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Last post by BurningM - 7 hours ago
So I've only played it twice and gotten wrecked both times very early. But I gotta say that this map is really good so far. I just wish Napalms would spawn less often. Also for the unlimited ammo, I think it should be a infinity symbol instead of a death machine looking drop, also if you could make a custom power up icon on the screen it would be a lot better.

Edit: Also power is impossible to find I wonder if I'm an idiot but I literally loaded up the map and gave myself infinite points to try and find it after multiple tries while playing properly didn't work. But even looking through the map and opening all doors I can't find the damn place so I'm wondering what am I doing wrong?
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Last post by AveSatanna - 11 hours ago

Go to the 5 minute mark to skip the intro :D

For those who don't know I stream 

Wednesdays: 9AM NZST
Saturdays: 9AM NZST

These are the normal days that I stream and It's mainly always to do with custom zombies so come and hang out :)
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Last post by Bac0NM0nst3r - 2 days ago
It took me about seven months becasue of college and my job but without further ado, i release Slums!  Its a small ish map but i packed it with features and stuff to keep you busy! Explore the small alleyways and open front "yards" of a poor, post apocalyptic slum! Use kinda overpowered weapons to have a great time and beat the map!


T4M is required!
 
Now....to give credit where it is due. And believe me, theres a lot to go around.

-HarryBo21 for the BO1 and BO2 perks
-BluntStuffy for the Panzer Soldat and Patrol Soldat! Amazing!
-Salaj team for various models
-buttkicker845 for the door that requires keys to open
-ricko0z for the weapons! awesome!
-Pashan for miscellaneous models
-Conbini2017 for various models
-fanmagic, makecents, and bluntstuffy again for the napalm zombie! amazing!
-SajeOne for the buyable ending!
-Gogeta for the custom powerup! it was intially a deathmachine powerup but i kinda sorta messed it up and somehow turned it into an infinite ammo powerup...sorry
-Shippuden1592 for the weather...it was supposed to be rain but once again i kinda sorta messed it up and its just thunder now...my bad, cant read spanish that well
-gympie6 for various scripting help! thanks!









James, if youre reading this, get back to work before mychal or nichole notice youre not responding in slack! 

Sorry but you are not allowed to view spoiler contents.
Features!!
Weapons from MW3, MW2, AW, and CSGO!
11 perks!
a freaking PANZER SOLDAT AND PATROL SOLDAT!
napalm boss zombie!
a custom powerup!
a buyable ending!
Find the hidden keys to open the locked door to pack a punch!
Full weapon list

MW2
ak47
desert eagle
fal
famas
fn2000
intervention
m4a1
m93
m1014
pp2000
scarh
spas 12
ump 45
acr
cm901
mk14 ebr
striker

Advanced Warfare
ASM1
bal 27
kf5
mp11

MW3
fad
pp90m1
g36
m16
mp9
msr
drive.google.com

Oh yeah, i actually made wall buy's this time...that was difficult. 
I hope these screenshots can actually work this time too...
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Last post by Bac0NM0nst3r - 2 days ago
great map!
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Last post by Bac0NM0nst3r - 4 days ago
Nice you stole someone his powerup (Atleast credit the guy you stole it from) but I will help with the sound:
  • Tutorial adding sounds: https://youtu.be/wVmWFarXQpk
  • I guess at the beginning you add this?: add_zombie_powerup( "CUSTOM PERK NAME", "MODEL", "TEXT");
  • Then you need to find this: powerup_grab()
In the method you see this:
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);   

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }   
}
change it to this:
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);   

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;
                    case "CUSTOM PERK NAME":
                        // FUNCTION METHOD
                        players[i] thread powerup_vo("full_ammo");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }   
}
 And you are done.
 Thanks! and whoops, didnt know i shouldve credited outside a map post. I broke Gogeta's death machine powerup and somehow edited it to be an unlimited ammo powerup, now if i can just learn how to put images onto my posts because im ready to relesase  a map now...
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Last post by gympie6 - 4 days ago
Nice you stole someone his powerup (Atleast credit the guy you stole it from) but I will help with the sound:
  • Tutorial adding sounds: https://youtu.be/wVmWFarXQpk
  • I guess at the beginning you add this?: add_zombie_powerup( "CUSTOM PERK NAME", "MODEL", "TEXT");
  • Then you need to find this: powerup_grab()
In the method you see this:
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);   

