Advertisement
Guest User

Untitled

a guest
Sep 23rd, 2017
62
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C++ 4.30 KB | None | 0 0
  1. #include maps\_utility;
  2. #include common_scripts\utility;
  3. #include maps\_zombiemode_utility;
  4.  
  5. key_load()
  6. {
  7.     level.keyfound = [];
  8.    
  9.     for(i = 1; i < 4; i++)
  10.     {
  11.         level.keyfound[i] = false;
  12.     }
  13.    
  14.     level.debug["key_pickup"] = true; // debug
  15.     for(i = 1; i < 4; i++)
  16.     {
  17.         thread doors(i);
  18.     }
  19.    
  20.     thread master_door();
  21.    
  22.     // key1 = getEnt("m64c_key1", "targetname");
  23.     // key2 = getEnt("m64c_key2", "targetname");
  24.     // key3 = getEnt("m64c_key3", "targetname");
  25.    
  26.     key1_trigger = [];
  27.     for(i = 1; i < 4; i++)
  28.     {
  29.         key1_trigger[i] = getEnt("key1_trigger"+i, "targetname");
  30.         key1_trigger[i] setCursorHint("HINT_NOICON");
  31.         wait(1);
  32.     }
  33.     rand = randomInt(3) + 1;
  34.     key1_trigger[rand] setHintString("Press and hold &&1 to pick up the key");
  35.     i = 1;
  36.     thread keys(key1_trigger[rand], i);
  37.    
  38.     key2_trigger = [];
  39.     for(i = 1; i < 4; i++)
  40.     {
  41.         key2_trigger[i] = getEnt("key2_trigger"+i, "targetname");
  42.         key2_trigger[i] setCursorHint("HINT_NOICON");
  43.         wait(1);
  44.     }
  45.     rand1 = randomInt(3) + 1;
  46.     key2_trigger[rand1] setHintString("Press and hold &&1 to pick up the key");
  47.     i++;
  48.     thread keys(key2_trigger[rand1], i);
  49.    
  50.     key3_trigger = [];
  51.     for(i = 1; i < 4; i++)
  52.     {
  53.         key3_trigger[i] = getEnt("key3_trigger"+i, "targetname");
  54.         key3_trigger[i] setCursorHint("HINT_NOICON");
  55.         wait(1);
  56.     }
  57.     rand2 = randomInt(3) + 1;
  58.     key3_trigger[rand2] setHintString("Press and hold &&1 to pick up the key");
  59.     i++;
  60.     thread keys(key3_trigger[rand2], i);
  61. }
  62.  
  63. keys(key, i)
  64. {
  65.     key waittill("trigger", player);
  66.     key setHintString ("");
  67.     level.keyfound[i] = true;
  68.     if(i > 1)
  69.     {
  70.         level waittill("door"+i+"_active");
  71.         wait(0.5);
  72.     }
  73.     level notify("key"+i+"_found");
  74.     if(level.debug["key_pickup"])
  75.         iPrintLn("key"+i+"found"); 
  76. }
  77.  
  78. doors(i)
  79. {
  80.     m64c_door = [];
  81.     m64c_door_trigger = [];
  82.     m64c_nextdoor_trigger = [];
  83.    
  84.     m64c_door[i] = getEnt("m64c_door"+i, "targetname");
  85.    
  86.     m64c_door_trigger[i] = getEnt("m64c_door"+i+"_trigger", "targetname");
  87.     m64c_door_trigger[i] setCursorHint("HINT_NOICON");
  88.    
  89.     if(i < 3)
  90.     {
  91.         m64c_nextdoor_trigger[i] = getEnt("m64c_nextdoor"+i, "targetname");
  92.         m64c_nextdoor_trigger[i] setCursorHint("HINT_NOICON");
  93.         m64c_nextdoor_trigger[i] setHintString("Press and hold &&1 to activate the next door");
  94.     }
  95.    
  96.     if(i > 1)
  97.     {
  98.         m64c_door_trigger[i] setHintString("You need to activate this door");
  99.         level waittill("door"+i+"_active");
  100.         if(level.debug["key_pickup"])
  101.             iPrintLn("Door Active");
  102.         if(level.keyfound[i] == false)
  103.         {
  104.             m64c_door_trigger[i] setHintString("You need the key to unlock this door");
  105.             level waittill("key"+i+"_found");
  106.             m64c_door_trigger[i] setHintString("Press and hold &&1 to open the door");
  107.         }else
  108.         {
  109.             m64c_door_trigger[i] setHintString("Press and hold &&1 to open the door");
  110.         }
  111.         m64c_door_trigger[i] waittill("trigger", player);
  112.         m64c_door_trigger[i] setHintString("");
  113.         if(level.debug["key_pickup"])
  114.             iPrintLn("Door triggered");
  115.         m64c_door[i] moveZ(-144, 2);
  116.         m64c_door[i] waittill ("movedone");
  117.     }
  118.    
  119.     if(i == 1)
  120.     {
  121.         m64c_door_trigger[i] setHintString("You need the key to unlock this door");
  122.         level waittill("key"+i+"_found");
  123.         m64c_door_trigger[i] setHintString("Press and hold &&1 to open the door");
  124.         m64c_door_trigger[i] waittill("trigger", player);
  125.         m64c_door_trigger[i] setHintString("");
  126.         if(level.debug["key_pickup"])
  127.             iPrintLn("Door triggered");
  128.         m64c_door[i] moveZ(-144, 2);
  129.         m64c_door[i] waittill ("movedone");
  130.     }
  131.    
  132.     if(i > 1)
  133.     {
  134.        
  135.     }
  136.    
  137.     key_switch = [];
  138.    
  139.     if(i == 1)
  140.     {
  141.         m64c_nextdoor_trigger[i] waittill("trigger", player);
  142.         key_switch[i] = getEnt("switch"+i, "targetname");
  143.         key_switch[i] rotatepitch(90, 1);
  144.         m64c_nextdoor_trigger[i] setHintString("");
  145.         j = i + 1;
  146.         level notify("door"+j+"_active");
  147.     }
  148.    
  149.     if(i == 3)
  150.     {
  151.         md_utrigger = getEnt("md_utrigger", "targetname");
  152.         md_utrigger setCursorHint("HINT_NOICON");
  153.         md_utrigger setHintString("Press and hold &&1 to activate the master door");
  154.         md_utrigger waittill("trigger", player);
  155.         level notify("master_door_active");
  156.     }
  157. }
  158.  
  159. master_door()
  160. {
  161.     masterdoor = getEnt("master_door", "targetname");
  162.     masterdoor_trigger = getEnt("master_door_trigger", "targetname");
  163.     masterdoor_trigger setCursorHint("HINT_NOICON");
  164.     level waittill("master_door_active");
  165.     masterdoor_trigger waittill("trigger", player);
  166.     masterdoor moveZ(-144, 2);
  167. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement