all credit goes to the mapper CodMapper and Seelow for making me want to know how he did it.
this blurs your vision and changes your stance while the level starts for 30 seconds
should be timed with fx and some sound.
instructions
1)
copy and paste
maps\startcrash::init();
under
zombiemode::main();
in your mapname gsc
2)
in zombiemode.gsc in ugxmod in mod folder directly under the entry round_start() around line 1757 (use notepad++)
copy and paste
wait ( 25 );
where it says
wait (5);
this will start the round start,your vision, and ugx smoothly
otherwise rounds count up while your downed.
Paste the following into a blank .gsc. include it into your mod/mapname /maps folder and rename startcrash.gsc
#include common_scripts\utility; #include maps\_utility; #include maps\_zombiemode_utility; #include maps\_zombiemode; init() { players = get_players(); for(i=0;i<players.size;i++) { level.player0 = players[0]; if(isdefined(players[1])) { level.player1 = players[1]; } if(isdefined(players[2])) { level.player2 = players[2]; } if(isdefined(players[3])) { level.player3 = players[3]; } } overlay = newHudElem(); overlay.x = 0; overlay.y = 0; overlay setshader( "black", 640, 480 ); overlay.alignX = "left"; overlay.alignY = "top"; overlay.horzAlign = "fullscreen"; overlay.vertAlign = "fullscreen"; overlay.alpha = 0; overlay.sort = 1; overlay fadeOverlay( .5, 1, 2 ); wait .5; overlay fadeOverlay( .5, .3, 2 ); ground_ref_ent = spawn( "script_model", level.player0.origin ); level.player0 playerSetGroundReferenceEnt( ground_ref_ent ); level.player0 AllowProne ( true ); level.player0 SetStance( "prone" ); level.player0 Allowcrouch ( false ); level.player0 Allowstand ( false ); if(isdefined(level.player1)) { level.player1 playerSetGroundReferenceEnt( ground_ref_ent ); level.player1 AllowProne ( true ); level.player1 SetStance( "prone" ); level.player1 Allowcrouch ( false ); level.player1 Allowstand ( false ); } if(isdefined(level.player2)) { level.player2 playerSetGroundReferenceEnt( ground_ref_ent ); level.player2 AllowProne ( true ); level.player2 SetStance( "prone" ); level.player2 Allowcrouch ( false ); level.player2 Allowstand ( false ); } if(isdefined(level.player3)) { level.player3 playerSetGroundReferenceEnt( ground_ref_ent ); level.player3 AllowProne ( true ); level.player3 SetStance( "prone" ); level.player3 Allowcrouch ( false ); level.player3 Allowstand ( false ); } x = randomintrange( 5, 15 ); y = randomintrange( 5, 15 ); z = randomintrange( 5, 15 ); ground_ref_ent rotateto( ( x, y, z ), 3 ); wait 3; ground_ref_ent rotateto( ( ( x * -1 ) , ( y * -1 ), ( z * -1 ) ), 2 ); wait 2; x = randomintrange( 5, 15 ); y = randomintrange( 5, 15 ); z = randomintrange( 5, 15 ); ground_ref_ent rotateto( ( x, y, z ), 3 ); wait 3; overlay fadeOverlay( 2, 1, 4); wait 2; overlay fadeOverlay( 1, .5, 4); ground_ref_ent rotateto( ( ( x * -1 ) , ( y * -1 ), ( z * -1 ) ), 3 ); wait 3; ground_ref_ent rotateto( ( 0, 0, 0 ), 2 ); wait 2; level.player0 unlink(); level.player0 AllowStand ( true ); level.player0 AllowCrouch ( true ); level.player0 enableWeapons(); level.player0 maps\_zombiemode_score::set_player_score_hud( true ); if(isdefined(level.player1)) { level.player1 unlink(); level.player1 AllowStand ( true ); level.player1 AllowCrouch ( true ); level.player1 enableWeapons(); level.player1 maps\_zombiemode_score::set_player_score_hud( true ); } if(isdefined(level.player2)) { level.player2 unlink(); level.player2 AllowStand ( true ); level.player2 AllowCrouch ( true ); level.player2 enableWeapons(); level.player2 maps\_zombiemode_score::set_player_score_hud( true ); } if(isdefined(level.player3)) { level.player3 unlink(); level.player3 AllowStand ( true ); level.player3 AllowCrouch ( true ); level.player3 enableWeapons(); level.player3 maps\_zombiemode_score::set_player_score_hud( true ); } overlay fadeOverlay( 1, .2, 4); overlay restoreVision( 6, 0 ); } fadeOverlay( duration, alpha, blur ) { self fadeOverTime( duration ); self.alpha = alpha; get_players()[0] setblur( blur, duration ); wait duration; } restoreVision( duration, blur ) { self fadeOverlay( duration, 0, blur ); }