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World at War iOS Version scripts

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Created 3 years ago
by StraightArrow
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Location: us
Date Registered: 25 September 2016
Last active: 3 years ago
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Code Snippet
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#decompiled verruckt.lua
Script.Level = {}
function Script.Level.Setup()
  Script.NumberOfCourtyardSpawns = 8
  Script.Level.NumberOfStartAreas = 2
  Script.Level.Areas = {
    {
      Name = "GermanStart",
      NumberOfSpawns = 2,
      NumberOfCourtyardWindows = 2
    },
    {
      Name = "AmericanStart",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 2
    },
    {
      Name = "AmericanDown1",
      NumberOfSpawns = 0,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "AmericanDown2",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 2
    },
    {
      Name = "AmericanUp1",
      NumberOfSpawns = 2,
      NumberOfCourtyardWindows = 1
    },
    {
      Name = "AmericanUp2",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "AmericanUp3",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "Generator",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "GermanUp2",
      NumberOfSpawns = 2,
      NumberOfCourtyardWindows = 0
    },
    {
      Name = "GermanUp1",
      NumberOfSpawns = 1,
      NumberOfCourtyardWindows = 1
    }
  }
  Script.CourtyardSpawns = 8
  Script.Level.Links = {
    {
      LinkName = "LinkGerSrt_AmerSrt",
      TriggerName = "NA",
      Area1 = "GermanStart",
      Area2 = "AmericanStart"
    },
    {
      LinkName = "LinkAmerSrt_AmerDwn1",
      TriggerName = "AmerSrt_AmerDwn1_Trigger",
      Area1 = "AmericanStart",
      Area2 = "AmericanDown1"
    },
    {
      LinkName = "LinkAmerSrt_AmerDwn2",
      TriggerName = "AmerSrt_AmerDwn2_Trigger",
      Area1 = "AmericanStart",
      Area2 = "AmericanDown2"
    },
    {
      LinkName = "LinkAmerDwn2_AmerUp1",
      TriggerName = "AmerDwn_AmerUp1_Trigger",
      Area1 = "AmericanDown2",
      Area2 = "AmericanUp1"
    },
    {
      LinkName = "LinkAmerUp1_AmerUp2",
      TriggerName = "AmerUp1_AmerUp2_Trigger",
      Area1 = "AmericanUp1",
      Area2 = "AmericanUp2"
    },
    {
      LinkName = "LinkAmerUp2_AmerUp3",
      TriggerName = "AmerUp2_AmerUp3_Trigger",
      Area1 = "AmericanUp2",
      Area2 = "AmericanUp3"
    },
    {
      LinkName = "LinkAmerUp3_Gen",
      TriggerName = "AmerUp3_Gen_Trigger",
      Area1 = "AmericanUp3",
      Area2 = "Generator"
    },
    {
      LinkName = "LinkGerUp2_Gen",
      TriggerName = "GerUp2_Gen_Trigger",
      Area1 = "Generator",
      Area2 = "GermanUp2"
    },
    {
      LinkName = "LinkGerUp1_GerUp2",
      TriggerName = "GerUp1_GerUp2_Trigger",
      Area1 = "GermanUp2",
      Area2 = "GermanUp1"
    },
    {
      LinkName = "LinkGerSrt_GerUp1",
      TriggerName = "GerSrt_GerUp1_Trigger",
      Area1 = "GermanUp1",
      Area2 = "GermanStart"
    }
  }
  Script.Level.MysteryBoxes = {
    "MysteryBoxGenerator",
    "MysteryBoxAmericanDownstairs",
    "MysteryBoxGermanStart",
    "MysteryBoxGermanUpstairs1",
    "MysteryBoxGermanUpstairs2"
  }
  if Game.IsIPadMode() == true then
    Script.ipadNormalSpawns = {
      "GermanStartZombieSpawn1",
      "AmericanDown2ZombieSpawn1",
      "AmericanUp1ZombieSpawn1",
      "AmericanUp1ZombieSpawn2",
      "AmericanUp2ZombieSpawn1",
      "AmericanUp3ZombieSpawn1",
      "GeneratorZombieSpawn1",
      "GermanUp2ZombieSpawn1",
      "GermanUp2ZombieSpawn2",
      "GermanUp1ZombieSpawn1"
    }
  end
  Script.Level.Waves = Script.Level.BuildWaveTable()
  Script.Level.MaxZombiesAmount = 24
end
function Script.Level.Begin()
  Game.SetDefaultFogConfig("verruckt", 1000)
  Script.SetupInitialMeshes({
    "outside1",
    "outside2",
    "outside3",
    "outside4",
    "outside5",
    "outside6",
    "outside7",
    "outside8",
    "outside9",
    "outside10",
    "outside11",
    "outside12"
  })
  Script.SetupInsideMeshes()
  if Game.IsAreaUnlocked(Script.AreaOne.OpenAreas[1]) then
    Script.OpenArea(Script.AreaOne.OpenAreas[1])
  end
  if Game.IsAreaUnlocked(Script.AreaTwo.OpenAreas[1]) then
    Script.OpenArea(Script.AreaTwo.OpenAreas[1])
  end
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("verrucktAmbience")
  Game.AddAmbienceChannel("wind")
  Script.Level.SetTrapActive("Trap1", false)
  Script.Level.SetTrapActive("Trap2", false)
  for _FORV_3_, _FORV_4_ in ipairs(Script.Level.MysteryBoxes) do
    if _FORV_3_ > 1 then
      Game.SetASMTrigger(_FORV_4_, "deactivateMysteryBox", 1)
    end
  end
  Script.Level.MysteryBoxMemory = {}
  Script.Level.MysteryBoxMemorySize = 2
  if Game.RandomNumber(1, 3, RAND_MYSTBOX) == 1 then
    Game.Timeout(6000, "PowerStart1")
  else
    Game.Timeout(6000, "PowerStart2")
  end
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.Resume()
  Game.SetDefaultFogConfig("verruckt", 1000)
  Script.SetupInsideMeshes()
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("verrucktAmbience")
  Game.AddAmbienceChannel("wind")
  Game.ResetTriggerASMState("Trap1")
  Game.ResetTriggerASMState("Trap2")
  Script.Level.MysteryBoxMemory = {}
  Script.Level.MysteryBoxMemorySize = 2
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.Trigger(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  if Game.MatchHash(_ARG_0_, "GeneratorSwitch") then
    if Game.IsLocalPlayer(_ARG_1_) == true then
      Game.SetAchievement("ver_yougotpowah")
    end
    Script.Level.TurnOnGenerator()
  elseif Game.MatchHash(_ARG_0_, "DentistChairVolume") then
    if Game.IsLocalPlayer(_ARG_1_) == true then
      Game.SetAchievement("ver_openwide")
    end
    Game.DisableTrigger("DentistChairVolume")
    Game.EnableSoundEmitter("DentistWhizz")
    Game.DisableSoundEmitterOnSoundEnd("DentistWhizz")
    Game.Timeout(5500, "endDentist")
  end
end
function Script.Level.Timeout(_ARG_0_)
  if Game.MatchHash(_ARG_0_, "endDentist") then
    Game.DisableSoundEmitter("DentistWhizz")
  elseif Game.MatchHash(_ARG_0_, "endGenSound") then
    Game.DisableSoundEmitter("SoundGeneratorTurnOn")
  elseif Game.MatchHash(_ARG_0_, "Trap1End") then
    Script.Level.SetTrapActive("Trap1", false)
    Game.SetASMTrigger("Trap1", "zapperEnd", 1)
  elseif Game.MatchHash(_ARG_0_, "Trap2End") then
    Script.Level.SetTrapActive("Trap2", false)
    Game.SetASMTrigger("Trap2", "zapperEnd", 1)
  elseif Game.MatchHash(_ARG_0_, "PowerStart1") or Game.MatchHash(_ARG_0_, "PowerStart2") then
    Game.PlaySound(_ARG_0_)
  end
end
function Script.Level.Signal(_ARG_0_, _ARG_1_, _ARG_2_)
  if Game.MatchHash(_ARG_1_, "zapperOn") then
    if Game.MatchHash(_ARG_0_, "Trap1") then
      Script.Level.SetTrapActive("Trap1", true)
    elseif Game.MatchHash(_ARG_0_, "Trap2") then
      Script.Level.SetTrapActive("Trap2", true)
    else
      Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
    end
  elseif Game.MatchHash(_ARG_1_, "zapperOff") then
    if Game.MatchHash(_ARG_0_, "Trap1") then
      Script.Level.SetTrapActive("Trap1", false)
    elseif Game.MatchHash(_ARG_0_, "Trap2") then
      Script.Level.SetTrapActive("Trap2", false)
    else
      Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
    end
  elseif Game.MatchHash(_ARG_1_, "zapperStart") then
    if Game.MatchHash(_ARG_0_, "Trap1") then
      Game.Timeout(30000, "Trap1End")
    elseif Game.MatchHash(_ARG_0_, "Trap2") then
      Game.Timeout(30000, "Trap2End")
    else
      Game.DDMsgF("LuaDebug", "We have an asm message with no owner - get John D")
    end
  elseif Game.MatchHash(_ARG_1_, "teddyBear") then
    Script.Level.WarpMysteryBox(_ARG_0_)
  end
end
function Script.Level.SetTrapActive(_ARG_0_, _ARG_1_)
  if _ARG_1_ then
    Game.EnableRender(_ARG_0_ .. "Effect1")
    Game.EnableRender(_ARG_0_ .. "Effect2")
    Game.EnableRender(_ARG_0_ .. "Effect3")
    Game.EnableRender(_ARG_0_ .. "Effect4")
    Game.EnableRender(_ARG_0_ .. "Effect5")
    Game.EnableRender(_ARG_0_ .. "Effect6")
    Game.EnableSoundEmitter(_ARG_0_ .. "Sound1")
    Game.EnableSoundEmitter(_ARG_0_ .. "Sound2")
    Game.EnableSplashEffect(_ARG_0_ .. "Laser1")
    Game.EnableSplashEffect(_ARG_0_ .. "Laser2")
  else
    Game.DisableRender(_ARG_0_ .. "Effect1")
    Game.DisableRender(_ARG_0_ .. "Effect2")
    Game.DisableRender(_ARG_0_ .. "Effect3")
    Game.DisableRender(_ARG_0_ .. "Effect4")
    Game.DisableRender(_ARG_0_ .. "Effect5")
    Game.DisableRender(_ARG_0_ .. "Effect6")
    Game.DisableSoundEmitter(_ARG_0_ .. "Sound1")
    Game.DisableSoundEmitter(_ARG_0_ .. "Sound2")
    Game.DisableSplashEffect(_ARG_0_ .. "Laser1")
    Game.DisableSplashEffect(_ARG_0_ .. "Laser2")
  end
end
function Script.Level.TurnOnGenerator()
  Game.DisableTrigger("GeneratorSwitch")
  Game.EnableSoundEmitter("SoundGeneratorTurnOn")
  Game.Timeout(37500, "endGenSound")
  Game.ActivateCollisionMesh("col_LinkGerSrt_AmerSrt")
  Game.ActivateNavigationMesh("nav_LinkGerSrt_AmerSrt")
  Game.SetASMTrigger("BuyPerkRevive", "genTurnOn", 1)
  Game.SetASMTrigger("BuyPerkJugga", "genTurnOn", 1)
  Game.SetASMTrigger("BuyPerkSpeed", "genTurnOn", 1)
  Game.SetASMTrigger("BuyPerkDbTap", "genTurnOn", 1)
  Game.EnableSoundEmitter("SoundPerkHum1")
  Game.EnableSoundEmitter("SoundPerkHum2")
  Game.EnableSoundEmitter("SoundPerkHum3")
  Game.EnableSoundEmitter("SoundPerkHum4")
  Game.SetASMTrigger("Trap1", "genTurnOn", 1)
  Game.SetASMTrigger("Trap2", "genTurnOn", 1)
  Game.SetASMTrigger("StartDoorLink", "genTurnOn", 1)
  Script.AreasJoined = true
  Game.SetAreaUnlocked("GermanStart", true)
  Game.SetAreaUnlocked("AmericanStart", true)
  Script.OpenArea()
  Game.SetLinkUnlocked("LinkGerSrt_AmerSrt")
end
function Script.Level.WarpMysteryBox(_ARG_0_)
  table.insert(Script.Level.MysteryBoxMemory, 1, _ARG_0_)
  while table.getn(Script.Level.MysteryBoxMemory) > Script.Level.MysteryBoxMemorySize do
    table.remove(Script.Level.MysteryBoxMemory)
  end
  for _FORV_5_, _FORV_6_ in ipairs(Script.Level.MysteryBoxes) do
    for _FORV_11_, _FORV_12_ in ipairs(Script.Level.MysteryBoxMemory) do
      if Game.MatchHash(_FORV_12_, _FORV_6_) then
        break
      end
    end
    if true == false then
      table.insert({}, _FORV_6_)
    end
  end
  newBox = {}[Game.RandomNumber(1, table.getn({}) + 1, RAND_MYSTBOX)]
  Game.DDMsgF("LuaDebug", "Mystery box warping to " .. newBox)
  Game.SetASMTrigger(newBox, "activateMysteryBoxFalling", 1)
end
function Script.Level.MultipleSpawnLevelInfo(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_, _ARG_4_)
  if _ARG_4_ == false then
    Game.SetAreaUnlocked("AmericanStart", true)
    Game.SetAreaUnlocked("GermanStart", true)
  end
  Script.AreaOne = {
    Name = "German",
    Status = "initialising",
    Player1 = {
      Name = _ARG_0_,
      Spawn = "Player1Spawn"
    },
    Player2 = {
      Name = _ARG_1_,
      Spawn = "Player2Spawn"
    },
    OpenAreas = {
      "GermanStart"
    },
    Zombies = 0
  }
  Script.AreaTwo = {
    Name = "American",
    Status = "initialising",
    Player1 = {
      Name = _ARG_2_,
      Spawn = "Player3Spawn"
    },
    Player2 = {
      Name = _ARG_3_,
      Spawn = "Player4Spawn"
    },
    OpenAreas = {
      "AmericanStart"
    },
    Zombies = 0
  }
end
function Script.Level.GetWaveInfo(_ARG_0_)
  if _ARG_0_ <= table.getn(Script.Level.Waves) then
    return Script.Level.Waves[_ARG_0_]
  end
  return Script.Level.ZombieWaveEquation(_ARG_0_)
end
function Script.Level.BuildWaveTable()
  if Script.Level.BuildWaveTableFull ~= nil then
    return Script.Level.BuildWaveTableFull()
  end
  return {
    {
      Zombies = {
        {
          {1, 1},
          {2, 2},
          {1, 3},
          {2, 4}
        },
        {
          {1, 1},
          {2, 2},
          {1, 3},
          {2, 4}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4}
        },
        {
          {3, 1},
          {3, 2},
          {3, 3},
          {3, 4}
        }
      },
      ZombieHealth = {40, 80},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        }
      },
      ZombieHealth = {75, 150},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {1, 9}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {1, 9}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {1, 9}
        },
        {
          {1, 1},
          {1, 2},
          {3, 3},
          {3, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {1, 9}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {3, 5},
          {3, 6},
          {4, 7},
          {2, 8},
          {1, 9}
        }
      },
      ZombieHealth = {125, 250},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 4000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {2, 9},
          {1, 10}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {1, 8},
          {2, 9},
          {1, 10}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {3, 9},
          {1, 10},
          {1, 11}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {4, 7},
          {2, 8},
          {4, 9},
          {3, 10},
          {2, 11}
        },
        {
          {1, 1},
          {1, 2},
          {2, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {4, 7},
          {2, 8},
          {4, 9},
          {3, 10},
          {3, 11}
        }
      },
      ZombieHealth = {175, 350},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 3000
    }
  }
end
function Script.Level.ZombieWaveEquation(_ARG_0_)
  if Script.Level.ZombieWaveEquationFull ~= nil then
    return Script.Level.ZombieWaveEquationFull(_ARG_0_)
  end
  return {
    Zombies = {
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      }
    },
    ZombieHealth = {
      100000 / 2,
      100000
    },
    SpawnSpeed = 120000,
    InitialSpawns = 1,
    InitialSpawnSpeed = 120000
  }
end
Code Snippet
Plaintext
#decompiled nacht_group.lua
Script.Level = {}
function Script.Level.Setup()
