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Jan 31st, 2013
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  1. #include common_scripts\utility;
  2. #include maps\_utility;
  3. #include maps\_zombiemode_utility;
  4. #include maps\_zombiemode_zone_manager;
  5. #include maps\_music;
  6. #include maps\dlc3_code;
  7. #include maps\dlc3_teleporter;
  8.  
  9. main()
  10. {
  11. level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
  12.  
  13. // Must Change These To Your Maps
  14. level.DLC3.createArt = maps\createart\nazi_zombie_333_art::main;
  15. level.DLC3.createFX = maps\createfx\nazi_zombie_333_fx::main;
  16. level.DLC3.myFX = ::preCacheMyFX;
  17.  
  18. /*--------------------
  19. FX
  20. ----------------------*/
  21. DLC3_FX();
  22.  
  23. /*--------------------
  24. LEVEL VARIABLES
  25. ----------------------*/
  26.  
  27. // Variable Containing Helpful Text For Modders -- Don't Remove
  28. level.modderHelpText = [];
  29.  
  30. //
  31. // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
  32. //
  33.  
  34. // Edit The Value In Mod.STR For Your Level Introscreen Place
  35. level.DLC3.introString = &"MOD_INTRO";
  36.  
  37. // Weapons. Pointer function automatically loads weapons used in Der Riese.
  38. level.DLC3.weapons = maps\dlc3_code::include_weapons;
  39.  
  40. // Power Ups. Pointer function automatically loads power ups used in Der Riese.
  41. level.DLC3.powerUps = maps\dlc3_code::include_powerups;
  42.  
  43. // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
  44. level.DLC3.perk_altMeleeDamage = 1000;
  45.  
  46. // Adjusts barrier search override. Stock is 400.
  47. level.DLC3.barrierSearchOverride = 400;
  48.  
  49. // Adjusts power up drop max per round. Stock is 3.
  50. level.DLC3.powerUpDropMax = 3;
  51.  
  52. // _loadout Variables
  53. level.DLC3.useCoopHeroes = true;
  54.  
  55. // Bridge Feature
  56. level.DLC3.useBridge = false;
  57.  
  58. // Hell Hounds
  59. level.DLC3.useHellHounds = true;
  60.  
  61. // Mixed Rounds
  62. level.DLC3.useMixedRounds = true;
  63.  
  64. // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
  65. boxArray = [];
  66. boxArray[ boxArray.size ] = "start_chest";
  67. boxArray[ boxArray.size ] = "chest1";
  68. boxArray[ boxArray.size ] = "chest2";
  69. boxArray[ boxArray.size ] = "chest3";
  70. boxArray[ boxArray.size ] = "chest4";
  71. boxArray[ boxArray.size ] = "chest5";
  72. level.DLC3.PandoraBoxes = boxArray;
  73.  
  74. // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
  75. zones = [];
  76. zones[ zones.size ] = "start_zone";
  77. level.DLC3.initialZones = zones;
  78.  
  79. // Electricity Switch -- If False Map Will Start With Power On
  80. level.DLC3.useElectricSwitch = true;
  81.  
  82. // Electric Traps
  83. level.DLC3.useElectricTraps = true;
  84.  
  85. // _zombiemode_weapons Variables
  86. level.DLC3.usePandoraBoxLight = true;
  87. level.DLC3.useChestPulls = true;
  88. level.DLC3.useChestMoves = true;
  89. level.DLC3.useWeaponSpawn = true;
  90. level.DLC3.useGiveWeapon = true;
  91.  
  92. // _zombiemode_spawner Varibles
  93. level.DLC3.riserZombiesGoToDoorsFirst = true;
  94. level.DLC3.riserZombiesInActiveZonesOnly = true;
  95. level.DLC3.assureNodes = true;
  96.  
  97. // _zombiemode_perks Variables
  98. level.DLC3.perksNeedPowerOn = true;
  99.  
  100. // _zombiemode_devgui Variables
  101. level.DLC3.powerSwitch = true;
  102.  
  103. // Snow Feature
  104. level.DLC3.useSnow = false;
  105.  
  106. /*--------------------
  107. FUNCTION CALLS - PRE _Load
  108. ----------------------*/
  109. level thread DLC3_threadCalls();
  110.  
  111. /*--------------------
  112. ZOMBIE MODE
  113. ----------------------*/
  114. [[level.DLC3.weapons]]();
  115. [[level.DLC3.powerUps]]();
  116. maps\_zombiemode::main();
  117.  
  118. /*--------------------
  119. FUNCTION CALLS - POST _Load
  120. ----------------------*/
  121. level.zone_manager_init_func = ::dlc3_zone_init;
  122. level thread DLC3_threadCalls2();
  123. }
  124.  
  125. dlc3_zone_init()
  126. {
  127. /*
  128. =============
  129. ///ScriptDocBegin
  130. "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
  131. "Summary: Sets up adjacent zones."
  132. "MandatoryArg: <zone_1>: Name of first Info_Volume"
  133. "MandatoryArg: <zone_2>: Name of second Info_Volume"
  134. "MandatoryArg: <flag>: Flag to be set to initiate zones"
  135. "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
  136. "Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
  137. ///ScriptDocEnd
  138. =============
  139. */
  140.  
  141. // Outside East Door
  142. //add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
  143. }
  144.  
  145. preCacheMyFX()
  146. {
  147. // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
  148.  
  149. level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
  150. }
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