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alexbegt

Untitled

Aug 30th, 2017
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  1. #include maps\_utility;
  2. #include common_scripts\utility;
  3. #include maps\_zombiemode_utility;
  4. #include animscripts\zombie_Utility;
  5.  
  6.  
  7. main_start()
  8. {
  9. SetSavedDvar( "sm_sunShadowSmallScriptPS3OnlyEnable", true );
  10.  
  11. PreCacheModel("collision_wall_512x512x10");
  12. PreCacheModel("collision_geo_64x64x256");
  13. }
  14.  
  15.  
  16. main_end()
  17. {
  18. // fix for pathing below player at drop offs.
  19. SetSavedDvar( "zombiemode_path_minz_bias", 40 );
  20.  
  21. // kill brushes under stairs.
  22. maps\_zombiemode::spawn_kill_brush( (-866, 634, -219), 100, 60 );
  23. maps\_zombiemode::spawn_kill_brush( (-686, 634, -219), 100, 128 );
  24.  
  25. maps\_zombiemode::spawn_kill_brush( (846, 634, -219), 100, 60 );
  26. maps\_zombiemode::spawn_kill_brush( (676, 634, -219), 100, 128 );
  27.  
  28. //cliff hanging kill brush.
  29. maps\_zombiemode::spawn_kill_brush( (-866, -19, -380), 128, 64 );
  30.  
  31. // above ceiling of biodome:
  32. maps\_zombiemode::spawn_kill_brush( (-232, 7120, 1536), 2048, 1024 );
  33.  
  34. biodome_clip1 = spawn("script_model", (-646, 6427, 1277));
  35. biodome_clip1 setmodel("collision_wall_512x512x10");
  36. biodome_clip1.angles = (0, 71.2, 0);
  37. biodome_clip1 Hide();
  38.  
  39. biodome_clip2 = spawn("script_model", (-102, 5745, 1277));
  40. biodome_clip2 setmodel("collision_wall_512x512x10");
  41. biodome_clip2.angles = (0, 322.4, 0);
  42. biodome_clip2 Hide();
  43.  
  44. // teleporter area collision fix.
  45. collision = spawn("script_model", (377, 3464, 244));
  46. collision setmodel("collision_wall_512x512x10");
  47. collision.angles = (0, 298, 0);
  48. collision Hide();
  49.  
  50. collision2 = spawn("script_model", (1231, 4536, 186));
  51. collision2 setmodel("collision_geo_64x64x256");
  52. collision2.angles = (0, 0, 0);
  53. collision2 Hide();
  54.  
  55. level thread force_player_move_init();
  56. level thread force_not_prone_init();
  57. }
  58.  
  59. force_player_move_init()
  60. {
  61. trig_radius = 32;
  62. trig_height = 128;
  63.  
  64. moveit_trig1 = Spawn( "trigger_radius", (530, 7433, 135), 0, trig_radius, trig_height );
  65. moveit_trig1 thread force_player_move();
  66.  
  67. moveit_trig2 = Spawn( "trigger_radius", (-8, 6735, 166), 0, trig_radius, trig_height );
  68. moveit_trig2 thread force_player_move();
  69.  
  70. moveit_trig3 = Spawn( "trigger_radius", (1.2, 5548.6, 171), 0, trig_radius, trig_height );
  71. moveit_trig3 thread force_player_move();
  72. }
  73.  
  74. force_player_move()
  75. {
  76. while(true)
  77. {
  78. self waittill("trigger",who);
  79.  
  80. if(IsPlayer(who))
  81. {
  82. who setorigin( self.origin + (-40, -40, 0));
  83. }
  84. wait(2);
  85. }
  86. }
  87.  
  88. force_not_prone_init()
  89. {
  90. moveit_trig1 = Spawn( "trigger_radius", (44, 3725, -464), 0, 96, 128 );
  91. moveit_trig1 thread force_not_prone();
  92.  
  93. moveit_trig2 = Spawn( "trigger_radius", (-794, 7672, 132), 0, 128, 128 );
  94. moveit_trig2 thread force_not_prone();
  95. }
  96.  
  97. force_not_prone()
  98. {
  99. while(true)
  100. {
  101. self waittill("trigger",who);
  102.  
  103. if(IsPlayer(who))
  104. {
  105. if( who getstance() == "prone")
  106. {
  107. who SetStance("crouch");
  108. }
  109. who setorigin( self.origin + (0, -80, 0));
  110. }
  111.  
  112. wait(2);
  113. }
  114. }
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