
end
function Script.Level.Trigger(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
if Game.MatchHash(_ARG_0_, "RadioVolume") then
if Game.IsLocalPlayer(_ARG_1_) == true then
Game.SetAchievement("radioSilence")
end
if Script.Level.RadioChannel == 1 then
Game.EnableSoundEmitter("RadioTrack1")
Game.DisableSoundEmitter("RadioTrack2")
Game.DisableSoundEmitter("RadioTrack3")
Script.Level.RadioChannel = 2
elseif Script.Level.RadioChannel == 2 then
Game.EnableSoundEmitter("RadioTrack2")
Game.DisableSoundEmitter("RadioTrack1")
Game.DisableSoundEmitter("RadioTrack3")
Script.Level.RadioChannel = 3
elseif Script.Level.RadioChannel == 3 then
Game.EnableSoundEmitter("RadioTrack3")
Game.DisableSoundEmitter("RadioTrack1")
Game.DisableSoundEmitter("RadioTrack2")
Script.Level.RadioChannel = 4
elseif Script.Level.RadioChannel == 4 then
Game.DisableSoundEmitter("RadioTrack1")
Game.DisableSoundEmitter("RadioTrack2")
Game.DisableSoundEmitter("RadioTrack3")
Script.Level.RadioChannel = 1
end
end
end
function Script.Level.BuildWaveTable()
if Script.Level.BuildWaveTableFull ~= nil then
return Script.Level.BuildWaveTableFull()
end
return {
{
Zombies = {
{
{1, 1},
{1, 2},
{1, 3},
{1, 4}
},
{
{1, 1},
{1, 2},
{1, 3},
{1, 4}
},
{
{2, 1},
{2, 2},
{1, 3},
{1, 4}
},
{
{2, 1},
{2, 2},
{2, 3},
{1, 4}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4}
}
},
ZombieHealth = {40, 80},
SpawnSpeed = 4000,
InitialSpawns = 2,
InitialSpawnSpeed = 5000
},
{
Zombies = {
{
{1, 1},
{1, 2},
{1, 3},
{1, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8}
},
{
{1, 1},
{1, 2},
{1, 3},
{1, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4},
{2, 5},
{2, 6},
{1, 7},
{1, 8}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4},
{2, 5},
{2, 6},
{2, 7},
{2, 8}
}
},
ZombieHealth = {75, 150},
SpawnSpeed = 4000,
InitialSpawns = 2,
InitialSpawnSpeed = 5000
},
{
Zombies = {
{
{2, 1},
{2, 2},
{1, 3},
{1, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8}
},
{
{2, 1},
{2, 2},
{1, 3},
{1, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8}
},
{
{2, 1},
{2, 2},
{2, 3},
{2, 4},
{2, 5},
{2, 6},
{2, 7},
{2, 8}
},
{
{2, 1},
{2, 2},
{3, 3},
{3, 4},
{2, 5},
{2, 6},
{2, 7},
{2, 8}
},
{
{2, 1},
{2, 2},
{3, 3},
{3, 4},
{3, 5},
{3, 6},
{2, 7},
{2, 8}
}
},
ZombieHealth = {125, 250},
SpawnSpeed = 3000,
InitialSpawns = 3,
InitialSpawnSpeed = 4000
},
{
Zombies = {
{
{2, 1},
{2, 2},
{1, 3},
{1, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8},
{1, 9},
{1, 10}
},
{
{2, 1},
{2, 2},
{1, 3},
{1, 4},
{1, 5},
{1, 6},
{1, 7},
{1, 8},
{1, 9},
{1, 10}
},
{
{2, 1},
{2, 2},
{3, 3},
{2, 4},
{2, 5},
{2, 6},
{2, 7},
{2, 8},
{1, 9},
{1, 10},
{1, 11}
},
{
{2, 1},
{2, 2},
{3, 3},
{2, 4},
{2, 5},
{3, 6},
{3, 7},
{2, 8},
{2, 9},
{2, 10},
{1, 11}
},
{
{2, 1},
{2, 2},
{3, 3},
{2, 4},
{3, 5},
{3, 6},
{3, 7},
{2, 8},
{2, 9},
{2, 10},
{2, 11}
}
},
ZombieHealth = {175, 350},
SpawnSpeed = 3000,
InitialSpawns = 3,
InitialSpawnSpeed = 4000
}
}
end
function Script.Level.ZombieWaveEquation(_ARG_0_)
if Script.Level.ZombieWaveEquationFull ~= nil then
return Script.Level.ZombieWaveEquationFull(_ARG_0_)
end
return {
Zombies = {
{
{3, 1}
},
{
{3, 1}
},
{
{3, 1}
},
{
{3, 1}
},
{
{3, 1}
}
},
ZombieHealth = {
100000 / 2,
100000
},
SpawnSpeed = 120000,
InitialSpawns = 1,
InitialSpawnSpeed = 120000
}
end
while(1)
{
//iprintln("in the while loop!");
currentweapon = players[i] getCurrentWeapon();
if(currentweapon == "m2_flamethrower_zombie_upgraded")
{
while(players [i] isfiring())
{
if(players [i] isMeleeing() == false && jump_param <200) //300 before
{
//wait .02; //the function works ok without this. the problem is tap firing. after firing there is a slight delay until the hud catches up. the wait simulates this slightly
jump_param = jump_param + 4.0;
//iprintln("in first func jump param is going up and " + jump_param );
thread flamey_jump(jump_param);
}
//there just needs to be a little wait time between these two. have too many waits now the flamethrower is jumpy
wait .05;
}
wait .2;
while ( players[i] isfiring() == false && jump_param >0 || players[i] isMeleeing() == true)
{
if (jump_param >= 200) //300 before
{
wait 1.5;
jump_param = jump_param - 3;
}
//if (jump_param >0)
//{
//thread flamey_jump(jump_param);
wait .08; //this is the problem right here, i need to wait to make the thing more sensitive but that holds up the lift up part, gotta figure it out
jump_param = jump_param - 1;
iprintln("in first func jump param is going down and " + jump_param );
//}
//continue; //thread flamey_jump(jump_param);
}
//thread flamey_jump(jump_param);
}
wait .05;
flamey_jump(jump_param)
{
players = get_players();
for (i = 0; i < players.size; i++)
{
if (isDefined( jump_param ))
{
iprintln("in second function jump_param is " + jump_param);
}
//i think what is happening here is a race condition (especially with a while loop)
if(jump_param<200) //setting this to while causes jump_param to go beserk and change values in the loop. want to change this to while so this can execute without waiting on 1st while loop
{
// etc. etc. lets the player fly. if i check jump_param in here it is wrong by the way