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Jul 28th, 2017
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  1. CreateBotWave( )
  2. {
  3. level endon("game_ended");
  4.  
  5. level.Wave++;
  6. level.BotsForWave = (50 * level.Wave);
  7. level.RealSpawnedBots = 0;
  8. level.zState = "playing";
  9.  
  10. level thread ZombieMarkers();
  11.  
  12. level notify("crate_gone");
  13.  
  14. player = undefined;
  15. for(i=0;i<level.players.size;i++)
  16. {
  17. player = level.players[i];
  18. player iPrintLnBold("^1Total: ^2" + level.BotsForWave + " ^1Zombies dans cette Vague");
  19. player PlayLocalSound("uin_alert_lockon_start");
  20. }
  21.  
  22. for( i = 0; i < level.BotsForWave; i++ )
  23. {
  24. while(self thread ZombieCount() >= 25)
  25. wait 3;
  26.  
  27. if(level.RealSpawnedBots < level.BotsForWave)
  28. level.RealSpawnedBots++;
  29.  
  30. level.bots[i] = spawn("script_model", GetMapSpawnPoint());
  31. level.bots[i] setModel(GetSpawnModel());
  32.  
  33. level.bots[i].crate1 = spawn("script_model", level.bots[i].origin + (0,0,0) );
  34. level.bots[i].crate1 setModel(level.crateModelFriendly);
  35. level.bots[i].crate1.angles = (90,0,0);
  36. level.bots[i].crate1 hide();
  37. level.bots[i].crate1.team = "axis";
  38. level.bots[i].crate1.name = "botCrate" + i;
  39. level.bots[i].crate1 setCanDamage(true);
  40. level.bots[i].crate1.maxhealth = level.ZombieHealth;
  41. level.bots[i].crate1.health = level.ZombieHealth;
  42. level.bots[i].crate1 linkto( level.bots[i] );
  43. level.bots[i].crate1 thread GetBestPlayerAndMoveTo();
  44.  
  45. level.bots[i].hasMarker = false;
  46. level.bots[i].aiteam = "axis";
  47. level.bots[i].team = "axis";
  48. level.bots[i].name = "bot" + i;
  49. level.bots[i].targetname = "bot";
  50. level.bots[i].classname = "bot";
  51. level.bots[i].currentsurface = "default";
  52. level.bots[i].kills = 0;
  53. level.bots[i] thread MonitorAttackPlayers( );
  54. level.bots[i] thread MonitorBotHealth();
  55. //level.bots[i] thread ClampToGround();
  56. level.bots[i] thread GetBestPlayerAndMoveTo();
  57.  
  58. wait 0.3;
  59. }
  60.  
  61. level thread MonitorFinish();
  62. }
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