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city_of_mars_v2_main.gsc
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city_of_mars_v2_main.gsc
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/*
Nuketown Reimagined "City Of Mars"
Made by Ultimateman
June 2021 - July 2022
Release version
Color Codes:
^0 -> Black
^1 -> Red
^2 -> Green
^3 -> Yellow
^4 -> Blue
^5 -> Cyan
^6 -> Pink
^7 -> White
*/
//TESTING FOR SETLOWREADY FUNC INCLUDES
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
///////////////////////////////////////
#include maps\mp\gametypes\_hud_util;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\gametypes_zm\_hud_util;
#include maps\mp\gametypes_zm\_hud_message;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_net;
#include maps\mp\zombies\_zm_unitrigger;
#include maps\mp\zombies\_zm;
#include maps\mp\gametypes_zm\_spawning;
#include maps\mp\zombies\_load;
#include maps\mp\zombies\_zm_clone;
#include maps\mp\zombies\_zm_ai_basic;
#include maps\mp\animscripts\shared;
#include maps\mp\zombies\_zm_audio;
#include maps\mp\zombies\_zm_zonemgr;
#include maps\mp\zm_alcatraz_travel;
#include maps\mp\gametypes_zm\_zm_gametype;
#include maps\mp\zombies\_zm_equipment;
#include maps\mp\zombies\_zm_perks;
#include maps\mp\_visionset_mgr;
#include maps\mp\zombies\_zm_laststand;
#include maps\mp\gametypes_zm\_hud;
#include maps\mp\zombies\_zm_powerups;
#include maps\mp\zombies\_zm_magicbox;
//MYOWN ABOVE
#include maps\mp\zm_alcatraz_grief_cellblock;
#include maps\mp\zm_alcatraz_weap_quest;
#include maps\mp\zombies\_zm_weap_tomahawk;
#include maps\mp\zombies\_zm_weap_blundersplat;
#include maps\mp\zombies\_zm_magicbox_prison;
#include maps\mp\zm_prison_ffotd;
#include maps\mp\zm_prison_fx;
#include maps\mp\zm_alcatraz_gamemodes;
#include maps\mp\zombies\_zm_stats;
#include maps\mp\gametypes_zm\_spawnlogic;
#include maps\mp\animscripts\traverse\shared;
#include maps\mp\animscripts\utility;
#include maps\mp\_createfx;
#include maps\mp\_music;
#include maps\mp\_busing;
#include maps\mp\_script_gen;
#include maps\mp\gametypes_zm\_globallogic_audio;
#include maps\mp\gametypes_zm\_tweakables;
#include maps\mp\_challenges;
#include maps\mp\gametypes_zm\_weapons;
#include maps\mp\_demo;
#include maps\mp\gametypes_zm\_globallogic_utils;
#include maps\mp\gametypes_zm\_spectating;
#include maps\mp\gametypes_zm\_globallogic_spawn;
#include maps\mp\gametypes_zm\_globallogic_ui;
#include maps\mp\gametypes_zm\_hostmigration;
#include maps\mp\gametypes_zm\_globallogic_score;
#include maps\mp\gametypes_zm\_globallogic;
#include maps\mp\zombies\_zm_ai_faller;
#include maps\mp\zombies\_zm_spawner;
#include maps\mp\zombies\_zm_pers_upgrades_functions;
#include maps\mp\zombies\_zm_pers_upgrades;
#include maps\mp\zombies\_zm_score;
#include maps\mp\animscripts\zm_run;
#include maps\mp\animscripts\zm_death;
#include maps\mp\zombies\_zm_blockers;
#include maps\p\animscripts\zm_shared;
#include maps\mp\animscripts\zm_utility;
#include maps\mp\zombies\_zm_power;
#include maps\mp\zombies\_zm_server_throttle;
#include maps\mp\zombies\_zm_melee_weapon;
#include maps\mp\zombies\_zm_audio_announcer;
#include maps\mp\zombies\_zm_ai_dogs;
#include codescripts\character;
#include maps\mp\zombies\_zm_buildables;
#include maps\mp\zombies\_zm_game_module;
#include maps\mp\zm_transit_buildables;
#include maps\mp\zm_transit;
#include maps\mp\zombies\_zm_magicbox_lock;
#include maps\mp\zombies\_zm_afterlife;
#include maps\mp\zombies\_zm_ai_brutus;
#include maps\mp\zm_alcatraz_craftables;
#include maps\mp\zombies\_zm_craftables;
#include maps\mp\zm_alcatraz_utility;
#include maps\mp\zm_alcatraz_traps;
#include maps\mp\zm_prison;
#include maps\mp\zm_alcatraz_sq;
#include maps\mp\zm_prison_sq_bg;
#include maps\mp\zm_prison_spoon;
#include maps\mp\zm_prison_achievement;
/*=====================================================================================================================================================================*/
#include maps\mp\zm_nuked_perks;
#include maps\mp\zombies\_zm_game_module;
#include maps\mp\animscripts\zm_death;
#include maps\mp\zombies\_zm_perks;
#include maps\mp\zombies\_zm_weapons;
#include maps\mp\zombies\_zm_utility;
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\zombies\_zm_ffotd;
#include maps\mp\zombies\_zm_utility;
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\zm_nuked;
nuked_collision_patch_CUSTOM()
{
}
main_start_CUSTOM()
{
}
main_end_CUSTOM()
{
}
bus_taser_blocker_ee_9()
{
}
perks_from_the_sky_CUSTOM()
{
level thread turn_perks_on_custom();
top_height = 8000;
machines = [];
machine_triggers = [];
machines[ 0 ] = getent( "vending_revive", "targetname" );
if ( !isDefined( machines[ 0 ] ) )
{
return;
}
machine_triggers[ 0 ] = getent( "vending_revive", "target" );
move_perk( machines[ 0 ], top_height, 5, 0.001 );
machine_triggers[ 0 ] trigger_on();
machines[ 1 ] = getent( "vending_doubletap", "targetname" );
machine_triggers[ 1 ] = getent( "vending_doubletap", "target" );
move_perk( machines[ 1 ], top_height, 5, 0.001 );
machine_triggers[ 1 ] trigger_on();
machines[ 2 ] = getent( "vending_sleight", "targetname" );
machine_triggers[ 2 ] = getent( "vending_sleight", "target" );
move_perk( machines[ 2 ], top_height, 5, 0.001 );
machine_triggers[ 2 ] trigger_on();
machines[ 3 ] = getent( "vending_jugg", "targetname" );
machine_triggers[ 3 ] = getent( "vending_jugg", "target" );
move_perk( machines[ 3 ], top_height, 5, 0.001 );
machine_triggers[ 3 ] trigger_on();
machine_triggers[ 4 ] = getent( "specialty_weapupgrade", "script_noteworthy" );
machines[ 4 ] = getent( machine_triggers[ 4 ].target, "targetname" );
move_perk( machines[ 4 ], top_height, 5, 0.001 );
machine_triggers[ 4 ] trigger_on();
flag_wait( "initial_blackscreen_passed" );
wait randomfloatrange( 1, 2 );
players = get_players();
if ( players.size == 1 )
{
wait 4;
index = 0;
bring_perk( machines[ index ], machine_triggers[ index ] );
arrayremoveindex( machines, index );
arrayremoveindex( machine_triggers, index );
}
wait_for_round_range( 245, 246 );
wait randomintrange( 1, 1 );
bring_random_perk( machines, machine_triggers );
wait_for_round_range( 245, 246 );
wait randomintrange( 1, 1 );
bring_random_perk( machines, machine_triggers );
wait_for_round_range( 245, 246 );
wait randomintrange( 1, 1 );
bring_random_perk( machines, machine_triggers );
wait_for_round_range( 245, 246 );
wait randomintrange( 1, 1 );
bring_random_perk( machines, machine_triggers );
wait_for_round_range( 245, 246 );
wait randomintrange( 1, 1 );
bring_random_perk( machines, machine_triggers );
}
turn_perks_on_custom()
{
flag_wait("initial_blackscreen_passed");
wait 3;
maps/mp/zombies/_zm_game_module::turn_power_on_and_open_doors();
}
bring_perk_CUSTOM()
{
}
bring_random_perk_CUSTOM()
{
}
init_nuked_perks_CUSTOM()
{
flag_init( "perk_vehicle_bringing_in_perk" );
structs = getstructarray( "zm_perk_machine", "targetname" );
i = 0;
while ( i < structs.size )
{
structs[ i ] structdelete();
i++;
}
level.nuked_perks = [];
level.nuked_perks[ 0 ] = spawnstruct();
level.nuked_perks[ 0 ].model = "zombie_vending_revive";
level.nuked_perks[ 0 ].script_noteworthy = "specialty_quickrevive";
level.nuked_perks[ 0 ].turn_on_notify = "revive_on";
level.nuked_perks[ 1 ] = spawnstruct();
level.nuked_perks[ 1 ].model = "zombie_vending_sleight";
level.nuked_perks[ 1 ].script_noteworthy = "specialty_fastreload";
level.nuked_perks[ 1 ].turn_on_notify = "sleight_on";
level.nuked_perks[ 2 ] = spawnstruct();
level.nuked_perks[ 2 ].model = "zombie_vending_doubletap2";
level.nuked_perks[ 2 ].script_noteworthy = "specialty_rof";
level.nuked_perks[ 2 ].turn_on_notify = "doubletap_on";
level.nuked_perks[ 3 ] = spawnstruct();
level.nuked_perks[ 3 ].model = "zombie_vending_jugg";
level.nuked_perks[ 3 ].script_noteworthy = "specialty_armorvest";
level.nuked_perks[ 3 ].turn_on_notify = "juggernog_on";
level.nuked_perks[ 4 ] = spawnstruct();
level.nuked_perks[ 4 ].model = "p6_anim_zm_buildable_pap";
level.nuked_perks[ 4 ].script_noteworthy = "specialty_weapupgrade";
level.nuked_perks[ 4 ].turn_on_notify = "Pack_A_Punch_on";
level.override_perk_targetname = "zm_perk_machine_override";
random_perk_structs = [];
perk_structs = getstructarray( "zm_random_machine", "script_noteworthy" );
i = 0;
while ( i < perk_structs.size )
{
random_perk_structs[ i ] = getstruct( perk_structs[ i ].target, "targetname" );
random_perk_structs[ i ].script_int = perk_structs[ i ].script_int;
i++;
}
level.random_perk_structs = array_randomize( random_perk_structs );
i = 0;
while ( i > 6 )
{
level.random_perk_structs[ i ].targetname = "zm_perk_machine_override";
level.random_perk_structs[ i ].model = level.nuked_perks[ i ].model;
level.random_perk_structs[ i ].blocker_model = getent( level.random_perk_structs[ i ].target, "targetname" );
level.random_perk_structs[ i ].script_noteworthy = level.nuked_perks[ i ].script_noteworthy;
level.random_perk_structs[ i ].turn_on_notify = level.nuked_perks[ i ].turn_on_notify;
if ( !isDefined( level.struct_class_names[ "targetname" ][ "zm_perk_machine_override" ] ) )
{
level.struct_class_names[ "targetname" ][ "zm_perk_machine_override" ] = [];
}
level.struct_class_names[ "targetname" ][ "zm_perk_machine_override" ][ level.struct_class_names[ "targetname" ][ "zm_perk_machine_override" ].size ] = level.random_perk_structs[ i ];
i++;
}
}
setupCheckPoints() //checkpoints for heaven shit
{
flag_wait( "initial_blackscreen_passed" );
wait 80;
level.safelocations = [];
//quick loc
level.safelocations[ 0 ] = ( 51291.4, -139693, 89389.1 );
level.safelocations[ 1 ] = ( 52125.5, 139744, 89538 );
level.safelocations[ 2 ] = ( 53390.3, 140614, 89114.7 );
level.safelocations[ 3 ] = ( 55129.8, 142263, 91928.3 );
level.safelocations[ 4 ] = ( 57010, 142367, 91162.2 );
level.safelocations[ 5 ] = ( 57982, 143585, 90523.9 );
level.forceangles = [];
//quick loc angles
level.forceangles[ 0 ]= ( 0, -13.219, 0 );
level.forceangles[ 1 ] = ( 0, 26.9, 0 );
level.forceangles[ 2 ] = ( 0, 62, 0 );
level.forceangles[ 3 ] = ( 0, 29, 0 );
level.forceangles[ 4 ] = ( 0, 60, 0 );
level.forceangles[ 5 ] = ( 0, -27, 0 );
}
init()
{
replaceFunc(::perks_from_the_sky, ::perks_from_the_sky_CUSTOM);
//replaceFunc( ::turn_perks_on, ::turn_perks_on_custom);
replaceFunc( ::bring_perk, ::bring_perk_CUSTOM);
replaceFunc( ::bring_random_perk, ::bring_random_perk_CUSTOM);
replaceFunc( ::init_nuked_perks, ::init_nuked_perks_CUSTOM );
level.player_out_of_playable_area_monitor = 0;
level.CurMap = getDvar( "mapname" );
if ( level.CurMap == "zm_nuked" )
{
/////////////////////////////////
//new stuff for big v.2 update//
///////////////////////////////
// updates //
// MOST OTHER NEW STUFF IN THEIR SEPERATE FILES, GAME STARTS TO FREAK OUT OTHERWISE!!!!!! //
level thread setupCheckPoints(); //perk heaven checkpoints, seperate function handles automatic respawning *Where "gotoheaven" checkpoints(); //might need to be commented back april
level thread BunkerZombieFix(); //kill zombies that get stuck in garage when bunker has not been opened
level thread two_thousand_skip(); //skip to jugg for 2000 points //might need to be commented back april
level.someone_used_teleporter = false;
level thread monitorReadyNess(); //monitor level.imready amount for ee step 5
level thread monitorPassoutInit(); //monitor level.pinit count
level thread monitorInitExpo(); //monitor level.initexpo count
level thread monitorExpoDown(); //monitor level.fastdown count
level thread monitorFastUp(); //monitor level.fastup count
level thread monitorFastDown2(); //monitor level.fastdown2 count
level thread monitorFastUp2(); // monitor level.fastup2 count
level thread monitorFastDown3(); //monitor level.fastdown3 count
level thread monitorToNight(); //monitor level.tonight count
//might need to be commented back april
level thread call_continue_ee_to_night(); //init collateral damage by tv
//remaining steps should be merged into a separate file to reduce crashes by the file size
level thread nukecore_warning_notify(); //nuke danger text
level.imready = 0;
level.pinit = 0;
level.initexpo = level.players.size;
level.fastdown = 0;
level.fastdown2 = 0;
level.fastdown3 = 0;
level.fastup = 0;
level.fastup2 = 0;
level.tonight = 0;
//for perk heaven visuals when nightmode active
level.night_mode_active = false;
//for knife boxes
//level.boxes_knifed = 0;
level.blue_box_knifed = false;
level.yellow_box_knifed = false;
//some have been pushed into seperate functions & threads ( updates )
level.kill_box_active = false;
level.gill_box_active1 = false;
level.gill_box_active2 = false;
level.gill_box_active3 = false;
//level.elevator = [];
level.moverkiller = 0; //check for moveGeneratorEffect()
level thread teleportBunkerBlock(); // debris blocking the teleporter till step 4 has been completed
//level thread do_debug_heaven(); //might need to be commented back april
//skip to jugg
level.custom_zm_powerups_loaded = 1;
level thread onplayerconnect();
level.perk_purchase_limit = 6;
level.music_override = 0;
level.spacesongwait = 0;
level.upgrade_in_place = 0;
level.should_use_cia = 0;
//level.expos = 0;
include_zombie_powerup( "nuke" );
add_zombie_powerup( "nuke", "zombie_bomb", &"ZOMBIE_POWERUP_NUKE", ::func_should_always_drop, 0, 0, 0, "misc/fx_zombie_mini_nuke_hotness" );
powerup_set_can_pick_up_in_last_stand("nuke", 1);
precachemodel( "zombie_bomb" );
//Precache models just in case of a missing model entity.
