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nazi_zombie_the_escape.gsc

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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" );
  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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