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// Typewriter style intro text - YaPh1l
phil_typewriter_intro()
{
text = [];
text[text.size] = "Somewhere in Germany";
text[text.size] = "Near Phil's House";
text[text.size] = "28th of June 2042, 18:32";
intro_hud = [];
for(i = 0; i < text.size; i++)
{
intro_hud[i] = create_simple_hud();
intro_hud[i].alignX = "left";
intro_hud[i].alignY = "bottom";
intro_hud[i].horzAlign = "left";
intro_hud[i].vertAlign = "bottom";
intro_hud[i].foreground = true;
intro_hud[i].sort = 100;
if ( level.splitscreen && !level.hidef )
{
intro_hud[i].fontScale = 2.75;
}
else
{
intro_hud[i].fontScale = 1.75;
}
intro_hud[i].alpha = 1;
intro_hud[i].color = (1, 1, 1);
intro_hud[i].y = -110 + 20 * i;
}
for(i = 0 ; i < text.size; i++)
{
intro_hud[i].label = "";
for(k = 0; k <= text[i].size; k++)
{
intro_hud[i].label = GetSubStr(text[i], 0, k);
PlaySoundAtPosition("typewriter", (0, 0, 0));
wait(0.1);
}
wait(1.5);
}
wait(1.5);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] FadeOverTime( 3.5 );
intro_hud[i].alpha = 0;
wait(1.5);
}
wait(2);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] destroy_hud();
}
}
/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt
Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/
// Tutorial From Sniperbolt!
// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\Wake_art::main;
level.DLC3.createFX = maps\createfx\Wake_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;
/*--------------------
FX
----------------------*/
DLC3_FX();
/*--------------------
LEVEL VARIABLES
----------------------*/
// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];
//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//
// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";
// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;
// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;
// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;
// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;
// _loadout Variables
level.DLC3.useCoopHeroes = true;
// Bridge Feature
level.DLC3.useBridge = false;
// Hell Hounds
level.DLC3.useHellHounds = true;
// Mixed Rounds
level.DLC3.useMixedRounds = true;
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;
// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;
// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;
// Electric Traps
level.DLC3.useElectricTraps = true;
// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;
// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;
// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;
// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\ugx_easy_fx::fx_setup();
maps\_zombiemode::main();
level thread maps\ugx_easy_fx::fx_start();
maps\_zombiemode_perks_black_ops::bo_perks_thread();
//thread anti_cheat();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
level thread phil_typewriter_intro();
}
dlc3_zone_init()
{
add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///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" );
}
anti_cheat()
{
setdvar ("god", "Not Allowed");
setdvar ("ufo", "Not Allowed");
setdvar ("noclip", "Not Allowed");
setdvar ("give", "Not Allowed");
setdvar ("demigod", "Not Allowed");
setdvar ("notarget", "Not Allowed");
setdvar ("jumptonode", "Not Allowed");
setdvar ("thereisacow", "Not Allowed");
setdvar ("player_sprintunlimited", "Not Allowed");
setdvar ("sf_use_ignoreammo", "Not Allowed");
// floating
meleedamage = getdvar ("player_meleedamagemultiplier");
res_range = getdvar ("player_revivetriggerRadius");
bleed_out = getdvar ("player_laststandbleedouttime");
melee_range = getdvar ("player_meleerange");
clip_size = getdvar ("player_clipsizemultiplier");
speed = getdvar ("g_speed");
gravity = getdvar ("g_gravity");
death_delay = getdvar ("g_deathdelay");
perk_1 = getdvar ("perk_overheatreduction");
arcade = getdvar ("arcademode_score_revive");
ammo = getdvar ("player_sustainammo");
while(1)
{
if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
GetDvarInt( "player_meleerange" ) != melee_range ||
GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
GetDvarInt( "g_speed" ) != speed ||
GetDvarInt( "g_gravity" ) != gravity ||
GetDvarInt( "g_deathdelay" ) != death_delay ||
GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
GetDvarInt( "arcademode_score_revive" ) != arcade ||
GetDvarInt( "player_sustainammo" ) != ammo)
{
setsaveddvar ("player_meleedamagemultiplier", "0.4");
setsaveddvar ("player_revivetriggerRadius", "64");
setsaveddvar ("player_laststandbleedouttime", "30");
setsaveddvar ("player_meleerange", "64");
setsaveddvar ("player_clipsizemultiplier", "1");
setsaveddvar ("g_speed", "190");
setsaveddvar ("g_gravity", "800");
setsaveddvar ("g_deathdelay", "4000");
setsaveddvar ("perk_overheatreduction", "0.7");
setsaveddvar ("arcademode_score_revive", "100");
setsaveddvar ("player_sustainammo", "0");
}
wait 1;
}
// Typewriter style intro text - YaPh1l
phil_typewriter_intro()
{
text = [];
text[text.size] = "Somewhere in Germany";
text[text.size] = "Near Phil's House";
text[text.size] = "28th of June 2042, 18:32";
intro_hud = [];
for(i = 0; i < text.size; i++)
{
intro_hud[i] = create_simple_hud();
intro_hud[i].alignX = "left";
intro_hud[i].alignY = "bottom";
intro_hud[i].horzAlign = "left";
intro_hud[i].vertAlign = "bottom";
intro_hud[i].foreground = true;
intro_hud[i].sort = 100;
if ( level.splitscreen && !level.hidef )
{
intro_hud[i].fontScale = 2.75;
}
else
{
intro_hud[i].fontScale = 1.75;
}
intro_hud[i].alpha = 1;
intro_hud[i].color = (1, 1, 1);
intro_hud[i].y = -110 + 20 * i;
}
for(i = 0 ; i < text.size; i++)
{
intro_hud[i].label = "";
for(k = 0; k <= text[i].size; k++)
{
intro_hud[i].label = GetSubStr(text[i], 0, k);
PlaySoundAtPosition("typewriter", (0, 0, 0));
wait(0.1);
}
wait(1.5);
}
wait(1.5);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] FadeOverTime( 3.5 );
intro_hud[i].alpha = 0;
wait(1.5);
}
wait(2);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] destroy_hud();
}
}

/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt
Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/
// Tutorial From Sniperbolt!
// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\Wake_art::main;
level.DLC3.createFX = maps\createfx\Wake_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;
/*--------------------
FX
----------------------*/
DLC3_FX();
/*--------------------
LEVEL VARIABLES
----------------------*/
// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];
//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//
// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";
// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;
// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps = maps\dlc3_code::include_powerups;
// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;
// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;
// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;
// _loadout Variables
level.DLC3.useCoopHeroes = true;
// Bridge Feature
level.DLC3.useBridge = false;
// Hell Hounds
level.DLC3.useHellHounds = true;
// Mixed Rounds
level.DLC3.useMixedRounds = true;
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;
// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;
// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;
// Electric Traps
level.DLC3.useElectricTraps = true;
// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;
// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;
// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;
// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\ugx_easy_fx::fx_setup();
maps\_zombiemode::main();
level thread maps\ugx_easy_fx::fx_start();
maps\_zombiemode_perks_black_ops::bo_perks_thread();
//thread anti_cheat();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
level thread phil_typewriter_intro();
}
dlc3_zone_init()
{
add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///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" );
}
anti_cheat()
{
setdvar ("god", "Not Allowed");
setdvar ("ufo", "Not Allowed");
setdvar ("noclip", "Not Allowed");
setdvar ("give", "Not Allowed");
setdvar ("demigod", "Not Allowed");
setdvar ("notarget", "Not Allowed");
setdvar ("jumptonode", "Not Allowed");
setdvar ("thereisacow", "Not Allowed");
setdvar ("player_sprintunlimited", "Not Allowed");
setdvar ("sf_use_ignoreammo", "Not Allowed");
// floating
meleedamage = getdvar ("player_meleedamagemultiplier");
res_range = getdvar ("player_revivetriggerRadius");
bleed_out = getdvar ("player_laststandbleedouttime");
melee_range = getdvar ("player_meleerange");
clip_size = getdvar ("player_clipsizemultiplier");
speed = getdvar ("g_speed");
gravity = getdvar ("g_gravity");
death_delay = getdvar ("g_deathdelay");
perk_1 = getdvar ("perk_overheatreduction");
arcade = getdvar ("arcademode_score_revive");
ammo = getdvar ("player_sustainammo");
while(1)
{
if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
GetDvarInt( "player_meleerange" ) != melee_range ||
GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
GetDvarInt( "g_speed" ) != speed ||
GetDvarInt( "g_gravity" ) != gravity ||
GetDvarInt( "g_deathdelay" ) != death_delay ||
GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
GetDvarInt( "arcademode_score_revive" ) != arcade ||
GetDvarInt( "player_sustainammo" ) != ammo)
{
setsaveddvar ("player_meleedamagemultiplier", "0.4");
setsaveddvar ("player_revivetriggerRadius", "64");
setsaveddvar ("player_laststandbleedouttime", "30");
setsaveddvar ("player_meleerange", "64");
setsaveddvar ("player_clipsizemultiplier", "1");
setsaveddvar ("g_speed", "190");
setsaveddvar ("g_gravity", "800");
setsaveddvar ("g_deathdelay", "4000");
setsaveddvar ("perk_overheatreduction", "0.7");
setsaveddvar ("arcademode_score_revive", "100");
setsaveddvar ("player_sustainammo", "0");
}
wait 1;
}
}
// Typewriter style intro text - YaPh1l
phil_typewriter_intro()
{
text = [];
text[text.size] = "Somewhere in Germany";
text[text.size] = "Near Phil's House";
text[text.size] = "28th of June 2042, 18:32";
intro_hud = [];
for(i = 0; i < text.size; i++)
{
intro_hud[i] = create_simple_hud();
intro_hud[i].alignX = "left";
intro_hud[i].alignY = "bottom";
intro_hud[i].horzAlign = "left";
intro_hud[i].vertAlign = "bottom";
intro_hud[i].foreground = true;
intro_hud[i].sort = 100;
if ( level.splitscreen && !level.hidef )
{
intro_hud[i].fontScale = 2.75;
}
else
{
intro_hud[i].fontScale = 1.75;
}
intro_hud[i].alpha = 1;
intro_hud[i].color = (1, 1, 1);
intro_hud[i].y = -110 + 20 * i;
}
for(i = 0 ; i < text.size; i++)
{
intro_hud[i].label = "";
for(k = 0; k <= text[i].size; k++)
{
intro_hud[i].label = GetSubStr(text[i], 0, k);
PlaySoundAtPosition("typewriter", (0, 0, 0));
wait(0.1);
}
wait(1.5);
}
wait(1.5);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] FadeOverTime( 3.5 );
intro_hud[i].alpha = 0;
wait(1.5);
}
wait(2);
for(i = 0 ; i < text.size; i++)
{
intro_hud[i] destroy_hud();
}
}




[/url]![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has released one or more maps to the UGX-Mods community. |
lol I loved the topic name sorry glad its solved
thanks I was in a humor type of mood so that came to mind. simple fix... dont use mapname... use zombiemode