/////////////////////////////////////////////////////////
precacheModel ( "c_zom_dlc0_zom_haz_body1" );
precacheModel ( "c_zom_dlc0_zom_haz_body1_g_llegspawn" );
precacheModel ( "c_zom_dlc0_zom_sol_body1" );
precacheModel ( "c_zom_player_cdc_fb" );
precacheModel ( "c_zom_player_cia_fb" );
precacheModel ( "com_pipe_break_256_metal" );
precacheModel ( "cub_table_01" );
precacheModel ( "defaultactor" );
//precacheModel ( "dest_electrical_transformer01_d0" );
//precacheModel ( "dest_electrical_transformer02_d0" );
preCacheModel ( "dest_electrical_transformer01_d0" );
preCacheModel ( "dest_electrical_transformer02_d0" );
preCacheModel ( "dest_zm_nuked_female_01_d0" );
preCacheModel ( "p6_zm_wood_fence_double_01b" );
preCacheModel ( "p6_zm_slate_shingles_128_b" );
preCacheModel ( "p6_zm_slate_shingles_128_a" );
preCacheModel ( "p6_zm_deck_stairs" );
//precacheModel ( "dest_zm_nuked_female_01_d0" );
precacheModel ( "fx_cube_createfx" );
precacheModel ( "mlv_cub_table_01" );
precacheModel ( "mlv_iw_debris_wood_shard_med" );
precacheModel ( "mlv_p_glo_powerline_tower" );
precacheModel ( "mlv_p_glo_electrical_transformer" );
precacheModel ( "mlv_p_glo_rock_fp_large01b" );
precacheModel ( "mlv_p_glo_rock_fp_large02" );
precacheModel ( "mlv_p_glo_rubble_small_rocks" );
precachemodel( "collision_player_64x64x128" );
precacheModel ( "mlv_p_jun_roof_vent" );
precacheModel ( "mlv_p_jun_antenna1_single" );
precacheModel ( "mlv_p6_angola_technical_rocks_clump" );
precacheModel ( "mlv_p6_rocks_desert_01c" );
precacheModel ( "mlv_p6_zm_door_brown" );
precacheModel ( "mlv_p6_zm_door_white" );
precacheModel ( "mlv_p6_zm_foliage_hedge_boxy_01" );
precacheModel ( "mlv_p6_zm_foliage_hedge_boxy_01_pristine" );
precacheModel ( "mlv_p6_zm_foliage_hedge_boxy_02" );
precacheModel ( "mlv_p6_zm_foliage_hedge_rounded_01" );
precacheModel ( "mlv_p6_zm_foliage_hedge_rounded_01_prestine" );
precacheModel ( "mlv_p6_zm_nuked_armoire" );
precacheModel ( "mlv_p6_zm_nuked_barbwire_barricade" );
precacheModel ( "mlv_p6_zm_nuked_bed" );
precacheModel ( "mlv_p6_zm_nuked_couch_01" );
//level.models[34] = ( "NEXT LIST = p6 MODELS / DNT SPAWN THIS" );
precacheModel ( "mlv_p6_zm_nuked_rock_clump_02" );
precacheModel ( "mlv_p6_zm_nuked_rock_clump_01" );
precacheModel ( "mlv_p6_zm_nuked_townsign" );
precacheModel ( "mlv_p6_zm_openhouse1_roof_clump" );
precacheModel ( "mlv_p6_zm_openhouse1_stairs_boards_clump" );
precacheModel ( "mlv_p6_zm_openhouse2_garage_clump" );
precacheModel ( "mlv_p6_zm_refrigerator_red" );
precacheModel ( "mlv_p6_zm_rock_clump_04" );
precacheModel ( "mlv_p6_zm_ripple_02_clump" );
precacheModel ( "mlv_p6_zm_white_fence_64_01" );
precacheModel ( "mlv_p6_zm_wood_fence_trav_01" );
precacheModel ( "mlv_t5_foliage_shrub_desert02" );
precacheModel ( "mlv_t5_foliage_tree_burnt05" );
precacheModel ( "mlv_veh_t6_dlc_schoolbus_dead" );
precacheModel ( "mlv_veh_t6_dlc_movingtruck_zmb" );
precacheModel ( "p_dest_bicycle01_body" );
precacheModel ( "p_glo_rock_fp_large02" );
precacheModel ( "p_jun_antenna1_single" );
precacheModel ( "p_jun_powerpole_transformer_ornate" );
precacheModel ( "p_lights_fluorescent_tube_fixture_on" );
precacheModel ( "p_rus_chainlink_fence" );
precacheModel ( "p_us_powerpole" );
precacheModel ( "p6_angola_technical_rocks_clump" );
precacheModel ( "p6_rocks_desert_01_large" );
precacheModel ( "p6_zm_cratepile" );
precacheModel ( "p6_zm_flathouse_clump" );
precacheModel ( "p6_zm_nuked_bunker" );
precacheModel ( "p6_zm_nuked_clocktower_frame" );
precacheModel ( "p6_zm_nuked_floodlight_a" );
precacheModel ( "p6_zm_nuked_painting_large_03" );
precacheModel ( "p6_zm_nuked_streetsign" );
precacheModel ( "p6_zm_nuked_street_lights_bent_off" );
precacheModel ( "p6_zm_nuked_vista_bushes01_clump" );
precacheModel ( "p6_zm_openhouse2_shed02_clump" );
precacheModel ( "p6_zm_rocks_rubble_clump_256" );
precacheModel ( "p6_zm_white_fence_6_01" );
precacheModel ( "veh_t6_dlc_m35_low" );
preCacheModel ( "collision_clip_512x512x10" );
precachemodel ( "collision_player_512x512x10" );
precachemodel ( "p_rus_mountain_desert_b" );
precachemodel ("test_macbeth_chart_unlit");
precachemodel ("t5_foliage_shrub_desert_set1");
precachemodel ("machbeth_chart");
precachemodel ("p6_zm_nuked_rocket_cam");
precachemodel ("c_zom_dlc0_zom_head3");
preCacheModel ("p_glo_electrical_insulator01");
preCacheModel ("p_glo_powerline_tower");
preCacheModel ("gp_glo_powerline_tower");
preCacheModel ("collision_wall_128x128x10_standard");
precachemodel ("collision_clip_64x64x10");
precachemodel ("collision_clip_64x64x128");
precachemodel ("collision_clip_64x64x256");
precachemodel ("collision_clip_32x32x128");
precachemodel ("collision_clip_256x256x10");
precachemodel ("collision_clip_128x128x10");
precachemodel( "collision_clip_128x128x128" );
precachemodel( "zombie_vending_jugg" );
precachemodel( "zombie_vending_jugg_on" );
precachemodel("t6_wpn_smg_ak74u_world");
precachemodel( "zombie_vending_marathon" );
precachemodel( "zombie_vending_marathon_on" );
precachemodel( "zombie_vending_revive" );
precachemodel( "zombie_vending_revive_on" );
precachemodel( "zombie_vending_sleight" );
precachemodel( "zombie_vending_sleight_on" );
precachemodel( "zombie_vending_doubletap2" );
precachemodel( "zombie_vending_doubletap2_on" );
precachemodel( "zombie_vending_ads" );
precachemodel( "zombie_vending_ads_on" );
precachemodel( "p6_anim_zm_buildable_pap" );
precachemodel( "p6_anim_zm_buildable_pap_on" );
preCacheRumble("damage_heavy");
//FOR TELEPORT STUFF
thread goToHeaven( ( 848.399, 602.883, -56.875 ), ( 51291.4, -139693, 89389.1 ), ( 59975.7, 142321, 88737.5 ), ( 848.399, 900.883, -46.875 ) );
level thread setCustomModel();
precache_fx();
level thread lampFires();
level thread darksmokes();
//bent tower flame fx
level thread towerFX(); ////need to be enabled / april 2022
level thread spawnRocketTowers();
level thread all_rockets();
level thread spawnfloormodel();
level thread spawnfloors4();
level thread spawnfloorsbeforeperks();
level thread spawnperkplatform();
level thread runSpaceDebris();
//pap location debris
level thread papDebris();
level thread init_perks_sky();
//elevators in space
level thread spawnelevator1();
level thread spawnelevator2();
level thread spawnelevator3();
//new stuff below
level thread spawnNewMainPlatforms();
level thread spawnfloorgates();
//space fxs
level thread spawnSpaceEmbers(); //need to be enabled / april 2022
level thread skyPlatformLights();
level thread floatingSpaceAmbers(); //need to be enabled / april 2022
level thread remainingHeavenFX(); //need to be enabled / april 2022
level thread intro_screen();
//vector for x * x
vector_scal();
//bunker stuff
//bunker threads have been moved into the bunkerteleport function & will be called from there.
