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coolbunny1234

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Feb 18th, 2013
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  1. #include common_scripts\utility;
  2. #include maps\_utility;
  3. #include maps\_hud_util;
  4. #include maps\_zombiemode_utility;
  5. #using_animtree ("generic_human");
  6.  
  7.  
  8. rise()
  9. {
  10. //model = character\char_ger_honorguard2_zombies::main();
  11. level.monk = spawnstruct();
  12. level.monk = spawn( "script_model",self.origin);
  13. level.monk codescripts\character::setModelFromArray(xmodelalias\char_ger_honorgd_bodyalias::main());
  14. level.monk.headModel = codescripts\character::randomElement(xmodelalias\char_ger_honorgd_zombieheadalias::main());
  15. level.monk attach(level.monk.headModel, "", true);
  16. level.monk.voice = "german";
  17. level.monk.torsoDmg1 = "char_ger_honorgd_body1_g_upclean";
  18. level.monk.torsoDmg2 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_rarmoffalias::main());
  19. level.monk.torsoDmg3 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_larmoffalias::main());
  20. level.monk.torsoDmg4 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_torsoalias::main());
  21. level.monk.torsoDmg5 = "char_ger_honorgd_body1_g_behead";
  22. level.monk.legDmg1 = "char_ger_honorgd_body1_g_lowclean";
  23. level.monk.legDmg2 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_rlegoffalias::main());
  24. level.monk.legDmg3 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_llegoffalias::main());
  25. level.monk.legDmg4 = codescripts\character::randomElement(xmodelalias\char_ger_hnrgrd_body1_g_legsoffalias::main());
  26. level.monk.gibSpawn1 = "char_ger_honorgd_body1_g_rarmspawn";
  27. level.monk.gibSpawnTag1 = "J_Elbow_RI";
  28. level.monk.gibSpawn2 = "char_ger_honorgd_body1_g_larmspawn";
  29. level.monk.gibSpawnTag2 = "J_Elbow_LE";
  30. level.monk.gibSpawn3 = "char_ger_honorgd_body1_g_rlegspawn";
  31. level.monk.gibSpawnTag3 = "J_Knee_RI";
  32. level.monk.gibSpawn4 = "char_ger_honorgd_body1_g_llegspawn";
  33. level.monk.gibSpawnTag4 = "J_Knee_LE";
  34. level.monk.team = "axis";
  35. level.monk.type = "zombie";
  36. level.monk.maxhealth = 9999;
  37. level.monk.health = 9999;
  38. level.monk.dropweapon = true;
  39. level.monk UseAnimTree( #animtree );
  40. level.monk animMode( "gravity" );
  41. level.monk makefakeai();
  42. level.monk setCanDamage( true );
  43. level.monk setContents( 1 );
  44. level.monk.targetname = "zombie";
  45. level.monk.animname = "zombie";
  46. level.monk BeginPrediction();
  47. level.monk pushPlayer(true);
  48. level.monk.pushable = 1;
  49. level.monk.pushable = true;
  50. //level.monk random_tan();
  51. level.monk thread clamp();
  52. level.monk thread maps\_zombiemode_spawner::init();
  53. level.monk thread maps\_zombiemode_spawner::zombie_spawn_init();
  54. level.monk thread maps\_zombiemode_spawner::zombie_think();
  55. level.monk thread maps\_zombiemode_spawner::init_gib_tags();
  56. level.monk thread maps\_zombiemode_spawner::zombie_gib_on_damage();
  57. level.monk thread maps\_zombiemode_spawner::get_desired_origin();
  58. level.monk thread maps\_zombiemode_spawner::zombie_setup_attack_properties();
  59. level.monk thread maps\_zombiemode_spawner::find_flesh();
  60. level.monk thread maps\_zombiemode_spawner::zombie_pathing();
  61. level.monk thread maps\_zombiemode_spawner::zombie_follow_enemy();
  62. level.monk thread maps\_zombiemode_spawner::zombie_assure_node();
  63. level.monk thread maps\_zombiemode_spawner::set_zombie_run_cycle();
  64. level.monk thread animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
  65. for(;;)
  66. {
  67. dist1=45;
  68. if(level.monk.origin!=self.origin)
  69. {
  70. level.monk moveto(self.origin,7);
  71. level.monk.target = self.targetname;
  72. level.monk.angles = VectorToAngles(self.origin - level.monk.origin);
  73. level.monk clearAnim( %root, .1 );
  74. level.monk SetAnim( %ai_zombie_walk_v1 );
  75. }
  76. if( distance( level.monk.origin, self.origin ) < dist1 )
  77. {
  78. level.monk moveto(level.monk.origin,1);
  79. level.monk ClearAnim( %root, .1 );
  80. level.monk thread animscripts\melee::meleecombat(self dodamage(self.health + 1, self.origin));
  81. }
  82. wait 2;
  83. }
  84. }
  85.  
  86. Clamp()
  87. {
  88. self endon("bot_death");
  89. self endon("crate_gone");
  90.  
  91. trace = bulletTrace(self.origin + (0,0,50), self.origin + (0,0,-40), false, self);
  92. if(isdefined(trace["entity"]) && isDefined(trace["entity"].targetname) && trace["entity"].targetname == "bot")
  93. trace = bulletTrace(self.origin + (0,0,50), self.origin + (0,0,-40), false, trace["entity"]);
  94.  
  95. self.origin = (trace["position"]);
  96. self.currentsurface = trace["surfacetype"];
  97.  
  98. if(self.currentsurface == "none")
  99. self.currentsurface = "default";
  100.  
  101. }
  102.  
  103. /*
  104. Shit that aint needed
  105. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
  106. PlayfxOnTag(loadfx("misc/fx_zombie_powerup_on"), level.monk, "j_eyeball_ri");
  107. PlayfxOnTag(loadfx("misc/fx_zombie_powerup_grab"), level.monk, "j_eyeball_le");
  108. PlayfxOnTag(loadfx("misc/fx_zombie_powerup_wave"), level.monk, "j_eyeball_ri");
  109. level.monk Attach( "zombie_skull", "j_eyeball_ri", true );
  110.  
  111. Solid shit a no go
  112. level.solid = spawn( "trigger_radius", ( 0, 0, 0 ), level.monk.origin );
  113. level.solid.origin = level.monk.origin;
  114. level.solid.angles = (0, 90, 0);
  115. level.solid setContents( 1 );
  116. level.solid linkto(level.monk);
  117. level.solid pushPlayer(true);
  118. level.solid.pushable = 1;
  119. level.solid.pushable = true;
  120. fx
  121. PlayfxOnTag(loadfx("env/smoke/fx_smoke_brush_smolder_md"), level.monk, "J_spinelower");
  122. PlayfxOnTag(loadfx("env/smoke/fx_smoke_brush_smolder_md"), level.monk, "J_mainroot");
  123. */
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