Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /*
- Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
- Scripter: Sparks
- Tutorial: Sniperbolt
- Version 1.0 (9/24/2009 7:51:18 PM)
- -- Initial Release Of Source Files
- */
- // Tutorial From Sniperbolt!
- // Utilities
- #include common_scripts\utility;
- #include maps\_utility;
- #include maps\_zombiemode_utility;
- #include maps\_zombiemode_zone_manager;
- #include maps\_music;
- // DLC3 Utilities
- #include maps\dlc3_code;
- #include maps\dlc3_teleporter;
- main()
- {
- level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
- // Must Change These To Your Maps
- level.DLC3.createArt = maps\createart\nazi_zombie_the_escape_art::main;
- level.DLC3.createFX = maps\createfx\nazi_zombie_the_escape_fx::main;
- // level.DLC3.myFX = ::preCacheMyFX;
- /*--------------------
- FX
- ----------------------*/
- DLC3_FX();
- /*--------------------
- LEVEL VARIABLES
- ----------------------*/
- // Variable Containing Helpful Text For Modders -- Don't Remove
- level.modderHelpText = [];
- //
- // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
- //
- // Edit The Value In Mod.STR For Your Level Introscreen Place
- level.DLC3.introString = &"nazi zombie tes";
- // Weapons. Pointer function automatically loads weapons used in Der Riese.
- level.DLC3.weapons = maps\dlc3_code::include_weapons;
- // Power Ups. Pointer function automatically loads power ups used in Der Riese.
- level.DLC3.powerUps = maps\dlc3_code::include_powerups;
- // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
- level.DLC3.perk_altMeleeDamage = 1000;
- // Adjusts barrier search override. Stock is 400.
- level.DLC3.barrierSearchOverride = 400;
- // Adjusts power up drop max per round. Stock is 3.
- level.DLC3.powerUpDropMax = 3;
- // _loadout Variables
- level.DLC3.useCoopHeroes = true;
- // Bridge Feature
- level.DLC3.useBridge = false;
- // Hell Hounds
- level.DLC3.useHellHounds = true;
- // Mixed Rounds
- level.DLC3.useMixedRounds = true;
- // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
- boxArray = [];
- boxArray[ boxArray.size ] = "start_chest";
- boxArray[ boxArray.size ] = "chest1";
- boxArray[ boxArray.size ] = "chest2";
- boxArray[ boxArray.size ] = "chest3";
- boxArray[ boxArray.size ] = "chest4";
- boxArray[ boxArray.size ] = "chest5";
- level.DLC3.PandoraBoxes = boxArray;
- // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
- zones = [];
- zones[ zones.size ] = "start_zone";
- level.DLC3.initialZones = zones;
- // Electricity Switch -- If False Map Will Start With Power On
- level.DLC3.useElectricSwitch = true;
- // Electric Traps
- level.DLC3.useElectricTraps = true;
- // _zombiemode_weapons Variables
- level.DLC3.usePandoraBoxLight = true;
- level.DLC3.useChestPulls = true;
- level.DLC3.useChestMoves = true;
- level.DLC3.useWeaponSpawn = true;
- level.DLC3.useGiveWeapon = true;
- // _zombiemode_spawner Varibles
- level.DLC3.riserZombiesGoToDoorsFirst = true;
- level.DLC3.riserZombiesInActiveZonesOnly = true;
- level.DLC3.assureNodes = true;
- // _zombiemode_perks Variables
- level.DLC3.perksNeedPowerOn = true;
- // _zombiemode_devgui Variables
- level.DLC3.powerSwitch = true;
- /*--------------------
- FUNCTION CALLS - PRE _Load
- ----------------------*/
- level thread DLC3_threadCalls();
- /*--------------------
- ZOMBIE MODE
- ----------------------*/
- [[level.DLC3.weapons]]();
- [[level.DLC3.powerUps]]();
- //////////////////////////////////////////////////
- //Music Player .gsc
- //////////////////////////////////////////////////
- preCacheModel ("zombie_zapper_cagelight_green");
- game["tom_music_player"] = "tom_music_player";
- PrecacheMenu( game["tom_music_player"] );
- level thread maps\tom_music_player_unl::main();
- preCacheFX();
- maps\_zombiemode::main();
- maps\planes::main();
- /*--------------------
- FUNCTION CALLS - POST _Load
- ----------------------*/
- level.zone_manager_init_func = ::dlc3_zone_init;
- level thread DLC3_threadCalls2();
- thread para_egg();
- thread make_fx();
- thread maps\_kinostyle_teleporter::init();
- }
- // Paragalor's easter egg function
- para_egg()
- {
- trig = getEnt("para_eggtrig", "targetname");
- trig UseTriggerRequireLookAt();
- trig SetCursorHint( "HINT_NOICON" );
- trig waittill ("trigger");
- trig delete();
- players = get_players();
- for( i = 0; i < players.size; i++ )
- players[i] playsound("para_egg");
- }
- dlc3_zone_init()
- {
- add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
- add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
- add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
- add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
- /*
- =============
- ///ScriptDocBegin
- "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
- "Summary: Sets up adjacent zones."
- "MandatoryArg: <zone_1>: Name of first Info_Volume"
- "MandatoryArg: <zone_2>: Name of second Info_Volume"
- "MandatoryArg: <flag>: Flag to be set to initiate zones"
- "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
- "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
- ///ScriptDocEnd
- =============
- */
- // Outside East Door
- //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
- }
- make_fx() {
- setup_fx(false, (264, -1552, -56), "electrical1");
- }
- setup_fx(tag, loc, effect) {
- if(tag) {
- model = spawn("script_model", self.origin);
- model setmodel("tag_origin");
- play_fx(effect, undefined, model);
- } else
- play_fx(effect, loc, undefined);
- }
- play_fx(effect, loc, model) {
- if(!isdefined(level._effect[effect])) {
- iPrintLn("Effect is undefined!");
- return;
- }
- if(isdefined(model))
- playfxontag(level._effect[effect], self, "tag_origin");
- else
- playfx(level._effect[effect], loc);
- }
- preCacheFX() {
- level._effect["electrical1"] = loadfx("env/electrical/fx_elec_sparks_looping");
- }
Advertisement
Add Comment
Please, Sign In to add comment