  Script.Level.Areas = {
    {Name = "StartRoom", NumberOfSpawns = 5},
    {
      Name = "MysteryBoxRoom",
      NumberOfSpawns = 3
    },
    {
      Name = "UpstairsRoom",
      NumberOfSpawns = 4
    }
  }
  Script.Level.Links = {
    {
      LinkName = "LinkBackSofa",
      TriggerName = "BackSofaTrigger",
      Area1 = "UpstairsRoom",
      Area2 = "MysteryBoxRoom"
    },
    {
      LinkName = "LinkFrSofa",
      TriggerName = "FrontSofaTrigger",
      Area1 = "StartRoom",
      Area2 = "UpstairsRoom"
    },
    {
      LinkName = "LinkDoor",
      TriggerName = "DoorTrigger",
      Area1 = "StartRoom",
      Area2 = "MysteryBoxRoom"
    }
  }
  if Game.IsIPadMode() == true then
    Script.ipadNormalSpawns = {
      "mysteryboxroomZombieSpawn3"
    }
  end
  Script.Level.Waves = Script.Level.BuildWaveTable()
  Script.Level.MaxZombiesAmount = 24
end
function Script.Level.Begin()
  Game.SetDefaultFogConfig("nacht", 1000)
  Script.SetupInitialMeshes({
    "Outside2",
    "Outside3",
    "Outside4"
  })
  Script.SetupInsideMeshes()
  Script.OpenArea("StartRoom")
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("world")
  Game.AddAmbienceChannel("wind")
  Script.SetUpBarrels("BarrelExplosive", 25)
  Script.Level.RadioOn = false
  Script.Level.RadioChannel = 1
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.Resume()
  Game.SetDefaultFogConfig("nacht", 1000)
  Script.SetupInsideMeshes()
  Game.StopAmbience()
  Game.AddAmbienceChannel("zombies")
  Game.AddAmbienceChannel("world")
  Game.AddAmbienceChannel("wind")
  Script.Level.RadioOn = false
  Script.Level.RadioChannel = 1
  Game.SetUsingPlayerVox(false)
  Game.SetUsingImpactEffects(false)
end
function Script.Level.GameOver()
  Game.DisableSoundEmitter("RadioTrack1")
  Game.DisableSoundEmitter("RadioTrack2")
  Game.DisableSoundEmitter("RadioTrack3")
end
function Script.Level.GetWaveInfo(_ARG_0_)
  if _ARG_0_ <= table.getn(Script.Level.Waves) then
    return Script.Level.Waves[_ARG_0_]
  end
  return Script.Level.ZombieWaveEquation(_ARG_0_)
end
function Script.Level.Trigger(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  if Game.MatchHash(_ARG_0_, "RadioVolume") then
    if Game.IsLocalPlayer(_ARG_1_) == true then
      Game.SetAchievement("radioSilence")
    end
    if Script.Level.RadioChannel == 1 then
      Game.EnableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack2")
      Game.DisableSoundEmitter("RadioTrack3")
      Script.Level.RadioChannel = 2
    elseif Script.Level.RadioChannel == 2 then
      Game.EnableSoundEmitter("RadioTrack2")
      Game.DisableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack3")
      Script.Level.RadioChannel = 3
    elseif Script.Level.RadioChannel == 3 then
      Game.EnableSoundEmitter("RadioTrack3")
      Game.DisableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack2")
      Script.Level.RadioChannel = 4
    elseif Script.Level.RadioChannel == 4 then
      Game.DisableSoundEmitter("RadioTrack1")
      Game.DisableSoundEmitter("RadioTrack2")
      Game.DisableSoundEmitter("RadioTrack3")
      Script.Level.RadioChannel = 1
    end
  end
end
function Script.Level.BuildWaveTable()
  if Script.Level.BuildWaveTableFull ~= nil then
    return Script.Level.BuildWaveTableFull()
  end
  return {
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4}
        },
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {1, 4}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4}
        }
      },
