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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
#include maps\_weather;
main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_pax_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_pax_fx::main;
level.DLC3.myFX = ::preCacheMyFX;
/*--------------------
FX
----------------------*/
DLC3_FX();
/*--------------------
LEVEL VARIABLES
----------------------*/
// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];
level._effect["lightning_strike"] = LoadFX( "maps/ber2/fx_ber2_lightning_flash" );
level._effect["rain_heavy_cloudtype"] = LoadFX( "weather/rain_heavy_cloudtype" );
level._effect["rain_10"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_9"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_8"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_7"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_6"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_5"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_4"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_3"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_2"] = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_1"] = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_0"] = LoadFX( "env/weather/fx_rain_sys_lght" );
thread weather_control();
//
// 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 = &"MOD_INTRO";
// 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;
// Snow Feature
level.DLC3.useSnow = false;
/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_blst_custom_ammo::custom_ammo_precache();
maps\_zombiemode::main();
thread maps\ee_song::main();
thread maps\_blst_custom_ammo::main();
thread maps\_custom_ammo_buy::main();
/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}
dlc3_zone_init()
{
add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
add_adjacent_zone( "zone4", "zone6", "enter_zone6" );
add_adjacent_zone( "zone4", "zone7", "enter_zone7" );
add_adjacent_zone( "zone7", "zone9", "enter_zone9" );
add_adjacent_zone( "zone6", "zone8", "enter_zone8" );
add_adjacent_zone( "zone6", "zone10", "enter_zone10" );
add_adjacent_zone( "zone4", "zone11", "enter_zone11" );
add_adjacent_zone( "zone11", "zone12", "enter_zone12" );
add_adjacent_zone( "zone12", "zone13", "enter_zone13" );
add_adjacent_zone( "zone13", "zone14", "enter_zone14" );
add_adjacent_zone( "zone14", "zone15", "enter_zone15" );
add_adjacent_zone( "zone11", "zone16", "enter_zone16" );
add_adjacent_zone( "zone15", "zone16", "enter_zone16" );
add_adjacent_zone( "zone16", "zone17", "enter_zone17" );
add_adjacent_zone( "zone17", "zone18", "enter_zone18" );
add_adjacent_zone( "zone17", "zone19", "enter_zone19" );
add_adjacent_zone( "zone11", "zone20", "enter_zone20" );
add_adjacent_zone( "zone11", "zone21", "enter_zone21" );
add_adjacent_zone( "zone21", "zone22", "enter_zone22" );
add_adjacent_zone( "zone22", "zone23", "enter_zone23" );
add_adjacent_zone( "zone6", "zone24", "enter_zone24" );
add_adjacent_zone( "zone24", "zone25", "enter_zone25" );
add_adjacent_zone( "zone25", "zone26", "enter_zone26" );
add_adjacent_zone( "zone26", "zone27", "enter_zone27" );
add_adjacent_zone( "zone27", "zone28", "enter_zone28" );
add_adjacent_zone( "zone28", "zone29", "enter_zone29" );
add_adjacent_zone( "zone29", "zone30", "enter_zone30" );
add_adjacent_zone( "zone30", "zone31", "enter_zone31" );
add_adjacent_zone( "zone28", "zone32", "enter_zone32" );
add_adjacent_zone( "zone32", "zone33", "enter_zone33" );
add_adjacent_zone( "zone28", "zone34", "enter_zone34" );
add_adjacent_zone( "zone34", "zone35", "enter_zone35" );
add_adjacent_zone( "zone35", "zone36", "enter_zone36" );
}
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}
weather_control()
{
rainInit( "hard" ); // get rain going
level thread rainEffectChange( 9, 0.1 ); // tweak initial rain strength
thread playerWeather(); // make the actual rain effect generate around the players
addLightningExploder( 10000 );
addLightningExploder( 10001 );
addLightningExploder( 10002 );
addLightningExploder( 10003 );
addLightningExploder( 10004 );
addLightningExploder( 10005 );
level.nextLightning = GetTime() + 1;
thread lightning( ::lightning_normal, ::lightning_flash );
}
lightning_normal()
{
wait( 0.05 );
ResetSunLight();
setVolFog(250, 750, 400, -128, 0.44, 0.52, 0.44, 0);
}
lightning_flash()
{
SetSunLight( 4, 4, 4.5 );
setVolFog(250, 550, 400, -128, 0.6, 0.6, 0.7, 0);
SetSunLight( 1, 1, 1.5 );
setVolFog(250, 550, 400, -128, 0.45, 0.45, 0.5, 0);
wait( 0.0014 );
SetSunLight( 3, 3, 3.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
SetSunLight( 2, 2, 2.5 );
setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);
SetSunLight( 1.5, 1.5, 2 );
setVolFog(250, 550, 400, -128, 0.7, 0.7, 0.75, 0);
wait( 0.0010 );
SetSunLight( 1, 1, 1.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
SetSunLight( 5, 5, 5.5 );
setVolFog(250, 550, 400, -128, 0.5, 0.5, 0.55, 0);
wait( 0.0011 );
SetSunLight( 4, 4, 4.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
SetSunLight( 1, 1, 1.5 );
setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);
wait( 0.0015 );
SetSunLight( 2.5, 2.5, 3 );
setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);
}// Zombie Mode Stuff
include,zombiemode
include,zombiemode_dogs
include,rain
// Zombie Mode Strings
localize,zombie
// Mod Strings
localize,mod
// Edited Loadout For Zombie Heroes
rawfile,maps\_loadout.gsc
// Edited LastStand For Deep Water Like Sumpf
rawfile,maps\_laststand.gsc
// Edited For Developer_Script
rawfile,maps\_debug.gsc
// Updated Menu File For Pause Screen Map
menufile,ui/objective_info.menu
stringtable,maps/mapsTable.csvplayer_weather_loop()
{
self endon("death");
self endon("disconnect");
// SRS 5/3/2008: Make sure it doesn't run twice on anybody
if( IsDefined( self.playerWeatherLoopRunning ) && self.playerWeatherLoopRunning )
{
return;
}
self.playerWeatherLoopRunning = true;
for (;;)
{
// SRS 5/29/2008: don't rain if level.rainLevel is 0
if( level.rainLevel != 0 )
{
// SRS 5/30/2008: removed forward vector specification
//PlayFX( level._effect["rain_drops"], self.origin + (0,0,650), self.origin + (0,0,680) );
PlayFX( level._effect["rain_drops"], self.origin + (0,0,650) );
self playloopsound("rain_pavement1");
// we can do extra FX calls here later if we want, for additional particles on harder rain, etc.
}
wait( 0.3 );
}
}