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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.
- 19.
- // DLC3 Utilities
- 20.
- #include maps\dlc3_code;
- 21.
- #include maps\dlc3_teleporter;
- 22.
- 23.
- main()
- 24.
- {
- 25.
- level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
- 26.
- 27.
- // Must Change These To Your Maps
- 28.
- level.DLC3.createArt = maps\createart\nazi_zombie_the_escape_art::main;
- 29.
- level.DLC3.createFX = maps\createfx\nazi_zombie_the_escape_fx::main;
- 30.
- // level.DLC3.myFX = ::preCacheMyFX;
- 31.
- 32.
- /*--------------------
- 33.
- FX
- 34.
- ----------------------*/
- 35.
- DLC3_FX();
- 36.
- 37.
- /*--------------------
- 38.
- LEVEL VARIABLES
- 39.
- ----------------------*/
- 40.
- 41.
- // Variable Containing Helpful Text For Modders -- Don't Remove
- 42.
- level.modderHelpText = [];
- 43.
- 44.
- //
- 45.
- // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
- 46.
- //
- 47.
- 48.
- // Edit The Value In Mod.STR For Your Level Introscreen Place
- 49.
- level.DLC3.introString = &"nazi zombie tes";
- 50.
- 51.
- // Weapons. Pointer function automatically loads weapons used in Der Riese.
- 52.
- level.DLC3.weapons = maps\dlc3_code::include_weapons;
- 53.
- 54.
- // Power Ups. Pointer function automatically loads power ups used in Der Riese.
- 55.
- level.DLC3.powerUps = maps\dlc3_code::include_powerups;
- 56.
- 57.
- // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
- 58.
- level.DLC3.perk_altMeleeDamage = 1000;
- 59.
- 60.
- // Adjusts barrier search override. Stock is 400.
- 61.
- level.DLC3.barrierSearchOverride = 400;
- 62.
- 63.
- // Adjusts power up drop max per round. Stock is 3.
- 64.
- level.DLC3.powerUpDropMax = 3;
- 65.
- 66.
- // _loadout Variables
- 67.
- level.DLC3.useCoopHeroes = true;
- 68.
- 69.
- // Bridge Feature
- 70.
- level.DLC3.useBridge = false;
- 71.
- 72.
- // Hell Hounds
- 73.
- level.DLC3.useHellHounds = true;
- 74.
- 75.
- // Mixed Rounds
- 76.
- level.DLC3.useMixedRounds = true;
- 77.
- 78.
- // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
- 79.
- boxArray = [];
- 80.
- boxArray[ boxArray.size ] = "start_chest";
- 81.
- boxArray[ boxArray.size ] = "chest1";
- 82.
- boxArray[ boxArray.size ] = "chest2";
- 83.
- boxArray[ boxArray.size ] = "chest3";
- 84.
- boxArray[ boxArray.size ] = "chest4";
- 85.
- boxArray[ boxArray.size ] = "chest5";
- 86.
- level.DLC3.PandoraBoxes = boxArray;
- 87.
- 88.
- // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
- 89.
- zones = [];
- 90.
- zones[ zones.size ] = "start_zone";
- 91.
- level.DLC3.initialZones = zones;
- 92.
- 93.
- // Electricity Switch -- If False Map Will Start With Power On
- 94.
- level.DLC3.useElectricSwitch = true;
- 95.
- 96.
- // Electric Traps
- 97.
- level.DLC3.useElectricTraps = true;
- 98.
- 99.
- // _zombiemode_weapons Variables
- 100.
- level.DLC3.usePandoraBoxLight = true;
- 101.
- level.DLC3.useChestPulls = true;
- 102.
- level.DLC3.useChestMoves = true;
- 103.
- level.DLC3.useWeaponSpawn = true;
- 104.
- level.DLC3.useGiveWeapon = true;
- 105.
- 106.
- // _zombiemode_spawner Varibles
- 107.
- level.DLC3.riserZombiesGoToDoorsFirst = true;
- 108.
- level.DLC3.riserZombiesInActiveZonesOnly = true;
- 109.
- level.DLC3.assureNodes = true;
- 110.
- 111.
- // _zombiemode_perks Variables
- 112.