level thread bunkerteleport();
level thread spawnLampHolders(); //needs to be commented back
level thread weaponTracerUpgrade();
//actor death logic for kill boxes, upon killed & manneq gen
if( getdvar( "mapname" ) == "zm_nuked" )
{
register_zombie_death_event_callback( ::actor_killed_override );
}
// ee_step1 now gets called from a separate script file
level thread ee_step2();
level thread ee_step3();
level thread ee_step4();
//custom hud round counter by ZECxR3ap3r, modified by Ultimateman
level thread CustomRoundNumber();
flag_clear( "spawn_zombies" ); //uncomment for release
flag_wait( "start_zombie_round_logic" );
level notify("end_round_think");
wait 1;
level thread round_think();
//Remove the Perk Vehicle
}
}
//eattacker originally attacker, idflags = new, sweapon = new, vpoint = new, boneindex = new
actor_killed_override( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, psoffsettime, boneindex)
{
//if( isdefined( level.gill_box_active3 ) && isdefined( level.gill_box_kill_trigger3 ) || isdefined( level.gill_box_active2 ) && isdefined( level.gill_box_kill_trigger2 ) || isdefined( level.gill_box_active1 ) && isdefined( level.gill_box_kill_trigger1 ) )
if( isdefined( level.gill_box_active3 ) && isdefined( level.gill_box_kill_trigger3 ) || isdefined( level.gill_box_active2 ) && isdefined( level.gill_box_kill_trigger2 ) || isdefined( level.gill_box_active1 ) && isdefined( level.gill_box_kill_trigger1 ) /* || isdefined( level.kill_box_active) && isdefined( level.kill_box_trigger )*/ )
{
if (isdefined(level.gill_box_kill_trigger3) && self istouching( level.gill_box_kill_trigger3 ) )
{
if ( distance ( level.gill_box_kill_trigger3, self.origin ) <= 180 )
{
self generators_souls( level.gill_box3.origin );
level notify( "Gill_box_kill3" );
}
}
else if (isdefined(level.gill_box_kill_trigger2) && self istouching( level.gill_box_kill_trigger2 ) )
{
if ( distance ( level.gill_box_kill_trigger2, self.origin ) <= 200 )
{
self generators_souls2( level.gill_box2.origin );
level notify( "Gill_box_kill2" );
}
}
else if (isdefined(level.gill_box_kill_trigger1) && self istouching( level.gill_box_kill_trigger1 ) )
{
if ( distance ( level.gill_box_kill_trigger1, self.origin ) <= 400 )
{
self generators_souls1( level.gill_box1.origin );
level notify( "Gill_box_kill1" );
}
}
}
if ( isdefined( level.kill_box_active) && isdefined( level.kill_box_trigger ) )
{
if( isdefined( level.kill_box_trigger ) && self istouching( level.kill_box_trigger ) ) //bunker kill box
{
if ( distance ( level.kill_box_trigger, self.origin ) <= 350 )
{
self zombie_souls( level.kill_box.origin );
level notify( "kill_box_kill_plus" );
}
}
}
//headshot check
/*
if ( isDefined( self ) && isDefined( self.damagelocation ) && isDefined( self.damagemod ) && isDefined( self.damageweapon ) && isDefined( self.attacker ) && isplayer( self.attacker ) )
{
if ( is_headshot( self.damageweapon, self.damagelocation, self.damagemod ) )
{
level.headshots_ee1++;
//iPrintLnBold( "^2Current level headshot count: ^7" + level.headshots_ee1 );
}
}
*/
if( isdefined( self ) )
{
playFx( level._effect[ "zombie_guts_explosion" ], self getTagOrigin( "j_head" ) );
wait 0.05;
playfx( level._effect[ "zomb_gib" ], self gettagorigin( "J_wrist_LE" ) );
wait 0.05;
playfx( level._effect[ "zomb_gib" ], self gettagorigin( "J_Ankle_RI" ) );
wait 0.05;
playfx( level._effect[ "zomb_gib" ], self gettagorigin( "J_wrist_LE" ) );
playfx( level._effect[ "zomb_gib" ], self gettagorigin( "J_wrist_LE" ) );
wait 0.05;
playfx( level._effect[ "zomb_gib" ], self gettagorigin( "J_Ankle_RI" ) );
wait 0.05;
playfx( level._effect[ "zomb_gib" ], self gettagorigin( "J_wrist_LE" ) );
wait 0.05;
playFx( level._effect["zombie_guts_explosion"], self getTagOrigin( "J_SpineLower" ) );
playfx( level._effect[ "zomb_gib" ], self gettagorigin( "j_head" ) );
}
if ( game[ "state" ] == "postgame" )
{
return;
}
if ( isai( attacker ) && isDefined( attacker.script_owner ) )
{
if ( attacker.script_owner.team != self.aiteam )
{
attacker = attacker.script_owner;
}
}
if ( attacker.classname == "script_vehicle" && isDefined( attacker.owner ) )
{
