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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_artest_art::main;
  29. level.DLC3.createFX = maps\createfx\nazi_zombie_artest_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. maps\_zombiemode::main();
  128. ArcadeRetro = getentarray( "tesla_free","targetname" );// u can place multilple trigs thruought ye map with this name
  129. array_thread( ArcadeRetro,::ArcadeRetro );
  130.  
  131. /*--------------------
  132. FUNCTION CALLS - POST _Load
  133. ----------------------*/
  134. level.zone_manager_init_func = ::dlc3_zone_init;
  135. level thread DLC3_threadCalls2();
  136.  
  137. }
  138.  
  139. dlc3_zone_init()
  140. {
  141.  
  142. add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
  143. add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
  144. /*
  145. =============
  146. ///ScriptDocBegin
  147. "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
  148. "Summary: Sets up adjacent zones."
  149. "MandatoryArg: <zone_1>: Name of first Info_Volume"
  150. "MandatoryArg: <zone_2>: Name of second Info_Volume"
  151. "MandatoryArg: <flag>: Flag to be set to initiate zones"
  152. "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
  153. "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
  154. ///ScriptDocEnd
  155. =============
  156. */
  157.  
  158. // Outside East Door
  159. //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
  160. }
  161. ArcadeRetro()
  162. {
  163. self endon("disconnect");
  164. self setCursorHint("HINT_NOICON");
  165. self UseTriggerRequireLookAt();
  166. self setHintString("("FRENZY IS AVAILABLE. Press &&1 to use");
  167. player = undefined;
  168. while(true)
  169. {
  170. self waittill("trigger",player);
  171. //self setHintString("("FRENZY UNAVAILABLE...");// optional
  172. player = get_players();
  173. for(i=0;i<player.size;i++)
  174. {
  175. player[i] SetClientDvar( "cg_fov", "100" );
  176. player[i] SetMoveSpeedScale( 3 );
  177. }
  178. wait(0.5);
  179. //self setHintString("FRENZY IS AVAILABLE. Press &&1 to use");// optional
  180. }
  181. self thread ArcadeRetro();
  182. /// this is maybe 1 way u can do it ir atleast an idea on how to set things up////
  183. }
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