- level.DLC3.perksNeedPowerOn = true;
- 113.
- 114.
- // _zombiemode_devgui Variables
- 115.
- level.DLC3.powerSwitch = true;
- 116.
- 117.
- /*--------------------
- 118.
- FUNCTION CALLS - PRE _Load
- 119.
- ----------------------*/
- 120.
- level thread DLC3_threadCalls();
- 121.
- 122.
- /*--------------------
- 123.
- ZOMBIE MODE
- 124.
- ----------------------*/
- 125.
- [[level.DLC3.weapons]]();
- 126.
- [[level.DLC3.powerUps]]();
- 127.
- //////////////////////////////////////////////////
- 128.
- //Music Player .gsc
- 129.
- //////////////////////////////////////////////////
- 130.
- preCacheModel ("zombie_zapper_cagelight_green");
- 131.
- game["tom_music_player"] = "tom_music_player";
- 132.
- PrecacheMenu( game["tom_music_player"] );
- 133.
- level thread maps\tom_music_player_unl::main();
- 134.
- preCacheFX();
- 135.
- maps\_zombiemode::main();
- 136.
- maps\planes::main();
- 137.
- 138.
- /*--------------------
- 139.
- FUNCTION CALLS - POST _Load
- 140.
- ----------------------*/
- 141.
- level.zone_manager_init_func = ::dlc3_zone_init;
- 142.
- level thread DLC3_threadCalls2();
- 143.
- thread para_egg();
- 144.
- thread make_fx();
- 145.
- thread maps\_kinostyle_teleporter::init();
- 146.
- }
- 147.
- 148.
- // Paragalor's easter egg function
- 149.
- para_egg()
- 150.
- {
- 151.
- trig = getEnt("para_eggtrig", "targetname");
- 152.
- trig UseTriggerRequireLookAt();
- 153.
- trig SetCursorHint( "HINT_NOICON" );
- 154.
- trig waittill ("trigger");
- 155.
- trig delete();
- 156.
- players = get_players();
- 157.
- for( i = 0; i < players.size; i++ )
- 158.
- players[i] playsound("para_egg");
- 159.
- }
- 160.
- 161.
- dlc3_zone_init()
- 162.
- {
- 163.
- 164.
- add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
- add_adjacent_zone( "start_zone", "zone2", "enter_zone2" );
- 165.
- add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
- 166.
- add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
- 167.
- add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
- 168.
- /*
- 169.
- =============
- 170.
- ///ScriptDocBegin
- 171.
- "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
- 172.
- "Summary: Sets up adjacent zones."
- 173.
- "MandatoryArg: <zone_1>: Name of first Info_Volume"
- 174.
- "MandatoryArg: <zone_2>: Name of second Info_Volume"
- 175.
- "MandatoryArg: <flag>: Flag to be set to initiate zones"
- 176.
- "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
- 177.
- "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
- 178.
- ///ScriptDocEnd
- 179.
- =============
- 180.
- */
- 181.
- 182.
- // Outside East Door
- 183.
- //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
- 184.
- }
- 185.
- 186.
- make_fx() {
- 187.
- 188.
- setup_fx(false, (264, -1552, -56), "electrical1");
- 189.
- 190.
- }
- 191.
- 192.
- setup_fx(tag, loc, effect) {
- 193.
- if(tag) {
- 194.
- model = spawn("script_model", self.origin);
- 195.
- model setmodel("tag_origin");
- 196.
- play_fx(effect, undefined, model);
- 197.
- } else
- 198.
- play_fx(effect, loc, undefined);
- 199.
- }
- 200.
- 201.
- play_fx(effect, loc, model) {
- 202.
- if(!isdefined(level._effect[effect])) {
- 203.
- iPrintLn("Effect is undefined!");
- 204.
- return;
- 205.
- }
- 206.
- 207.
- if(isdefined(model))
- 208.
- playfxontag(level._effect[effect], self, "tag_origin");
- 209.
- else
- 210.
- playfx(level._effect[effect], loc);
- 211.
- }
- 212.
- 213.
- preCacheFX() {
- 214.
- level._effect["electrical1"] = loadfx("env/electrical/fx_elec_sparks_looping");
- 215.
- }
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