attacker = attacker.owner;
}
if ( isDefined( attacker ) && isplayer( attacker ) )
{
multiplier = 1;
if ( is_headshot( sweapon, shitloc, smeansofdeath ) )
{
multiplier = 3.5;// 1.5;
}
type = undefined;
if ( isDefined( self.animname ) )
{
switch( self.animname )
{
case "quad_zombie":
type = "quadkill";
break;
case "ape_zombie":
type = "apekill";
break;
case "zombie":
type = "zombiekill";
break;
case "zombie_dog":
type = "dogkill";
break;
}
}
}
if ( isDefined( self.is_ziplining ) && self.is_ziplining )
{
self.deathanim = undefined;
}
if ( isDefined( self.actor_killed_override ) )
{
self [[ self.actor_killed_override ]]( einflictor, attacker, idamage, smeansofdeath, sweapon, vdir, shitloc, psoffsettime );
}
}
generators_souls( level.gill_box3.origin ) //generator souls
{
level endon("end_game");
level endon( "stop_gill3" );
level._effect[ "monkeylight" ] = loadfx( "maps/zombie/fx_zombie_monkey_light" );
level._effect[ "powerup_on" ] = loadfx( "misc/fx_zombie_powerup_on" );
waveq = "fx_zombie_powerup_wave";
lightq = "fx_zombie_monkey_ligth";
zombieheadq = self gettagorigin( "j_head" );
targetlocationq = level.gill_box3.origin;
invq = spawn( "script_model", zombieheadq );
invq setmodel( "tag_origin" );
wait .1;
invq playLoopSound( "zmb_spawn_powerup_loop" );
playFXOnTag( level._effect[ "monkeylight" ], invq, "tag_origin" );
playfxontag( level._effect[ "fx_fire_fireplace_md" ], invq, "tag_origin" );
invq moveto ( targetlocationq, randomFloatRange( 1, 1.3 ) );
invq waittill( "movedone" );
//playFXontag( level._effect[ "fx_zombie_powerup_wave" ], targetlocationq, "tag_origin" );
playsoundatposition( "zmb_meteor_activate", level.gill_box3.origin );
wait .2;
invq delete();
level.gill_box_kills3 += 1;
}
generators_souls1( level.gill_box1.origin ) //generator souls
{
level endon("end_game");
level endon( "stop_gill1" );
level._effect[ "monkeylight" ] = loadfx( "maps/zombie/fx_zombie_monkey_light" );
level._effect[ "powerup_on" ] = loadfx( "misc/fx_zombie_powerup_on" );
wavee = "fx_zombie_powerup_wave";
lighte = "fx_zombie_monkey_light";
zombieheade = self gettagorigin( "j_head" );
targetlocatione = level.gill_box1.origin; //pos + ( 0, 0, 20 );
inve = spawn( "script_model", zombieheade );
inve setmodel( "tag_origin" );
wait .1;
inve playLoopSound( "zmb_spawn_powerup_loop" );
playFXOnTag( level._effect[ "monkeylight" ], inve, "tag_origin" );
playfxontag( level._effect[ "fx_fire_fireplace_md" ], inve, "tag_origin" );
inve moveto ( targetlocatione, randomFloatRange( 1, 2.1 ) );
inve waittill( "movedone" );
playsoundatposition( "zmb_meteor_activate", level.gill_box1.origin );
wait .2;
inve delete();
level.gill_box_kills1 += 1;
}
generators_souls2( level.gill_box2.origin ) //generator souls //blue house
{
level endon("end_game");
level endon( "stop_gill2" );
level._effect[ "monkeylight" ] = loadfx( "maps/zombie/fx_zombie_monkey_light" );
level._effect[ "powerup_on" ] = loadfx( "misc/fx_zombie_powerup_on" );
waves = "fx_zombie_powerup_wave";
lighta = "fx_zombie_monkey_ligth";
zombieheada = self gettagorigin( "j_head" );
targetlocationa = level.gill_box2.origin; //pos + ( 0, 0, 20 );
inva = spawn( "script_model", zombieheada );
inva setmodel( "tag_origin" );
wait .1;
inva playLoopSound( "zmb_spawn_powerup_loop" );
playFXOnTag( level._effect[ "monkeylight" ], inva, "tag_origin" );
playfxontag( level._effect[ "fx_fire_fireplace_md" ], inva, "tag_origin" );
inva moveto ( targetlocationa, randomFloatRange( 1, 1.4 ) );
inva waittill( "movedone" );
playsoundatposition( "zmb_meteor_activate", level.gill_box2.origin );
wait .2;
inva delete();
level.gill_box_kills2 += 1;
}
BunkerZombieFix()
{
flag_wait("initial_blackscreen_passed");
//First Exploit
zombie_trigger_origin = ( 881.238, 340.372, -52.0168 );
zombie_trigger_radius = 180;
zombie_trigger_height = 180;
player_trigger_origin = ( 871.213, 834.678, -68.3978 );
player_trigger_radius = 350;
zombie_goto_point = ( 1161.09, 468.895, -53.413 );
level thread path_exploit_fix_mew( zombie_trigger_origin, zombie_trigger_radius, zombie_trigger_height, player_trigger_origin, player_trigger_radius, zombie_goto_point );
