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Jul 8th, 2014
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  1. #include maps/mp/zombies/_zm_audio;
  2. #include maps/mp/zombies/_zm_stats;
  3. #include maps/mp/zombies/_zm_weapon_locker;
  4. #include maps/mp/zombies/_zm_blockers;
  5. #include maps/mp/zombies/_zm;
  6. #include maps/mp/zm_transit_distance_tracking;
  7. #include maps/mp/zm_transit;
  8. #include maps/mp/zm_transit_ambush;
  9. #include maps/mp/zm_transit_power;
  10. #include maps/mp/zombies/_zm_banking;
  11. #include maps/mp/zm_transit_ai_screecher;
  12. #include maps/mp/zm_transit_bus;
  13. #include maps/mp/zombies/_zm_equip_electrictrap;
  14. #include maps/mp/zombies/_zm_equip_turret;
  15. #include maps/mp/zombies/_zm_equip_turbine;
  16. #include maps/mp/zm_transit_sq;
  17. #include maps/mp/zm_transit_buildables;
  18. #include maps/mp/zombies/_zm_ai_avogadro;
  19. #include maps/mp/zombies/_zm_ai_screecher;
  20. #include maps/mp/zm_transit_utility;
  21. #include maps/mp/zombies/_zm_buildables;
  22. #include maps/mp/zombies/_zm_weapons;
  23. #include maps/mp/zombies/_zm_utility;
  24. #include maps/mp/zombies/_zm_perks;
  25. #include maps/mp/_utility;
  26. #include common_scripts/utility;
  27. #include maps/mp/gametypes_zm/_hud_util;
  28. #include maps/mp/zombies/_zm_score;
  29. #include maps/mp/zm_transit_classic;
  30.  
  31. //Should be empty.
  32. main_start()
  33. {
  34. }
  35.  
  36. //Place call to your main function here.
  37. main_end()
  38. {
  39. thread onPlayerConnect();
  40. }
  41.  
  42. //Should be empty.
  43. path_exploit_fix( zombie_trigger_origin, zombie_trigger_radius, zombie_trigger_height, player_trigger_origin, player_trigger_radius, zombie_goto_point )
  44. {
  45. }
  46.  
  47. onPlayerConnect()
  48. {
  49. for (;;)
  50. {
  51. level waittill("connected", player);
  52. player thread onPlayerSpawned();
  53. }
  54. }
  55.  
  56. onPlayerSpawned()
  57. {
  58. self waittill("spawned_player");
  59. self thread exampleMonitor();
  60. }
  61.  
  62. exampleMonitor()
  63. {
  64. meleepressed = 0;
  65. pressedstate = 0;
  66. for( ;; )
  67. {
  68. meleepressed = self meleeButtonPressed();
  69. if( meleepressed && !pressedstate ) {
  70.  
  71. ai = getaiarray( level.zombie_team );
  72. i = randomint( ai.size );
  73. ai[i] orientmode( "face point", self.origin );
  74. ai[i] thread removeOrientMode( 5 );
  75.  
  76. iPrintLn( "ok" );
  77. pressedstate = 1;
  78. } else if ( !meleepressed && pressedstate ) {
  79. pressedstate = 0;
  80. }
  81. wait 0.05;
  82. }
  83. }
  84.  
  85. removeOrientMode( time )
  86. {
  87. self notify("remove_orient_mode");
  88. self endon("remove_orient_mode");
  89. self endon("death");
  90.  
  91. wait time;
  92. self orientmode( "face default" );
  93. }
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