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }   
}
change it to this:
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);   

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;
                    case "CUSTOM PERK NAME":
                        // FUNCTION METHOD
                        players[i] thread powerup_vo("full_ammo");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }   
}
 And you are done.
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Last post by CamberedZombies - 5 days ago
So I'm mapping as I do usually, and suddenly when I go to compile and test my map, I get an error the launcher HAS NEVER thrown before. Keep in mind, I've been working on this map on and off for 3-4 months and I can't even launch the map due to an error that doesn't even seem to be there. When I checked said lines (83 & 6), those are two lines I have never had problems with and HAVE NOT TOUCHED OR CHANGED ant ANY point since the day I made the map. (except for line 83, which is Wardogs' perks, but that was copy and paste and I've had those in the map for a super long time and they're NEVER thrown errors until now - keep in mind once again that I have NOT touched these lines) 

It claims that "#using scripts\shared\exploder_shared;" is one of the errors and anything on line 83 is the other. Wardog had Electric herry and Widow's Wine in there too, EC was the first line throwing errors and then I deleted that, WW was on there second and the error persisted and now here we are at PHD. (I only deleted EC and WW cause they're not in my map now, I don't even have the files at current so I figured they weren't being used so they must have been the cause of the error, turns out that wasn't the case. Any help is appreciated! Thanks!


The error:

UNRECOVERABLE ERROR:
  ^1SCRIPT ERROR: No generated data for 'scripts/zm/zm_return.gsc'
ERR(0) scripts/zm/zm_return.gsc (83,6)  : syntax error, unexpected TOKEN_USING, expecting $end : #using


Linker will now terminate
My GSC:
#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_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;

//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;
#using scripts\zm\_zm_easteregg_song;
#using scripts\zm\_zm_perks;

//Traps
#using scripts\zm\_zm_trap_electric;

#using scripts\zm\zm_usermap;

//-----Perk FX/Lights-----
#precache( "fx", "zombie/fx_perk_juggernaut_factory_zmb" );
#precache( "fx", "zombie/fx_perk_quick_revive_factory_zmb" );
#precache( "fx", "zombie/fx_perk_sleight_of_hand_factory_zmb" );
#precache( "fx", "zombie/fx_perk_doubletap2_factory_zmb" );
#precache( "fx", "zombie/fx_perk_daiquiri_factory_zmb" );
#precache( "fx", "zombie/fx_perk_stamin_up_factory_zmb" );
#precache( "fx", "zombie/fx_perk_mule_kick_factory_zmb" );

#define JUGGERNAUT_MACHINE_LIGHT_FX                         "jugger_light"
#define QUICK_REVIVE_MACHINE_LIGHT_FX                       "revive_light"
#define STAMINUP_MACHINE_LIGHT_FX                           "marathon_light"
#define WIDOWS_WINE_FX_MACHINE_LIGHT                        "widow_light"
#define SLEIGHT_OF_HAND_MACHINE_LIGHT_FX                    "sleight_light"
#define DOUBLETAP2_MACHINE_LIGHT_FX                         "doubletap2_light"
#define DEADSHOT_MACHINE_LIGHT_FX                           "deadshot_light"
#define ADDITIONAL_PRIMARY_WEAPON_MACHINE_LIGHT_FX          "additionalprimaryweapon_light"
#define ELECTRIC_CHERRY_MACHINE_LIGHT_FX                    "electric_cherry_light"
#define PHD_PERK_MACHINE_LIGHT_FX                                  "phd_light"
#define TOMBSTONE_PERK_MACHINE_LIGHT_FX                            "tombstone_light"
#define VULTURE_PERK_MACHINE_LIGHT_FX                            "vulture_light"
#define CHUGABUD_MACHINE_LIGHT_FX                                  "chugabud_light"


//// WARDOGSK93: Start
// 3arc Perks
#using scripts\wardog\perk\_wardog_perk_phd;
#using scripts\wardog\perk\_wardog_perk_tombstone;
#using scripts\wardog\perk\_wardog_perk_vulture;
#using scripts\wardog\perk\_wardog_perk_fizz;

// Core
#using scripts\wardog\wardog_addon;
#using scripts\wardog\wardog_callback;
#using scripts\wardog\perk\_wardog_perk_hud;
//// WARDOGSK93: End

//// xSanchez78: Start
// Whos Who
#using scripts\zm\_zm_perk_chugabud;
//// xSanchez78: End


//*****************************************************************************
// MAIN
//*****************************************************************************

function main()
{

// NSZ Kino Teleporter
    level thread nsz_kino_teleporter::init();
level.random_pandora_box_start = true;
   
    //// WARDOGSK93: Start
    wardog_addon::pre_init();
    //// WARDOGSK93: End
    zm_usermap::main();
   
    //-----Perk FX/Lights-----
    level thread perk_init();
   
    //// WARDOGSK93: Start
    wardog_addon::init();
    //// WARDOGSK93: End
    //// xSanchez78: Start
    level.register_offhand_weapons_for_level_defaults_override = &offhand_weapon_overrride;
    level._zombie_custom_add_weapons = &custom_add_weapons;
    level.giveCustomCharacters = &giveCustomCharacters;
    level._chugabud_post_respawn_override_func = &chugabud_post_respawn_func;
    //// xSanchez78: End
   
    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 thread add_zm_vox();
    //// WARDOGSK93: Start
    wardog_addon::post_init();
    //// WARDOGSK93: End
   
    thread zm_easteregg_song::init();
    zm_perks::spare_change();
    level.default_laststandpistol = GetWeapon("t5_m1911_up");
    level.default_solo_laststandpistol = GetWeapon("t5_m1911_up");
    level.laststandpistol = level.default_laststandpistol;
    level.start_weapon = GetWeapon("t5_m1911");
    level thread set_perk_limit(10);  // This sets the perk limit to 10

    level.pathdist_type = PATHDIST_ORIGINAL;
   
    level.musicplay = false;
    thread musicplaying();
}

function usermap_test_zone_init()
{
    zm_zonemgr::add_adjacent_zone( "start_zone", "hallway_zone", "enter_hallway_zone" );
    zm_zonemgr::add_adjacent_zone( "hallway_zone", "warehouse_zone", "enter_warehouse_zone" );
    zm_zonemgr::add_adjacent_zone( "warehouse_zone", "basement_zone", "enter_basement_zone" );
    zm_zonemgr::add_adjacent_zone( "warehouse_zone", "rooftop_zone", "enter_rooftop_zone" );
    zm_zonemgr::add_adjacent_zone( "warehouse_zone", "gallery_zone", "enter_gallery_zone" );
    zm_zonemgr::add_adjacent_zone( "warehouse_zone", "city_zone", "enter_city_zone" );
    zm_zonemgr::add_adjacent_zone( "city_zone", "train_zone", "enter_train_zone" );
    zm_zonemgr::add_adjacent_zone( "city_zone", "outside_vodka_zone", "enter_outside_vodka_zone" );
    zm_zonemgr::add_adjacent_zone( "outside_vodka_zone", "outside_vodka_2_zone", "enter_outside_vodka_2_zone" );
    zm_zonemgr::add_adjacent_zone( "outside_vodka_2_zone", "vodka_storage_zone", "enter_vodka_storage_zone" );
    zm_zonemgr::add_adjacent_zone( "outside_vodka_2_zone", "vodka_mainfloor", "enter_vodka_mainfloor" );
    zm_zonemgr::add_adjacent_zone( "outside_vodka_zone", "vodka_mainfloor_zone", "enter_vodka_mainfloor_zone" );
    zm_zonemgr::add_adjacent_zone( "vodka_mainfloor_zone", "vodka_upstairs_zone", "enter_vodka_upstairs_zone" );
    zm_zonemgr::add_adjacent_zone( "vodka_mainfloor_zone", "vodka_basement_zone", "enter_vodka_basement_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;
}
//// xSanchez78: Start
function offhand_weapon_overrride()
{
    level.zombie_lethal_grenade_player_init = GetWeapon("frag_grenade");
    level.zombie_melee_weapon_player_init = level.weaponBaseMelee;
    level.zombie_equipment_player_init = undefined;

    zm_utility::register_lethal_grenade_for_level("frag_grenade");
    zm_utility::register_melee_weapon_for_level(level.weaponBaseMelee.name);
    zm_utility::register_tactical_grenade_for_level("cymbal_monkey");
    zm_utility::register_tactical_grenade_for_level("octobomb");
}

function giveCustomCharacters()
{
    if(isdefined(level.hotjoin_player_setup) && [[level.hotjoin_player_setup]]("c_zom_farmgirl_viewhands" ))
        return;