zombie_trigger_origin2 = ( 1161.09, 468.895, -53.413 );
zombie_trigger_radius2 = 50;
zombie_trigger_height2 = 50;
player_trigger_origin2 = ( 871.213, 834.678, -68.3978 );
player_trigger_radius2 = 350;
zombie_goto_point2 = ( 1003.13, 846.714, -94.4934 );
level thread path_exploit_fix_mew( zombie_trigger_origin2, zombie_trigger_radius2, zombie_trigger_height2, player_trigger_origin2, player_trigger_radius2, zombie_goto_point2 );
//Second Exploit
level.zombietriggergarage2 = spawn( "trigger_radius", (831.109, 576.997, -56.875), 9, 160, 160 );
level.zombietriggergarage2 setteamfortrigger( level.zombie_team );
while ( 1 )
{
level.zombietriggergarage2 waittill( "trigger", who );
who dodamage( who.health + 666, who.origin);
spawner = random( level.zombie_spawners );
spawn_point = level.zombie_spawn_locations[ randomint( level.zombie_spawn_locations.size ) ];
ai = spawn_zombie( spawner, spawner.targetname, spawn_point );
}
}
path_exploit_fix_mew( zombie_trigger_origin, zombie_trigger_radius, zombie_trigger_height, player_trigger_origin, player_trigger_radius, zombie_goto_point )
{
level endon( "spawn_teleport_fx" );
spawnflags = 9;
zombie_trigger = spawn( "trigger_radius", zombie_trigger_origin, spawnflags, zombie_trigger_radius, zombie_trigger_height );
zombie_trigger setteamfortrigger( level.zombie_team );
while ( 1 )
{
zombie_trigger waittill( "trigger", who );
if ( !is_true( who.reroute ) )
{
who thread exploit_reroute( zombie_trigger, player_trigger_origin, player_trigger_radius, zombie_goto_point );
}
}
}
onconnectNightVisuals()
{
level endon("end_game");
self endon( "disconnect" );
self waittill( "spawned_player" );
self setclientdvar( "r_exposureValue", 6.2 );
self setclientdvar( "r_skyColorTemp", 25000 );
self setclientdvar( "r_sky_intensity_factor0", 1.8 );
self setclientdvar( "r_lighttweaksunlight", 30 );
self setclientdvar( "vc_rgbh", "0 0 1 0.1" );
self setclientdvar( "vc_rgbl", "0 0 4 1" );
self setclientdvar( "r_lighttweaksuncolor", "0.2 0.2 0.9" );
self setClientDvar( "r_lodBiasRigid", -1000 );
self setClientDvar( "r_lodBiasSkinned", -1000 );
self setClientDvar( "r_filmuseTweaks", 1 );
self setClientDvar( "vc_fsm", "1 1 1 1" );
self setClientDvar( "r_bloomtweaks", 1 );
self setClientDvar( "com_maxfps", 0 );
self setClientDvar( "r_dof_enable", 0 );
}
onplayerconnect()
{
level endon( "normal_join_disabled" );
level endon( "end_game" );
while ( true )
{
level waittill( "connected", player );
player thread onplayerspawned();
player thread spawn_if_round_one();
if ( !level.night_mode_active )
{
player thread load_visuals();
}
if ( level.night_mode_active )
{
player thread onconnectNightVisuals();
}
//player thread never_run_out_of_breath();
player thread fadecrosshairOnJump();
player thread levelragdoll();
player thread staticPhaseText();
player thread pAnglesOnSpawn();
player thread nukecore_warning(); // rocket coming to mars danger text
//for coop servers
//player thread texture_reminder();
}
}
onplayerspawned()
{
self endon( "disconnect" );
level endon( "end_game" );
self.firstSpawn = true;
while( true )
{
self waittill( "spawned_player" );
if ( self.firstSpawn )
{
self.score = 500; //500
self.firstSpawn = false;
self giveweapon("beretta93r_zm");
self givemaxammo("beretta93r_zm");
}
wait .1;
self.perk_reminder = 0;
self.perk_count = 0;
self.num_perks = 0;
self thread perkboughtcheck();
//never_run_out_of_breath();
}
}
texture_reminder() //only for server hosters
{
level endon("end_game");
self endon("disconnect");
self waittill("spawned_player");
self.textureminder = createfontstring("Objective", 1.8);
self.textureminder setpoint("MIDDLE", "MIDDLE", "MIDDLE", "MIDDLE");
self.textureminder.color = ( 1, 1, 1 );
self.textureminder settext("Please make sure to have the ^5custom textures ^7& ^6custom audio files^7 installed before you play on this server! \nYou can download the ^3City Of Mars^7 mod from the plutonium forums");
self.textureminder.alpha = 0;
wait(3);
self.textureminder fadeovertime(1.5);
self.textureminder.alpha = 0.92;
wait(8.5);
self.textureminder fadeovertime(1.8);
self.textureminder.alpha = 0;
self.x = 0;
self.y = 0;
wait(1);
}