      ZombieHealth = {40, 80},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {1, 1},
          {1, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        }
      },
      ZombieHealth = {75, 150},
      SpawnSpeed = 4000,
      InitialSpawns = 2,
      InitialSpawnSpeed = 5000
    },
    {
      Zombies = {
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8}
        },
        {
          {2, 1},
          {2, 2},
          {2, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {3, 4},
          {3, 5},
          {3, 6},
          {2, 7},
          {2, 8}
        }
      },
      ZombieHealth = {125, 250},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 4000
    },
    {
      Zombies = {
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8},
          {1, 9},
          {1, 10}
        },
        {
          {2, 1},
          {2, 2},
          {1, 3},
          {1, 4},
          {1, 5},
          {1, 6},
          {1, 7},
          {1, 8},
          {1, 9},
          {1, 10}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {2, 4},
          {2, 5},
          {2, 6},
          {2, 7},
          {2, 8},
          {1, 9},
          {1, 10},
          {1, 11}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {2, 4},
          {2, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {2, 9},
          {2, 10},
          {1, 11}
        },
        {
          {2, 1},
          {2, 2},
          {3, 3},
          {2, 4},
          {3, 5},
          {3, 6},
          {3, 7},
          {2, 8},
          {2, 9},
          {2, 10},
          {2, 11}
        }
      },
      ZombieHealth = {175, 350},
      SpawnSpeed = 3000,
      InitialSpawns = 3,
      InitialSpawnSpeed = 4000
    }
  }
end
function Script.Level.ZombieWaveEquation(_ARG_0_)
  if Script.Level.ZombieWaveEquationFull ~= nil then
    return Script.Level.ZombieWaveEquationFull(_ARG_0_)
  end
  return {
    Zombies = {
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      },
      {
        {3, 1}
      }
    },
    ZombieHealth = {
      100000 / 2,
      100000
    },
    SpawnSpeed = 120000,
    InitialSpawns = 1,
    InitialSpawnSpeed = 120000
  }
end
Hey y'all,
Can't seem to finish my projects but can't seem stop messing around with world at war stuff lol. so I started digging around the ipod/ipad version that was delisted from the  apple store awhile ago. After using some tools to unpack files I was able to get to some group.bin files. I'm still trying to work out entirely what encryption/packing they use but in the mean time for 1 file group.bin files I was able to extract luaQ files related to map scripts.  I've only done verruckt and nacht so far but it shouldn't be too hard to grab   something from shi no numa/der reise. Also, I only posted the interesting stuff. There's one or two other files that are just wavetables that control zombie  health, but I could post those too if it helps anybody.  If anyone is interested in the methods I used to crack it I can post it (might take forever for me to do it, me being a lazy  bum). Sorry if wrong area, just couldn't think of anywhere else it belonged. Hopefully we could repack modified script files and make some interesting mods for mobile.
Happy new year btw
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Location: us
Date Registered: 30 December 2020
Last active: 3 years ago
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Cool, thanks for posting man

 
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