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Contact Support - Help Center Get help on the UGX Discord. Join it now! ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\ugx_weather_handle::init();
maps\_zombiemode::main();
fx_spots = getstructarray("fx_spot","targertname");
for( i = 0 ; i < fx_spots.size ; i++)
fx_spots [ i ] runfx();
model = spawn("script_model", GetPlayers()[0].origin);
model Linkto(GetPlayers()[0]);
thread maps\ugx_weather_handle::think();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
runfx()
(line 139){
self.fx = PlayFx(level._effect[self.script_string], self.origin);
}
dlc3_zone_init()
{
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/
// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
// level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
level._effect["campfire_small"] = LoadFx ( "env/fire/fx_fire_campfire_smolder" );
}