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  1. /*
  2. Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
  3. Scripter: Sparks
  4. Tutorial: Sniperbolt
  5.  
  6. Version 1.0 (9/24/2009 7:51:18 PM)
  7. -- Initial Release Of Source Files
  8. */
  9.  
  10. // Tutorial From Sniperbolt!
  11.  
  12. // Utilities
  13. #include common_scripts\utility;
  14. #include maps\_utility;
  15. #include maps\_zombiemode_utility;
  16. #include maps\_zombiemode_zone_manager;
  17. #include maps\_music;
  18. #include maps\sumpf_ammo_box;
  19.  
  20. // DLC3 Utilities
  21. #include maps\dlc3_code;
  22. #include maps\dlc3_teleporter;
  23.  
  24. main()
  25. {
  26. level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
  27.  
  28. // Must Change These To Your Maps
  29. level.DLC3.createArt = maps\createart\Emblem_art::main;
  30. level.DLC3.createFX = maps\createfx\Emblem_fx::main;
  31. // level.DLC3.myFX = ::preCacheMyFX;
  32.  
  33. /*--------------------
  34. FX
  35. ----------------------*/
  36. DLC3_FX();
  37.  
  38. /*--------------------
  39. LEVEL VARIABLES
  40. ----------------------*/
  41.  
  42. // Variable Containing Helpful Text For Modders -- Don't Remove
  43. level.modderHelpText = [];
  44.  
  45. //
  46. // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
  47. //
  48.  
  49. // Edit The Value In Mod.STR For Your Level Introscreen Place
  50. level.DLC3.introString = &"nazi zombie tes";
  51.  
  52. // Weapons. Pointer function automatically loads weapons used in Der Riese.
  53. level.DLC3.weapons = maps\dlc3_code::include_weapons;
  54.  
  55. // Power Ups. Pointer function automatically loads power ups used in Der Riese.
  56. level.DLC3.powerUps = maps\dlc3_code::include_powerups;
  57.  
  58. // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
  59. level.DLC3.perk_altMeleeDamage = 1000;
  60.  
  61. // Adjusts barrier search override. Stock is 400.
  62. level.DLC3.barrierSearchOverride = 400;
  63.  
  64. // Adjusts power up drop max per round. Stock is 3.
  65. level.DLC3.powerUpDropMax = 3;
  66.  
  67. // _loadout Variables
  68. level.DLC3.useCoopHeroes = true;
  69.  
  70. // Bridge Feature
  71. level.DLC3.useBridge = false;
  72.  
  73. // Hell Hounds
  74. level.DLC3.useHellHounds = false;
  75.  
  76. // Mixed Rounds
  77. level.DLC3.useMixedRounds = false;
  78.  
  79. // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
  80. boxArray = [];
  81. boxArray[ boxArray.size ] = "start_chest";
  82. boxArray[ boxArray.size ] = "chest1";
  83. boxArray[ boxArray.size ] = "chest2";
  84. boxArray[ boxArray.size ] = "chest3";
  85. boxArray[ boxArray.size ] = "chest4";
  86. boxArray[ boxArray.size ] = "chest5";
  87. level.DLC3.PandoraBoxes = boxArray;
  88.  
  89. // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
  90. zones = [];
  91. // zones[ zones.size ] = "start_zone";
  92. zones[ zones.size ] = "initial_zone";
  93. level.DLC3.initialZones = zones;
  94.  
  95. // Electricity Switch -- If False Map Will Start With Power On
  96. level.DLC3.useElectricSwitch = true;
  97.  
  98. // Electric Traps
  99. level.DLC3.useElectricTraps = true;
  100.  
  101. // _zombiemode_weapons Variables
  102. level.DLC3.usePandoraBoxLight = true;
  103. level.DLC3.useChestPulls = true;
  104. level.DLC3.useChestMoves = true;
  105. level.DLC3.useWeaponSpawn = true;
  106. level.DLC3.useGiveWeapon = true;
  107.  
  108. // _zombiemode_spawner Varibles
  109. level.DLC3.riserZombiesGoToDoorsFirst = true;
  110. level.DLC3.riserZombiesInActiveZonesOnly = true;
  111. level.DLC3.assureNodes = true;
  112.  
  113. // _zombiemode_perks Variables
  114. level.DLC3.perksNeedPowerOn = true;
  115.  
  116. // _zombiemode_devgui Variables
  117. level.DLC3.powerSwitch = true;
  118.  
  119. /*--------------------
  120. FUNCTION CALLS - PRE _Load
  121. ----------------------*/
  122. level thread DLC3_threadCalls();
  123.  
  124. /*--------------------
  125. ZOMBIE MODE
  126. ----------------------*/
  127. [[level.DLC3.weapons]]();
  128. [[level.DLC3.powerUps]]();
  129. maps\_zombiemode::main();
  130.  
  131. /*--------------------
  132. FUNCTION CALLS - POST _Load
  133. ----------------------*/
  134. level.zone_manager_init_func = ::dlc3_zone_init;
  135. level thread DLC3_threadCalls2();
  136. initammobox();
  137. }
  138.  
  139. dlc3_zone_init()
  140. {
  141.  
  142. add_adjacent_zone( "initial_zone", "kitchen", "enter_kitchen" );
  143. add_adjacent_zone( "kitchen", "bar", "enter_bar" );
  144. add_adjacent_zone( "bar", "outside", "enter_outside" );
  145. add_adjacent_zone( "bar", "study", "enter_study" );
  146. add_adjacent_zone( "outside", "bar", "enter_outside" );
  147. /*
  148. =============
  149. ///ScriptDocBegin
  150. "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
  151. "Summary: Sets up adjacent zones."
  152. "MandatoryArg: <zone_1>: Name of first Info_Volume"
  153. "MandatoryArg: <zone_2>: Name of second Info_Volume"
  154. "MandatoryArg: <flag>: Flag to be set to initiate zones"
  155. "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
  156. "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
  157. ///ScriptDocEnd
  158. =============
  159. */
  160.  
  161. // Outside East Door
  162. //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
  163. }
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