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zm_test.gsc

Oct 4th, 2016
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  1. #using scripts\codescripts\struct;
  2.  
  3. #using scripts\shared\array_shared;
  4. #using scripts\shared\callbacks_shared;
  5. #using scripts\shared\clientfield_shared;
  6. #using scripts\shared\compass;
  7. #using scripts\shared\exploder_shared;
  8. #using scripts\shared\flag_shared;
  9. #using scripts\shared\laststand_shared;
  10. #using scripts\shared\math_shared;
  11. #using scripts\shared\scene_shared;
  12. #using scripts\shared\util_shared;
  13.  
  14. #insert scripts\shared\shared.gsh;
  15. #insert scripts\shared\version.gsh;
  16.  
  17. #insert scripts\zm\_zm_utility.gsh;
  18.  
  19. #using scripts\zm\_load;
  20. #using scripts\zm\_zm;
  21. #using scripts\zm\_zm_audio;
  22. #using scripts\zm\_zm_powerups;
  23. #using scripts\zm\_zm_utility;
  24. #using scripts\zm\_zm_weapons;
  25. #using scripts\zm\_zm_zonemgr;
  26.  
  27. #using scripts\shared\ai\zombie_utility;
  28.  
  29. //Perks
  30. #using scripts\zm\_zm_pack_a_punch;
  31. #using scripts\zm\_zm_pack_a_punch_util;
  32. #using scripts\zm\_zm_perk_additionalprimaryweapon;
  33. #using scripts\zm\_zm_perk_doubletap2;
  34. #using scripts\zm\_zm_perk_deadshot;
  35. #using scripts\zm\_zm_perk_juggernaut;
  36. #using scripts\zm\_zm_perk_quick_revive;
  37. #using scripts\zm\_zm_perk_sleight_of_hand;
  38. #using scripts\zm\_zm_perk_staminup;
  39. #using scripts\zm\_zm_perk_electric_cherry;
  40.  
  41. //Powerups
  42. #using scripts\zm\_zm_powerup_double_points;
  43. #using scripts\zm\_zm_powerup_carpenter;
  44. #using scripts\zm\_zm_powerup_fire_sale;
  45. #using scripts\zm\_zm_powerup_free_perk;
  46. #using scripts\zm\_zm_powerup_full_ammo;
  47. #using scripts\zm\_zm_powerup_insta_kill;
  48. #using scripts\zm\_zm_powerup_nuke;
  49. //#using scripts\zm\_zm_powerup_weapon_minigun;
  50.  
  51. //Traps
  52. #using scripts\zm\_zm_trap_electric;
  53.  
  54. #using scripts\zm\zm_usermap;
  55.  
  56. //Custom Scripts
  57. #using scripts\zm\test_script;
  58.  
  59. // NSZ Buyable Ending
  60. #using scripts\_NSZ\nsz_buyable_ending;
  61.  
  62. //*****************************************************************************
  63. // MAIN
  64. //*****************************************************************************
  65.  
  66. function main()
  67. {
  68.    
  69.     level thread buyable_ending::init();
  70.     zm_usermap::main();
  71.     startingWeapon = "pistol_burst";
  72.     weapon = getWeapon(startingWeapon);
  73.     level.start_weapon = (weapon);
  74.    
  75.     level.has_richtofen = true;
  76.     level.perk_purchase_limit = 50;
  77.     level._zombie_custom_add_weapons =&custom_add_weapons;
  78.    
  79.     //Setup the levels Zombie Zone Volumes
  80.     level.zones = [];
  81.     level.zone_manager_init_func =&usermap_test_zone_init;
  82.     init_zones[0] = "start_zone";
  83.     level thread zm_zonemgr::manage_zones( init_zones );
  84.  
  85.     level.pathdist_type = PATHDIST_ORIGINAL;
  86.     level.player_starting_points = 500000;
  87. }
  88. function init(){
  89.     callback::on_connect( &on_player_connect );
  90.     callback::on_spawned( &on_player_spawned );
  91. }
  92. function on_player_connect(){
  93.         //do stuff each time a player connects
  94. }
  95. function on_player_spawned(){
  96.     iPrintLnBold("hi");
  97. }
  98. function usermap_test_zone_init()
  99. {
  100.     // To Zone 2 from start_zone
  101.     zm_zonemgr::add_adjacent_zone( "start_zone",        "zone2",    "enter_zone2" );
  102. }  
  103.  
  104. function custom_add_weapons()
  105. {
  106.     zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
  107. }
  108.  
  109.  
  110. function set_exert_id()
  111. {
  112.     self endon("disconnect");
  113.    
  114.     util::wait_network_frame();
  115.     util::wait_network_frame();
  116.    
  117.     self zm_audio::SetExertVoice(self.characterIndex + 1);
  118. }
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