    self DetachAll();
    if(!isdefined(self.characterIndex))
        self.characterIndex = zm_usermap::assign_lowest_unused_character_index();

    self.favorite_wall_weapons_list = [];
    self.talks_in_danger = false;

    self SetCharacterBodyType(self.characterIndex);
    self SetCharacterBodyStyle(0);
    self SetCharacterHelmetStyle(0);

    switch(self.characterIndex)
    {
        case 0:
            self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon("frag_grenade");
            self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon("bouncingbetty");
            self.whos_who_shader = "c_zom_der_dempsey_mpc_fb";
            break;

        case 1:
            self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon("870mcs");
            self.whos_who_shader = "c_zom_der_nikolai_mpc_fb";
            break;

        case 3:
            self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size] = GetWeapon("hk416");
            self.whos_who_shader = "c_zom_der_takeo_mpc_fb";
            break;

        case 2:
            self.talks_in_danger = true;
            level.rich_sq_player = self;
            level.sndRadioA = self;
            self.favorite_wall_weapons_list[self.favorite_wall_weapons_list.size ] = GetWeapon("pistol_standard");
            self.whos_who_shader = "c_zom_der_richtofen_mpc_fb";
            break;
    }

    self SetMoveSpeedScale(1);
    self SetSprintDuration(4);
    self SetSprintCooldown(0);

    self thread zm_usermap::set_exert_id();
}

function chugabud_post_respawn_func( v_new_player_position )
{
    weapon_powerup_array = [];
    keys = GetArrayKeys(level.zombie_powerups);

    for(i = 0; i < keys.size; i++)
    {
        if(isdefined(level._custom_powerups) && isdefined(level._custom_powerups[keys[i]]) && isdefined(level._custom_powerups[keys[i]].weapon_countdown))
            weapon_powerup_array[weapon_powerup_array.size] = keys[i];
    }

    weapon_powerup = undefined;

    if(isdefined(self.loadout))
    {
        for(i = 0; i < self.loadout.weapons.size; i++)
        {
            for(j = 0; j < weapon_powerup_array.size; j++)
            {
                if(self.loadout.weapons[i]["weapon"] == level.zombie_powerup_weapon[weapon_powerup_array[j]])
                {
                    weapon_powerup = weapon_powerup_array[j];
                    break;
                }
            }
        }
    }
    if(isdefined(weapon_powerup))
    {
        level thread zm_powerups::weapon_powerup_remove(self, weapon_powerup + "_time_over", weapon_powerup, false);

        weapons = [];
        index = 0;

        for(i = 0; i < self.loadout.weapons.size; i++)
        {
            if(self.loadout.weapons[i]["weapon"] == level.zombie_powerup_weapon[weapon_powerup])
                continue;

            weapons[index] = self.loadout.weapons[i];
            index++;
        }

        self.loadout.weapons = weapons;
        if(isdefined(self._zombie_weapon_before_powerup) && isdefined(self._zombie_weapon_before_powerup[weapon_powerup]))
        {
            current_weapon = self._zombie_weapon_before_powerup[weapon_powerup];

            for(i = 0; i < self.loadout.weapons.size; i++)
            {
                if(self.loadout.weapons[i]["weapon"] == current_weapon || self.loadout.weapons[i]["weapon"].altWeapon == current_weapon)
                {
                    self.loadout.current_weapon = i;
                    break;
                }
            }
        }
    }
}
//// xSanchez78: End

function add_zm_vox()
{
 zm_audio::loadPlayerVoiceCategories("gamedata/audio/zm/zm_vox.csv");
}   
 
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Last post by Bac0NM0nst3r - 6 days ago
Hello, i recently added in a custom powerup into my map by breaking someone else's custom power up (whoops). It works fine, but i would like to make the player say the quote as if the player picked up a max ammo powerup when they picl up my custom power up. How would i go about doing that? 
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Last post by Ascended Zombie - 13 days ago
Our full playthrough here: https://www.youtube.com/watch?v=5LNLfPTlTbc&ab_channel=AscendedZombie Thank you for the new map release  @Philky101
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Last post by mala15 - 14 days ago
I`m sorry, you can`t. I had to disable it because of highly custom gameplay. 

I`m happy to see people still play Grid Lock though! :)  

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