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{
"Name" : "zm_compund",
"GameMode" : "mpl",
"IsCommon" : false,
"Parent" : "",
"Overlay" : "",
"IsStandalone" : true,
"IsProduction" : false,
"IsShipped" : false,
"DontDeploy" : false,
"NoStreamBank" : false,
"MapFile" : "",
"Standalone" : true,
"Builds" : [ "T7" ],
"Sources" : [
{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
}
]
}
>class,zm_mod_level
>group,modtools
xmodel,skybox_default_day
material,luts_t7_default
// BSP
col_map,maps/zm/zm_compund.d3dbsp
gfx_map,maps/zm/zm_compund.d3dbsp
// Audio
sound,zm_compund
scriptparsetree,scripts/zm/zm_compund.gsc
scriptparsetree,scripts/zm/zm_compund.csc
scriptparsetree,scripts/zm/e115_collector.gsc
scriptparsetree,scripts/zm/e115_follower.gsc
scriptparsetree,scripts/zm/custom_buildables_random.gsc
xmodel,p7_zm_der_pswitch_body
xmodel,p7_zm_der_pswitch_handle
xmodel,p7_zm_zod_fuse
fx,custom/elec_orb
fx,custom/elec_orb_minion
fx,custom/elec_orb_impact
Name,Behavior,Storage,FileSpec,FileSpecSustain,FileSpecRelease,Template,Loadspec,Secondary,SustainAlias,ReleaseAlias,Bus,VolumeGroup,DuckGroup,Duck,ReverbSend,CenterSend,VolMin,VolMax,DistMin,DistMaxDry,DistMaxWet,DryMinCurve,DryMaxCurve,WetMinCurve,WetMaxCurve,LimitCount,LimitType,EntityLimitCount,EntityLimitType,PitchMin,PitchMax,PriorityMin,PriorityMax,PriorityThresholdMin,PriorityThresholdMax,AmplitudePriority,PanType,Pan,Futz,Looping,RandomizeType,Probability,StartDelay,EnvelopMin,EnvelopMax,EnvelopPercent,OcclusionLevel,IsBig,DistanceLpf,FluxType,FluxTime,Subtitle,Doppler,ContextType,ContextValue,ContextType1,ContextValue1,ContextType2,ContextValue2,ContextType3,ContextValue3,Timescale,IsMusic,IsCinematic,FadeIn,FadeOut,Pauseable,StopOnEntDeath,Compression,StopOnPlay,DopplerScale,FutzPatch,VoiceLimit,IgnoreMaxDist,NeverPlayTwice,ContinuousPan,FileSource,FileSourceSustain,FileSourceRelease,FileTarget,FileTargetSustain,FileTargetRelease,Platform,Language,OutputDevices,PlatformMask,WiiUMono,StopAlias,DistanceLpfMin,DistanceLpfMax,FacialAnimationName,RestartContextLoops,SilentInCPZ,ContextFailsafe,GPAD,GPADOnly,MuteVoice,MuteMusic,RowSourceFileName,RowSourceShortName,RowSourceLineNumber
zmb_craftable_pickup,,,wpn\craftable.wav,,,UIN_MOD,,,,,,grp_weapon,snp_wpn_1p_shot,,,,99,100,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
zmb_craftable_buy_shield,,,wpn\craftable.wav,,,GRP_WPN,,,,,,grp_weapon,snp_wpn_1p_shot,,,,75,80,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
zmb_craftable_complete,,,wpn\zmb_build_completed.wav,,,GRP_WPN,,,,,,grp_weapon,snp_wpn_1p_shot,,,,75,80,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
zmb_buildable_complete,,,wpn\trial_complete.wav,,,GRP_WPN,,,,,,grp_weapon,snp_wpn_1p_shot,,,,75,80,,,,,,,,,,,,,,,,,,,2d,,,LOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
zmb_buildable_piece_add,,,wpn\relic_pickup.wav,,,GRP_WPN,,,,,,grp_weapon,snp_wpn_1p_shot,,,,75,80,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
zmb_craftable_loop,,,wpn\zmb_building_lp.wav,,,GRP_WPN,,,,,,grp_weapon,snp_wpn_1p_shot,,,,75,80,,,,,,,,,,,,,,,,,,,2d,,,LOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
zmb_craftable_buy_shield,,,wpn\craftable.wav,,,GRP_WPN,,,,,,grp_weapon,snp_wpn_1p_shot,,,,75,80,,,,,,,,,,,,,,,,,,,2d,,,NONLOOPING,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
///////////////////////////////////////
// BUILD LOGIC //
///////////////////////////////////////
function build_logic(bench_fx_loc, final_flag, part1_flag, part2_flag, part3_flag, build_hint){
while(1){
if(level flag::get(part1_flag) && level flag::get(part2_flag) && level flag::get(part3_flag)){
self SetHintString("Hold &&1 to build "+build_hint);
self waittill("trigger", player);
self SetHintString("");
player PlaySound("zmb_craftable_loop");
PlayFX(level._effect["building_dust"], bench_fx_loc);
player thread crafting_hud(self, final_flag);
player thread custom_craft_anim();
player util::waittill_any("build_canceled", "build_completed");
player StopSounds();
if(self.built == true){
player PlaySound("zmb_craftable_complete");
self Delete();
break;
}
}else
wait(1);
}
}
///////////////////////////////////////
// PART PICKUP LOGIC //
///////////////////////////////////////
function part_pickup(flag, hint, part){
self SetCursorHint("HINT_NOICON");
self SetHintString("Press &&1 to pickup "+hint);
self waittill("trigger", player);
level flag::set(flag);
player PlaySound("zmb_buildable_piece_add");
wait(0.1);
PlayFX(level._effect["powerup_grabbed"], self.origin);
part Delete();
self Delete();
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |